]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/t_items.qc
Merge branch 'master' into terencehill/cmd_fixes
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
1 float have_pickup_item(void)
2 {
3         // minstagib: only allow filtered items
4         if(g_minstagib)
5                 if(self.classname != "minstagib")
6                         return FALSE;
7
8         if(self.flags & FL_POWERUP)
9         {
10                 if(autocvar_g_powerups > 0)
11                         return TRUE;
12                 if(autocvar_g_powerups == 0)
13                         return FALSE;
14                 if(g_lms)
15                         return FALSE;
16                 if(g_ca)
17                         return FALSE;
18                 if(g_arena)
19                         return FALSE;
20         }
21         else
22         {
23                 if(autocvar_g_pickup_items > 0)
24                         return TRUE;
25                 if(autocvar_g_pickup_items == 0)
26                         return FALSE;
27                 if(g_lms)
28                         return FALSE;
29                 if(g_ca)
30                         return FALSE;
31                 if(g_weaponarena)
32                         if(!WEPSET_EMPTY_E(self) || (self.items & IT_AMMO))
33                                 return FALSE;
34         }
35         return TRUE;
36 }
37
38 #define ITEM_RESPAWN_TICKS 10
39
40 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)
41         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
42 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
43         // range: 10 .. respawntime + respawntimejitter
44
45 floatfield Item_CounterField(float it)
46 {
47         switch(it)
48         {
49                 case IT_SHELLS:      return ammo_shells;
50                 case IT_NAILS:       return ammo_nails;
51                 case IT_ROCKETS:     return ammo_rockets;
52                 case IT_CELLS:       return ammo_cells;
53                 case IT_FUEL:        return ammo_fuel;
54                 case IT_5HP:         return health;
55                 case IT_25HP:        return health;
56                 case IT_HEALTH:      return health;
57                 case IT_ARMOR_SHARD: return armorvalue;
58                 case IT_ARMOR:       return armorvalue;
59                 // add more things here (health, armor)
60                 default:             error("requested item has no counter field");
61         }
62 }
63
64 string Item_CounterFieldName(float it)
65 {
66         switch(it)
67         {
68                 case IT_SHELLS:      return "shells";
69                 case IT_NAILS:       return "nails";
70                 case IT_ROCKETS:     return "rockets";
71                 case IT_CELLS:       return "cells";
72                 case IT_FUEL:        return "fuel";
73
74                 // add more things here (health, armor)
75                 default:             error("requested item has no counter field name");
76         }
77 }
78
79 .float max_armorvalue;
80 .float pickup_anyway;
81
82 float Item_Customize()
83 {
84         if(self.spawnshieldtime)
85                 return TRUE;
86         if(!WEPSET_CONTAINS_ALL_EE(other, self))
87         {
88                 self.colormod = '0 0 0';
89                 self.glowmod = self.colormod;
90                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
91                 return TRUE;
92         }
93         else
94         {
95                 if(g_ghost_items)
96                 {
97                         self.colormod = stov(autocvar_g_ghost_items_color);
98                         self.glowmod = self.colormod;
99                         self.alpha = g_ghost_items;
100                         return TRUE;
101                 }
102                 else
103                         return FALSE;
104         }
105 }
106
107 void Item_Show (entity e, float mode)
108 {
109         e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
110         if (mode > 0)
111         {
112                 // make the item look normal, and be touchable
113                 e.model = e.mdl;
114                 e.solid = SOLID_TRIGGER;
115                 e.colormod = '0 0 0';
116                 self.glowmod = self.colormod;
117                 e.alpha = 0;
118                 e.customizeentityforclient = func_null;
119
120                 e.spawnshieldtime = 1;
121         }
122         else if (mode < 0)
123         {
124                 // hide the item completely
125                 e.model = string_null;
126                 e.solid = SOLID_NOT;
127                 e.colormod = '0 0 0';
128                 self.glowmod = self.colormod;
129                 e.alpha = 0;
130                 e.customizeentityforclient = func_null;
131
132                 e.spawnshieldtime = 1;
133         }
134         else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
135         {
136                 // make the item translucent and not touchable
137                 e.model = e.mdl;
138                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
139                 e.colormod = '0 0 0';
140                 self.glowmod = self.colormod;
141                 e.effects |= EF_STARDUST;
142                 e.customizeentityforclient = Item_Customize;
143
144                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
145         }
146         else if(g_ghost_items)
147         {
148                 // make the item translucent and not touchable
149                 e.model = e.mdl;
150                 e.solid = SOLID_NOT;
151                 e.colormod = stov(autocvar_g_ghost_items_color);
152                 e.glowmod = e.colormod;
153                 e.alpha = g_ghost_items;
154                 e.customizeentityforclient = func_null;
155
156                 e.spawnshieldtime = 1;
157         }
158         else
159         {
160                 // hide the item completely
161                 e.model = string_null;
162                 e.solid = SOLID_NOT;
163                 e.colormod = '0 0 0';
164                 e.glowmod = e.colormod;
165                 e.alpha = 0;
166                 e.customizeentityforclient = func_null;
167
168                 e.spawnshieldtime = 1;
169         }
170
171         if (e.items & (IT_STRENGTH | IT_INVINCIBLE))
172                 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
173         if (autocvar_g_nodepthtestitems)
174                 e.effects |= EF_NODEPTHTEST;
175         if (autocvar_g_fullbrightitems)
176                 e.effects |= EF_FULLBRIGHT;
177
178         // relink entity (because solid may have changed)
179         setorigin(e, e.origin);
180 }
181
182 void Item_Respawn (void)
183 {
184         Item_Show(self, 1);
185         if(!g_minstagib && self.items == IT_STRENGTH)
186                 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound
187         else if(!g_minstagib && self.items == IT_INVINCIBLE)
188                 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
189         else
190                 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);  // play respawn sound
191         setorigin (self, self.origin);
192
193         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
194         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
195 }
196
197 void Item_RespawnCountdown (void)
198 {
199         if(self.count >= ITEM_RESPAWN_TICKS)
200         {
201                 if(self.waypointsprite_attached)
202                         WaypointSprite_Kill(self.waypointsprite_attached);
203                 Item_Respawn();
204         }
205         else
206         {
207                 self.nextthink = time + 1;
208                 self.count += 1;
209                 if(self.count == 1)
210                 {
211                         string name;
212                         vector rgb = '1 0 1';
213                         name = string_null;
214                         if(g_minstagib)
215                         {
216                                 switch(self.items)
217                                 {
218                                         case IT_STRENGTH:   name = "item-invis"; rgb = '0 0 1'; break;
219                                         case IT_NAILS:      name = "item-extralife"; rgb = '1 0 0'; break;
220                                         case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
221                                 }
222                         }
223                         else
224                         {
225                                 switch(self.items)
226                                 {
227                                         case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
228                                         case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
229                                 }
230                         }
231                         switch(self.items)
232                         {
233                                 case IT_FUEL_REGEN:     name = "item-fuelregen"; rgb = '1 0.5 0'; break;
234                                 case IT_JETPACK:        name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
235                         }
236                         if(self.flags & FL_WEAPON)
237                         {
238                                 entity wi = get_weaponinfo(self.weapon);
239                                 if(wi)
240                                 {
241                                         name = wi.model2;
242                                         rgb = '1 0 0';
243                                 }
244                         }
245                         if(!name)
246                         {
247                                 print("Unknown powerup-marked item is wanting to respawn\n");
