]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/t_items.qc
fix bboxes reset by model change, dont load models server side (no point)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
1 #define ISF_LOCATION 2
2 #define ISF_MODEL    4
3 #define ISF_STATUS   8
4     #define ITS_STAYWEP   1
5     #define ITS_ANIMATE1  2
6     #define ITS_ANIMATE2  4
7     #define ITS_AVAILABLE 8
8     #define ITS_ALLOWFB   16
9     #define ITS_ALLOWSI   32
10     #define ITS_POWERUP   64
11 #define ISF_COLORMAP 16
12 #define ISF_DROP 32
13
14 .float ItemStatus;
15
16 #ifdef CSQC
17
18 float  autocvar_cl_ghost_items;
19 vector autocvar_cl_ghost_items_color;
20 float  autocvar_cl_simple_items;
21 float  autocvar_cl_fullbright_items;
22 vector autocvar_cl_staywep_color;
23 float  autocvar_cl_staywep_alpha;
24
25 .float  spawntime;
26 .float  gravity;
27 .vector colormod;
28 void ItemDraw()
29 {    
30     if(self.ItemStatus & ITS_ANIMATE1)
31     {
32         self.angles += '0 180 0' * frametime;
33         setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));        
34     }    
35     
36     if(self.ItemStatus & ITS_ANIMATE2)
37     {
38         self.angles += '0 -90 0' * frametime;
39         setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));        
40     }
41     
42     if(self.gravity)
43         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
44 }
45
46 void ItemDrawSimple()
47 {
48     if(self.gravity)
49         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);    
50 }
51
52 float csqcitems_started; // remove this after a release or two
53 void csqcitems_start()
54 {
55     autocvar_cl_ghost_items =  bound(0, autocvar_cl_ghost_items, 1);
56     if(autocvar_cl_ghost_items == 1)
57         autocvar_cl_ghost_items = 0.55;
58     
59     string _tmp = cvar_string("cl_ghost_items_color");
60     if(_tmp == "")
61         autocvar_cl_ghost_items_color = '-1 -1 -1';
62
63     csqcitems_started = TRUE;
64 }
65
66 void ItemRead(float _IsNew)
67 {
68     if(!csqcitems_started)
69         csqcitems_start();
70     
71     float sf = ReadByte();
72
73     if(sf & ISF_LOCATION)
74     {
75         self.origin_x = ReadCoord();
76         self.origin_y = ReadCoord();
77         self.origin_z = ReadCoord();
78         setorigin(self, self.origin);
79         self.oldorigin = self.origin;
80     }
81     
82     if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
83     {
84         self.ItemStatus = ReadByte();    
85         
86         if(self.ItemStatus & ITS_AVAILABLE)
87         {
88             self.alpha = 1;
89             self.colormod = self.glowmod = '1 1 1';
90         }
91         else
92         {
93             if (autocvar_cl_ghost_items)
94             {
95                 self.alpha = autocvar_cl_ghost_items;
96                 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
97             }
98             else
99                 self.alpha = -1;
100         }    
101         
102         if(autocvar_cl_fullbright_items)
103             if(self.ItemStatus & ITS_ALLOWFB)
104                 self.effects |= EF_FULLBRIGHT;
105             
106         if(self.ItemStatus & ITS_STAYWEP)
107         {
108             self.colormod = self.glowmod = autocvar_cl_staywep_color;
109             self.alpha = autocvar_cl_staywep_alpha;
110             
111         }
112         
113         if(self.ItemStatus & ITS_POWERUP)
114         {
115             if(self.ItemStatus & ITS_AVAILABLE)
116                 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
117             else
118                  self.effects &~= (EF_ADDITIVE | EF_FULLBRIGHT);
119         }
120     }
121     
122     if(sf & ISF_MODEL)
123     {
124         self.drawmask  = MASK_NORMAL;
125         self.movetype  = MOVETYPE_NOCLIP;
126         
127         if(self.mdl)
128             strunzone(self.mdl);
129         
130         self.mdl = "";
131         string _fn = ReadString();
132         
133         if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
134         {
135             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
136                         
137             if(fexists(strcat(_fn2, "_simple.md3")))
138                 self.mdl = strzone(strcat(_fn2, "_simple.md3"));
139             else if(fexists(strcat(_fn2, "_simple.dpm")))
140                 self.mdl = strzone(strcat(_fn2, "_simple.dpm"));
141             else if(fexists(strcat(_fn2, "_simple.iqm")))
142                 self.mdl = strzone(strcat(_fn2, "_simple.iqm"));
143             else if(fexists(strcat(_fn2, "_simple.obj")))
144                 self.mdl = strzone(strcat(_fn2, "_simple.obj"));
145             else
146             {
147                 self.mdl = "";
148                 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
149             }
150         }
151         
152         if(self.mdl == "")
153         {
154             self.mdl       = strzone(_fn);
155             self.draw      = ItemDraw;
156         }
157         else
158             self.draw      = ItemDrawSimple;
159         
160         precache_model(self.mdl);
161         setmodel(self, self.mdl);
162     }
163     
164     if(sf & ISF_COLORMAP)
165         self.colormap = ReadShort();
166     
167     if(sf & ISF_DROP)
168     {
169         self.effects |= EF_FLAME;
170         self.gravity = 1;
171         self.move_movetype = MOVETYPE_TOSS;
172         self.move_velocity_x = ReadCoord();
173         self.move_velocity_y = ReadCoord();
174         self.move_velocity_z = ReadCoord();
175         self.velocity = self.move_velocity;
176         self.move_origin = self.oldorigin;
177         
178         if(!self.move_time)
179         {
180             self.move_time = time;
181             self.spawntime = time;
182         }
183         else
184             self.move_time = max(self.move_time, time);
185     }    
186 }
187 #endif
188
189 #ifdef SVQC
190 float autocvar_sv_simple_items;
191 float ItemSend(entity to, float sf)
192 {
193     if(self.gravity)
194         sf |= ISF_DROP;
195     else
196         sf &~= ISF_DROP;
197         
198         WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM); 
199         WriteByte(MSG_ENTITY, sf);
200
201         
202         //WriteByte(MSG_ENTITY, self.cnt);
203     if(sf & ISF_LOCATION)
204     {
205         WriteCoord(MSG_ENTITY, self.origin_x);
206         WriteCoord(MSG_ENTITY, self.origin_y);
207         WriteCoord(MSG_ENTITY, self.origin_z);
208     }
209
210     if(sf & ISF_STATUS)
211         WriteByte(MSG_ENTITY, self.ItemStatus);
212
213     if(sf & ISF_MODEL)
214         WriteString(MSG_ENTITY, self.mdl);
215         
216     if(sf & ISF_COLORMAP)
217         WriteShort(MSG_ENTITY, self.colormap);
218
219     if(sf & ISF_DROP)
220     {
221         WriteCoord(MSG_ENTITY, self.velocity_x);
222         WriteCoord(MSG_ENTITY, self.velocity_y);
223         WriteCoord(MSG_ENTITY, self.velocity_z);
224     }
225         
226     return TRUE;
227 }
228
229
230 float have_pickup_item(void)
231 {
232         // minstagib: only allow filtered items
233         if(g_minstagib)
234                 if(self.classname != "minstagib")
235                         return FALSE;
236
237         if(self.flags & FL_POWERUP)
238         {
239                 if(autocvar_g_powerups > 0)
240                         return TRUE;
241                 if(autocvar_g_powerups == 0)
242                         return FALSE;
243                 if(g_lms)
