]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/t_items.qc
e0f5a05e699afab484dfba7e571b872b793a8f54
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
1 #include "t_items.qh"
2
3 #include "../common/items/all.qc"
4
5 #if defined(SVQC)
6     #include "_all.qh"
7
8     #include "waypointsprites.qh"
9
10     #include "bot/bot.qh"
11     #include "bot/waypoints.qh"
12
13     #include "mutators/mutators_include.qh"
14
15     #include "weapons/common.qh"
16     #include "weapons/selection.qh"
17     #include "weapons/weaponsystem.qh"
18
19     #include "../common/constants.qh"
20     #include "../common/deathtypes.qh"
21     #include "../common/notifications.qh"
22         #include "../common/triggers/subs.qh"
23     #include "../common/util.qh"
24
25     #include "../common/monsters/all.qh"
26
27     #include "../common/weapons/all.qh"
28
29     #include "../warpzonelib/util_server.qh"
30 #endif
31
32 #ifdef CSQC
33 void ItemDraw()
34 {
35     if(self.gravity)
36     {
37         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
38         if(self.move_flags & FL_ONGROUND)
39         { // For some reason move_avelocity gets set to '0 0 0' here ...
40             self.oldorigin = self.origin;
41             self.gravity = 0;
42
43             if(autocvar_cl_animate_items)
44             { // ... so reset it if animations are requested.
45                 if(self.ItemStatus & ITS_ANIMATE1)
46                     self.move_avelocity = '0 180 0';
47
48                 if(self.ItemStatus & ITS_ANIMATE2)
49                     self.move_avelocity = '0 -90 0';
50             }
51         }
52     }
53     else if (autocvar_cl_animate_items)
54     {
55         if(self.ItemStatus & ITS_ANIMATE1)
56         {
57             self.angles += self.move_avelocity * frametime;
58             setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
59         }
60
61         if(self.ItemStatus & ITS_ANIMATE2)
62         {
63             self.angles += self.move_avelocity * frametime;
64             setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
65         }
66     }
67 }
68
69 void ItemDrawSimple()
70 {
71     if(self.gravity)
72     {
73         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
74
75         if(self.move_flags & FL_ONGROUND)
76             self.gravity = 0;
77     }
78 }
79
80 void ItemRead(float _IsNew)
81 {
82     int sf = ReadByte();
83
84     if(sf & ISF_LOCATION)
85     {
86         self.origin_x = ReadCoord();
87         self.origin_y = ReadCoord();
88         self.origin_z = ReadCoord();
89         setorigin(self, self.origin);
90         self.oldorigin = self.origin;
91     }
92
93     if(sf & ISF_ANGLES)
94     {
95         self.angles_x = ReadCoord();
96         self.angles_y = ReadCoord();
97         self.angles_z = ReadCoord();
98         self.move_angles = self.angles;
99     }
100
101     if(sf & ISF_SIZE)
102     {
103         self.mins_x = ReadCoord();
104         self.mins_y = ReadCoord();
105         self.mins_z = ReadCoord();
106         self.maxs_x = ReadCoord();
107         self.maxs_y = ReadCoord();
108         self.maxs_z = ReadCoord();
109         setsize(self, self.mins, self.maxs);
110     }
111
112     if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
113     {
114         self.ItemStatus = ReadByte();
115
116         if(self.ItemStatus & ITS_AVAILABLE)
117         {
118             self.alpha = 1;
119             self.colormod = self.glowmod = '1 1 1';
120         }
121         else
122         {
123             if (autocvar_cl_ghost_items_color)
124             {
125                 self.alpha = autocvar_cl_ghost_items;
126                 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
127             }
128             else
129                 self.alpha = -1;
130         }
131
132         if(autocvar_cl_fullbright_items)
133             if(self.ItemStatus & ITS_ALLOWFB)
134                 self.effects |= EF_FULLBRIGHT;
135
136         if(self.ItemStatus & ITS_STAYWEP)
137         {
138             self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
139             self.alpha = autocvar_cl_weapon_stay_alpha;
140
141         }
142
143         if(self.ItemStatus & ITS_POWERUP)
144         {
145             if(self.ItemStatus & ITS_AVAILABLE)
146                 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
147             else
148                  self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
149         }
150     }
151
152     if(sf & ISF_MODEL)
153     {
154         self.drawmask  = MASK_NORMAL;
155         self.movetype  = MOVETYPE_TOSS;
156         self.draw       = ItemDraw;
157
158         if(self.mdl)
159             strunzone(self.mdl);
160
161         self.mdl = "";
162         string _fn = ReadString();
163
164         if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
165         {
166             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
167             self.draw = ItemDrawSimple;
168
169
170
171             if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
172                 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
173             else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
174                 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
175             else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
176                 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
177             else if(fexists(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix)))
178                 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix));
179             else
180             {
181                 self.draw = ItemDraw;
182                 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
183             }
184         }
185
186         if(self.draw != ItemDrawSimple)
187             self.mdl = strzone(_fn);
188
189
190         if(self.mdl == "")
191             dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
192
193         precache_model(self.mdl);
194         setmodel(self, self.mdl);
195     }
196
197     if(sf & ISF_COLORMAP)
198         self.colormap = ReadShort();
199
200     if(sf & ISF_DROP)
201     {
202         self.gravity = 1;
203         //self.move_angles = '0 0 0';
204         self.move_movetype = MOVETYPE_TOSS;
205         self.move_velocity_x = ReadCoord();
206         self.move_velocity_y = ReadCoord();
207         self.move_velocity_z = ReadCoord();
208         self.velocity = self.move_velocity;
209         self.move_origin = self.oldorigin;
210
211         if(!self.move_time)
212         {
213             self.move_time = time;
214             self.spawntime = time;
215         }
216         else
217             self.move_time = max(self.move_time, time);
218     }
219
220     if(autocvar_cl_animate_items)
221     {
222         if(self.ItemStatus & ITS_ANIMATE1)
223             self.move_avelocity = '0 180 0';
224
225         if(self.ItemStatus & ITS_ANIMATE2)
226             self.move_avelocity = '0 -90 0';
227     }
228 }
229
230 #endif
231
232 #ifdef SVQC
233 bool ItemSend(entity to, int sf)
234 {
235     if(self.gravity)
236         sf |= ISF_DROP;
237     else
238         sf &= ~ISF_DROP;
239
240         WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
241         WriteByte(MSG_ENTITY, sf);
242
243         //WriteByte(MSG_ENTITY, self.cnt);
244     if(sf & ISF_LOCATION)
245     {
246         WriteCoord(MSG_ENTITY, self.origin.x);
247         WriteCoord(MSG_ENTITY, self.origin.y);
248         WriteCoord(MSG_ENTITY, self.origin.z);
249     }
250
251     if(sf & ISF_ANGLES)
252     {
253         WriteCoord(MSG_ENTITY, self.angles.x);
254         WriteCoord(MSG_ENTITY, self.angles.y);
255         WriteCoord(MSG_ENTITY, self.angles.z);
256     }
257
258     if(sf & ISF_SIZE)
259     {
260         WriteCoord(MSG_ENTITY, self.mins.x);
261         WriteCoord(MSG_ENTITY, self.mins.y);
262         WriteCoord(MSG_ENTITY, self.mins.z);
263         WriteCoord(MSG_ENTITY, self.maxs.x);
264         WriteCoord(MSG_ENTITY, self.maxs.y);
265         WriteCoord(MSG_ENTITY, self.maxs.z);
266     }
267
268     if(sf & ISF_STATUS)
269         WriteByte(MSG_ENTITY, self.ItemStatus);
270
271     if(sf & ISF_MODEL)
272     {
273
274         if(self.mdl == "")
275             dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
276
277         WriteString(MSG_ENTITY, self.mdl);
278     }
279
280
281     if(sf & ISF_COLORMAP)
282         WriteShort(MSG_ENTITY, self.colormap);
283
284     if(sf & ISF_DROP)
285     {
286         WriteCoord(MSG_ENTITY, self.velocity.x);
287         WriteCoord(MSG_ENTITY, self.velocity.y);
288         WriteCoord(MSG_ENTITY, self.velocity.z);
289     }
290
291     return true;
292 }
293
294 void ItemUpdate(entity item)
295 {
296         item.SendFlags |= ISF_LOCATION;
297 }
298
299 float have_pickup_item(void)
300 {
301         if(self.flags & FL_POWERUP)
302         {
303                 if(autocvar_g_powerups > 0)
304                         return true;
305                 if(autocvar_g_powerups == 0)
306                         return false;
307         }
308         else
309         {
310                 if(autocvar_g_pickup_items > 0)
311                         return true;
312                 if(autocvar_g_pickup_items == 0)
313                         return false;
314                 if(g_weaponarena)
315                         if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
316                                 return false;
317         }
318         return true;
319 }
320
321 /*
322 float Item_Customize()
323 {
324         if(self.spawnshieldtime)
325                 return true;
326         if(self.weapons & ~other.weapons)