248                                 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
249                         }
250                         if(name)
251                         {
252                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
253                                 if(self.waypointsprite_attached)
254                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
255                         }
256                 }
257                 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
258                 if(self.waypointsprite_attached)
259                 {
260                         WaypointSprite_Ping(self.waypointsprite_attached);
261                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
262                 }
263         }
264 }
265
266 void Item_ScheduleRespawnIn(entity e, float t)
267 {
268         if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
269         {
270                 e.think = Item_RespawnCountdown;
271                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
272                 e.count = 0;
273         }
274         else
275         {
276                 e.think = Item_Respawn;
277                 e.nextthink = time + t;
278         }
279 }
280
281 void Item_ScheduleRespawn(entity e)
282 {
283         if(e.respawntime > 0)
284         {
285                 Item_Show(e, 0);
286                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
287         }
288         else // if respawntime is -1, this item does not respawn
289                 Item_Show(e, -1);
290 }
291
292 void Item_ScheduleInitialRespawn(entity e)
293 {
294         Item_Show(e, 0);
295         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
296 }
297
298 float ITEM_MODE_NONE = 0;
299 float ITEM_MODE_HEALTH = 1;
300 float ITEM_MODE_ARMOR = 2;
301 float ITEM_MODE_FUEL = 3;
302 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
303 {
304         if (!item.ammofield)
305                 return FALSE;
306
307         if (item.spawnshieldtime)
308         {
309                 if ((player.ammofield < ammomax) || item.pickup_anyway)
310                 {
311                         player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
312                         goto YEAH;
313                 }
314         }
315         else if(g_weapon_stay == 2)
316         {
317                 float mi = min(item.ammofield, ammomax);
318                 if (player.ammofield < mi)
319                 {
320                         player.ammofield = mi;
321                         goto YEAH;
322                 }
323         }
324
325         return FALSE;
326
327 :YEAH
328         switch(mode)
329         {
330                 case ITEM_MODE_FUEL:
331                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
332                         break;
333                 case ITEM_MODE_HEALTH:
334                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
335                         break;
336                 case ITEM_MODE_ARMOR:
337                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
338                         break;
339                 default:
340                         break;
341         }
342         return TRUE;
343 }
344
345 float Item_GiveTo(entity item, entity player)
346 {
347         float _switchweapon;
348         float pickedup;
349         float it;
350         float i;
351
352         // if nothing happens to player, just return without taking the item
353         pickedup = FALSE;
354         _switchweapon = FALSE;
355
356         if (g_minstagib)
357         {
358                 float prevcells = player.ammo_cells;
359
360                 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
361                 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
362
363                 if(player.ammo_cells > prevcells)
364                 {
365                         _switchweapon = TRUE;
366
367                         // play some cool sounds ;)
368                         if (clienttype(player) == CLIENTTYPE_REAL)
369                         {
370                                 if(player.health <= 5)
371                                         AnnounceTo(player, "lastsecond");
372                                 else if(player.health < 50)
373                                         AnnounceTo(player, "narrowly");
374                         }
375                         // sound not available
376                         // else if(item.items == IT_CELLS)
377                         //      AnnounceTo(player, "ammo");
378
379                         if (WEPSET_CONTAINS_EW(item, WEP_MINSTANEX))
380                                 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
381                         player.health = 100;
382                 }
383
384                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
385                 {
386                         pickedup = TRUE;
387                         player.items |= it;
388                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
389                 }
390
391                 // extralife powerup
392                 if (item.max_health)
393                 {
394                         pickedup = TRUE;
395                         // sound not available
396                         // AnnounceTo(player, "_lives");
397                         player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
398                         sprint(player, "^3You picked up some extra lives\n");
399                 }
400
401                 // invis powerup
402                 if (item.strength_finished)
403                 {
404                         pickedup = TRUE;
405                         // sound not available
406                         // AnnounceTo(player, "invisible");
407                         player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
408                 }
409
410                 // speed powerup
411                 if (item.invincible_finished)
412                 {
413                         pickedup = TRUE;
414                         // sound not available
415                         // AnnounceTo(player, "speed");
416                         player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
417                 }
418         }
419         else
420         {
421                 // in case the player has autoswitch enabled do the following:
422                 // if the player is using their best weapon before items are given, they
423                 // probably want to switch to an even better weapon after items are given
424                 if (player.autoswitch)
425                 if (player.switchweapon == w_getbestweapon(player))
426                         _switchweapon = TRUE;
427
428                 if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
429                         _switchweapon = TRUE;
430
431                 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
432                 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
433                 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
434                 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
435                 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
436                 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
437                 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
438
439                 if (item.flags & FL_WEAPON)
440                 {
441                         WEPSET_DECLARE_A(it);
442                         WEPSET_COPY_AE(it, item);
443                         WEPSET_ANDNOT_AE(it, player);
444
445                         if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
446                         {
447                                 pickedup = TRUE;
448                                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
449                                         if(WEPSET_CONTAINS_AW(it, i))
450                                                 W_GiveWeapon (player, i, item.netname);
451                         }
452                 }
453
454                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
455                 {
456                         pickedup = TRUE;
457                         player.items |= it;
458                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
459                 }
460
461                 if (item.strength_finished)
462                 {
463                         pickedup = TRUE;
464                         player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
465                 }
466                 if (item.invincible_finished)
467                 {
468                         pickedup = TRUE;
469                         player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
470                 }
471                 if (item.superweapons_finished)
472                 {
473                         pickedup = TRUE;
474                         player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
475                 }
476         }
477
478 :skip
479         // always eat teamed entities
480         if(item.team)
481                 pickedup = TRUE;
482
483         if (!pickedup)
484                 return 0;
485
486         if (_switchweapon)
487                 if (player.switchweapon != w_getbestweapon(player))
488                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
489
490         return 1;
491 }
492
493 void Item_Touch (void)
494 {
495         entity e, head;
496
497         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
498         if(self.classname == "droppedweapon")
499         {
500                 if (ITEM_TOUCH_NEEDKILL())
