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1 #define ISF_LOCATION 2
2 #define ISF_MODEL    4
3 #define ISF_STATUS   8
4     #define ITS_STAYWEP   1
5     #define ITS_ANIMATE1  2
6     #define ITS_ANIMATE2  4
7     #define ITS_AVAILABLE 8
8     #define ITS_ALLOWFB   16
9     #define ITS_ALLOWSI   32
10     #define ITS_POWERUP   64
11 #define ISF_COLORMAP 16
12 #define ISF_DROP 32
13 #define ISF_ANGLES 64
14
15 .float ItemStatus;
16
17 #ifdef CSQC
18
19 var float  autocvar_cl_animate_items = 1;
20 var float  autocvar_cl_ghost_items = 0.45;
21 var vector autocvar_cl_ghost_items_color = '-1 -1 -1';
22 var float  autocvar_cl_fullbright_items = 0;
23 var vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
24 var float  autocvar_cl_weapon_stay_alpha = 0.75;
25 var float  autocvar_cl_simple_items = 0;
26 var string autocvr_cl_simpleitems_postfix = "_simple";
27 .float  spawntime;
28 .float  gravity;
29 .vector colormod;
30 void ItemDraw()
31 {    
32     if(self.gravity)
33     {        
34         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
35         if(self.move_flags & FL_ONGROUND) 
36         { // For some reason move_avelocity gets set to '0 0 0' here ...
37             self.oldorigin = self.origin;
38             self.gravity = 0;
39
40             if(autocvar_cl_animate_items)   
41             { // ... so reset it if animations are requested. 
42                 if(self.ItemStatus & ITS_ANIMATE1)
43                     self.move_avelocity = '0 180 0';
44                 
45                 if(self.ItemStatus & ITS_ANIMATE2)
46                     self.move_avelocity = '0 -90 0';
47             }
48         }
49     }
50     else if (autocvar_cl_animate_items)
51     {        
52         if(self.ItemStatus & ITS_ANIMATE1)
53         {
54             self.angles += self.move_avelocity * frametime;
55             setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));        
56         }    
57         
58         if(self.ItemStatus & ITS_ANIMATE2)
59         {
60             self.angles += self.move_avelocity * frametime;
61             setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));        
62         }
63     }
64 }
65
66 void ItemDrawSimple()
67 {
68     if(self.gravity)
69     {        
70         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);    
71         
72         if(self.move_flags & FL_ONGROUND)
73             self.gravity = 0;
74     }
75 }
76
77 void ItemRead(float _IsNew)
78 {
79     float sf = ReadByte();
80
81     if(sf & ISF_LOCATION)
82     {
83         self.origin_x = ReadCoord();
84         self.origin_y = ReadCoord();
85         self.origin_z = ReadCoord();
86         setorigin(self, self.origin);
87         self.oldorigin = self.origin;
88     }
89     
90     if(sf & ISF_ANGLES) 
91     {
92         self.angles_x = ReadCoord();
93         self.angles_y = ReadCoord();
94         self.angles_z = ReadCoord();        
95         self.move_angles = self.angles;
96     }
97     
98     if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
99     {
100         self.ItemStatus = ReadByte();    
101         
102         if(self.ItemStatus & ITS_AVAILABLE)
103         {
104             self.alpha = 1;
105             self.colormod = self.glowmod = '1 1 1';
106         }
107         else
108         {
109             if (autocvar_cl_ghost_items_color)
110             {
111                 self.alpha = autocvar_cl_ghost_items;
112                 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
113             }
114             else
115                 self.alpha = -1;
116         }    
117         
118         if(autocvar_cl_fullbright_items)
119             if(self.ItemStatus & ITS_ALLOWFB)
120                 self.effects |= EF_FULLBRIGHT;
121             
122         if(self.ItemStatus & ITS_STAYWEP)
123         {
124             self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
125             self.alpha = autocvar_cl_weapon_stay_alpha;
126             
127         }
128         
129         if(self.ItemStatus & ITS_POWERUP)
130         {
131             if(self.ItemStatus & ITS_AVAILABLE)
132                 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
133             else
134                  self.effects &~= (EF_ADDITIVE | EF_FULLBRIGHT);
135         }
136     }
137     
138     if(sf & ISF_MODEL)
139     {
140         self.drawmask  = MASK_NORMAL;
141         self.movetype  = MOVETYPE_NOCLIP;
142         self.draw       = ItemDraw;
143         
144         if(self.mdl)
145             strunzone(self.mdl);
146         
147         self.mdl = "";
148         string _fn = ReadString();
149         
150         if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
151         {
152             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
153             self.draw = ItemDrawSimple;
154                     
155             
156             
157             if(fexists(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix)))
158                 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix));
159             else if(fexists(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix)))
160                 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix));
161             else if(fexists(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix)))
162                 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix));
163             else if(fexists(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix)))
164                 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix));
165             else
166             {
167                 self.draw = ItemDraw;
168                 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
169             }
170         }
171         
172         if(self.draw != ItemDrawSimple)        
173             self.mdl = strzone(_fn);                
174         
175         
176         if(self.mdl == "")
177             dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
178         
179         precache_model(self.mdl);
180         setmodel(self, self.mdl);
181     }
182     
183     if(sf & ISF_COLORMAP)
184         self.colormap = ReadShort();
185     
186     if(sf & ISF_DROP)
187     {
188         self.gravity = 1;
189         self.move_angles = '0 0 0';
190         self.move_movetype = MOVETYPE_TOSS;
191         self.move_velocity_x = ReadCoord();
192         self.move_velocity_y = ReadCoord();
193         self.move_velocity_z = ReadCoord();
194         self.velocity = self.move_velocity;
195         self.move_origin = self.oldorigin;
196         
197         if(!self.move_time)
198         {
199             self.move_time = time;
200             self.spawntime = time;
201         }
202         else
203             self.move_time = max(self.move_time, time);
204     }
205         
206     if(autocvar_cl_animate_items)
207     {        
208         if(self.ItemStatus & ITS_ANIMATE1)
209             self.move_avelocity = '0 180 0';
210                 
211         if(self.ItemStatus & ITS_ANIMATE2)
212             self.move_avelocity = '0 -90 0';
213     }
214 }
215
216 #endif
217
218 #ifdef SVQC
219 float autocvar_sv_simple_items;
220 float ItemSend(entity to, float sf)
221 {
222     if(self.gravity)
223         sf |= ISF_DROP;
224     else