244                         return FALSE;
245                 if(g_ca)
246                         return FALSE;
247                 if(g_arena)
248                         return FALSE;
249         }
250         else
251         {
252                 if(autocvar_g_pickup_items > 0)
253                         return TRUE;
254                 if(autocvar_g_pickup_items == 0)
255                         return FALSE;
256                 if(g_lms)
257                         return FALSE;
258                 if(g_ca)
259                         return FALSE;
260                 if(g_weaponarena)
261                         if(!WEPSET_EMPTY_E(self) || (self.items & IT_AMMO))
262                                 return FALSE;
263         }
264         return TRUE;
265 }
266
267 #define ITEM_RESPAWN_TICKS 10
268
269 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)
270         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
271 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
272         // range: 10 .. respawntime + respawntimejitter
273
274 floatfield Item_CounterField(float it)
275 {
276         switch(it)
277         {
278                 case IT_SHELLS:      return ammo_shells;
279                 case IT_NAILS:       return ammo_nails;
280                 case IT_ROCKETS:     return ammo_rockets;
281                 case IT_CELLS:       return ammo_cells;
282                 case IT_FUEL:        return ammo_fuel;
283                 case IT_5HP:         return health;
284                 case IT_25HP:        return health;
285                 case IT_HEALTH:      return health;
286                 case IT_ARMOR_SHARD: return armorvalue;
287                 case IT_ARMOR:       return armorvalue;
288                 // add more things here (health, armor)
289                 default:             error("requested item has no counter field");
290         }
291 }
292
293 string Item_CounterFieldName(float it)
294 {
295         switch(it)
296         {
297                 case IT_SHELLS:      return "shells";
298                 case IT_NAILS:       return "nails";
299                 case IT_ROCKETS:     return "rockets";
300                 case IT_CELLS:       return "cells";
301                 case IT_FUEL:        return "fuel";
302
303                 // add more things here (health, armor)
304                 default:             error("requested item has no counter field name");
305         }
306 }
307
308 .float max_armorvalue;
309 .float pickup_anyway;
310 /*
311 float Item_Customize()
312 {
313         if(self.spawnshieldtime)
314                 return TRUE;
315         if(!WEPSET_CONTAINS_ALL_EE(other, self))
316         {
317                 self.colormod = '0 0 0';
318                 self.glowmod = self.colormod;
319                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
320                 return TRUE;
321         }
322         else
323         {
324                 if(g_ghost_items)
325                 {
326                         self.colormod = stov(autocvar_g_ghost_items_color);
327                         self.glowmod = self.colormod;
328                         self.alpha = g_ghost_items;
329                         return TRUE;
330                 }
331                 else
332                         return FALSE;
333         }
334 }
335 */
336
337 void Item_Show (entity e, float mode)
338 {    
339         e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
340         e.ItemStatus &~= ITS_STAYWEP;
341         if (mode > 0)
342         {
343                 // make the item look normal, and be touchable
344                 e.model = e.mdl;
345                 e.solid = SOLID_TRIGGER;
346                 e.spawnshieldtime = 1;
347                 e.ItemStatus |= ITS_AVAILABLE;
348         }
349         else if (mode < 0)
350         {
351                 // hide the item completely
352                 e.model = string_null;
353                 e.solid = SOLID_NOT;
354                 e.spawnshieldtime = 1;
355                 e.ItemStatus &~= ITS_AVAILABLE;
356         }
357         else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
358         {
359                 // make the item translucent and not touchable
360                 e.model = e.mdl;
361                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
362                 e.effects |= EF_STARDUST;
363                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
364                 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
365         }
366         else
367         {
368                 //setmodel(e, "null");
369                 e.solid = SOLID_NOT;
370                 e.colormod = '0 0 0';
371                 e.glowmod = e.colormod;
372                 e.spawnshieldtime = 1;
373                 e.ItemStatus &~= ITS_AVAILABLE;
374         }
375         
376         if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
377             e.ItemStatus |= ITS_POWERUP;                
378         
379         if (autocvar_g_nodepthtestitems)
380                 e.effects |= EF_NODEPTHTEST;
381                 
382     
383     if (autocvar_g_fullbrightitems)
384                 e.ItemStatus |= ITS_ALLOWFB;
385         
386         if (autocvar_sv_simple_items)
387         e.ItemStatus |= ITS_ALLOWSI;
388
389         // relink entity (because solid may have changed)
390         setorigin(e, e.origin);
391     e.SendFlags |= ISF_STATUS;
392 }
393
394 void Item_Respawn (void)
395 {
396         Item_Show(self, 1);
397         if(!g_minstagib && self.items == IT_STRENGTH)
398                 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound
399         else if(!g_minstagib && self.items == IT_INVINCIBLE)
400                 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
401         else
402                 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);  // play respawn sound
403         setorigin (self, self.origin);
404
405         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
406         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
407 }
408
409 void Item_RespawnCountdown (void)
410 {
411         if(self.count >= ITEM_RESPAWN_TICKS)
412         {
413                 if(self.waypointsprite_attached)
414                         WaypointSprite_Kill(self.waypointsprite_attached);
415                 Item_Respawn();
416         }
417         else
418         {
419                 self.nextthink = time + 1;
420                 self.count += 1;
421                 if(self.count == 1)
422                 {
423                         string name;
424                         vector rgb;
425                         name = string_null;
426                         if(g_minstagib)
427                         {
428                                 switch(self.items)
429                                 {
430                                         case IT_STRENGTH:   name = "item-invis"; rgb = '0 0 1'; break;
431                                         case IT_NAILS:      name = "item-extralife"; rgb = '1 0 0'; break;
432                                         case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
433                                 }
434                         }
435                         else
436                         {
437                                 switch(self.items)
438                                 {
439                                         case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