501                 {
502                         remove(self);
503                         return;
504                 }
505         }
506
507         if (other.classname != "player")
508                 return;
509         if (other.deadflag)
510                 return;
511         if (self.solid != SOLID_TRIGGER)
512                 return;
513         if (self.owner == other)
514                 return;
515
516         if (self.classname == "droppedweapon")
517         {
518                 self.strength_finished = max(0, self.strength_finished - time);
519                 self.invincible_finished = max(0, self.invincible_finished - time);
520                 self.superweapons_finished = max(0, self.superweapons_finished - time);
521         }
522
523         if(!Item_GiveTo(self, other))
524         {
525                 if (self.classname == "droppedweapon")
526                 {
527                         // undo what we did above
528                         self.strength_finished += time;
529                         self.invincible_finished += time;
530                         self.superweapons_finished += time;
531                 }
532                 return;
533         }
534
535         other.last_pickup = time;
536
537         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
538         sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
539
540         if (self.classname == "droppedweapon")
541                 remove (self);
542         else if not(self.spawnshieldtime)
543                 return;
544         else
545         {
546                 if(self.team)
547                 {
548                         RandomSelection_Init();
549                         for(head = world; (head = findfloat(head, team, self.team)); )
550                         {
551                                 if(head.flags & FL_ITEM)
552                                 {
553                                         Item_Show(head, -1);
554                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
555                                 }
556                         }
557                         e = RandomSelection_chosen_ent;
558                 }
559                 else
560                         e = self;
561                 Item_ScheduleRespawn(e);
562         }
563 }
564
565 void Item_Reset()
566 {
567         Item_Show(self, !self.state);
568         setorigin (self, self.origin);
569
570         if(self.classname != "droppedweapon")
571         {
572                 self.think = SUB_Null;
573                 self.nextthink = 0;
574
575                 if(self.waypointsprite_attached)
576                         WaypointSprite_Kill(self.waypointsprite_attached);
577
578                 if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
579                         Item_ScheduleInitialRespawn(self);
580         }
581 }
582
583 void Item_FindTeam()
584 {
585         entity head, e;
586
587         if(self.effects & EF_NODRAW)
588         {
589                 // marker for item team search
590                 dprint("Initializing item team ", ftos(self.team), "\n");
591                 RandomSelection_Init();
592                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
593                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
594                 e = RandomSelection_chosen_ent;
595                 e.state = 0;
596                 Item_Show(e, 1);
597
598                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
599                 {
600                         if(head != e)
601                         {
602                                 // make it a non-spawned item
603                                 Item_Show(head, -1);
604                                 head.state = 1; // state 1 = initially hidden item
605                         }
606                         head.effects &~= EF_NODRAW;
607                 }
608
609                 Item_Reset();
610         }
611 }
612
613 // Savage: used for item garbage-collection
614 // TODO: perhaps nice special effect?
615 void RemoveItem(void)
616 {
617         remove(self);
618 }
619
620 // pickup evaluation functions
621 // these functions decide how desirable an item is to the bots
622
623 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
624
625 float weapon_pickupevalfunc(entity player, entity item)
626 {
627         float c, j, position;
628
629         // See if I have it already
630         if(!WEPSET_CONTAINS_ALL_EE(player, item))
631         {
632                 // If I can pick it up
633                 if(!item.spawnshieldtime)
634                         c = 0;
635                 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
636                 {
637                         // Skilled bots will grab more
638                         c = bound(0, skill / 10, 1) * 0.5;
639                 }
640                 else
641                         c = 0;
642         }
643         else
644                 c = 1;
645
646         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
647         if( bot_custom_weapon && c )
648         {
649                 // Find the highest position on any range
650                 position = -1;
651                 for(j = 0; j < WEP_LAST ; ++j){
652                         if(
653                                         bot_weapons_far[j] == item.weapon ||
654                                         bot_weapons_mid[j] == item.weapon ||
655                                         bot_weapons_close[j] == item.weapon
656                           )
657                         {
658                                 position = j;
659                                 break;
660                         }
661                 }
662
663                 // Rate it
664                 if (position >= 0 )
665                 {
666                         position = WEP_LAST - position;
667                         // item.bot_pickupbasevalue is overwritten here
668                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
669                 }
670         }
671
672         return item.bot_pickupbasevalue * c;
673 }
674
675 float commodity_pickupevalfunc(entity player, entity item)
676 {
677         float c, i;
678         float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
679         entity wi;
680         c = 0;
681
682         // Detect needed ammo
683         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
684         {
685                 wi = get_weaponinfo(i);
686
687                 if not(WEPSET_CONTAINS_EW(player, i))
688                         continue;
689
690                 if(wi.items & IT_SHELLS)
691                         need_shells = TRUE;
692                 else if(wi.items & IT_NAILS)
693                         need_nails = TRUE;
694                 else if(wi.items & IT_ROCKETS)
695                         need_rockets = TRUE;
696                 else if(wi.items & IT_CELLS)
697                         need_cells = TRUE;
698                 else if(wi.items & IT_FUEL)
699                         need_cells = TRUE;
700         }
701
702         // TODO: figure out if the player even has the weapon this ammo is for?
703         // may not affect strategy much though...
704         // find out how much more ammo/armor/health the player can hold
705         if (need_shells)
706         if (item.ammo_shells)
707         if (player.ammo_shells < g_pickup_shells_max)
708                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
709         if (need_nails)
710         if (item.ammo_nails)
711         if (player.ammo_nails < g_pickup_nails_max)
712                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
713         if (need_rockets)
714         if (item.ammo_rockets)
715         if (player.ammo_rockets < g_pickup_rockets_max)
716                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
717         if (need_cells)
718         if (item.ammo_cells)
719         if (player.ammo_cells < g_pickup_cells_max)
720                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
721         if (need_fuel)
722         if (item.ammo_fuel)
723         if (player.ammo_fuel < g_pickup_fuel_max)
724                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
725         if (item.armorvalue)
726         if (player.armorvalue < item.max_armorvalue)
727                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
728         if (item.health)
729         if (player.health < item.max_health)
730                 c = c + max(0, 1 - player.health / item.max_health);
731
732         return item.bot_pickupbasevalue * c;
733 }
734
735 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
736 {
737         if(ITEM_DAMAGE_NEEDKILL(deathtype))
738                 RemoveItem();
739 }
740
741 .float is_item;
742 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)
743 {
744         startitem_failed = FALSE;
745
746         if(self.model == "")
747                 self.model = itemmodel;
748         if(self.item_pickupsound == "")
749                 self.item_pickupsound = pickupsound;
750         if(!self.respawntime) // both need to be set
751         {
752                 self.respawntime = defaultrespawntime;
753                 self.respawntimejitter = defaultrespawntimejitter;
754         }
755
756         self.items = itemid;
757         self.weapon = weaponid;
758
759         if(weaponid)
760                 WEPSET_COPY_EW(self, weaponid);
761         self.flags = FL_ITEM | itemflags;
762
763         if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
764         {
765                 startitem_failed = TRUE;
766                 remove(self);
767                 return;
768         }
769
770         // is it a dropped weapon?