327         {
328                 self.colormod = '0 0 0';
329                 self.glowmod = self.colormod;
330                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
331                 return true;
332         }
333         else
334         {
335                 if(g_ghost_items)
336                 {
337                         self.colormod = stov(autocvar_g_ghost_items_color);
338                         self.glowmod = self.colormod;
339                         self.alpha = g_ghost_items;
340                         return true;
341                 }
342                 else
343                         return false;
344         }
345 }
346 */
347
348 void Item_Show (entity e, float mode)
349 {
350         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
351         e.ItemStatus &= ~ITS_STAYWEP;
352         if (mode > 0)
353         {
354                 // make the item look normal, and be touchable
355                 e.model = e.mdl;
356                 e.solid = SOLID_TRIGGER;
357                 e.spawnshieldtime = 1;
358                 e.ItemStatus |= ITS_AVAILABLE;
359         }
360         else if (mode < 0)
361         {
362                 // hide the item completely
363                 e.model = string_null;
364                 e.solid = SOLID_NOT;
365                 e.spawnshieldtime = 1;
366                 e.ItemStatus &= ~ITS_AVAILABLE;
367         }
368         else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
369         {
370                 // make the item translucent and not touchable
371                 e.model = e.mdl;
372                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
373                 e.effects |= EF_STARDUST;
374                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
375                 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
376         }
377         else
378         {
379                 //setmodel(e, "null");
380                 e.solid = SOLID_NOT;
381                 e.colormod = '0 0 0';
382                 e.glowmod = e.colormod;
383                 e.spawnshieldtime = 1;
384                 e.ItemStatus &= ~ITS_AVAILABLE;
385         }
386
387         if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
388             e.ItemStatus |= ITS_POWERUP;
389
390         if (autocvar_g_nodepthtestitems)
391                 e.effects |= EF_NODEPTHTEST;
392
393
394     if (autocvar_g_fullbrightitems)
395                 e.ItemStatus |= ITS_ALLOWFB;
396
397         if (autocvar_sv_simple_items)
398         e.ItemStatus |= ITS_ALLOWSI;
399
400         // relink entity (because solid may have changed)
401         setorigin(e, e.origin);
402     e.SendFlags |= ISF_STATUS;
403 }
404
405 void Item_Think()
406 {
407         self.nextthink = time;
408         if(self.origin != self.oldorigin)
409         {
410                 self.oldorigin = self.origin;
411                 ItemUpdate(self);
412         }
413 }
414
415 float it_armor_large_time;
416 float it_health_mega_time;
417 float it_invisible_time;
418 float it_speed_time;
419 float it_extralife_time;
420 float it_strength_time;
421 float it_shield_time;
422 float it_fuelregen_time;
423 float it_jetpack_time;
424 float it_superweapons_time;
425
426 void Item_ItemsTime_Init()
427 {
428         it_armor_large_time = -1;
429         it_health_mega_time = -1;
430         it_invisible_time = -1;
431         it_speed_time = -1;
432         it_extralife_time = -1;
433         it_strength_time = -1;
434         it_shield_time = -1;
435         it_fuelregen_time = -1;
436         it_jetpack_time = -1;
437         it_superweapons_time = -1;
438 }
439 void Item_ItemsTime_ResetTimes()
440 {
441         it_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
442         it_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
443         it_invisible_time   = (it_invisible_time   == -1) ? -1 : 0;
444         it_speed_time       = (it_speed_time       == -1) ? -1 : 0;
445         it_extralife_time   = (it_extralife_time   == -1) ? -1 : 0;
446         it_strength_time    = (it_strength_time    == -1) ? -1 : 0;
447         it_shield_time      = (it_shield_time      == -1) ? -1 : 0;
448         it_fuelregen_time   = (it_fuelregen_time   == -1) ? -1 : 0;
449         it_jetpack_time     = (it_jetpack_time     == -1) ? -1 : 0;
450         it_superweapons_time= (it_superweapons_time== -1) ? -1 : 0;
451 }
452 void Item_ItemsTime_ResetTimesForPlayer(entity e)
453 {
454         e.item_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
455         e.item_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
456         e.item_invisible_time   = (it_invisible_time   == -1) ? -1 : 0;
457         e.item_speed_time       = (it_speed_time       == -1) ? -1 : 0;
458         e.item_extralife_time   = (it_extralife_time   == -1) ? -1 : 0;
459         e.item_strength_time    = (it_strength_time    == -1) ? -1 : 0;
460         e.item_shield_time      = (it_shield_time      == -1) ? -1 : 0;
461         e.item_fuelregen_time   = (it_fuelregen_time   == -1) ? -1 : 0;
462         e.item_jetpack_time     = (it_jetpack_time     == -1) ? -1 : 0;
463         e.item_superweapons_time= (it_superweapons_time== -1) ? -1 : 0;
464 }
465 void Item_ItemsTime_SetTimesForPlayer(entity e)
466 {
467         e.item_armor_large_time = it_armor_large_time;
468         e.item_health_mega_time = it_health_mega_time;
469         e.item_invisible_time = it_invisible_time;
470         e.item_speed_time = it_speed_time;
471         e.item_extralife_time = it_extralife_time;
472         e.item_strength_time = it_strength_time;
473         e.item_shield_time = it_shield_time;
474         e.item_fuelregen_time = it_fuelregen_time;
475         e.item_jetpack_time = it_jetpack_time;
476         e.item_superweapons_time = it_superweapons_time;
477 }
478 bool Item_ItemsTime_UpdateTime_Check(float item_time, float t)
479 {
480         if(t == 0 && item_time == -1)
481                 return true;
482         if(t < 0) // negative means there's another available item of the same kind
483                 t = -t;
484         if(time < t && (item_time <= time || t < item_time))
485                 return true;
486         return false;
487 }
488 void Item_ItemsTime_UpdateTime(entity e, float t)
489 {
490         if(!autocvar_sv_itemstime)
491                 return;
492
493         if(g_instagib)
494         {
495                 switch(e.items)
496                 {
497                         case IT_STRENGTH://"item-invis"
498                                 if(Item_ItemsTime_UpdateTime_Check(it_invisible_time, t))
499                                         it_invisible_time = t;
500                                 break;
501                         case IT_NAILS://"item-extralife"
502                                 if(Item_ItemsTime_UpdateTime_Check(it_extralife_time, t))
503                                         it_extralife_time = t;
504                                 break;
505                         case IT_INVINCIBLE://"item-speed"
506                                 if(Item_ItemsTime_UpdateTime_Check(it_speed_time, t))
507                                         it_speed_time = t;
508                                 break;
509                 }
510         }
511         else
512         {
513                 switch(e.items)
514                 {
515                         case IT_HEALTH:
516                                 //if (e.classname == "item_health_mega")
517                                         if(Item_ItemsTime_UpdateTime_Check(it_health_mega_time, t))
518                                                 it_health_mega_time = t;
519                                 break;
520                         case IT_ARMOR:
521                                 if (e.classname == "item_armor_large")
522                                         if(Item_ItemsTime_UpdateTime_Check(it_armor_large_time, t))
523                                                 it_armor_large_time = t;
524                                 break;
525                         case IT_STRENGTH://"item-strength"
526                                 if(Item_ItemsTime_UpdateTime_Check(it_strength_time, t))
527                                         it_strength_time = t;
528                                 break;
529                         case IT_INVINCIBLE://"item-shield"
530                                 if(Item_ItemsTime_UpdateTime_Check(it_shield_time, t))
531                                         it_shield_time = t;
532                                 break;
533                         default:
534                                 if(e.weapons & WEPSET_SUPERWEAPONS)
535                                         if(Item_ItemsTime_UpdateTime_Check(it_superweapons_time, t))
536                                                 it_superweapons_time = t;
537                 }
538         }
539         switch(e.items)
540         {
541                 case IT_FUEL_REGEN://"item-fuelregen"
542                         if(Item_ItemsTime_UpdateTime_Check(it_fuelregen_time, t))
543                                 it_fuelregen_time = t;
544                         break;
545                 case IT_JETPACK://"item-jetpack"
546                         if(Item_ItemsTime_UpdateTime_Check(it_jetpack_time, t))
547                                 it_jetpack_time = t;
548                         break;
549         }
550 }
551 void Item_ItemsTime_SetTimesForAllPlayers()
552 {
553         entity e;
554         if(warmup_stage)
555         {
556                 FOR_EACH_REALCLIENT(e)
557                         Item_ItemsTime_SetTimesForPlayer(e);
558         }
559         else
560         {