225         sf &~= ISF_DROP;
226         
227         WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM); 
228         WriteByte(MSG_ENTITY, sf);
229
230         //WriteByte(MSG_ENTITY, self.cnt);
231     if(sf & ISF_LOCATION)
232     {
233         WriteCoord(MSG_ENTITY, self.origin_x);
234         WriteCoord(MSG_ENTITY, self.origin_y);
235         WriteCoord(MSG_ENTITY, self.origin_z);
236     }
237     
238     if(sf & ISF_ANGLES)
239     {
240         WriteCoord(MSG_ENTITY, self.angles_x);
241         WriteCoord(MSG_ENTITY, self.angles_y);
242         WriteCoord(MSG_ENTITY, self.angles_z);
243     }
244
245     if(sf & ISF_STATUS)
246         WriteByte(MSG_ENTITY, self.ItemStatus);
247
248     if(sf & ISF_MODEL)
249     {
250         
251         if(self.mdl == "")
252             dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
253         
254         WriteString(MSG_ENTITY, self.mdl);
255     }
256         
257         
258     if(sf & ISF_COLORMAP)
259         WriteShort(MSG_ENTITY, self.colormap);
260
261     if(sf & ISF_DROP)
262     {
263         WriteCoord(MSG_ENTITY, self.velocity_x);
264         WriteCoord(MSG_ENTITY, self.velocity_y);
265         WriteCoord(MSG_ENTITY, self.velocity_z);
266     }
267         
268     return TRUE;
269 }
270
271
272 float have_pickup_item(void)
273 {
274         if(self.flags & FL_POWERUP)
275         {
276                 if(autocvar_g_powerups > 0)
277                         return TRUE;
278                 if(autocvar_g_powerups == 0)
279                         return FALSE;
280                 if(g_lms)
281                         return FALSE;
282                 if(g_ca)
283                         return FALSE;
284                 if(g_arena)
285                         return FALSE;
286         }
287         else
288         {
289                 if(autocvar_g_pickup_items > 0)
290                         return TRUE;
291                 if(autocvar_g_pickup_items == 0)
292                         return FALSE;
293                 if(g_lms)
294                         return FALSE;
295                 if(g_ca)
296                         return FALSE;
297                 if(g_weaponarena)
298                         if(!WEPSET_EMPTY_E(self) || (self.items & IT_AMMO))
299                                 return FALSE;
300         }
301         return TRUE;
302 }
303
304 #define ITEM_RESPAWN_TICKS 10
305
306 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)
307         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
308 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
309         // range: 10 .. respawntime + respawntimejitter
310
311 floatfield Item_CounterField(float it)
312 {
313         switch(it)
314         {
315                 case IT_SHELLS:      return ammo_shells;
316                 case IT_NAILS:       return ammo_nails;
317                 case IT_ROCKETS:     return ammo_rockets;
318                 case IT_CELLS:       return ammo_cells;
319                 case IT_FUEL:        return ammo_fuel;
320                 case IT_5HP:         return health;
321                 case IT_25HP:        return health;
322                 case IT_HEALTH:      return health;
323                 case IT_ARMOR_SHARD: return armorvalue;
324                 case IT_ARMOR:       return armorvalue;
325                 // add more things here (health, armor)
326                 default:             error("requested item has no counter field");
327         }
328 #ifdef GMQCC
329         // should never happen
330         return health;
331 #endif
332 }
333
334 string Item_CounterFieldName(float it)
335 {
336         switch(it)
337         {
338                 case IT_SHELLS:      return "shells";
339                 case IT_NAILS:       return "nails";
340                 case IT_ROCKETS:     return "rockets";
341                 case IT_CELLS:       return "cells";
342                 case IT_FUEL:        return "fuel";
343
344                 // add more things here (health, armor)
345                 default:             error("requested item has no counter field name");
346         }
347 #ifdef GMQCC
348         // should never happen
349         return string_null;
350 #endif
351 }
352
353 .float max_armorvalue;
354 .float pickup_anyway;
355 /*
356 float Item_Customize()
357 {
358         if(self.spawnshieldtime)
359                 return TRUE;
360         if(!WEPSET_CONTAINS_ALL_EE(other, self))
361         {
362                 self.colormod = '0 0 0';
363                 self.glowmod = self.colormod;
364                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
365                 return TRUE;
366         }
367         else
368         {
369                 if(g_ghost_items)
370                 {
371                         self.colormod = stov(autocvar_g_ghost_items_color);
372                         self.glowmod = self.colormod;
373                         self.alpha = g_ghost_items;
374                         return TRUE;
375                 }
376                 else
377                         return FALSE;
378         }
379 }
380 */
381
382 void Item_Show (entity e, float mode)
383 {    
384         e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
385         e.ItemStatus &~= ITS_STAYWEP;
386         if (mode > 0)
387         {
388                 // make the item look normal, and be touchable
389                 e.model = e.mdl;
390                 e.solid = SOLID_TRIGGER;
391                 e.spawnshieldtime = 1;
392                 e.ItemStatus |= ITS_AVAILABLE;
393         }
394         else if (mode < 0)
395         {
396                 // hide the item completely
397                 e.model = string_null;
398                 e.solid = SOLID_NOT;
399                 e.spawnshieldtime = 1;
400                 e.ItemStatus &~= ITS_AVAILABLE;
401         }
402         else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
403         {
404                 // make the item translucent and not touchable
405                 e.model = e.mdl;
406                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
407                 e.effects |= EF_STARDUST;
408                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
409                 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
410         }
411         else
412         {
413                 //setmodel(e, "null");
414                 e.solid = SOLID_NOT;
415                 e.colormod = '0 0 0';
416                 e.glowmod = e.colormod;
417                 e.spawnshieldtime = 1;
418                 e.ItemStatus &~= ITS_AVAILABLE;
419         }
420         
421         if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
422             e.ItemStatus |= ITS_POWERUP;                
423         
424         if (autocvar_g_nodepthtestitems)
425                 e.effects |= EF_NODEPTHTEST;
426                 
427     
428     if (autocvar_g_fullbrightitems)
429                 e.ItemStatus |= ITS_ALLOWFB;
430         
431         if (autocvar_sv_simple_items)
432         e.ItemStatus |= ITS_ALLOWSI;
433
434         // relink entity (because solid may have changed)
435         setorigin(e, e.origin);
436     e.SendFlags |= ISF_STATUS;
437 }
438
439 void Item_Respawn (void)
440 {
441         Item_Show(self, 1);
442         // this is ugly...