440                                         case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
441                                 }
442                         }
443                         switch(self.items)
444                         {
445                                 case IT_FUEL_REGEN:     name = "item-fuelregen"; rgb = '1 0.5 0'; break;
446                                 case IT_JETPACK:        name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
447                         }
448                         if(self.flags & FL_WEAPON)
449                         {
450                                 entity wi = get_weaponinfo(self.weapon);
451                                 if(wi)
452                                 {
453                                         name = wi.model2;
454                                         rgb = '1 0 0';
455                                 }
456                         }
457                         if(!name)
458                         {
459                                 print("Unknown powerup-marked item is wanting to respawn\n");
460                                 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
461                         }
462                         if(name)
463                         {
464                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
465                                 if(self.waypointsprite_attached)
466                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
467                         }
468                 }
469                 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
470                 if(self.waypointsprite_attached)
471                 {
472                         WaypointSprite_Ping(self.waypointsprite_attached);
473                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
474                 }
475         }
476 }
477
478 void Item_ScheduleRespawnIn(entity e, float t)
479 {
480         if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
481         {
482                 e.think = Item_RespawnCountdown;
483                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
484                 e.count = 0;
485         }
486         else
487         {
488                 e.think = Item_Respawn;
489                 e.nextthink = time + t;
490         }
491 }
492
493 void Item_ScheduleRespawn(entity e)
494 {
495         if(e.respawntime > 0)
496         {
497                 Item_Show(e, 0);
498                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
499         }
500         else // if respawntime is -1, this item does not respawn
501                 Item_Show(e, -1);
502 }
503
504 void Item_ScheduleInitialRespawn(entity e)
505 {
506         Item_Show(e, 0);
507         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
508 }
509
510 float ITEM_MODE_NONE = 0;
511 float ITEM_MODE_HEALTH = 1;
512 float ITEM_MODE_ARMOR = 2;
513 float ITEM_MODE_FUEL = 3;
514 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
515 {
516         if (!item.ammofield)
517                 return FALSE;
518
519         if (item.spawnshieldtime)
520         {
521                 if ((player.ammofield < ammomax) || item.pickup_anyway)
522                 {
523                         player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
524                         goto YEAH;
525                 }
526         }
527         else if(g_weapon_stay == 2)
528         {
529                 float mi = min(item.ammofield, ammomax);
530                 if (player.ammofield < mi)
531                 {
532                         player.ammofield = mi;
533                         goto YEAH;
534                 }
535         }
536
537         return FALSE;
538
539 :YEAH
540         switch(mode)
541         {
542                 case ITEM_MODE_FUEL:
543                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
544                         break;
545                 case ITEM_MODE_HEALTH:
546                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
547                         break;
548                 case ITEM_MODE_ARMOR:
549                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
550                         break;
551                 default:
552                         break;
553         }
554         return TRUE;
555 }
556
557 float Item_GiveTo(entity item, entity player)
558 {
559         float _switchweapon;
560         float pickedup;
561         float it;
562         float i;
563
564         // if nothing happens to player, just return without taking the item
565         pickedup = FALSE;
566         _switchweapon = FALSE;
567
568         if (g_minstagib)
569         {
570                 float prevcells = player.ammo_cells;
571
572                 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
573                 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
574
575                 if(player.ammo_cells > prevcells)
576                 {
577                         _switchweapon = TRUE;
578
579                         // play some cool sounds ;)
580                         if (clienttype(player) == CLIENTTYPE_REAL)
581                         {
582                                 if(player.health <= 5)
583                                         AnnounceTo(player, "lastsecond");
584                                 else if(player.health < 50)
585                                         AnnounceTo(player, "narrowly");
586                         }
587                         // sound not available
588                         // else if(item.items == IT_CELLS)
589                         //      AnnounceTo(player, "ammo");
590
591                         if (WEPSET_CONTAINS_EW(item, WEP_MINSTANEX))
592                                 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
593                         player.health = 100;
594                 }
595
596                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
597                 {
598                         pickedup = TRUE;
599                         player.items |= it;
600                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
601                 }
602
603                 // extralife powerup
604                 if (item.max_health)
605                 {
606                         pickedup = TRUE;
607                         // sound not available
608                         // AnnounceTo(player, "_lives");
609                         player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
610                         sprint(player, "^3You picked up some extra lives\n");
611                 }
612
613                 // invis powerup
614                 if (item.strength_finished)
615                 {
616                         pickedup = TRUE;
617                         // sound not available
618                         // AnnounceTo(player, "invisible");
619                         player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
620                 }
621
622                 // speed powerup
623                 if (item.invincible_finished)
624                 {
625                         pickedup = TRUE;
626                         // sound not available
627                         // AnnounceTo(player, "speed");
628                         player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
629                 }
630         }
631         else
632         {