771         if (self.classname == "droppedweapon")
772         {
773                 self.reset = SUB_Remove;
774                 // it's a dropped weapon
775                 self.movetype = MOVETYPE_TOSS;
776
777                 // Savage: remove thrown items after a certain period of time ("garbage collection")
778                 self.think = RemoveItem;
779                 self.nextthink = time + 20;
780
781                 self.takedamage = DAMAGE_YES;
782                 self.event_damage = Item_Damage;
783
784                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
785                 /*
786                 if(self.items == 0)
787                 if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
788                 if(self.ammo_nails == 0)
789                 if(self.ammo_cells == 0)
790                 if(self.ammo_rockets == 0)
791                 if(self.ammo_shells == 0)
792                 if(self.ammo_fuel == 0)
793                 if(self.health == 0)
794                 if(self.armorvalue == 0)
795                 */
796                 {
797                         // if item is worthless after a timer, have it expire then
798                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
799                 }
800
801                 // don't drop if in a NODROP zone (such as lava)
802                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
803                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
804                 {
805                         startitem_failed = TRUE;
806                         remove(self);
807                         return;
808                 }
809         }
810         else
811         {
812                 if(!have_pickup_item())
813                 {
814                         startitem_failed = TRUE;
815                         remove (self);
816                         return;
817                 }
818
819                 self.reset = Item_Reset;
820                 // it's a level item
821                 if(self.spawnflags & 1)
822                         self.noalign = 1;
823                 if (self.noalign)
824                         self.movetype = MOVETYPE_NONE;
825                 else
826                         self.movetype = MOVETYPE_TOSS;
827                 // do item filtering according to game mode and other things
828                 if (!self.noalign)
829                 {
830                         // first nudge it off the floor a little bit to avoid math errors
831                         setorigin(self, self.origin + '0 0 1');
832                         // set item size before we spawn a spawnfunc_waypoint
833                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
834                                 setsize (self, '-16 -16 0', '16 16 48');
835                         else
836                                 setsize (self, '-16 -16 0', '16 16 32');
837                         // note droptofloor returns FALSE if stuck/or would fall too far
838                         droptofloor();
839                         waypoint_spawnforitem(self);
840                 }
841
842                 /*
843                  * can't do it that way, as it would break maps
844                  * TODO make a target_give like entity another way, that perhaps has
845                  * the weapon name in a key
846                 if(self.targetname)
847                 {
848                         // target_give not yet supported; maybe later
849                         print("removed targeted ", self.classname, "\n");
850                         startitem_failed = TRUE;
851                         remove (self);
852                         return;
853                 }
854                 */
855
856                 if(autocvar_spawn_debug >= 2)
857                 {
858                         entity otheritem;
859                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
860                         {
861                                 if(otheritem.is_item)
862                                 {
863                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
864                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
865                                         error("Mapper sucks.");
866                                 }
867                         }
868                         self.is_item = TRUE;
869                 }
870
871                 WEPSET_OR_AW(weaponsInMap, weaponid);
872
873                 precache_model (self.model);
874                 precache_sound (self.item_pickupsound);
875
876                 precache_sound ("misc/itemrespawncountdown.wav");
877                 if(!g_minstagib && itemid == IT_STRENGTH)
878                         precache_sound ("misc/strength_respawn.wav");
879                 else if(!g_minstagib && itemid == IT_INVINCIBLE)
880                         precache_sound ("misc/shield_respawn.wav");
881                 else
882                         precache_sound ("misc/itemrespawn.wav");
883
884                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
885                         self.target = "###item###"; // for finding the nearest item using find()
886         }
887
888         self.bot_pickup = TRUE;
889         self.bot_pickupevalfunc = pickupevalfunc;
890         self.bot_pickupbasevalue = pickupbasevalue;
891         self.mdl = self.model;
892         self.netname = itemname;
893         self.touch = Item_Touch;
894         setmodel (self, self.mdl); // precision set below
895         self.effects |= EF_LOWPRECISION;
896         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
897                 setsize (self, '-16 -16 0', '16 16 48');
898         else
899                 setsize (self, '-16 -16 0', '16 16 32');
900         if(itemflags & FL_WEAPON)
901                 self.modelflags |= MF_ROTATE;
902
903         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
904         if (itemflags & FL_WEAPON)
905         {
906                 // neutral team color for pickup weapons
907                 self.colormap = 1024; // color shirt=0 pants=0 grey
908         }
909
910         self.state = 0;
911         if(self.team)
912         {
913                 if(!self.cnt)
914                         self.cnt = 1; // item probability weight
915                 self.effects = self.effects | EF_NODRAW; // marker for item team search
916                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
917         }
918         else
919                 Item_Reset();
920 }
921
922 /* replace items in minstagib
923  * IT_STRENGTH   = invisibility
924  * IT_NAILS      = extra lives
925  * IT_INVINCIBLE = speed
926  */
927 void minstagib_items (float itemid)
928 {
929         float rnd;
930         self.classname = "minstagib";
931
932         // replace rocket launchers and nex guns with ammo cells
933         if (itemid == IT_CELLS)
934         {
935                 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
936                 StartItem ("models/items/a_cells.md3",
937                         "misc/itempickup.wav", 45, 0,
938                         "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
939                 return;
940         }
941
942         // randomize
943         rnd = random() * 3;
944         if (rnd <= 1)
945                 itemid = IT_STRENGTH;
946         else if (rnd <= 2)
947                 itemid = IT_NAILS;
948         else
949                 itemid = IT_INVINCIBLE;
950
951         // replace with invis
952         if (itemid == IT_STRENGTH)
953         {
954                 if(!self.strength_finished)
955                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
956                 StartItem ("models/items/g_strength.md3",
957                         "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
958                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
959         }
960         // replace with extra lives
961         if (itemid == IT_NAILS)
962         {
963                 self.max_health = 1;
964                 StartItem ("models/items/g_h100.md3",
965                         "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
966                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
967         }
968         // replace with speed
969         if (itemid == IT_INVINCIBLE)
970         {
971                 if(!self.invincible_finished)
972                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
973                 StartItem ("models/items/g_invincible.md3",
974                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
975                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
976         }
977 }
978
979 float minst_no_auto_cells;
980 void minst_remove_item (void) {
981         if(minst_no_auto_cells)
982                 remove(self);
983 }
984
985 float weaponswapping;
986 float internalteam;
987
988 void weapon_defaultspawnfunc(float wpn)
989 {
990         entity e;
991         float t;