443         if(self.items == IT_STRENGTH)
444                 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound
445         else if(self.items == IT_INVINCIBLE)
446                 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
447         else
448                 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);  // play respawn sound
449         setorigin (self, self.origin);
450
451         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
452         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
453 }
454
455 void Item_RespawnCountdown (void)
456 {
457         if(self.count >= ITEM_RESPAWN_TICKS)
458         {
459                 if(self.waypointsprite_attached)
460                         WaypointSprite_Kill(self.waypointsprite_attached);
461                 Item_Respawn();
462         }
463         else
464         {
465                 self.nextthink = time + 1;
466                 self.count += 1;
467                 if(self.count == 1)
468                 {
469                         string name;
470                         vector rgb = '1 0 1';
471                         name = string_null;
472                         switch(self.items)
473                         {
474                                 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
475                                 case IT_JETPACK:    name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
476                                 case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
477                                 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
478                         }
479                         item_name = name;
480                         item_color = rgb;
481                         MUTATOR_CALLHOOK(Item_RespawnCountdown);
482                         name = item_name;
483                         rgb = item_color;
484                         if(self.flags & FL_WEAPON)
485                         {
486                                 entity wi = get_weaponinfo(self.weapon);
487                                 if(wi)
488                                 {
489                                         name = wi.model2;
490                                         rgb = '1 0 0';
491                                 }
492                         }
493                         if(name)
494                         {
495                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
496                                 if(self.waypointsprite_attached)
497                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
498                         }
499                         else
500                         {
501                                 print("Unknown powerup-marked item is wanting to respawn\n");
502                                 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
503                         }
504                 }
505                 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
506                 if(self.waypointsprite_attached)
507                 {
508                         WaypointSprite_Ping(self.waypointsprite_attached);
509                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
510                 }
511         }
512 }
513
514 void Item_ScheduleRespawnIn(entity e, float t)
515 {
516         if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
517         {
518                 e.think = Item_RespawnCountdown;
519                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
520                 e.count = 0;
521         }
522         else
523         {
524                 e.think = Item_Respawn;
525                 e.nextthink = time + t;
526         }
527 }
528
529 void Item_ScheduleRespawn(entity e)
530 {
531         if(e.respawntime > 0)
532         {
533                 Item_Show(e, 0);
534                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
535         }
536         else // if respawntime is -1, this item does not respawn
537                 Item_Show(e, -1);
538 }
539
540 void Item_ScheduleInitialRespawn(entity e)
541 {
542         Item_Show(e, 0);
543         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
544 }
545
546 float ITEM_MODE_NONE = 0;
547 float ITEM_MODE_HEALTH = 1;
548 float ITEM_MODE_ARMOR = 2;
549 float ITEM_MODE_FUEL = 3;
550 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
551 {
552         if (!item.ammofield)
553                 return FALSE;
554
555         if (item.spawnshieldtime)
556         {
557                 if ((player.ammofield < ammomax) || item.pickup_anyway)
558                 {
559                         player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
560                         goto YEAH;
561                 }
562         }
563         else if(g_weapon_stay == 2)
564         {
565                 float mi = min(item.ammofield, ammomax);
566                 if (player.ammofield < mi)
567                 {
568                         player.ammofield = mi;
569                         goto YEAH;
570                 }
571         }
572
573         return FALSE;
574
575 :YEAH
576         switch(mode)
577         {
578                 case ITEM_MODE_FUEL:
579                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
580                         break;
581                 case ITEM_MODE_HEALTH:
582                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
583                         break;
584                 case ITEM_MODE_ARMOR:
585                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
586                         break;
587                 default:
588                         break;
589         }
590         return TRUE;
591 }
592
593 float Item_GiveTo(entity item, entity player)
594 {
595         float _switchweapon;
596         float pickedup;
597         float it;
598         float i;
599
600         // if nothing happens to player, just return without taking the item
601         pickedup = FALSE;
602         _switchweapon = FALSE;
603         // in case the player has autoswitch enabled do the following:
604         // if the player is using their best weapon before items are given, they
605         // probably want to switch to an even better weapon after items are given
606         if (player.autoswitch)
607         if (player.switchweapon == w_getbestweapon(player))
608                 _switchweapon = TRUE;
609
610         if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
611                 _switchweapon = TRUE;
612
613         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
614         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
615         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
616         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
617         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
618         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
619         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
620
621         if (item.flags & FL_WEAPON)
622         {
623                 WEPSET_DECLARE_A(it);
624                 WEPSET_COPY_AE(it, item);
625                 WEPSET_ANDNOT_AE(it, player);
626
627                 if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
628                 {
629                 pickedup = TRUE;
630                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
631                         if(WEPSET_CONTAINS_AW(it, i))
632                         W_GiveWeapon(player, i);
633                 }
634         }
635
636         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
637         {
638                 pickedup = TRUE;
639                 player.items |= it;
640                 sprint (player, strcat("You got the ^2", item.netname, "\n"));
641         }
642
643         if (item.strength_finished)
644         {
645                 pickedup = TRUE;
646                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
647         }
648         if (item.invincible_finished)
649         {
650                 pickedup = TRUE;
651                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
652         }
653         if (item.superweapons_finished)
654         {
655                 pickedup = TRUE;
656                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
657         }
658
659 :skip
660
661         other = player;
662         giveitem = item;
663         player_wswitch = _switchweapon;
664         player_pickedup = pickedup;
665         MUTATOR_CALLHOOK(Item_GiveTo);
666         _switchweapon = player_wswitch;
667         pickedup = player_pickedup;
668         
669         // always eat teamed entities
670         if(item.team)
671                 pickedup = TRUE;
672
673         if (!pickedup)
674                 return 0;
675
676         if (_switchweapon)
677                 if (player.switchweapon != w_getbestweapon(player))
678                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
679
680         return 1;
681 }
682
683 void Item_Touch (void)
684 {
685         entity e, head;
686         
687         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
688         if(self.classname == "droppedweapon")
689         {
690                 if (ITEM_TOUCH_NEEDKILL())
691                 {
692                         remove(self);
693                         return;
694                 }
695         }
696
697         if (other.classname != "player")
698                 return;
699         if (other.deadflag)
700                 return;
701         if (self.solid != SOLID_TRIGGER)
702                 return;
703         if (self.owner == other)
704                 return;
705         if(MUTATOR_CALLHOOK(ItemTouch))
706                 return;
707
708         if (self.classname == "droppedweapon")
709         {
710                 self.strength_finished = max(0, self.strength_finished - time);
711                 self.invincible_finished = max(0, self.invincible_finished - time);
712                 self.superweapons_finished = max(0, self.superweapons_finished - time);
713         }
714
715         if(!Item_GiveTo(self, other))
716         {
717                 if (self.classname == "droppedweapon")
718                 {
719                         // undo what we did above
720                         self.strength_finished += time;
721                         self.invincible_finished += time;
722                         self.superweapons_finished += time;
723                 }
724                 return;
725         }
726
727         other.last_pickup = time;
728
729         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
730         sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
731
732         if (self.classname == "droppedweapon")
733                 remove (self);
734         else if not(self.spawnshieldtime)
735                 return;
736         else
737         {
738                 if(self.team)
739                 {
740                         RandomSelection_Init();
741                         for(head = world; (head = findfloat(head, team, self.team)); )
742                         {
743                                 if(head.flags & FL_ITEM)
744                                 {
745                                         Item_Show(head, -1);
746                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
747                                 }
748                         }
749                         e = RandomSelection_chosen_ent;
750
751                 }
752                 else
753                         e = self;
754                 Item_ScheduleRespawn(e);
755         }
756 }
757
758 void Item_Reset()
759 {
760         Item_Show(self, !self.state);
761         setorigin (self, self.origin);
762
763         if(self.classname != "droppedweapon")
764         {
765                 self.think = func_null;
766                 self.nextthink = 0;
767
768                 if(self.waypointsprite_attached)
769                         WaypointSprite_Kill(self.waypointsprite_attached);
770
771                 if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
772                         Item_ScheduleInitialRespawn(self);
773         }
774 }
775
776 void Item_FindTeam()
777 {
778         entity head, e;
779
780         if(self.effects & EF_NODRAW)
781         {
782                 // marker for item team search
783                 dprint("Initializing item team ", ftos(self.team), "\n");
784                 RandomSelection_Init();
785                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
786                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
787                 e = RandomSelection_chosen_ent;
788                 e.state = 0;
789                 Item_Show(e, 1);
790
791                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
792                 {
793                         if(head != e)
794                         {
795                                 // make it a non-spawned item
796                                 Item_Show(head, -1);
797                                 head.state = 1; // state 1 = initially hidden item
798                         }
799                         head.effects &~= EF_NODRAW;
800                 }
801
802                 Item_Reset();
803         }
804 }
805
806 // Savage: used for item garbage-collection
807 // TODO: perhaps nice special effect?