633                 // in case the player has autoswitch enabled do the following:
634                 // if the player is using their best weapon before items are given, they
635                 // probably want to switch to an even better weapon after items are given
636                 if (player.autoswitch)
637                 if (player.switchweapon == w_getbestweapon(player))
638                         _switchweapon = TRUE;
639
640                 if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
641                         _switchweapon = TRUE;
642
643                 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
644                 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
645                 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
646                 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
647                 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
648                 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
649                 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
650
651                 if (item.flags & FL_WEAPON)
652                 {
653                         WEPSET_DECLARE_A(it);
654                         WEPSET_COPY_AE(it, item);
655                         WEPSET_ANDNOT_AE(it, player);
656
657                         if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
658                         {
659                                 pickedup = TRUE;
660                                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
661                                         if(WEPSET_CONTAINS_AW(it, i))
662                                                 W_GiveWeapon (player, i, item.netname);
663                         }
664                 }
665
666                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
667                 {
668                         pickedup = TRUE;
669                         player.items |= it;
670                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
671                 }
672
673                 if (item.strength_finished)
674                 {
675                         pickedup = TRUE;
676                         player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
677                 }
678                 if (item.invincible_finished)
679                 {
680                         pickedup = TRUE;
681                         player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
682                 }
683                 if (item.superweapons_finished)
684                 {
685                         pickedup = TRUE;
686                         player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
687                 }
688         }
689
690 :skip
691         // always eat teamed entities
692         if(item.team)
693                 pickedup = TRUE;
694
695         if (!pickedup)
696                 return 0;
697
698         if (_switchweapon)
699                 if (player.switchweapon != w_getbestweapon(player))
700                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
701
702         return 1;
703 }
704
705 void Item_Touch (void)
706 {
707         entity e, head;
708
709         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
710         if(self.classname == "droppedweapon")
711         {
712                 if (ITEM_TOUCH_NEEDKILL())
713                 {
714                         remove(self);
715                         return;
716                 }
717         }
718
719         if (other.classname != "player")
720                 return;
721         if (other.deadflag)
722                 return;
723         if (self.solid != SOLID_TRIGGER)
724                 return;
725         if (self.owner == other)
726                 return;
727
728         if (self.classname == "droppedweapon")
729         {
730                 self.strength_finished = max(0, self.strength_finished - time);
731                 self.invincible_finished = max(0, self.invincible_finished - time);
732                 self.superweapons_finished = max(0, self.superweapons_finished - time);
733         }
734
735         if(!Item_GiveTo(self, other))
736         {
737                 if (self.classname == "droppedweapon")
738                 {
739                         // undo what we did above
740                         self.strength_finished += time;
741                         self.invincible_finished += time;
742                         self.superweapons_finished += time;
743                 }
744                 return;
745         }
746
747         other.last_pickup = time;
748
749         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
750         sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
751
752         if (self.classname == "droppedweapon")
753                 remove (self);
754         else if not(self.spawnshieldtime)
755                 return;
756         else
757         {
758                 if(self.team)
759                 {
760                         RandomSelection_Init();
761                         for(head = world; (head = findfloat(head, team, self.team)); )
762                         {
763                                 if(head.flags & FL_ITEM)
764                                 {
765                                         Item_Show(head, -1);
766                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
767                                 }
768                         }
769                         e = RandomSelection_chosen_ent;
770
771                 }
772                 else
773                         e = self;
774                 Item_ScheduleRespawn(e);
775         }
776 }
777
778 void Item_Reset()
779 {
780         Item_Show(self, !self.state);
781         setorigin (self, self.origin);
782
783         if(self.classname != "droppedweapon")
784         {
785                 self.think = SUB_Null;
786                 self.nextthink = 0;
787
788                 if(self.waypointsprite_attached)
789                         WaypointSprite_Kill(self.waypointsprite_attached);
790
791                 if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
792                         Item_ScheduleInitialRespawn(self);
793         }
794 }
795
796 void Item_FindTeam()
797 {
798         entity head, e;
799
800         if(self.effects & EF_NODRAW)
801         {
802                 // marker for item team search
803                 dprint("Initializing item team ", ftos(self.team), "\n");
804                 RandomSelection_Init();
805                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
806                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
807                 e = RandomSelection_chosen_ent;
808                 e.state = 0;
809                 Item_Show(e, 1);
810
811                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
812                 {
813                         if(head != e)
814                         {
815                                 // make it a non-spawned item
816                                 Item_Show(head, -1);
817                                 head.state = 1; // state 1 = initially hidden item
818                         }
819                         head.effects &~= EF_NODRAW;
820                 }
821
822                 Item_Reset();
823         }
824 }
825
826 // Savage: used for item garbage-collection
827 // TODO: perhaps nice special effect?