992         var .float ammofield;
993         string s;
994         entity oldself;
995         float i, j;
996         float f;
997
998         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
999         {
1000                 e = get_weaponinfo(wpn);
1001
1002                 if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1003                 {
1004                         print("Attempted to spawn a mutator-blocked weapon; these guns will in the future require a mutator\n");
1005                         /*
1006                         objerror("Attempted to spawn a mutator-blocked weapon rejected");
1007                         startitem_failed = TRUE;
1008                         return;
1009                         */
1010                 }
1011
1012                 s = W_Apply_Weaponreplace(e.netname);
1013                 ret_string = s;
1014                 other = e;
1015                 MUTATOR_CALLHOOK(SetWeaponreplace);
1016                 s = ret_string;
1017                 if(s == "")
1018                 {
1019                         remove(self);
1020                         startitem_failed = TRUE;
1021                         return;
1022                 }
1023                 t = tokenize_console(s);
1024                 if(t >= 2)
1025                 {
1026                         self.team = --internalteam;
1027                         oldself = self;
1028                         for(i = 1; i < t; ++i)
1029                         {
1030                                 s = argv(i);
1031                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1032                                 {
1033                                         e = get_weaponinfo(j);
1034                                         if(e.netname == s)
1035                                         {
1036                                                 self = spawn();
1037                                                 copyentity(oldself, self);
1038                                                 self.classname = "replacedweapon";
1039                                                 weapon_defaultspawnfunc(j);
1040                                                 break;
1041                                         }
1042                                 }
1043                                 if(j > WEP_LAST)
1044                                 {
1045                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1046                                 }
1047                         }
1048                         self = oldself;
1049                 }
1050                 if(t >= 1) // always the case!
1051                 {
1052                         s = argv(0);
1053                         wpn = 0;
1054                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1055                         {
1056                                 e = get_weaponinfo(j);
1057                                 if(e.netname == s)
1058                                 {
1059                                         wpn = j;
1060                                         break;
1061                                 }
1062                         }
1063                         if(j > WEP_LAST)
1064                         {
1065                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1066                         }
1067                 }
1068                 if(wpn == 0)
1069                 {
1070                         remove(self);
1071                         startitem_failed = TRUE;
1072                         return;
1073                 }
1074         }
1075
1076         e = get_weaponinfo(wpn);
1077
1078         if(!self.respawntime)
1079         {
1080                 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1081                 {
1082                         self.respawntime = g_pickup_respawntime_superweapon;
1083                         self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1084                 }
1085                 else
1086                 {
1087                         self.respawntime = g_pickup_respawntime_weapon;
1088                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1089                 }
1090         }
1091
1092         if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1093                 if(!self.superweapons_finished)
1094                         self.superweapons_finished = autocvar_g_balance_superweapons_time;
1095
1096         if(e.items)
1097         {
1098                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1099                 {
1100                         if(e.items & j)
1101                         {
1102                                 ammofield = Item_CounterField(j);
1103                                 if(!self.ammofield)
1104                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1105                         }
1106                 }
1107         }
1108
1109         // pickup anyway
1110         if(g_pickup_weapons_anyway)
1111                 self.pickup_anyway = TRUE;
1112
1113         f = FL_WEAPON;
1114
1115         // no weapon-stay on superweapons
1116         if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1117                 f |= FL_NO_WEAPON_STAY;
1118
1119         // weapon stay isn't supported for teamed weapons
1120         if(self.team)
1121                 f |= FL_NO_WEAPON_STAY;
1122
1123         // stupid minstagib hack, don't ask
1124         if(g_minstagib)
1125                 if(self.ammo_cells)
1126                         self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1127
1128         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1129         if (self.modelindex) // don't precache if self was removed
1130                 weapon_action(e.weapon, WR_PRECACHE);
1131 }
1132
1133 void spawnfunc_weapon_shotgun (void);
1134 void spawnfunc_weapon_uzi (void) {
1135         if(autocvar_sv_q3acompat_machineshotgunswap)
1136         if(self.classname != "droppedweapon")
1137         {
1138                 weapon_defaultspawnfunc(WEP_SHOTGUN);
1139                 return;
1140         }
1141         weapon_defaultspawnfunc(WEP_UZI);
1142 }
1143
1144 void spawnfunc_weapon_shotgun (void) {
1145         if(autocvar_sv_q3acompat_machineshotgunswap)
1146         if(self.classname != "droppedweapon")
1147         {
1148                 weapon_defaultspawnfunc(WEP_UZI);
1149                 return;
1150         }
1151         weapon_defaultspawnfunc(WEP_SHOTGUN);
1152 }
1153
1154 void spawnfunc_weapon_nex (void)
1155 {
1156         if (g_minstagib)
1157         {
1158                 minstagib_items(IT_CELLS);
1159                 self.think = minst_remove_item;
1160                 self.nextthink = time;
1161                 return;
1162         }
1163         weapon_defaultspawnfunc(WEP_NEX);
1164 }
1165
1166 void spawnfunc_weapon_minstanex (void)
1167 {
1168         if (g_minstagib)
1169         {
1170                 minstagib_items(IT_CELLS);
1171                 self.think = minst_remove_item;
1172                 self.nextthink = time;
1173                 return;
1174         }
1175         weapon_defaultspawnfunc(WEP_MINSTANEX);
1176 }
1177
1178 void spawnfunc_weapon_rocketlauncher (void)
1179 {
1180         if (g_minstagib)
1181         {
1182                 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1183                 self.think = minst_remove_item;
1184                 self.nextthink = time;
1185                 return;
1186         }
1187         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1188 }
1189
1190 void spawnfunc_item_rockets (void) {
1191         if(!self.ammo_rockets)
1192                 self.ammo_rockets = g_pickup_rockets;
1193         if(!self.pickup_anyway)
1194                 self.pickup_anyway = g_pickup_ammo_anyway;
1195         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);
1196 }
1197
1198 void spawnfunc_item_shells (void);
1199 void spawnfunc_item_bullets (void) {
1200         if(!weaponswapping)
1201         if(autocvar_sv_q3acompat_machineshotgunswap)
1202         if(self.classname != "droppedweapon")
1203         {
1204                 weaponswapping = TRUE;
1205                 spawnfunc_item_shells();
1206                 weaponswapping = FALSE;
1207                 return;
1208         }
1209
1210         if(!self.ammo_nails)
1211                 self.ammo_nails = g_pickup_nails;
1212         if(!self.pickup_anyway)
1213                 self.pickup_anyway = g_pickup_ammo_anyway;
1214         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);
1215 }
1216
1217 void spawnfunc_item_cells (void) {
1218         if(!self.ammo_cells)
1219                 self.ammo_cells = g_pickup_cells;
1220         if(!self.pickup_anyway)
1221                 self.pickup_anyway = g_pickup_ammo_anyway;
1222         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);
1223 }
1224
1225 void spawnfunc_item_shells (void) {
1226         if(!weaponswapping)
1227         if(autocvar_sv_q3acompat_machineshotgunswap)
1228         if(self.classname != "droppedweapon")