808 void RemoveItem(void)
809 {
810         remove(self);
811 }
812
813 // pickup evaluation functions
814 // these functions decide how desirable an item is to the bots
815
816 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
817
818 float weapon_pickupevalfunc(entity player, entity item)
819 {
820         float c, j, position;
821
822         // See if I have it already
823         if(!WEPSET_CONTAINS_ALL_EE(player, item))
824         {
825                 // If I can pick it up
826                 if(!item.spawnshieldtime)
827                         c = 0;
828                 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
829                 {
830                         // Skilled bots will grab more
831                         c = bound(0, skill / 10, 1) * 0.5;
832                 }
833                 else
834                         c = 0;
835         }
836         else
837                 c = 1;
838
839         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
840         if( bot_custom_weapon && c )
841         {
842                 // Find the highest position on any range
843                 position = -1;
844                 for(j = 0; j < WEP_LAST ; ++j){
845                         if(
846                                         bot_weapons_far[j] == item.weapon ||
847                                         bot_weapons_mid[j] == item.weapon ||
848                                         bot_weapons_close[j] == item.weapon
849                           )
850                         {
851                                 position = j;
852                                 break;
853                         }
854                 }
855
856                 // Rate it
857                 if (position >= 0 )
858                 {
859                         position = WEP_LAST - position;
860                         // item.bot_pickupbasevalue is overwritten here
861                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
862                 }
863         }
864
865         return item.bot_pickupbasevalue * c;
866 }
867
868 float commodity_pickupevalfunc(entity player, entity item)
869 {
870         float c, i;
871         float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
872         entity wi;
873         c = 0;
874
875         // Detect needed ammo
876         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
877         {
878                 wi = get_weaponinfo(i);
879
880                 if not(WEPSET_CONTAINS_EW(player, i))
881                         continue;
882
883                 if(wi.items & IT_SHELLS)
884                         need_shells = TRUE;
885                 else if(wi.items & IT_NAILS)
886                         need_nails = TRUE;
887                 else if(wi.items & IT_ROCKETS)
888                         need_rockets = TRUE;
889                 else if(wi.items & IT_CELLS)
890                         need_cells = TRUE;
891                 else if(wi.items & IT_FUEL)
892                         need_cells = TRUE;
893         }
894
895         // TODO: figure out if the player even has the weapon this ammo is for?
896         // may not affect strategy much though...
897         // find out how much more ammo/armor/health the player can hold
898         if (need_shells)
899         if (item.ammo_shells)
900         if (player.ammo_shells < g_pickup_shells_max)
901                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
902         if (need_nails)
903         if (item.ammo_nails)
904         if (player.ammo_nails < g_pickup_nails_max)
905                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
906         if (need_rockets)
907         if (item.ammo_rockets)
908         if (player.ammo_rockets < g_pickup_rockets_max)
909                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
910         if (need_cells)
911         if (item.ammo_cells)
912         if (player.ammo_cells < g_pickup_cells_max)
913                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
914         if (need_fuel)
915         if (item.ammo_fuel)
916         if (player.ammo_fuel < g_pickup_fuel_max)
917                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
918         if (item.armorvalue)
919         if (player.armorvalue < item.max_armorvalue)
920                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
921         if (item.health)
922         if (player.health < item.max_health)
923                 c = c + max(0, 1 - player.health / item.max_health);
924
925         return item.bot_pickupbasevalue * c;
926 }
927
928 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
929 {
930         if(ITEM_DAMAGE_NEEDKILL(deathtype))
931                 RemoveItem();
932 }
933
934 .float is_item;
935 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
936 {
937         startitem_failed = FALSE;
938
939         if(self.model == "")
940                 self.model = itemmodel;
941         
942         if(self.model == "")
943     {
944         error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
945         return;
946     }
947         
948         if(self.item_pickupsound == "")
949                 self.item_pickupsound = pickupsound;
950         
951         if(!self.respawntime) // both need to be set
952         {
953                 self.respawntime = defaultrespawntime;
954                 self.respawntimejitter = defaultrespawntimejitter;
955         }
956
957         self.items = itemid;
958         self.weapon = weaponid;
959
960         if(weaponid)
961                 WEPSET_COPY_EW(self, weaponid);
962         
963         self.flags = FL_ITEM | itemflags;
964
965         if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
966         {
967                 startitem_failed = TRUE;
968                 remove(self);
969                 return;
970         }
971
972         // is it a dropped weapon?
973         if (self.classname == "droppedweapon")
974         {
975                 self.reset = SUB_Remove;
976                 // it's a dropped weapon
977                 self.movetype = MOVETYPE_TOSS;
978
979                 // Savage: remove thrown items after a certain period of time ("garbage collection")
980                 self.think = RemoveItem;
981                 self.nextthink = time + 20;
982
983                 self.takedamage = DAMAGE_YES;
984                 self.event_damage = Item_Damage;
985
986                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
987                 /*
988                 if(self.items == 0)
989                 if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
990                 if(self.ammo_nails == 0)
991                 if(self.ammo_cells == 0)
992                 if(self.ammo_rockets == 0)
993                 if(self.ammo_shells == 0)
994                 if(self.ammo_fuel == 0)
995                 if(self.health == 0)
996                 if(self.armorvalue == 0)
997                 */
998                 {
999                         // if item is worthless after a timer, have it expire then
1000                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1001                 }
1002
1003                 // don't drop if in a NODROP zone (such as lava)
1004                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1005                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1006                 {
1007                         startitem_failed = TRUE;
1008                         remove(self);
1009                         return;
1010                 }
1011         }
1012         else
1013         {
1014                 if(!have_pickup_item())
1015                 {
1016                         startitem_failed = TRUE;
1017                         remove (self);
1018                         return;
1019                 }
1020                 
1021                 if(self.angles != '0 0 0')
1022             self.SendFlags |= ISF_ANGLES;
1023
1024                 self.reset = Item_Reset;
1025                 // it's a level item
1026                 if(self.spawnflags & 1)
1027                         self.noalign = 1;
1028                 if (self.noalign)
1029                         self.movetype = MOVETYPE_NONE;
1030                 else
1031                         self.movetype = MOVETYPE_TOSS;
1032                 // do item filtering according to game mode and other things
1033                 if (!self.noalign)
1034                 {
1035                         // first nudge it off the floor a little bit to avoid math errors
1036                         setorigin(self, self.origin + '0 0 1');
1037                         // set item size before we spawn a spawnfunc_waypoint
1038                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1039                                 setsize (self, '-16 -16 0', '16 16 48');
1040                         else
1041                                 setsize (self, '-16 -16 0', '16 16 32');
1042                         // note droptofloor returns FALSE if stuck/or would fall too far
1043                         droptofloor();
1044                         waypoint_spawnforitem(self);
1045                 }
1046
1047                 /*
1048                  * can't do it that way, as it would break maps
1049                  * TODO make a target_give like entity another way, that perhaps has
1050                  * the weapon name in a key
1051                 if(self.targetname)
1052                 {
1053                         // target_give not yet supported; maybe later
1054                         print("removed targeted ", self.classname, "\n");
1055                         startitem_failed = TRUE;
1056                         remove (self);
1057                         return;
1058                 }
1059                 */
1060
1061                 if(autocvar_spawn_debug >= 2)
1062                 {
1063                         entity otheritem;
1064                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1065                         {
1066                             // why not flags & fl_item?