828 void RemoveItem(void)
829 {
830         remove(self);
831 }
832
833 // pickup evaluation functions
834 // these functions decide how desirable an item is to the bots
835
836 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
837
838 float weapon_pickupevalfunc(entity player, entity item)
839 {
840         float c, j, position;
841
842         // See if I have it already
843         if(!WEPSET_CONTAINS_ALL_EE(player, item))
844         {
845                 // If I can pick it up
846                 if(!item.spawnshieldtime)
847                         c = 0;
848                 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
849                 {
850                         // Skilled bots will grab more
851                         c = bound(0, skill / 10, 1) * 0.5;
852                 }
853                 else
854                         c = 0;
855         }
856         else
857                 c = 1;
858
859         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
860         if( bot_custom_weapon && c )
861         {
862                 // Find the highest position on any range
863                 position = -1;
864                 for(j = 0; j < WEP_LAST ; ++j){
865                         if(
866                                         bot_weapons_far[j] == item.weapon ||
867                                         bot_weapons_mid[j] == item.weapon ||
868                                         bot_weapons_close[j] == item.weapon
869                           )
870                         {
871                                 position = j;
872                                 break;
873                         }
874                 }
875
876                 // Rate it
877                 if (position >= 0 )
878                 {
879                         position = WEP_LAST - position;
880                         // item.bot_pickupbasevalue is overwritten here
881                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
882                 }
883         }
884
885         return item.bot_pickupbasevalue * c;
886 }
887
888 float commodity_pickupevalfunc(entity player, entity item)
889 {
890         float c, i, need_shells, need_nails, need_rockets, need_cells, need_fuel;
891         entity wi;
892         c = 0;
893
894         // Detect needed ammo
895         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
896         {
897                 wi = get_weaponinfo(i);
898
899                 if not(WEPSET_CONTAINS_EW(player, i))
900                         continue;
901
902                 if(wi.items & IT_SHELLS)
903                         need_shells = TRUE;
904                 else if(wi.items & IT_NAILS)
905                         need_nails = TRUE;
906                 else if(wi.items & IT_ROCKETS)
907                         need_rockets = TRUE;
908                 else if(wi.items & IT_CELLS)
909                         need_cells = TRUE;
910                 else if(wi.items & IT_FUEL)
911                         need_cells = TRUE;
912         }
913
914         // TODO: figure out if the player even has the weapon this ammo is for?
915         // may not affect strategy much though...
916         // find out how much more ammo/armor/health the player can hold
917         if (need_shells)
918         if (item.ammo_shells)
919         if (player.ammo_shells < g_pickup_shells_max)
920                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
921         if (need_nails)
922         if (item.ammo_nails)
923         if (player.ammo_nails < g_pickup_nails_max)
924                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
925         if (need_rockets)
926         if (item.ammo_rockets)
927         if (player.ammo_rockets < g_pickup_rockets_max)
928                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
929         if (need_cells)
930         if (item.ammo_cells)
931         if (player.ammo_cells < g_pickup_cells_max)
932                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
933         if (need_fuel)
934         if (item.ammo_fuel)
935         if (player.ammo_fuel < g_pickup_fuel_max)
936                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
937         if (item.armorvalue)
938         if (player.armorvalue < item.max_armorvalue)
939                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
940         if (item.health)
941         if (player.health < item.max_health)
942                 c = c + max(0, 1 - player.health / item.max_health);
943
944         return item.bot_pickupbasevalue * c;
945 }
946
947 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
948 {
949         if(ITEM_DAMAGE_NEEDKILL(deathtype))
950                 RemoveItem();
951 }
952
953 .float is_item;
954 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)
955 {
956         startitem_failed = FALSE;
957
958         if(self.model == "")
959                 self.model = itemmodel;
960         
961         if(self.item_pickupsound == "")
962                 self.item_pickupsound = pickupsound;
963         
964         if(!self.respawntime) // both need to be set
965         {
966                 self.respawntime = defaultrespawntime;
967                 self.respawntimejitter = defaultrespawntimejitter;
968         }
969
970         self.items = itemid;
971         self.weapon = weaponid;
972
973         if(weaponid)
974                 WEPSET_COPY_EW(self, weaponid);
975         
976         self.flags = FL_ITEM | itemflags;
977
978         if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
979         {
980                 startitem_failed = TRUE;
981                 remove(self);
982                 return;
983         }
984
985         // is it a dropped weapon?