561                 FOR_EACH_REALCLIENT(e)
562                 {
563                         if(!IS_PLAYER(e))
564                                 Item_ItemsTime_SetTimesForPlayer(e);
565                 }
566         }
567 }
568
569 void Item_Respawn (void)
570 {
571         Item_Show(self, 1);
572         // this is ugly...
573         if(self.items == IT_STRENGTH)
574                 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM);    // play respawn sound
575         else if(self.items == IT_INVINCIBLE)
576                 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM);      // play respawn sound
577         else
578                 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
579         setorigin (self, self.origin);
580
581         if(self.flags & FL_POWERUP || self.classname == "item_armor_large" || self.items == IT_HEALTH || (self.weapons & WEPSET_SUPERWEAPONS))
582         {
583                 entity head;
584                 float t = 0;
585                 float isavailable = true;
586                 for(head = world; (head = find(head, classname, self.classname)); )
587                 {
588                         // in instagib .classname is "instagib" for every item
589                         if(self == head || (g_instagib && self.items != head.items))
590                                 continue;
591                         if(head.scheduledrespawntime > time && (t == 0 || head.scheduledrespawntime < t))
592                                 t = head.scheduledrespawntime;
593                 }
594
595                 if(isavailable)
596                         t = -t; // let know the client there's another available item
597                 Item_ItemsTime_UpdateTime(self, t);
598                 Item_ItemsTime_SetTimesForAllPlayers();
599         }
600
601         self.think = Item_Think;
602         self.nextthink = time;
603
604         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
605         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
606 }
607
608 void Item_RespawnCountdown (void)
609 {
610         if(self.count >= ITEM_RESPAWN_TICKS)
611         {
612                 if(self.waypointsprite_attached)
613                         WaypointSprite_Kill(self.waypointsprite_attached);
614                 Item_Respawn();
615         }
616         else
617         {
618                 self.nextthink = time + 1;
619                 self.count += 1;
620                 if(self.count == 1)
621                 {
622                         string name;
623                         vector rgb = '1 0 1';
624                         name = string_null;
625                         switch(self.items)
626                         {
627                                 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
628                                 case IT_JETPACK:    name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
629                                 case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
630                                 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
631                                 case IT_HEALTH:
632                                         //if (self.classname == "item_health_mega")
633                                                 {name = "item_health_mega"; rgb = '1 0 0';}
634                                         break;
635                                 case IT_ARMOR:
636                                         if (self.classname == "item_armor_large")
637                                                 {name = "item_armor_large"; rgb = '0 1 0';}
638                                         break;
639                         }
640                         item_name = name;
641                         item_color = rgb;
642                         MUTATOR_CALLHOOK(Item_RespawnCountdown);
643                         name = item_name;
644                         rgb = item_color;
645                         if(self.flags & FL_WEAPON)
646                         {
647                                 entity wi = get_weaponinfo(self.weapon);
648                                 if(wi)
649                                 {
650                                         name = wi.wpmodel;
651                                         rgb = '1 0 0';
652                                 }
653                         }
654                         if(name)
655                         {
656                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
657                                 if(self.waypointsprite_attached)
658                                 {
659                                         if (self.items == IT_HEALTH || self.items == IT_ARMOR)
660                                                 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
661                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
662                                 }
663                         }
664                         else
665                         {
666                                 print("Unknown powerup-marked item is wanting to respawn\n");
667                                 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
668                         }
669                 }
670
671                 if(self.waypointsprite_attached)
672                 {
673                         entity e;
674                         entity it = self;
675                         self = self.waypointsprite_attached;
676                         FOR_EACH_REALCLIENT(e)
677                                 if(self.waypointsprite_visible_for_player(e))
678                                 {
679                                         msg_entity = e;
680                                         soundto(MSG_ONE, it, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM);        // play respawn sound
681                                 }
682                         self = it;
683
684                         WaypointSprite_Ping(self.waypointsprite_attached);
685                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
686                 }
687                 else
688                         sound(self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
689         }
690 }
691
692 void Item_RespawnThink()
693 {
694         self.nextthink = time;
695         if(self.origin != self.oldorigin)
696         {
697                 self.oldorigin = self.origin;
698                 ItemUpdate(self);
699         }
700
701         if(time >= self.wait)
702                 Item_Respawn();
703 }
704
705 void Item_ScheduleRespawnIn(entity e, float t)
706 {
707         if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS) || e.classname == "item_armor_large" || e.items == IT_HEALTH)
708         {
709                 entity head;
710                 e.think = Item_RespawnCountdown;
711                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
712                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
713                 e.count = 0;
714                 if(e.weapons & WEPSET_SUPERWEAPONS)
715                 {
716                         for(t = e.scheduledrespawntime, head = world; (head = nextent(head)); )
717                         {
718                                 if(e == head)
719                                         continue;
720                                 if(clienttype(head) == CLIENTTYPE_NOTACLIENT)
721                                 if(head.weapons & WEPSET_SUPERWEAPONS)
722                                 if(head.classname != "weapon_info")
723                                 {
724                                         if(head.scheduledrespawntime <= time)
725                                         {
726                                                 t = 0;
727                                                 break;
728                                         }
729                                         if(head.scheduledrespawntime < t)
730                                                 t = head.scheduledrespawntime;
731                                 }
732                         }
733                 }
734                 else
735                 {
736                         bool isavailable = false;
737                         for(t = e.scheduledrespawntime, head = world; (head = find(head, classname, e.classname)); )
738                         {
739                                 // in instagib .classname is "instagib" for every item
740                                 if(e == head || (g_instagib && e.items != head.items))
741                                         continue;
742                                 if(head.scheduledrespawntime <= time)
743                                         isavailable = true;
744                                 else if(head.scheduledrespawntime < t)
745                                         t = head.scheduledrespawntime;
746                         }
747                         if(isavailable)
748                                 t = -t; // let know the client there's another available item
749                 }
750                 Item_ItemsTime_UpdateTime(e, t);
751                 Item_ItemsTime_SetTimesForAllPlayers();
752         }
753         else
754         {
755                 e.think = Item_RespawnThink;
756                 e.nextthink = time;
757                 e.scheduledrespawntime = time + t;
758                 e.wait = time + t;
759         }
760 }
761
762 void Item_ScheduleRespawn(entity e)
763 {
764         if(e.respawntime > 0)
765         {
766                 Item_Show(e, 0);
767                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