1067                                 if(otheritem.is_item)
1068                                 {
1069                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1070                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1071                                         error("Mapper sucks.");
1072                                 }
1073                         }
1074                         self.is_item = TRUE;
1075                 }
1076
1077                 WEPSET_OR_AW(weaponsInMap, weaponid);
1078
1079                 precache_model (self.model);
1080                 precache_sound (self.item_pickupsound);
1081
1082                 precache_sound ("misc/itemrespawncountdown.wav");
1083                 if(itemid == IT_STRENGTH)
1084                         precache_sound ("misc/strength_respawn.wav");
1085                 else if(itemid == IT_INVINCIBLE)
1086                         precache_sound ("misc/shield_respawn.wav");
1087                 else
1088                         precache_sound ("misc/itemrespawn.wav");
1089
1090                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1091                         self.target = "###item###"; // for finding the nearest item using find()
1092         }
1093
1094         self.bot_pickup = TRUE;
1095         self.bot_pickupevalfunc = pickupevalfunc;
1096         self.bot_pickupbasevalue = pickupbasevalue;
1097         self.mdl = self.model;
1098         self.netname = itemname;
1099         self.touch = Item_Touch;
1100         setmodel(self, "null"); // precision set below
1101         //self.effects |= EF_LOWPRECISION; 
1102         
1103         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1104     {
1105         self.pos1 = '-16 -16 0';
1106         self.pos2 = '16 16 48';
1107     }
1108         else
1109     {
1110         self.pos1 = '-16 -16 0';
1111         self.pos2 = '16 16 32';
1112     }
1113     setsize (self, self.pos1, self.pos2);
1114     
1115     if(itemflags & FL_POWERUP) 
1116         self.ItemStatus |= ITS_ANIMATE1;
1117         
1118         if(self.armorvalue || self.health)
1119         self.ItemStatus |= ITS_ANIMATE2;
1120         
1121         if(itemflags & FL_WEAPON)
1122         {
1123                 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1124             self.colormap = 1024; // color shirt=0 pants=0 grey
1125         else
1126             self.gravity = 1;
1127             
1128                 self.ItemStatus |= ITS_ANIMATE1;
1129                 self.ItemStatus |= ISF_COLORMAP;
1130         }
1131
1132         self.state = 0;
1133         if(self.team) // broken, no idea why.
1134         {
1135                 if(!self.cnt)
1136                         self.cnt = 1; // item probability weight
1137                         
1138                 self.effects |= EF_NODRAW; // marker for item team search
1139                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1140         }
1141         else
1142                 Item_Reset();
1143         
1144     Net_LinkEntity(self, FALSE, 0, ItemSend);
1145
1146         // call this hook after everything else has been done
1147         if(MUTATOR_CALLHOOK(Item_Spawn))
1148         {
1149                 startitem_failed = TRUE;
1150                 remove(self);
1151                 return;
1152         }
1153 }
1154
1155 float weaponswapping;
1156 float internalteam;
1157
1158 void weapon_defaultspawnfunc(float wpn)
1159 {
1160         entity e;
1161         float t;
1162         var .float ammofield;
1163         string s;
1164         entity oldself;
1165         float i, j;
1166         float f;
1167
1168         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1169         {
1170                 e = get_weaponinfo(wpn);
1171
1172                 if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1173                 {
1174                         print("Attempted to spawn a mutator-blocked weapon; these guns will in the future require a mutator\n");
1175                         /*
1176                         objerror("Attempted to spawn a mutator-blocked weapon rejected");
1177                         startitem_failed = TRUE;
1178                         return;
1179                         */
1180                 }
1181
1182                 s = W_Apply_Weaponreplace(e.netname);
1183                 ret_string = s;
1184                 other = e;
1185                 MUTATOR_CALLHOOK(SetWeaponreplace);
1186                 s = ret_string;
1187                 if(s == "")
1188                 {
1189                         remove(self);
1190                         startitem_failed = TRUE;
1191                         return;
1192                 }
1193                 t = tokenize_console(s);
1194                 if(t >= 2)
1195                 {
1196                         self.team = --internalteam;
1197                         oldself = self;
1198                         for(i = 1; i < t; ++i)
1199                         {
1200                                 s = argv(i);
1201                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1202                                 {
1203                                         e = get_weaponinfo(j);
1204                                         if(e.netname == s)
1205                                         {
1206                                                 self = spawn();
1207                                                 copyentity(oldself, self);
1208                                                 self.classname = "replacedweapon";
1209                                                 weapon_defaultspawnfunc(j);
1210                                                 break;
1211                                         }
1212                                 }
1213                                 if(j > WEP_LAST)
1214                                 {
1215                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1216                                 }
1217                         }
1218                         self = oldself;
1219                 }
1220                 if(t >= 1) // always the case!