986         if (self.classname == "droppedweapon")
987         {
988                 self.reset = SUB_Remove;
989                 // it's a dropped weapon
990                 self.movetype = MOVETYPE_TOSS;
991
992                 // Savage: remove thrown items after a certain period of time ("garbage collection")
993                 self.think = RemoveItem;
994                 self.nextthink = time + 20;
995
996                 self.takedamage = DAMAGE_YES;
997                 self.event_damage = Item_Damage;
998
999                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1000                 /*
1001                 if(self.items == 0)
1002                 if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
1003                 if(self.ammo_nails == 0)
1004                 if(self.ammo_cells == 0)
1005                 if(self.ammo_rockets == 0)
1006                 if(self.ammo_shells == 0)
1007                 if(self.ammo_fuel == 0)
1008                 if(self.health == 0)
1009                 if(self.armorvalue == 0)
1010                 */
1011                 {
1012                         // if item is worthless after a timer, have it expire then
1013                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1014                 }
1015
1016                 // don't drop if in a NODROP zone (such as lava)
1017                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1018                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1019                 {
1020                         startitem_failed = TRUE;
1021                         remove(self);
1022                         return;
1023                 }
1024         }
1025         else
1026         {
1027                 if(!have_pickup_item())
1028                 {
1029                         startitem_failed = TRUE;
1030                         remove (self);
1031                         return;
1032                 }
1033
1034                 self.reset = Item_Reset;
1035                 // it's a level item
1036                 if(self.spawnflags & 1)
1037                         self.noalign = 1;
1038                 if (self.noalign)
1039                         self.movetype = MOVETYPE_NONE;
1040                 else
1041                         self.movetype = MOVETYPE_TOSS;
1042                 // do item filtering according to game mode and other things
1043                 if (!self.noalign)
1044                 {
1045                         // first nudge it off the floor a little bit to avoid math errors
1046                         setorigin(self, self.origin + '0 0 1');
1047                         // set item size before we spawn a spawnfunc_waypoint
1048                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1049                                 setsize (self, '-16 -16 0', '16 16 48');
1050                         else
1051                                 setsize (self, '-16 -16 0', '16 16 32');
1052                         // note droptofloor returns FALSE if stuck/or would fall too far
1053                         droptofloor();
1054                         waypoint_spawnforitem(self);
1055                 }
1056
1057                 /*
1058                  * can't do it that way, as it would break maps
1059                  * TODO make a target_give like entity another way, that perhaps has
1060                  * the weapon name in a key
1061                 if(self.targetname)
1062                 {
1063                         // target_give not yet supported; maybe later
1064                         print("removed targeted ", self.classname, "\n");
1065                         startitem_failed = TRUE;
1066                         remove (self);
1067                         return;
1068                 }
1069                 */
1070
1071                 if(autocvar_spawn_debug >= 2)
1072                 {
1073                         entity otheritem;
1074                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1075                         {
1076                             // why not flags & fl_item?
1077                                 if(otheritem.is_item)
1078                                 {
1079                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1080                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1081                                         error("Mapper sucks.");
1082                                 }
1083                         }
1084                         self.is_item = TRUE;
1085                 }
1086
1087                 WEPSET_OR_AW(weaponsInMap, weaponid);
1088
1089                 precache_model (self.model);
1090                 precache_sound (self.item_pickupsound);
1091
1092                 precache_sound ("misc/itemrespawncountdown.wav");
1093                 if(!g_minstagib && itemid == IT_STRENGTH)
1094                         precache_sound ("misc/strength_respawn.wav");
1095                 else if(!g_minstagib && itemid == IT_INVINCIBLE)
1096                         precache_sound ("misc/shield_respawn.wav");
1097                 else
1098                         precache_sound ("misc/itemrespawn.wav");
1099
1100                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1101                         self.target = "###item###"; // for finding the nearest item using find()
1102         }
1103
1104         self.bot_pickup = TRUE;
1105         self.bot_pickupevalfunc = pickupevalfunc;
1106         self.bot_pickupbasevalue = pickupbasevalue;
1107         self.mdl = self.model;
1108         self.netname = itemname;
1109         self.touch = Item_Touch;
1110         setmodel(self, "null"); // precision set below
1111         //self.effects |= EF_LOWPRECISION; 
1112         
1113         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1114     {
1115         self.pos1 = '-16 -16 0';
1116         self.pos2 = '16 16 48';
1117     }
1118         else
1119     {
1120         self.pos1 = '-16 -16 0';
1121         self.pos2 = '16 16 32';
1122     }
1123     setsize (self, self.pos1, self.pos2);
1124     
1125     if(itemflags & FL_POWERUP) 
1126         self.ItemStatus |= ITS_ANIMATE1;
1127         
1128         if(self.armorvalue || self.health)
1129         self.ItemStatus |= ITS_ANIMATE2;
1130         
1131         if(itemflags & FL_WEAPON)
1132         {
1133                 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1134             self.colormap = 1024; // color shirt=0 pants=0 grey
1135         else
1136             self.gravity = 1;
1137             
1138                 self.ItemStatus |= ITS_ANIMATE1;
1139                 self.ItemStatus |= ISF_COLORMAP;
1140         }
1141
1142         self.state = 0;
1143         if(self.team) // broken, no idea why.
1144         {
1145                 if(!self.cnt)
1146                         self.cnt = 1; // item probability weight
1147                         
1148                 self.effects |= EF_NODRAW; // marker for item team search
1149                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1150         }
1151         else
1152                 Item_Reset();
1153         
1154     Net_LinkEntity(self, FALSE, 0, ItemSend);
1155 }
1156
1157 /* replace items in minstagib
1158  * IT_STRENGTH   = invisibility
1159  * IT_NAILS      = extra lives
1160  * IT_INVINCIBLE = speed
1161  */
1162 void minstagib_items (float itemid) // will be deleted soon.