768         }
769         else // if respawntime is -1, this item does not respawn
770                 Item_Show(e, -1);
771 }
772
773 void Item_ScheduleInitialRespawn(entity e)
774 {
775         Item_Show(e, 0);
776         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
777 }
778
779 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
780 {
781         if (!item.(ammotype))
782                 return false;
783
784         if (item.spawnshieldtime)
785         {
786                 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
787                 {
788                         player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
789                         goto YEAH;
790                 }
791         }
792         else if(g_weapon_stay == 2)
793         {
794                 float mi = min(item.(ammotype), ammomax);
795                 if (player.(ammotype) < mi)
796                 {
797                         player.(ammotype) = mi;
798                         goto YEAH;
799                 }
800         }
801
802         return false;
803
804 :YEAH
805         switch(mode)
806         {
807                 case ITEM_MODE_FUEL:
808                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
809                         break;
810                 case ITEM_MODE_HEALTH:
811                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
812                         break;
813                 case ITEM_MODE_ARMOR:
814                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
815                         break;
816                 default:
817                         break;
818         }
819         return true;
820 }
821
822 float Item_GiveTo(entity item, entity player)
823 {
824         float _switchweapon;
825         float pickedup;
826         float it;
827         float i;
828
829         // if nothing happens to player, just return without taking the item
830         pickedup = false;
831         _switchweapon = false;
832         // in case the player has autoswitch enabled do the following:
833         // if the player is using their best weapon before items are given, they
834         // probably want to switch to an even better weapon after items are given
835         if (player.autoswitch)
836         if (player.switchweapon == w_getbestweapon(player))
837                 _switchweapon = true;
838
839         if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
840                 _switchweapon = true;
841
842         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
843         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
844         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
845         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
846         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
847         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
848         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
849         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
850
851         if (item.flags & FL_WEAPON)
852         {
853                 WepSet it;
854                 it = item.weapons;
855                 it &= ~player.weapons;
856
857                 if (it || (item.spawnshieldtime && item.pickup_anyway))
858                 {
859                         pickedup = true;
860                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
861                         if(it & WepSet_FromWeapon(i))
862                         {
863                                 W_DropEvent(WR_PICKUP, player, i, item);
864                                 W_GiveWeapon(player, i);
865                         }
866                 }
867         }
868
869         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
870         {
871                 pickedup = true;
872                 player.items |= it;
873                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
874         }
875
876         if (item.strength_finished)
877         {
878                 pickedup = true;
879                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
880         }
881         if (item.invincible_finished)
882         {
883                 pickedup = true;
884                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
885         }
886         if (item.superweapons_finished)
887         {
888                 pickedup = true;
889                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
890         }
891
892 :skip
893
894         // always eat teamed entities
895         if(item.team)
896                 pickedup = true;
897
898         if (!pickedup)
899                 return 0;
900
901         if (_switchweapon)
902                 if (player.switchweapon != w_getbestweapon(player))
903                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
904
905         return 1;
906 }
907
908 .entity itemdef;
909
910 void Item_Touch (void)
911 {
912         entity e, head;
913
914         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
915         if(self.classname == "droppedweapon")
916         {
917                 if (ITEM_TOUCH_NEEDKILL())
918                 {
919                         remove(self);
920                         return;
921                 }
922         }
923
924         if (!IS_PLAYER(other))
925                 return;
926         if (other.frozen)
927                 return;
928         if (other.deadflag)
929                 return;
930         if (self.solid != SOLID_TRIGGER)
931                 return;
932         if (self.owner == other)
933                 return;
934         if (time < self.item_spawnshieldtime)
935                 return;
936
937         switch(MUTATOR_CALLHOOK(ItemTouch))
938         {
939                 case MUT_ITEMTOUCH_RETURN: { return; }
940                 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
941         }
942
943         if (self.classname == "droppedweapon")
944         {
945                 self.strength_finished = max(0, self.strength_finished - time);
946                 self.invincible_finished = max(0, self.invincible_finished - time);
947                 self.superweapons_finished = max(0, self.superweapons_finished - time);
948         }
949         entity it = self.itemdef;
950         bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
951         if (!gave)
952         {
953                 if (self.classname == "droppedweapon")
954                 {
955                         // undo what we did above
956                         self.strength_finished += time;
957                         self.invincible_finished += time;
958                         self.superweapons_finished += time;
959                 }
960                 return;
961         }
962
963         :pickup
964
965         other.last_pickup = time;
966
967         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
968         sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
969
970         if (self.classname == "droppedweapon")
971                 remove (self);
972         else if (self.spawnshieldtime)
973         {
974                 if(self.team)
975                 {
976                         RandomSelection_Init();
977                         for(head = world; (head = findfloat(head, team, self.team)); )
978                         {
979                                 if(head.flags & FL_ITEM)
980                                 {
981                                         Item_Show(head, -1);
982                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
983                                 }
984                         }
985                         e = RandomSelection_chosen_ent;
986
987                 }
988                 else
989                         e = self;
990                 Item_ScheduleRespawn(e);
991         }
992 }
993
994 void Item_Reset()
995 {
996         Item_Show(self, !self.state);
997         setorigin (self, self.origin);
998
999         if(self.classname != "droppedweapon")
1000         {
1001                 self.think = Item_Think;
1002                 self.nextthink = time;
1003
1004                 if(self.waypointsprite_attached)
1005                         WaypointSprite_Kill(self.waypointsprite_attached);
1006
1007                 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
1008                         Item_ScheduleInitialRespawn(self);
1009         }
1010 }
1011
1012 void Item_FindTeam()
1013 {
1014         entity head, e;
1015
1016         if(self.effects & EF_NODRAW)
1017         {
1018                 // marker for item team search
1019                 dprint("Initializing item team ", ftos(self.team), "\n");
1020                 RandomSelection_Init();
1021                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
1022                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
1023                 e = RandomSelection_chosen_ent;
1024                 e.state = 0;
1025                 Item_Show(e, 1);
1026
1027                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
1028                 {
1029                         if(head != e)
1030                         {
1031                                 // make it a non-spawned item
1032                                 Item_Show(head, -1);
1033                                 head.state = 1; // state 1 = initially hidden item
1034                         }
1035                         head.effects &= ~EF_NODRAW;
1036                 }
1037
1038                 Item_Reset();
1039         }
1040 }
1041
1042 // Savage: used for item garbage-collection
1043 // TODO: perhaps nice special effect?