1229         {
1230                 weaponswapping = TRUE;
1231                 spawnfunc_item_bullets();
1232                 weaponswapping = FALSE;
1233                 return;
1234         }
1235
1236         if(!self.ammo_shells)
1237                 self.ammo_shells = g_pickup_shells;
1238         if(!self.pickup_anyway)
1239                 self.pickup_anyway = g_pickup_ammo_anyway;
1240         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);
1241 }
1242
1243 void spawnfunc_item_armor_small (void) {
1244         if(!self.armorvalue)
1245                 self.armorvalue = g_pickup_armorsmall;
1246         if(!self.max_armorvalue)
1247                 self.max_armorvalue = g_pickup_armorsmall_max;
1248         if(!self.pickup_anyway)
1249                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1250         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);
1251 }
1252
1253 void spawnfunc_item_armor_medium (void) {
1254         if(!self.armorvalue)
1255                 self.armorvalue = g_pickup_armormedium;
1256         if(!self.max_armorvalue)
1257                 self.max_armorvalue = g_pickup_armormedium_max;
1258         if(!self.pickup_anyway)
1259                 self.pickup_anyway = g_pickup_armormedium_anyway;
1260         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);
1261 }
1262
1263 void spawnfunc_item_armor_big (void) {
1264         if(!self.armorvalue)
1265                 self.armorvalue = g_pickup_armorbig;
1266         if(!self.max_armorvalue)
1267                 self.max_armorvalue = g_pickup_armorbig_max;
1268         if(!self.pickup_anyway)
1269                 self.pickup_anyway = g_pickup_armorbig_anyway;
1270         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);
1271 }
1272
1273 void spawnfunc_item_armor_large (void) {
1274         if(!self.armorvalue)
1275                 self.armorvalue = g_pickup_armorlarge;
1276         if(!self.max_armorvalue)
1277                 self.max_armorvalue = g_pickup_armorlarge_max;
1278         if(!self.pickup_anyway)
1279                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1280         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);
1281 }
1282
1283 void spawnfunc_item_health_small (void) {
1284         if(!self.max_health)
1285                 self.max_health = g_pickup_healthsmall_max;
1286         if(!self.health)
1287                 self.health = g_pickup_healthsmall;
1288         if(!self.pickup_anyway)
1289                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1290         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);
1291 }
1292
1293 void spawnfunc_item_health_medium (void) {
1294         if(!self.max_health)
1295                 self.max_health = g_pickup_healthmedium_max;
1296         if(!self.health)
1297                 self.health = g_pickup_healthmedium;
1298         if(!self.pickup_anyway)
1299                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1300         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);
1301 }
1302
1303 void spawnfunc_item_health_large (void) {
1304         if(!self.max_health)
1305                 self.max_health = g_pickup_healthlarge_max;
1306         if(!self.health)
1307                 self.health = g_pickup_healthlarge;
1308         if(!self.pickup_anyway)
1309                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1310         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);
1311 }
1312
1313 void spawnfunc_item_health_mega (void) {
1314         if(g_minstagib) {
1315                 minstagib_items(IT_NAILS);
1316         } else {
1317                 if(!self.max_health)
1318                         self.max_health = g_pickup_healthmega_max;
1319                 if(!self.health)
1320                         self.health = g_pickup_healthmega;
1321                 if(!self.pickup_anyway)
1322                         self.pickup_anyway = g_pickup_healthmega_anyway;
1323                 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);
1324         }
1325 }
1326
1327 // support old misnamed entities
1328 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1329 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1330 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1331 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1332 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1333
1334 void spawnfunc_item_strength (void) {
1335         if(g_minstagib) {
1336                 minstagib_items(IT_STRENGTH);
1337         } else {
1338                 precache_sound("weapons/strength_fire.wav");
1339                 if(!self.strength_finished)
1340                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1341                 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);
1342         }
1343 }
1344
1345 void spawnfunc_item_invincible (void) {
1346         if(g_minstagib) {
1347                 minstagib_items(IT_INVINCIBLE);
1348         } else {
1349                 if(!self.invincible_finished)
1350                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1351                 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);
1352         }
1353 }
1354
1355 void spawnfunc_item_minst_cells (void) {
1356         if (g_minstagib)
1357         {
1358                 minst_no_auto_cells = 1;
1359                 minstagib_items(IT_CELLS);
1360         }
1361         else
1362                 remove(self);
1363 }
1364
1365 // compatibility:
1366 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1367
1368 float GiveItems(entity e, float beginarg, float endarg);
1369 void target_items_use (void)
1370 {
1371         if(activator.classname == "droppedweapon")
1372         {
1373                 EXACTTRIGGER_TOUCH;
1374                 remove(activator);
1375                 return;
1376         }
1377
1378         if(activator.classname != "player")
1379                 return;
1380         if(activator.deadflag != DEAD_NO)
1381                 return;
1382         EXACTTRIGGER_TOUCH;
1383
1384         entity e;
1385         for(e = world; (e = find(e, classname, "droppedweapon")); )
1386                 if(e.enemy == activator)
1387                         remove(e);
1388
1389         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1390                 centerprint(activator, self.message);
1391 }
1392
1393 void spawnfunc_target_items (void)
1394 {
1395         float n, i, j;
1396         entity e;
1397
1398         self.use = target_items_use;
1399         if(!self.strength_finished)
1400                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1401         if(!self.invincible_finished)
1402                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1403         if(!self.superweapons_finished)
1404                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1405
1406         precache_sound("misc/itempickup.wav");
1407         precache_sound("misc/megahealth.wav");
1408         precache_sound("misc/armor25.wav");
1409         precache_sound("misc/powerup.wav");
1410         precache_sound("misc/poweroff.wav");
1411         precache_sound("weapons/weaponpickup.wav");
1412
1413         n = tokenize_console(self.netname);
1414         if(argv(0) == "give")
1415         {
1416                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1417         }
1418         else
1419         {
1420                 for(i = 0; i < n; ++i)
1421                 {
1422                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1423                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1424                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1425                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1426                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1427                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1428                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1429                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1430                         else
1431                         {
1432                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1433                                 {
1434                                         e = get_weaponinfo(j);
1435                                         if(argv(i) == e.netname)
1436                                         {
1437                                                 WEPSET_OR_EW(self, j);
1438                                                 if(self.spawnflags == 0 || self.spawnflags == 2)
1439                                                         weapon_action(e.weapon, WR_PRECACHE);
1440                                                 break;
1441                                         }
1442                                 }
1443                                 if(j > WEP_LAST)
1444                                         print("target_items: invalid item ", argv(i), "\n");
1445                         }
1446                 }
1447