1221                 {
1222                         s = argv(0);
1223                         wpn = 0;
1224                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1225                         {
1226                                 e = get_weaponinfo(j);
1227                                 if(e.netname == s)
1228                                 {
1229                                         wpn = j;
1230                                         break;
1231                                 }
1232                         }
1233                         if(j > WEP_LAST)
1234                         {
1235                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1236                         }
1237                 }
1238                 if(wpn == 0)
1239                 {
1240                         remove(self);
1241                         startitem_failed = TRUE;
1242                         return;
1243                 }
1244         }
1245
1246         e = get_weaponinfo(wpn);
1247
1248         if(!self.respawntime)
1249         {
1250                 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1251                 {
1252                         self.respawntime = g_pickup_respawntime_superweapon;
1253                         self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1254                 }
1255                 else
1256                 {
1257                         self.respawntime = g_pickup_respawntime_weapon;
1258                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1259                 }
1260         }
1261
1262         if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1263                 if(!self.superweapons_finished)
1264                         self.superweapons_finished = autocvar_g_balance_superweapons_time;
1265
1266         if(e.items)
1267         {
1268                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1269                 {
1270                         if(e.items & j)
1271                         {
1272                                 ammofield = Item_CounterField(j);
1273                                 if(!self.ammofield)
1274                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1275                         }
1276                 }
1277         }
1278
1279         // pickup anyway
1280         if(g_pickup_weapons_anyway)
1281                 self.pickup_anyway = TRUE;
1282
1283         f = FL_WEAPON;
1284
1285         // no weapon-stay on superweapons
1286         if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1287                 f |= FL_NO_WEAPON_STAY;
1288
1289         // weapon stay isn't supported for teamed weapons
1290         if(self.team)
1291                 f |= FL_NO_WEAPON_STAY;
1292
1293         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1294         if (self.modelindex) // don't precache if self was removed
1295                 weapon_action(e.weapon, WR_PRECACHE);
1296 }
1297
1298 void spawnfunc_weapon_shotgun (void);
1299 void spawnfunc_weapon_uzi (void) {
1300         if(autocvar_sv_q3acompat_machineshotgunswap)
1301         if(self.classname != "droppedweapon")
1302         {
1303                 weapon_defaultspawnfunc(WEP_SHOTGUN);
1304                 return;
1305         }
1306         weapon_defaultspawnfunc(WEP_UZI);
1307 }
1308
1309 void spawnfunc_weapon_shotgun (void) {
1310         if(autocvar_sv_q3acompat_machineshotgunswap)
1311         if(self.classname != "droppedweapon")
1312         {
1313                 weapon_defaultspawnfunc(WEP_UZI);
1314                 return;
1315         }
1316         weapon_defaultspawnfunc(WEP_SHOTGUN);
1317 }
1318
1319 void spawnfunc_weapon_nex (void)
1320 {
1321         weapon_defaultspawnfunc(WEP_NEX);
1322 }
1323
1324 void spawnfunc_weapon_minstanex (void)
1325 {
1326         weapon_defaultspawnfunc(WEP_MINSTANEX);
1327 }
1328
1329 void spawnfunc_weapon_rocketlauncher (void)
1330 {
1331         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1332 }
1333
1334 void spawnfunc_item_rockets (void) {
1335         if(!self.ammo_rockets)
1336                 self.ammo_rockets = g_pickup_rockets;
1337         if(!self.pickup_anyway)
1338                 self.pickup_anyway = g_pickup_ammo_anyway;
1339         StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
1340 }
1341
1342 void spawnfunc_item_shells (void);
1343 void spawnfunc_item_bullets (void) {
1344         if(!weaponswapping)
1345         if(autocvar_sv_q3acompat_machineshotgunswap)
1346         if(self.classname != "droppedweapon")
1347         {
1348                 weaponswapping = TRUE;
1349                 spawnfunc_item_shells();
1350                 weaponswapping = FALSE;
1351                 return;
1352         }
1353
1354         if(!self.ammo_nails)
1355                 self.ammo_nails = g_pickup_nails;
1356         if(!self.pickup_anyway)
1357                 self.pickup_anyway = g_pickup_ammo_anyway;
1358         StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
1359 }
1360
1361 void spawnfunc_item_cells (void) {
1362         if(!self.ammo_cells)
1363                 self.ammo_cells = g_pickup_cells;
1364         if(!self.pickup_anyway)
1365                 self.pickup_anyway = g_pickup_ammo_anyway;
1366         StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
1367 }
1368
1369 void spawnfunc_item_shells (void) {
1370         if(!weaponswapping)
1371         if(autocvar_sv_q3acompat_machineshotgunswap)
1372         if(self.classname != "droppedweapon")
1373         {
1374                 weaponswapping = TRUE;
1375                 spawnfunc_item_bullets();
1376                 weaponswapping = FALSE;
1377                 return;
1378         }
1379
1380         if(!self.ammo_shells)
1381                 self.ammo_shells = g_pickup_shells;
1382         if(!self.pickup_anyway)
1383                 self.pickup_anyway = g_pickup_ammo_anyway;
1384         StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
1385 }
1386
1387 void spawnfunc_item_armor_small (void) {
1388         if(!self.armorvalue)
1389                 self.armorvalue = g_pickup_armorsmall;
1390         if(!self.max_armorvalue)
1391                 self.max_armorvalue = g_pickup_armorsmall_max;
1392         if(!self.pickup_anyway)
1393                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1394         StartItem ("models/items/item_armor_small.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1395 }
1396
1397 void spawnfunc_item_armor_medium (void) {
1398         if(!self.armorvalue)
1399                 self.armorvalue = g_pickup_armormedium;
1400         if(!self.max_armorvalue)
1401                 self.max_armorvalue = g_pickup_armormedium_max;
1402         if(!self.pickup_anyway)
1403                 self.pickup_anyway = g_pickup_armormedium_anyway;
1404         StartItem ("models/items/item_armor_medium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1405 }
1406
1407 void spawnfunc_item_armor_big (void) {
1408         if(!self.armorvalue)
1409                 self.armorvalue = g_pickup_armorbig;
1410         if(!self.max_armorvalue)
1411                 self.max_armorvalue = g_pickup_armorbig_max;
1412         if(!self.pickup_anyway)
1413                 self.pickup_anyway = g_pickup_armorbig_anyway;
1414         StartItem ("models/items/item_armor_big.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1415 }
1416
1417 void spawnfunc_item_armor_large (void) {
1418         if(!self.armorvalue)
1419                 self.armorvalue = g_pickup_armorlarge;
1420         if(!self.max_armorvalue)
1421                 self.max_armorvalue = g_pickup_armorlarge_max;
1422         if(!self.pickup_anyway)
1423                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1424         StartItem ("models/items/item_armor_large.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1425 }
1426
1427 void spawnfunc_item_health_small (void) {
1428         if(!self.max_health)
1429                 self.max_health = g_pickup_healthsmall_max;
1430         if(!self.health)
1431                 self.health = g_pickup_healthsmall;
1432         if(!self.pickup_anyway)
1433                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1434         StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1435 }
1436
1437 void spawnfunc_item_health_medium (void) {
1438         if(!self.max_health)
1439                 self.max_health = g_pickup_healthmedium_max;
1440         if(!self.health)
1441                 self.health = g_pickup_healthmedium;
1442         if(!self.pickup_anyway)
1443                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1444         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1445 }
1446
1447 void spawnfunc_item_health_large (void) {
1448         if(!self.max_health)
1449                 self.max_health = g_pickup_healthlarge_max;
1450         if(!self.health)
1451                 self.health = g_pickup_healthlarge;
1452         if(!self.pickup_anyway)
1453                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1454         StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1455 }
1456
1457 void spawnfunc_item_health_mega (void) {
1458                 if(!self.max_health)
1459                         self.max_health = g_pickup_healthmega_max;
1460                 if(!self.health)
1461                         self.health = g_pickup_healthmega;
1462                 if(!self.pickup_anyway)
1463                         self.pickup_anyway = g_pickup_healthmega_anyway;
1464                 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1465 }
1466
1467 // support old misnamed entities
1468 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1469 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1470 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1471 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1472 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1473
1474 void spawnfunc_item_strength (void) {
1475                 precache_sound("weapons/strength_fire.wav");
1476                 if(!self.strength_finished)
1477                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1478                 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1479 }
1480
1481 void spawnfunc_item_invincible (void) {
1482                 if(!self.invincible_finished)
1483                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1484                 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1485 }
1486
1487 // compatibility:
1488 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1489
1490 float GiveItems(entity e, float beginarg, float endarg);
1491 void target_items_use (void)
1492 {
1493         if(activator.classname == "droppedweapon")
1494         {
1495                 EXACTTRIGGER_TOUCH;
1496                 remove(activator);
1497                 return;
1498         }
1499