1044 void RemoveItem(void)
1045 {
1046         remove(self);
1047 }
1048
1049 // pickup evaluation functions
1050 // these functions decide how desirable an item is to the bots
1051
1052 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1053
1054 float weapon_pickupevalfunc(entity player, entity item)
1055 {
1056         float c;
1057
1058         // See if I have it already
1059         if(item.weapons & ~player.weapons)
1060         {
1061                 // If I can pick it up
1062                 if(!item.spawnshieldtime)
1063                         c = 0;
1064                 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
1065                 {
1066                         // Skilled bots will grab more
1067                         c = bound(0, skill / 10, 1) * 0.5;
1068                 }
1069                 else
1070                         c = 0;
1071         }
1072         else
1073                 c = 1;
1074
1075         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
1076         if( bot_custom_weapon && c )
1077         {
1078                 // Find the highest position on any range
1079                 int position = -1;
1080                 for (int j = 0; j < WEP_LAST ; ++j){
1081                         if(
1082                                         bot_weapons_far[j] == item.weapon ||
1083                                         bot_weapons_mid[j] == item.weapon ||
1084                                         bot_weapons_close[j] == item.weapon
1085                           )
1086                         {
1087                                 position = j;
1088                                 break;
1089                         }
1090                 }
1091
1092                 // Rate it
1093                 if (position >= 0 )
1094                 {
1095                         position = WEP_LAST - position;
1096                         // item.bot_pickupbasevalue is overwritten here
1097                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
1098                 }
1099         }
1100
1101         return item.bot_pickupbasevalue * c;
1102 }
1103
1104 float commodity_pickupevalfunc(entity player, entity item)
1105 {
1106         float c, i;
1107         float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1108         entity wi;
1109         c = 0;
1110
1111         // Detect needed ammo
1112         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
1113         {
1114                 wi = get_weaponinfo(i);
1115
1116                 if (!(player.weapons & WepSet_FromWeapon(i)))
1117                         continue;
1118
1119                 if(wi.items & IT_SHELLS)
1120                         need_shells = true;
1121                 else if(wi.items & IT_NAILS)
1122                         need_nails = true;
1123                 else if(wi.items & IT_ROCKETS)
1124                         need_rockets = true;
1125                 else if(wi.items & IT_CELLS)
1126                         need_cells = true;
1127                 else if(wi.items & IT_PLASMA)
1128                         need_plasma = true;
1129                 else if(wi.items & IT_FUEL)
1130                         need_fuel = true;
1131         }
1132
1133         // TODO: figure out if the player even has the weapon this ammo is for?
1134         // may not affect strategy much though...
1135         // find out how much more ammo/armor/health the player can hold
1136         if (need_shells)
1137         if (item.ammo_shells)
1138         if (player.ammo_shells < g_pickup_shells_max)
1139                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
1140         if (need_nails)
1141         if (item.ammo_nails)
1142         if (player.ammo_nails < g_pickup_nails_max)
1143                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
1144         if (need_rockets)
1145         if (item.ammo_rockets)
1146         if (player.ammo_rockets < g_pickup_rockets_max)
1147                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
1148         if (need_cells)
1149         if (item.ammo_cells)
1150         if (player.ammo_cells < g_pickup_cells_max)
1151                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
1152         if (need_plasma)
1153         if (item.ammo_plasma)
1154         if (player.ammo_plasma < g_pickup_plasma_max)
1155                 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
1156         if (need_fuel)
1157         if (item.ammo_fuel)
1158         if (player.ammo_fuel < g_pickup_fuel_max)
1159                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
1160         if (item.armorvalue)
1161         if (player.armorvalue < item.max_armorvalue)
1162                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
1163         if (item.health)
1164         if (player.health < item.max_health)
1165                 c = c + max(0, 1 - player.health / item.max_health);
1166
1167         return item.bot_pickupbasevalue * c;
1168 }
1169
1170 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1171 {
1172         if(ITEM_DAMAGE_NEEDKILL(deathtype))
1173                 RemoveItem();
1174 }
1175
1176 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)
1177 {
1178         startitem_failed = false;
1179
1180         if(self.model == "")
1181                 self.model = itemmodel;
1182
1183         if(self.model == "")
1184     {
1185         error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
1186         return;
1187     }
1188
1189         if(self.item_pickupsound == "")
1190                 self.item_pickupsound = pickupsound;
1191
1192         if(!self.respawntime) // both need to be set
1193         {
1194                 self.respawntime = defaultrespawntime;
1195                 self.respawntimejitter = defaultrespawntimejitter;
1196         }
1197
1198         self.items = itemid;
1199         self.weapon = weaponid;
1200
1201         if(weaponid)
1202                 self.weapons = WepSet_FromWeapon(weaponid);
1203
1204         self.flags = FL_ITEM | itemflags;
1205
1206         if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
1207         {
1208                 startitem_failed = true;
1209                 remove(self);
1210                 return;
1211         }
1212
1213         // is it a dropped weapon?
1214         if (self.classname == "droppedweapon")
1215         {
1216                 self.reset = SUB_Remove;
1217                 // it's a dropped weapon
1218                 self.movetype = MOVETYPE_TOSS;
1219
1220                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1221                 self.think = RemoveItem;
1222                 self.nextthink = time + 20;
1223
1224                 self.takedamage = DAMAGE_YES;
1225                 self.event_damage = Item_Damage;
1226
1227                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1228                 /*
1229                 if(self.items == 0)
1230                 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
1231                 if(self.ammo_nails == 0)
1232                 if(self.ammo_cells == 0)
1233                 if(self.ammo_rockets == 0)
1234                 if(self.ammo_shells == 0)
1235                 if(self.ammo_fuel == 0)
1236                 if(self.health == 0)
1237                 if(self.armorvalue == 0)
1238                 */
1239                 {
1240                         // if item is worthless after a timer, have it expire then
1241                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1242                 }
1243
1244                 // don't drop if in a NODROP zone (such as lava)
1245                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1246                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1247                 {
1248                         startitem_failed = true;
1249                         remove(self);
1250                         return;
1251                 }
1252         }
1253         else
1254         {
1255                 if(!have_pickup_item())
1256                 {
1257                         startitem_failed = true;
1258                         remove (self);
1259                         return;
1260                 }
1261
1262                 self.reset = Item_Reset;
1263                 // it's a level item
1264                 if(self.spawnflags & 1)
1265                         self.noalign = 1;
1266                 if (self.noalign)
1267                         self.movetype = MOVETYPE_NONE;
1268                 else
1269                         self.movetype = MOVETYPE_TOSS;
1270                 // do item filtering according to game mode and other things
1271                 if (!self.noalign)
1272                 {
1273                         // first nudge it off the floor a little bit to avoid math errors
1274                         setorigin(self, self.origin + '0 0 1');
1275                         // set item size before we spawn a spawnfunc_waypoint
1276                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1277                                 setsize (self, '-16 -16 0', '16 16 48');
1278                         else
1279                                 setsize (self, '-16 -16 0', '16 16 32');
1280
1281                         // note droptofloor returns false if stuck/or would fall too far
1282                         droptofloor();
1283                         waypoint_spawnforitem(self);
1284                 }
1285
1286                 /*
1287                  * can't do it that way, as it would break maps
1288                  * TODO make a target_give like entity another way, that perhaps has
1289                  * the weapon name in a key
1290                 if(self.targetname)
1291                 {
1292                         // target_give not yet supported; maybe later
1293                         print("removed targeted ", self.classname, "\n");
1294                         startitem_failed = true;
1295                         remove (self);
1296                         return;
1297                 }
1298                 */
1299
1300                 if(autocvar_spawn_debug >= 2)
1301                 {
1302                         entity otheritem;
1303                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1304                         {
1305                             // why not flags & fl_item?