1163 {
1164         float rnd;
1165         self.classname = "minstagib"; // ...?
1166
1167         // replace rocket launchers and nex guns with ammo cells
1168         if (itemid == IT_CELLS)
1169         {
1170                 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1171                 StartItem ("models/items/a_cells.md3",
1172                         "misc/itempickup.wav", 45, 0,
1173                         "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
1174                 return;
1175         }
1176
1177         // randomize
1178         rnd = random() * 3;
1179         if (rnd <= 1)
1180                 itemid = IT_STRENGTH;
1181         else if (rnd <= 2)
1182                 itemid = IT_NAILS;
1183         else
1184                 itemid = IT_INVINCIBLE;
1185
1186         // replace with invis
1187         if (itemid == IT_STRENGTH)
1188         {
1189                 if(!self.strength_finished)
1190                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1191                 StartItem ("models/items/g_strength.md3",
1192                         "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1193                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1194         }
1195         // replace with extra lives
1196         if (itemid == IT_NAILS)
1197         {
1198                 self.max_health = 1;
1199                 StartItem ("models/items/g_h100.md3",
1200                         "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1201                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1202         }
1203         // replace with speed
1204         if (itemid == IT_INVINCIBLE)
1205         {
1206                 if(!self.invincible_finished)
1207                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1208                 StartItem ("models/items/g_invincible.md3",
1209                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1210                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1211         }
1212 }
1213
1214 float minst_no_auto_cells;
1215 void minst_remove_item (void) {
1216         if(minst_no_auto_cells)
1217                 remove(self);
1218 }
1219
1220 float weaponswapping;
1221 float internalteam;
1222
1223 void weapon_defaultspawnfunc(float wpn)
1224 {
1225         entity e;
1226         float t;
1227         var .float ammofield;
1228         string s;
1229         entity oldself;
1230         float i, j;
1231         float f;
1232
1233         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1234         {
1235                 e = get_weaponinfo(wpn);
1236
1237                 if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1238                 {
1239                         print("Attempted to spawn a mutator-blocked weapon; these guns will in the future require a mutator\n");
1240                         /*
1241                         objerror("Attempted to spawn a mutator-blocked weapon rejected");
1242                         startitem_failed = TRUE;
1243                         return;
1244                         */
1245                 }
1246
1247                 s = W_Apply_Weaponreplace(e.netname);
1248                 ret_string = s;
1249                 other = e;
1250                 MUTATOR_CALLHOOK(SetWeaponreplace);
1251                 s = ret_string;
1252                 if(s == "")
1253                 {
1254                         remove(self);
1255                         startitem_failed = TRUE;
1256                         return;
1257                 }
1258                 t = tokenize_console(s);
1259                 if(t >= 2)
1260                 {
1261                         self.team = --internalteam;
1262                         oldself = self;
1263                         for(i = 1; i < t; ++i)
1264                         {
1265                                 s = argv(i);
1266                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1267                                 {
1268                                         e = get_weaponinfo(j);
1269                                         if(e.netname == s)
1270                                         {
1271                                                 self = spawn();
1272                                                 copyentity(oldself, self);
1273                                                 self.classname = "replacedweapon";
1274                                                 weapon_defaultspawnfunc(j);
1275                                                 break;
1276                                         }
1277                                 }
1278                                 if(j > WEP_LAST)
1279                                 {
1280                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1281                                 }
1282                         }
1283                         self = oldself;
1284                 }
1285                 if(t >= 1) // always the case!
1286                 {
1287                         s = argv(0);
1288                         wpn = 0;
1289                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1290                         {
1291                                 e = get_weaponinfo(j);
1292                                 if(e.netname == s)
1293                                 {
1294                                         wpn = j;
1295                                         break;
1296                                 }
1297                         }
1298                         if(j > WEP_LAST)
1299                         {
1300                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1301                         }
1302                 }
1303                 if(wpn == 0)
1304                 {
1305                         remove(self);
1306                         startitem_failed = TRUE;
1307                         return;
1308                 }
1309         }
1310
1311         e = get_weaponinfo(wpn);
1312
1313         if(!self.respawntime)
1314         {
1315                 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1316                 {
1317                         self.respawntime = g_pickup_respawntime_superweapon;
1318                         self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1319                 }
1320                 else
1321                 {
1322                         self.respawntime = g_pickup_respawntime_weapon;
1323                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1324                 }
1325         }
1326
1327         if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1328                 if(!self.superweapons_finished)