1448                 string itemprefix, valueprefix;
1449                 if(self.spawnflags == 0)
1450                 {
1451                         itemprefix = "";
1452                         valueprefix = "";
1453                 }
1454                 else if(self.spawnflags == 1)
1455                 {
1456                         itemprefix = "max ";
1457                         valueprefix = "max ";
1458                 }
1459                 else if(self.spawnflags == 2)
1460                 {
1461                         itemprefix = "min ";
1462                         valueprefix = "min ";
1463                 }
1464                 else if(self.spawnflags == 4)
1465                 {
1466                         itemprefix = "minus ";
1467                         valueprefix = "max ";
1468                 }
1469                 else
1470                         error("invalid spawnflags");
1471
1472                 self.netname = "";
1473                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1474                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1475                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1476                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1477                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1478                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1479                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1480                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1481                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1482                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1483                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1484                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1485                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1486                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1487                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1488                 {
1489                         e = get_weaponinfo(j);
1490                         if(e.weapon)
1491                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
1492                 }
1493         }
1494         self.netname = strzone(self.netname);
1495         //print(self.netname, "\n");
1496
1497         n = tokenize_console(self.netname);
1498         for(i = 0; i < n; ++i)
1499         {
1500                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1501                 {
1502                         e = get_weaponinfo(j);
1503                         if(argv(i) == e.netname)
1504                         {
1505                                 weapon_action(e.weapon, WR_PRECACHE);
1506                                 break;
1507                         }
1508                 }
1509         }
1510 }
1511
1512 void spawnfunc_item_fuel(void)
1513 {
1514         if(!self.ammo_fuel)
1515                 self.ammo_fuel = g_pickup_fuel;
1516         if(!self.pickup_anyway)
1517                 self.pickup_anyway = g_pickup_ammo_anyway;
1518         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);
1519 }
1520
1521 void spawnfunc_item_fuel_regen(void)
1522 {
1523         if(start_items & IT_FUEL_REGEN)
1524         {
1525                 spawnfunc_item_fuel();
1526                 return;
1527         }
1528         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);
1529 }
1530
1531 void spawnfunc_item_jetpack(void)
1532 {
1533         if(g_grappling_hook)
1534                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1535         if(!self.ammo_fuel)
1536                 self.ammo_fuel = g_pickup_fuel_jetpack;
1537         if(start_items & IT_JETPACK)
1538         {
1539                 spawnfunc_item_fuel();
1540                 return;
1541         }
1542         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);
1543 }
1544
1545
1546 #define OP_SET 0
1547 #define OP_MIN 1
1548 #define OP_MAX 2
1549 #define OP_PLUS 3
1550 #define OP_MINUS 4
1551
1552 float GiveWeapon(entity e, float wpn, float op, float val)
1553 {
1554         float v0, v1;
1555         v0 = WEPSET_CONTAINS_EW(e, wpn);
1556         switch(op)
1557         {
1558                 case OP_SET:
1559                         if(val > 0)
1560                                 WEPSET_OR_EW(e, wpn);
1561                         else
1562                                 WEPSET_ANDNOT_EW(e, wpn);
1563                         break;
1564                 case OP_MIN:
1565                 case OP_PLUS:
1566                         if(val > 0)
1567                                 WEPSET_OR_EW(e, wpn);
1568                         break;
1569                 case OP_MAX:
1570                         if(val <= 0)
1571                                 WEPSET_ANDNOT_EW(e, wpn);
1572                         break;
1573                 case OP_MINUS:
1574                         if(val > 0)
1575                                 WEPSET_ANDNOT_EW(e, wpn);
1576                         break;
1577         }
1578         v1 = WEPSET_CONTAINS_EW(e, wpn);
1579         return (v0 != v1);
1580 }
1581
1582 float GiveBit(entity e, .float fld, float bit, float op, float val)
1583 {
1584         float v0, v1;
1585         v0 = (e.fld & bit);
1586         switch(op)
1587         {
1588                 case OP_SET:
1589                         if(val > 0)
1590                                 e.fld |= bit;
1591                         else
1592                                 e.fld &~= bit;
1593                         break;
1594                 case OP_MIN:
1595                 case OP_PLUS:
1596                         if(val > 0)
1597                                 e.fld |= bit;
1598                         break;
1599                 case OP_MAX:
1600                         if(val <= 0)
1601                                 e.fld &~= bit;
1602                         break;
1603                 case OP_MINUS:
1604                         if(val > 0)
1605                                 e.fld &~= bit;
1606                         break;
1607         }
1608         v1 = (e.fld & bit);
1609         return (v0 != v1);
1610 }
1611
1612 float GiveValue(entity e, .float fld, float op, float val)
1613 {
1614         float v0, v1;
1615         v0 = e.fld;
1616         switch(op)
1617         {
1618                 case OP_SET:
1619                         e.fld = val;
1620                         break;
1621                 case OP_MIN:
1622                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1623                         break;
1624                 case OP_MAX:
1625                         e.fld = min(e.fld, val);
1626                         break;
1627                 case OP_PLUS:
1628                         e.fld += val;
1629                         break;
1630                 case OP_MINUS:
1631                         e.fld -= val;
1632                         break;
1633         }
1634         v1 = e.fld;
1635         return (v0 != v1);
1636 }
1637
1638 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1639 {
1640         if(v1 == v0)
1641                 return;
1642         if(v1 <= v0 - t)
1643         {
1644                 if(snd_decr != "")
1645                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1646         }
1647         else if(v0 >= v0 + t)
1648         {
1649                 if(snd_incr != "")
1650                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1651         }
1652 }
1653
1654 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1655 {
1656         if(v0 < v1)
1657                 e.rotfield = max(e.rotfield, time + rottime);
1658         else if(v0 > v1)
1659                 e.regenfield = max(e.regenfield, time + regentime);
1660 }
1661
1662 #define PREGIVE_WEAPONS(e) WEPSET_DECLARE_A(save_weapons); WEPSET_COPY_AE(save_weapons, e)
1663 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1664 #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)
1665 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1666 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1667 #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)
1668
1669 float GiveItems(entity e, float beginarg, float endarg)
1670 {
1671         float got, i, j, val, op;
1672         float _switchweapon;
1673         entity wi;
1674         string cmd;
1675
1676         val = 999;
1677         op = OP_SET;
1678
1679         got = 0;
1680
1681         _switchweapon = FALSE;
1682         if (e.autoswitch)
1683                 if (e.switchweapon == w_getbestweapon(e))
1684                         _switchweapon = TRUE;
1685
1686         e.strength_finished = max(0, e.strength_finished - time);
1687         e.invincible_finished = max(0, e.invincible_finished - time);
1688         e.superweapons_finished = max(0, e.superweapons_finished - time);
1689         
1690         PREGIVE(e, items);
1691         PREGIVE_WEAPONS(e);
1692         PREGIVE(e, strength_finished);
1693         PREGIVE(e, invincible_finished);