1306                                 if(otheritem.is_item)
1307                                 {
1308                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1309                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1310                                         error("Mapper sucks.");
1311                                 }
1312                         }
1313                         self.is_item = true;
1314                 }
1315
1316                 weaponsInMap |= WepSet_FromWeapon(weaponid);
1317
1318                 precache_model (self.model);
1319                 precache_sound (self.item_pickupsound);
1320
1321                 precache_sound ("misc/itemrespawncountdown.wav");
1322                 if(itemid == IT_STRENGTH)
1323                         precache_sound ("misc/strength_respawn.wav");
1324                 else if(itemid == IT_INVINCIBLE)
1325                         precache_sound ("misc/shield_respawn.wav");
1326                 else
1327                         precache_sound ("misc/itemrespawn.wav");
1328
1329                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1330                         self.target = "###item###"; // for finding the nearest item using find()
1331
1332                 Item_ItemsTime_UpdateTime(self, 0);
1333         }
1334
1335         self.bot_pickup = true;
1336         self.bot_pickupevalfunc = pickupevalfunc;
1337         self.bot_pickupbasevalue = pickupbasevalue;
1338         self.mdl = self.model;
1339         self.netname = itemname;
1340         self.touch = Item_Touch;
1341         setmodel(self, "null"); // precision set below
1342         //self.effects |= EF_LOWPRECISION;
1343
1344         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1345     {
1346         self.pos1 = '-16 -16 0';
1347         self.pos2 = '16 16 48';
1348     }
1349         else
1350     {
1351         self.pos1 = '-16 -16 0';
1352         self.pos2 = '16 16 32';
1353     }
1354     setsize (self, self.pos1, self.pos2);
1355
1356     if(itemflags & FL_POWERUP)
1357         self.ItemStatus |= ITS_ANIMATE1;
1358
1359         if(self.armorvalue || self.health)
1360         self.ItemStatus |= ITS_ANIMATE2;
1361
1362         if(itemflags & FL_WEAPON)
1363         {
1364                 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1365             self.colormap = 1024; // color shirt=0 pants=0 grey
1366         else
1367             self.gravity = 1;
1368
1369                 self.ItemStatus |= ITS_ANIMATE1;
1370                 self.ItemStatus |= ISF_COLORMAP;
1371         }
1372
1373         self.state = 0;
1374         if(self.team) // broken, no idea why.
1375         {
1376                 if(!self.cnt)
1377                         self.cnt = 1; // item probability weight
1378
1379                 self.effects |= EF_NODRAW; // marker for item team search
1380                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1381         }
1382         else
1383                 Item_Reset();
1384
1385     Net_LinkEntity(self, false, 0, ItemSend);
1386
1387         self.SendFlags |= ISF_SIZE;
1388         if(self.angles)
1389                 self.SendFlags |= ISF_ANGLES;
1390
1391         // call this hook after everything else has been done
1392         if(MUTATOR_CALLHOOK(Item_Spawn))
1393         {
1394                 startitem_failed = true;
1395                 remove(self);
1396                 return;
1397         }
1398 }
1399
1400 void StartItemA (entity a)
1401 {
1402     self.itemdef = a;
1403     StartItem(a.m_model, a.m_sound, a.m_respawntime(), a.m_respawntimejitter(), a.m_name, a.m_itemid, 0, a.m_itemflags, a.m_pickupevalfunc, a.m_botvalue);
1404 }
1405
1406 void spawnfunc_item_rockets (void) {
1407         if(!self.ammo_rockets)
1408                 self.ammo_rockets = g_pickup_rockets;
1409         if(!self.pickup_anyway)
1410                 self.pickup_anyway = g_pickup_ammo_anyway;
1411     StartItemA (ITEM_Rockets);
1412 }
1413
1414 void spawnfunc_item_bullets (void) {
1415         if(!weaponswapping)
1416         if(autocvar_sv_q3acompat_machineshotgunswap)
1417         if(self.classname != "droppedweapon")
1418         {
1419                 weaponswapping = true;
1420                 spawnfunc_item_shells();
1421                 weaponswapping = false;
1422                 return;
1423         }
1424
1425         if(!self.ammo_nails)
1426                 self.ammo_nails = g_pickup_nails;
1427         if(!self.pickup_anyway)
1428                 self.pickup_anyway = g_pickup_ammo_anyway;
1429     StartItemA (ITEM_Bullets);
1430 }
1431
1432 void spawnfunc_item_cells (void) {
1433         if(!self.ammo_cells)
1434                 self.ammo_cells = g_pickup_cells;
1435         if(!self.pickup_anyway)
1436                 self.pickup_anyway = g_pickup_ammo_anyway;
1437         StartItemA (ITEM_Cells);
1438 }
1439
1440 void spawnfunc_item_plasma()
1441 {
1442         if(!self.ammo_plasma)
1443                 self.ammo_plasma = g_pickup_plasma;
1444         if(!self.pickup_anyway)
1445                 self.pickup_anyway = g_pickup_ammo_anyway;
1446         StartItemA (ITEM_Plasma);
1447 }
1448
1449 void spawnfunc_item_shells (void) {
1450         if(!weaponswapping)
1451         if(autocvar_sv_q3acompat_machineshotgunswap)
1452         if(self.classname != "droppedweapon")
1453         {
1454                 weaponswapping = true;
1455                 spawnfunc_item_bullets();
1456                 weaponswapping = false;
1457                 return;
1458         }
1459
1460         if(!self.ammo_shells)
1461                 self.ammo_shells = g_pickup_shells;
1462         if(!self.pickup_anyway)
1463                 self.pickup_anyway = g_pickup_ammo_anyway;
1464         StartItemA (ITEM_Shells);
1465 }
1466
1467 void spawnfunc_item_armor_small (void) {
1468         if(!self.armorvalue)
1469                 self.armorvalue = g_pickup_armorsmall;
1470         if(!self.max_armorvalue)
1471                 self.max_armorvalue = g_pickup_armorsmall_max;
1472         if(!self.pickup_anyway)
1473                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1474         StartItemA (ITEM_ArmorSmall);
1475 }
1476
1477 void spawnfunc_item_armor_medium (void) {
1478         if(!self.armorvalue)
1479                 self.armorvalue = g_pickup_armormedium;
1480         if(!self.max_armorvalue)
1481                 self.max_armorvalue = g_pickup_armormedium_max;
1482         if(!self.pickup_anyway)
1483                 self.pickup_anyway = g_pickup_armormedium_anyway;
1484         StartItemA (ITEM_ArmorMedium);
1485 }
1486
1487 void spawnfunc_item_armor_big (void) {
1488         if(!self.armorvalue)
1489                 self.armorvalue = g_pickup_armorbig;
1490         if(!self.max_armorvalue)
1491                 self.max_armorvalue = g_pickup_armorbig_max;
1492         if(!self.pickup_anyway)
1493                 self.pickup_anyway = g_pickup_armorbig_anyway;
1494         StartItemA (ITEM_ArmorBig);
1495 }
1496
1497 void spawnfunc_item_armor_large (void) {
1498         if(!self.armorvalue)
1499                 self.armorvalue = g_pickup_armorlarge;
1500         if(!self.max_armorvalue)
1501                 self.max_armorvalue = g_pickup_armorlarge_max;
1502         if(!self.pickup_anyway)
1503                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1504         StartItemA (ITEM_ArmorLarge);
1505 }
1506
1507 void spawnfunc_item_health_small (void) {
1508         if(!self.max_health)
1509                 self.max_health = g_pickup_healthsmall_max;
1510         if(!self.health)
1511                 self.health = g_pickup_healthsmall;
1512         if(!self.pickup_anyway)
1513                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1514         StartItemA (ITEM_HealthSmall);
1515 }
1516
1517 void spawnfunc_item_health_medium (void) {
1518         if(!self.max_health)
1519                 self.max_health = g_pickup_healthmedium_max;
1520         if(!self.health)
1521                 self.health = g_pickup_healthmedium;
1522         if(!self.pickup_anyway)
1523                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1524     StartItemA (ITEM_HealthMedium);
1525 }
1526
1527 void spawnfunc_item_health_large (void) {
1528         if(!self.max_health)
1529                 self.max_health = g_pickup_healthlarge_max;
1530         if(!self.health)
1531                 self.health = g_pickup_healthlarge;
1532         if(!self.pickup_anyway)
1533                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1534         StartItemA (ITEM_HealthLarge);
1535 }
1536
1537 void spawnfunc_item_health_mega (void) {
1538     if(!self.max_health)
1539         self.max_health = g_pickup_healthmega_max;
1540     if(!self.health)
1541         self.health = g_pickup_healthmega;
1542     if(!self.pickup_anyway)
1543         self.pickup_anyway = g_pickup_healthmega_anyway;
1544     StartItemA (ITEM_HealthMega);
1545 }
1546
1547 // support old misnamed entities
1548 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1549 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1550 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1551 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1552 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1553
1554 void spawnfunc_item_strength (void) {
1555                 precache_sound("weapons/strength_fire.wav");
1556                 if(!self.strength_finished)
1557                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1558                 StartItemA (ITEM_Strength);
1559 }
1560
1561 void spawnfunc_item_invincible (void) {
1562                 if(!self.invincible_finished)
1563                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1564                 StartItemA (ITEM_Shield);
1565 }
1566
1567 // compatibility:
1568 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1569
1570 void target_items_use (void)
1571 {
1572         if(activator.classname == "droppedweapon")
1573         {
1574                 EXACTTRIGGER_TOUCH;
1575                 remove(activator);
1576                 return;
1577         }
1578
1579         if (!IS_PLAYER(activator))
1580                 return;
1581         if(activator.deadflag != DEAD_NO)
1582                 return;
1583         EXACTTRIGGER_TOUCH;
1584
1585         entity e;
1586         for(e = world; (e = find(e, classname, "droppedweapon")); )
1587                 if(e.enemy == activator)