1500         if(activator.classname != "player")
1501                 return;
1502         if(activator.deadflag != DEAD_NO)
1503                 return;
1504         EXACTTRIGGER_TOUCH;
1505
1506         entity e;
1507         for(e = world; (e = find(e, classname, "droppedweapon")); )
1508                 if(e.enemy == activator)
1509                         remove(e);
1510
1511         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1512                 centerprint(activator, self.message);
1513 }
1514
1515 void spawnfunc_target_items (void)
1516 {
1517         float n, i, j;
1518         entity e;
1519
1520         self.use = target_items_use;
1521         if(!self.strength_finished)
1522                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1523         if(!self.invincible_finished)
1524                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1525         if(!self.superweapons_finished)
1526                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1527
1528         precache_sound("misc/itempickup.wav");
1529         precache_sound("misc/megahealth.wav");
1530         precache_sound("misc/armor25.wav");
1531         precache_sound("misc/powerup.wav");
1532         precache_sound("misc/poweroff.wav");
1533         precache_sound("weapons/weaponpickup.wav");
1534
1535         n = tokenize_console(self.netname);
1536         if(argv(0) == "give")
1537         {
1538                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1539         }
1540         else
1541         {
1542                 for(i = 0; i < n; ++i)
1543                 {
1544                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1545                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1546                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1547                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1548                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1549                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1550                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1551                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1552                         else
1553                         {
1554                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1555                                 {
1556                                         e = get_weaponinfo(j);
1557                                         if(argv(i) == e.netname)
1558                                         {
1559                                                 WEPSET_OR_EW(self, j);
1560                                                 if(self.spawnflags == 0 || self.spawnflags == 2)
1561                                                         weapon_action(e.weapon, WR_PRECACHE);
1562                                                 break;
1563                                         }
1564                                 }
1565                                 if(j > WEP_LAST)
1566                                         print("target_items: invalid item ", argv(i), "\n");
1567                         }
1568                 }
1569
1570                 string itemprefix, valueprefix;
1571                 if(self.spawnflags == 0)
1572                 {
1573                         itemprefix = "";
1574                         valueprefix = "";
1575                 }
1576                 else if(self.spawnflags == 1)
1577                 {
1578                         itemprefix = "max ";
1579                         valueprefix = "max ";
1580                 }
1581                 else if(self.spawnflags == 2)
1582                 {
1583                         itemprefix = "min ";
1584                         valueprefix = "min ";
1585                 }
1586                 else if(self.spawnflags == 4)
1587                 {
1588                         itemprefix = "minus ";
1589                         valueprefix = "max ";
1590                 }
1591                 else
1592                 {
1593                         error("invalid spawnflags");
1594 #ifdef GMQCC
1595                         itemprefix = string_null;
1596                         valueprefix = string_null;
1597 #endif
1598                 }
1599
1600                 self.netname = "";
1601                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1602                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1603                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1604                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1605                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1606                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1607                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1608                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1609                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1610                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1611                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1612                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1613                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1614                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1615                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1616                 {
1617                         e = get_weaponinfo(j);
1618                         if(e.weapon)
1619                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
1620                 }
1621         }
1622         self.netname = strzone(self.netname);
1623         //print(self.netname, "\n");
1624
1625         n = tokenize_console(self.netname);
1626         for(i = 0; i < n; ++i)
1627         {
1628                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1629                 {
1630                         e = get_weaponinfo(j);
1631                         if(argv(i) == e.netname)
1632                         {
1633                                 weapon_action(e.weapon, WR_PRECACHE);
1634                                 break;
1635                         }
1636                 }
1637         }
1638 }
1639
1640 void spawnfunc_item_fuel(void)
1641 {
1642         if(!self.ammo_fuel)
1643                 self.ammo_fuel = g_pickup_fuel;
1644         if(!self.pickup_anyway)
1645                 self.pickup_anyway = g_pickup_ammo_anyway;
1646         StartItem ("models/items/g_fuel.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel", IT_FUEL, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1647 }
1648
1649 void spawnfunc_item_fuel_regen(void)
1650 {
1651         if(start_items & IT_FUEL_REGEN)
1652         {
1653                 spawnfunc_item_fuel();
1654                 return;
1655         }
1656         StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Fuel regenerator", IT_FUEL_REGEN, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1657 }
1658
1659 void spawnfunc_item_jetpack(void)
1660 {
1661         if(g_grappling_hook)
1662                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1663         if(!self.ammo_fuel)
1664                 self.ammo_fuel = g_pickup_fuel_jetpack;
1665         if(start_items & IT_JETPACK)
1666         {
1667                 spawnfunc_item_fuel();
1668                 return;
1669         }
1670         StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Jet pack", IT_JETPACK, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1671 }
1672
1673
1674 #define OP_SET 0
1675 #define OP_MIN 1
1676 #define OP_MAX 2
1677 #define OP_PLUS 3
1678 #define OP_MINUS 4
1679
1680 float GiveWeapon(entity e, float wpn, float op, float val)
1681 {
1682         float v0, v1;
1683         v0 = WEPSET_CONTAINS_EW(e, wpn);
1684         switch(op)
1685         {
1686                 case OP_SET:
1687                         if(val > 0)
1688                                 WEPSET_OR_EW(e, wpn);
1689                         else
1690                                 WEPSET_ANDNOT_EW(e, wpn);
1691                         break;
1692                 case OP_MIN:
1693                 case OP_PLUS:
1694                         if(val > 0)
1695                                 WEPSET_OR_EW(e, wpn);
1696                         break;
1697                 case OP_MAX:
1698                         if(val <= 0)
1699                                 WEPSET_ANDNOT_EW(e, wpn);
1700                         break;
1701                 case OP_MINUS:
1702                         if(val > 0)
1703                                 WEPSET_ANDNOT_EW(e, wpn);
1704                         break;
1705         }
1706         v1 = WEPSET_CONTAINS_EW(e, wpn);
1707         return (v0 != v1);
1708 }
1709
1710 float GiveBit(entity e, .float fld, float bit, float op, float val)
1711 {
1712         float v0, v1;
1713         v0 = (e.fld & bit);
1714         switch(op)
1715         {
1716                 case OP_SET:
1717                         if(val > 0)
1718                                 e.fld |= bit;
1719                         else
1720                                 e.fld &~= bit;
1721                         break;
1722                 case OP_MIN:
1723                 case OP_PLUS:
1724                         if(val > 0)
1725                                 e.fld |= bit;
1726                         break;
1727                 case OP_MAX:
1728                         if(val <= 0)
1729                                 e.fld &~= bit;
1730                         break;
1731                 case OP_MINUS:
1732                         if(val > 0)
1733                                 e.fld &~= bit;
1734                         break;
1735         }
1736         v1 = (e.fld & bit);
1737         return (v0 != v1);
1738 }
1739
1740 float GiveValue(entity e, .float fld, float op, float val)
1741 {
1742         float v0, v1;
1743         v0 = e.fld;
1744         switch(op)
1745         {
1746                 case OP_SET:
1747                         e.fld = val;
1748                         break;
1749                 case OP_MIN:
1750                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1751                         break;
1752                 case OP_MAX:
1753                         e.fld = min(e.fld, val);
1754                         break;
1755                 case OP_PLUS:
1756                         e.fld += val;
1757                         break;
1758                 case OP_MINUS:
1759                         e.fld -= val;
1760                         break;
1761         }
1762         v1 = e.fld;
1763         return (v0 != v1);
1764 }
1765
1766 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1767 {
1768         if(v1 == v0)
1769                 return;
1770         if(v1 <= v0 - t)
1771         {
1772                 if(snd_decr != "")