1694         PREGIVE(e, superweapons_finished);
1695         PREGIVE(e, ammo_nails);
1696         PREGIVE(e, ammo_cells);
1697         PREGIVE(e, ammo_shells);
1698         PREGIVE(e, ammo_rockets);
1699         PREGIVE(e, ammo_fuel);
1700         PREGIVE(e, armorvalue);
1701         PREGIVE(e, health);
1702
1703         for(i = beginarg; i < endarg; ++i)
1704         {
1705                 cmd = argv(i);
1706
1707                 if(cmd == "0" || stof(cmd))
1708                 {
1709                         val = stof(cmd);
1710                         continue;
1711                 }
1712                 switch(cmd)
1713                 {
1714                         case "no":
1715                                 op = OP_MAX;
1716                                 val = 0;
1717                                 continue;
1718                         case "max":
1719                                 op = OP_MAX;
1720                                 continue;
1721                         case "min":
1722                                 op = OP_MIN;
1723                                 continue;
1724                         case "plus":
1725                                 op = OP_PLUS;
1726                                 continue;
1727                         case "minus":
1728                                 op = OP_MINUS;
1729                                 continue;
1730                         case "ALL":
1731                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1732                                 got += GiveValue(e, strength_finished, op, val);
1733                                 got += GiveValue(e, invincible_finished, op, val);
1734                                 got += GiveValue(e, superweapons_finished, op, val);
1735                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1736                         case "all":
1737                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1738                                 got += GiveValue(e, health, op, val);
1739                                 got += GiveValue(e, armorvalue, op, val);
1740                         case "allweapons":
1741                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1742                                 {
1743                                         wi = get_weaponinfo(j);
1744                                         if(wi.weapon)
1745                                                 if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1746                                                         got += GiveWeapon(e, j, op, val);
1747                                 }
1748                         case "allammo":
1749                                 got += GiveValue(e, ammo_cells, op, val);
1750                                 got += GiveValue(e, ammo_shells, op, val);
1751                                 got += GiveValue(e, ammo_nails, op, val);
1752                                 got += GiveValue(e, ammo_rockets, op, val);
1753                                 got += GiveValue(e, ammo_fuel, op, val);
1754                                 break;
1755                         case "unlimited_ammo":
1756                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1757                                 break;
1758                         case "unlimited_weapon_ammo":
1759                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1760                                 break;
1761                         case "unlimited_superweapons":
1762                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1763                                 break;
1764                         case "jetpack":
1765                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1766                                 break;
1767                         case "fuel_regen":
1768                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1769                                 break;
1770                         case "strength":
1771                                 got += GiveValue(e, strength_finished, op, val);
1772                                 break;
1773                         case "invincible":
1774                                 got += GiveValue(e, invincible_finished, op, val);
1775                                 break;
1776                         case "superweapons":
1777                                 got += GiveValue(e, superweapons_finished, op, val);
1778                                 break;
1779                         case "cells":
1780                                 got += GiveValue(e, ammo_cells, op, val);
1781                                 break;
1782                         case "shells":
1783                                 got += GiveValue(e, ammo_shells, op, val);
1784                                 break;
1785                         case "nails":
1786                         case "bullets":
1787                                 got += GiveValue(e, ammo_nails, op, val);
1788                                 break;
1789                         case "rockets":
1790                                 got += GiveValue(e, ammo_rockets, op, val);
1791                                 break;
1792                         case "health":
1793                                 got += GiveValue(e, health, op, val);
1794                                 break;
1795                         case "armor":
1796                                 got += GiveValue(e, armorvalue, op, val);
1797                                 break;
1798                         case "fuel":
1799                                 got += GiveValue(e, ammo_fuel, op, val);
1800                                 break;
1801                         default:
1802                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1803                                 {
1804                                         wi = get_weaponinfo(j);
1805                                         if(cmd == wi.netname)
1806                                         {
1807                                                 got += GiveWeapon(e, j, op, val);
1808                                                 break;
1809                                         }
1810                                 }
1811                                 if(j > WEP_LAST)
1812                                         print("give: invalid item ", cmd, "\n");
1813                                 break;
1814                 }
1815                 val = 999;
1816                 op = OP_SET;
1817         }
1818
1819         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1820         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1821         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1822         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1823         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1824         {
1825                 wi = get_weaponinfo(j);
1826                 if(wi.weapon)
1827                 {
1828                         POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1829                         if not(WEPSET_CONTAINS_AW(save_weapons, j))
1830                                 if(WEPSET_CONTAINS_EW(e, j))
1831                                         weapon_action(wi.weapon, WR_PRECACHE);
1832                 }
1833         }
1834         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1835         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1836         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1837         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1838         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1839         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1840         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);
1841         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);
1842         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);
1843
1844         if(e.superweapons_finished <= 0)
1845                 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1846                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1847
1848         if (g_minstagib)
1849         {
1850                 e.health = bound(0, e.health, 100);
1851                 e.armorvalue = bound(0, e.armorvalue, 999);
1852         }
1853
1854         if(e.strength_finished <= 0)
1855                 e.strength_finished = 0;
1856         else
1857                 e.strength_finished += time;
1858         if(e.invincible_finished <= 0)
1859                 e.invincible_finished = 0;
1860         else
1861                 e.invincible_finished += time;
1862         if(e.superweapons_finished <= 0)
1863                 e.superweapons_finished = 0;
1864         else
1865                 e.superweapons_finished += time;
1866
1867         if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
1868                 _switchweapon = TRUE;
1869         if(_switchweapon)
1870                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1871
1872         return got;
1873 }