1588                         remove(e);
1589
1590         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1591                 centerprint(activator, self.message);
1592 }
1593
1594 void spawnfunc_target_items (void)
1595 {
1596         float n, i, j;
1597         entity e;
1598         string s;
1599
1600         self.use = target_items_use;
1601         if(!self.strength_finished)
1602                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1603         if(!self.invincible_finished)
1604                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1605         if(!self.superweapons_finished)
1606                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1607
1608         precache_sound("misc/itempickup.wav");
1609         precache_sound("misc/megahealth.wav");
1610         precache_sound("misc/armor25.wav");
1611         precache_sound("misc/powerup.wav");
1612         precache_sound("misc/poweroff.wav");
1613         precache_sound("weapons/weaponpickup.wav");
1614
1615         n = tokenize_console(self.netname);
1616         if(argv(0) == "give")
1617         {
1618                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1619         }
1620         else
1621         {
1622                 for(i = 0; i < n; ++i)
1623                 {
1624                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1625                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1626                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1627                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1628                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1629                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1630                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1631                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1632                         else
1633                         {
1634                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1635                                 {
1636                                         e = get_weaponinfo(j);
1637                                         s = W_UndeprecateName(argv(i));
1638                                         if(s == e.netname)
1639                                         {
1640                                                 self.weapons |= WepSet_FromWeapon(j);
1641                                                 if(self.spawnflags == 0 || self.spawnflags == 2)
1642                                                         WEP_ACTION(e.weapon, WR_INIT);
1643                                                 break;
1644                                         }
1645                                 }
1646                                 if(j > WEP_LAST)
1647                                         print("target_items: invalid item ", argv(i), "\n");
1648                         }
1649                 }
1650
1651                 string itemprefix, valueprefix;
1652                 if(self.spawnflags == 0)
1653                 {
1654                         itemprefix = "";
1655                         valueprefix = "";
1656                 }
1657                 else if(self.spawnflags == 1)
1658                 {
1659                         itemprefix = "max ";
1660                         valueprefix = "max ";
1661                 }
1662                 else if(self.spawnflags == 2)
1663                 {
1664                         itemprefix = "min ";
1665                         valueprefix = "min ";
1666                 }
1667                 else if(self.spawnflags == 4)
1668                 {
1669                         itemprefix = "minus ";
1670                         valueprefix = "max ";
1671                 }
1672                 else
1673                 {
1674                         error("invalid spawnflags");
1675                         itemprefix = valueprefix = string_null;
1676                 }
1677
1678                 self.netname = "";
1679                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1680                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1681                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1682                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1683                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1684                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1685                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1686                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1687                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1688                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1689                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1690                 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1691                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1692                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1693                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1694                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1695                 {
1696                         e = get_weaponinfo(j);
1697                         if(e.weapon)
1698                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1699                 }
1700         }
1701         self.netname = strzone(self.netname);
1702         //print(self.netname, "\n");
1703
1704         n = tokenize_console(self.netname);
1705         for(i = 0; i < n; ++i)
1706         {
1707                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1708                 {
1709                         e = get_weaponinfo(j);
1710                         if(argv(i) == e.netname)
1711                         {
1712                                 WEP_ACTION(e.weapon, WR_INIT);
1713                                 break;
1714                         }
1715                 }
1716         }
1717 }
1718
1719 void spawnfunc_item_fuel(void)
1720 {
1721         if(!self.ammo_fuel)
1722                 self.ammo_fuel = g_pickup_fuel;
1723         if(!self.pickup_anyway)
1724                 self.pickup_anyway = g_pickup_ammo_anyway;
1725         StartItemA (ITEM_JetpackFuel);
1726 }
1727
1728 void spawnfunc_item_fuel_regen(void)
1729 {
1730         if(start_items & IT_FUEL_REGEN)
1731         {
1732                 spawnfunc_item_fuel();
1733                 return;
1734         }
1735         StartItemA (ITEM_JetpackRegen);
1736 }
1737
1738 void spawnfunc_item_jetpack(void)
1739 {
1740         if(!self.ammo_fuel)
1741                 self.ammo_fuel = g_pickup_fuel_jetpack;
1742         if(start_items & IT_JETPACK)
1743         {
1744                 spawnfunc_item_fuel();
1745                 return;
1746         }
1747         StartItemA (ITEM_Jetpack);
1748 }
1749
1750 float GiveWeapon(entity e, float wpn, float op, float val)
1751 {
1752         WepSet v0, v1;
1753         v0 = (e.weapons & WepSet_FromWeapon(wpn));
1754         switch(op)
1755         {
1756                 case OP_SET:
1757                         if(val > 0)
1758                                 e.weapons |= WepSet_FromWeapon(wpn);
1759                         else
1760                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1761                         break;
1762                 case OP_MIN:
1763                 case OP_PLUS:
1764                         if(val > 0)
1765                                 e.weapons |= WepSet_FromWeapon(wpn);
1766                         break;
1767                 case OP_MAX:
1768                         if(val <= 0)
1769                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1770                         break;
1771                 case OP_MINUS:
1772                         if(val > 0)
1773                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1774                         break;
1775         }
1776         v1 = (e.weapons & WepSet_FromWeapon(wpn));
1777         return (v0 != v1);
1778 }
1779
1780 float GiveBit(entity e, .float fld, float bit, float op, float val)
1781 {
1782         float v0, v1;
1783         v0 = (e.(fld) & bit);
1784         switch(op)
1785         {
1786                 case OP_SET:
1787                         if(val > 0)
1788                                 e.(fld) |= bit;
1789                         else
1790                                 e.(fld) &= ~bit;
1791                         break;
1792                 case OP_MIN:
1793                 case OP_PLUS:
1794                         if(val > 0)
1795                                 e.(fld) |= bit;
1796                         break;
1797                 case OP_MAX:
1798                         if(val <= 0)
1799                                 e.(fld) &= ~bit;
1800                         break;
1801                 case OP_MINUS:
1802                         if(val > 0)
1803                                 e.(fld) &= ~bit;
1804                         break;
1805         }
1806         v1 = (e.(fld) & bit);
1807         return (v0 != v1);
1808 }
1809
1810 float GiveValue(entity e, .float fld, float op, float val)
1811 {
1812         float v0, v1;
1813         v0 = e.(fld);
1814         switch(op)
1815         {
1816                 case OP_SET:
1817                         e.(fld) = val;
1818                         break;
1819                 case OP_MIN:
1820                         e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1821                         break;
1822                 case OP_MAX:
1823                         e.(fld) = min(e.(fld), val);
1824                         break;
1825                 case OP_PLUS:
1826                         e.(fld) += val;
1827                         break;
1828                 case OP_MINUS:
1829                         e.(fld) -= val;
1830                         break;
1831         }
1832         v1 = e.(fld);
1833         return (v0 != v1);
1834 }
1835
1836 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1837 {
1838         if(v1 == v0)
1839                 return;
1840         if(v1 <= v0 - t)
1841         {
1842                 if(snd_decr != "")
1843                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1844         }
1845         else if(v0 >= v0 + t)
1846         {
1847                 if(snd_incr != "")