1773                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1774         }
1775         else if(v0 >= v0 + t)
1776         {
1777                 if(snd_incr != "")
1778                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1779         }
1780 }
1781
1782 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1783 {
1784         if(v0 < v1)
1785                 e.rotfield = max(e.rotfield, time + rottime);
1786         else if(v0 > v1)
1787                 e.regenfield = max(e.regenfield, time + regentime);
1788 }
1789
1790 #define PREGIVE_WEAPONS(e) WEPSET_DECLARE_A(save_weapons); WEPSET_COPY_AE(save_weapons, e)
1791 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1792 #define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), WEPSET_CONTAINS_AW(save_weapons, b), WEPSET_CONTAINS_EW(e, b), 0, snd_incr, snd_decr)
1793 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1794 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1795 #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1796
1797 float GiveItems(entity e, float beginarg, float endarg)
1798 {
1799         float got, i, j, val, op;
1800         float _switchweapon;
1801         entity wi;
1802         string cmd;
1803
1804         val = 999;
1805         op = OP_SET;
1806
1807         got = 0;
1808
1809         _switchweapon = FALSE;
1810         if (e.autoswitch)
1811                 if (e.switchweapon == w_getbestweapon(e))
1812                         _switchweapon = TRUE;
1813
1814         e.strength_finished = max(0, e.strength_finished - time);
1815         e.invincible_finished = max(0, e.invincible_finished - time);
1816         e.superweapons_finished = max(0, e.superweapons_finished - time);
1817         
1818         PREGIVE(e, items);
1819         PREGIVE_WEAPONS(e);
1820         PREGIVE(e, strength_finished);
1821         PREGIVE(e, invincible_finished);
1822         PREGIVE(e, superweapons_finished);
1823         PREGIVE(e, ammo_nails);
1824         PREGIVE(e, ammo_cells);
1825         PREGIVE(e, ammo_shells);
1826         PREGIVE(e, ammo_rockets);
1827         PREGIVE(e, ammo_fuel);
1828         PREGIVE(e, armorvalue);
1829         PREGIVE(e, health);
1830
1831         for(i = beginarg; i < endarg; ++i)
1832         {
1833                 cmd = argv(i);
1834
1835                 if(cmd == "0" || stof(cmd))
1836                 {
1837                         val = stof(cmd);
1838                         continue;
1839                 }
1840                 switch(cmd)
1841                 {
1842                         case "no":
1843                                 op = OP_MAX;
1844                                 val = 0;
1845                                 continue;
1846                         case "max":
1847                                 op = OP_MAX;
1848                                 continue;
1849                         case "min":
1850                                 op = OP_MIN;
1851                                 continue;
1852                         case "plus":
1853                                 op = OP_PLUS;
1854                                 continue;
1855                         case "minus":
1856                                 op = OP_MINUS;
1857                                 continue;
1858                         case "ALL":
1859                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1860                                 got += GiveValue(e, strength_finished, op, val);
1861                                 got += GiveValue(e, invincible_finished, op, val);
1862                                 got += GiveValue(e, superweapons_finished, op, val);
1863                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1864                         case "all":
1865                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1866                                 got += GiveValue(e, health, op, val);
1867                                 got += GiveValue(e, armorvalue, op, val);
1868                         case "allweapons":
1869                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1870                                 {
1871                                         wi = get_weaponinfo(j);
1872                                         if(wi.weapon)
1873                                                 if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1874                                                         got += GiveWeapon(e, j, op, val);
1875                                 }
1876                         case "allammo":
1877                                 got += GiveValue(e, ammo_cells, op, val);
1878                                 got += GiveValue(e, ammo_shells, op, val);
1879                                 got += GiveValue(e, ammo_nails, op, val);
1880                                 got += GiveValue(e, ammo_rockets, op, val);
1881                                 got += GiveValue(e, ammo_fuel, op, val);
1882                                 break;
1883                         case "unlimited_ammo":
1884                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1885                                 break;
1886                         case "unlimited_weapon_ammo":
1887                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1888                                 break;
1889                         case "unlimited_superweapons":
1890                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1891                                 break;
1892                         case "jetpack":
1893                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1894                                 break;
1895                         case "fuel_regen":
1896                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1897                                 break;
1898                         case "strength":
1899                                 got += GiveValue(e, strength_finished, op, val);
1900                                 break;
1901                         case "invincible":
1902                                 got += GiveValue(e, invincible_finished, op, val);
1903                                 break;
1904                         case "superweapons":
1905                                 got += GiveValue(e, superweapons_finished, op, val);
1906                                 break;
1907                         case "cells":
1908                                 got += GiveValue(e, ammo_cells, op, val);
1909                                 break;
1910                         case "shells":
1911                                 got += GiveValue(e, ammo_shells, op, val);
1912                                 break;
1913                         case "nails":
1914                         case "bullets":
1915                                 got += GiveValue(e, ammo_nails, op, val);
1916                                 break;
1917                         case "rockets":
1918                                 got += GiveValue(e, ammo_rockets, op, val);
1919                                 break;
1920                         case "health":
1921                                 got += GiveValue(e, health, op, val);
1922                                 break;
1923                         case "armor":
1924                                 got += GiveValue(e, armorvalue, op, val);
1925                                 break;
1926                         case "fuel":
1927                                 got += GiveValue(e, ammo_fuel, op, val);
1928                                 break;
1929                         default:
1930                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1931                                 {
1932                                         wi = get_weaponinfo(j);
1933                                         if(cmd == wi.netname)
1934                                         {
1935                                                 got += GiveWeapon(e, j, op, val);
1936                                                 break;
1937                                         }
1938                                 }
1939                                 if(j > WEP_LAST)
1940                                         print("give: invalid item ", cmd, "\n");
1941                                 break;
1942                 }
1943                 val = 999;
1944                 op = OP_SET;
1945         }
1946
1947         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1948         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1949         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1950         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1951         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1952         {
1953                 wi = get_weaponinfo(j);
1954                 if(wi.weapon)
1955                 {
1956                         POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1957                         if not(WEPSET_CONTAINS_AW(save_weapons, j))
1958                                 if(WEPSET_CONTAINS_EW(e, j))
1959                                         weapon_action(wi.weapon, WR_PRECACHE);
1960                 }
1961         }
1962         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1963         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1964         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1965         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1966         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1967         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1968         POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, "misc/itempickup.wav", string_null);
1969         POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/armor25.wav", string_null);
1970         POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/megahealth.wav", string_null);
1971
1972         if(e.superweapons_finished <= 0)
1973                 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1974                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1975
1976         if(e.strength_finished <= 0)
1977                 e.strength_finished = 0;
1978         else
1979                 e.strength_finished += time;
1980         if(e.invincible_finished <= 0)
1981                 e.invincible_finished = 0;
1982         else
1983                 e.invincible_finished += time;
1984         if(e.superweapons_finished <= 0)
1985                 e.superweapons_finished = 0;
1986         else
1987                 e.superweapons_finished += time;
1988
1989         if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
1990                 _switchweapon = TRUE;
1991         if(_switchweapon)
1992                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1993
1994         return got;
1995 }
1996 #endif