1848                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1849         }
1850 }
1851
1852 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1853 {
1854         if(v0 < v1)
1855                 e.(rotfield) = max(e.(rotfield), time + rottime);
1856         else if(v0 > v1)
1857                 e.(regenfield) = max(e.(regenfield), time + regentime);
1858 }
1859 float GiveItems(entity e, float beginarg, float endarg)
1860 {
1861         float got, i, j, val, op;
1862         float _switchweapon;
1863         entity wi;
1864         string cmd;
1865
1866         val = 999;
1867         op = OP_SET;
1868
1869         got = 0;
1870
1871         _switchweapon = false;
1872         if (e.autoswitch)
1873                 if (e.switchweapon == w_getbestweapon(e))
1874                         _switchweapon = true;
1875
1876         e.strength_finished = max(0, e.strength_finished - time);
1877         e.invincible_finished = max(0, e.invincible_finished - time);
1878         e.superweapons_finished = max(0, e.superweapons_finished - time);
1879
1880         PREGIVE(e, items);
1881         PREGIVE_WEAPONS(e);
1882         PREGIVE(e, strength_finished);
1883         PREGIVE(e, invincible_finished);
1884         PREGIVE(e, superweapons_finished);
1885         PREGIVE(e, ammo_nails);
1886         PREGIVE(e, ammo_cells);
1887         PREGIVE(e, ammo_plasma);
1888         PREGIVE(e, ammo_shells);
1889         PREGIVE(e, ammo_rockets);
1890         PREGIVE(e, ammo_fuel);
1891         PREGIVE(e, armorvalue);
1892         PREGIVE(e, health);
1893
1894         for(i = beginarg; i < endarg; ++i)
1895         {
1896                 cmd = argv(i);
1897
1898                 if(cmd == "0" || stof(cmd))
1899                 {
1900                         val = stof(cmd);
1901                         continue;
1902                 }
1903                 switch(cmd)
1904                 {
1905                         case "no":
1906                                 op = OP_MAX;
1907                                 val = 0;
1908                                 continue;
1909                         case "max":
1910                                 op = OP_MAX;
1911                                 continue;
1912                         case "min":
1913                                 op = OP_MIN;
1914                                 continue;
1915                         case "plus":
1916                                 op = OP_PLUS;
1917                                 continue;
1918                         case "minus":
1919                                 op = OP_MINUS;
1920                                 continue;
1921                         case "ALL":
1922                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1923                                 got += GiveValue(e, strength_finished, op, val);
1924                                 got += GiveValue(e, invincible_finished, op, val);
1925                                 got += GiveValue(e, superweapons_finished, op, val);
1926                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1927                         case "all":
1928                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1929                                 got += GiveValue(e, health, op, val);
1930                                 got += GiveValue(e, armorvalue, op, val);
1931                         case "allweapons":
1932                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1933                                 {
1934                                         wi = get_weaponinfo(j);
1935                                         if(wi.weapon)
1936                                                 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1937                                                         got += GiveWeapon(e, j, op, val);
1938                                 }
1939                         case "allammo":
1940                                 got += GiveValue(e, ammo_cells, op, val);
1941                                 got += GiveValue(e, ammo_plasma, op, val);
1942                                 got += GiveValue(e, ammo_shells, op, val);
1943                                 got += GiveValue(e, ammo_nails, op, val);
1944                                 got += GiveValue(e, ammo_rockets, op, val);
1945                                 got += GiveValue(e, ammo_fuel, op, val);
1946                                 break;
1947                         case "unlimited_ammo":
1948                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1949                                 break;
1950                         case "unlimited_weapon_ammo":
1951                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1952                                 break;
1953                         case "unlimited_superweapons":
1954                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1955                                 break;
1956                         case "jetpack":
1957                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1958                                 break;
1959                         case "fuel_regen":
1960                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1961                                 break;
1962                         case "strength":
1963                                 got += GiveValue(e, strength_finished, op, val);
1964                                 break;
1965                         case "invincible":
1966                                 got += GiveValue(e, invincible_finished, op, val);
1967                                 break;
1968                         case "superweapons":
1969                                 got += GiveValue(e, superweapons_finished, op, val);
1970                                 break;
1971                         case "cells":
1972                                 got += GiveValue(e, ammo_cells, op, val);
1973                                 break;
1974                         case "plasma":
1975                                 got += GiveValue(e, ammo_plasma, op, val);
1976                                 break;
1977                         case "shells":
1978                                 got += GiveValue(e, ammo_shells, op, val);
1979                                 break;
1980                         case "nails":
1981                         case "bullets":
1982                                 got += GiveValue(e, ammo_nails, op, val);
1983                                 break;
1984                         case "rockets":
1985                                 got += GiveValue(e, ammo_rockets, op, val);
1986                                 break;
1987                         case "health":
1988                                 got += GiveValue(e, health, op, val);
1989                                 break;
1990                         case "armor":
1991                                 got += GiveValue(e, armorvalue, op, val);
1992                                 break;
1993                         case "fuel":
1994                                 got += GiveValue(e, ammo_fuel, op, val);
1995                                 break;
1996                         default:
1997                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1998                                 {
1999                                         wi = get_weaponinfo(j);
2000                                         if(cmd == wi.netname)
2001                                         {
2002                                                 got += GiveWeapon(e, j, op, val);
2003                                                 break;
2004                                         }
2005                                 }
2006                                 if(j > WEP_LAST)
2007                                         print("give: invalid item ", cmd, "\n");
2008                                 break;
2009                 }
2010                 val = 999;
2011                 op = OP_SET;
2012         }
2013
2014         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
2015         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
2016         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
2017         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
2018         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2019         {
2020                 wi = get_weaponinfo(j);
2021                 if(wi.weapon)
2022                 {
2023                         POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
2024                         if (!(save_weapons & WepSet_FromWeapon(j)))
2025                                 if(e.weapons & WepSet_FromWeapon(j))
2026                                         WEP_ACTION(wi.weapon, WR_INIT);
2027                 }
2028         }
2029         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
2030         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
2031         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
2032         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
2033         POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
2034         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
2035         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
2036         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);
2037         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);
2038         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);
2039
2040         if(e.superweapons_finished <= 0)
2041                 if(self.weapons & WEPSET_SUPERWEAPONS)
2042                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
2043
2044         if(e.strength_finished <= 0)
2045                 e.strength_finished = 0;
2046         else
2047                 e.strength_finished += time;
2048         if(e.invincible_finished <= 0)
2049                 e.invincible_finished = 0;
2050         else
2051                 e.invincible_finished += time;
2052         if(e.superweapons_finished <= 0)
2053                 e.superweapons_finished = 0;
2054         else
2055                 e.superweapons_finished += time;
2056
2057         if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
2058                 _switchweapon = true;
2059         if(_switchweapon)
2060                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
2061
2062         return got;
2063 }
2064 #endif