1329                         self.superweapons_finished = autocvar_g_balance_superweapons_time;
1330
1331         if(e.items)
1332         {
1333                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1334                 {
1335                         if(e.items & j)
1336                         {
1337                                 ammofield = Item_CounterField(j);
1338                                 if(!self.ammofield)
1339                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1340                         }
1341                 }
1342         }
1343
1344         // pickup anyway
1345         if(g_pickup_weapons_anyway)
1346                 self.pickup_anyway = TRUE;
1347
1348         f = FL_WEAPON;
1349
1350         // no weapon-stay on superweapons
1351         if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1352                 f |= FL_NO_WEAPON_STAY;
1353
1354         // weapon stay isn't supported for teamed weapons
1355         if(self.team)
1356                 f |= FL_NO_WEAPON_STAY;
1357
1358         // stupid minstagib hack, don't ask
1359         if(g_minstagib)
1360                 if(self.ammo_cells)
1361                         self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1362
1363         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1364         if (self.modelindex) // don't precache if self was removed
1365                 weapon_action(e.weapon, WR_PRECACHE);
1366 }
1367
1368 void spawnfunc_weapon_shotgun (void);
1369 void spawnfunc_weapon_uzi (void) {
1370         if(autocvar_sv_q3acompat_machineshotgunswap)
1371         if(self.classname != "droppedweapon")
1372         {
1373                 weapon_defaultspawnfunc(WEP_SHOTGUN);
1374                 return;
1375         }
1376         weapon_defaultspawnfunc(WEP_UZI);
1377 }
1378
1379 void spawnfunc_weapon_shotgun (void) {
1380         if(autocvar_sv_q3acompat_machineshotgunswap)
1381         if(self.classname != "droppedweapon")
1382         {
1383                 weapon_defaultspawnfunc(WEP_UZI);
1384                 return;
1385         }
1386         weapon_defaultspawnfunc(WEP_SHOTGUN);
1387 }
1388
1389 void spawnfunc_weapon_nex (void)
1390 {
1391         if (g_minstagib)
1392         {
1393                 minstagib_items(IT_CELLS);
1394                 self.think = minst_remove_item;
1395                 self.nextthink = time;
1396                 return;
1397         }
1398         weapon_defaultspawnfunc(WEP_NEX);
1399 }
1400
1401 void spawnfunc_weapon_minstanex (void)
1402 {
1403         if (g_minstagib)
1404         {
1405                 minstagib_items(IT_CELLS);
1406                 self.think = minst_remove_item;
1407                 self.nextthink = time;
1408                 return;
1409         }
1410         weapon_defaultspawnfunc(WEP_MINSTANEX);
1411 }
1412
1413 void spawnfunc_weapon_rocketlauncher (void)
1414 {
1415         if (g_minstagib)
1416         {
1417                 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1418                 self.think = minst_remove_item;
1419                 self.nextthink = time;
1420                 return;
1421         }
1422         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1423 }
1424
1425 void spawnfunc_item_rockets (void) {
1426         if(!self.ammo_rockets)
1427                 self.ammo_rockets = g_pickup_rockets;
1428         if(!self.pickup_anyway)
1429                 self.pickup_anyway = g_pickup_ammo_anyway;
1430         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);
1431 }
1432
1433 void spawnfunc_item_shells (void);
1434 void spawnfunc_item_bullets (void) {
1435         if(!weaponswapping)
1436         if(autocvar_sv_q3acompat_machineshotgunswap)
1437         if(self.classname != "droppedweapon")
1438         {
1439                 weaponswapping = TRUE;
1440                 spawnfunc_item_shells();
1441                 weaponswapping = FALSE;
1442                 return;
1443         }
1444
1445         if(!self.ammo_nails)
1446                 self.ammo_nails = g_pickup_nails;
1447         if(!self.pickup_anyway)
1448                 self.pickup_anyway = g_pickup_ammo_anyway;
1449         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);
1450 }
1451
1452 void spawnfunc_item_cells (void) {
1453         if(!self.ammo_cells)
1454                 self.ammo_cells = g_pickup_cells;
1455         if(!self.pickup_anyway)
1456                 self.pickup_anyway = g_pickup_ammo_anyway;
1457         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);
1458 }
1459
1460 void spawnfunc_item_shells (void) {
1461         if(!weaponswapping)
1462         if(autocvar_sv_q3acompat_machineshotgunswap)
1463         if(self.classname != "droppedweapon")
1464         {
1465                 weaponswapping = TRUE;
1466                 spawnfunc_item_bullets();
1467                 weaponswapping = FALSE;
1468                 return;
1469         }
1470
1471         if(!self.ammo_shells)
1472                 self.ammo_shells = g_pickup_shells;
1473         if(!self.pickup_anyway)
1474                 self.pickup_anyway = g_pickup_ammo_anyway;
1475         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);
1476 }
1477
1478 void spawnfunc_item_armor_small (void) {
1479         if(!self.armorvalue)
1480                 self.armorvalue = g_pickup_armorsmall;
1481         if(!self.max_armorvalue)
1482                 self.max_armorvalue = g_pickup_armorsmall_max;
1483         if(!self.pickup_anyway)
1484                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1485         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);
1486 }
1487
1488 void spawnfunc_item_armor_medium (void) {
1489         if(!self.armorvalue)
1490                 self.armorvalue = g_pickup_armormedium;
1491         if(!self.max_armorvalue)
1492                 self.max_armorvalue = g_pickup_armormedium_max;
1493         if(!self.pickup_anyway)
1494                 self.pickup_anyway = g_pickup_armormedium_anyway;
1495         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);
1496 }
1497
1498 void spawnfunc_item_armor_big (void) {
1499         if(!self.armorvalue)
1500                 self.armorvalue = g_pickup_armorbig;
1501         if(!self.max_armorvalue)
1502                 self.max_armorvalue = g_pickup_armorbig_max;
1503         if(!self.pickup_anyway)
1504                 self.pickup_anyway = g_pickup_armorbig_anyway;
1505         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);
1506 }
1507
1508 void spawnfunc_item_armor_large (void) {
1509         if(!self.armorvalue)
1510                 self.armorvalue = g_pickup_armorlarge;
1511         if(!self.max_armorvalue)
1512                 self.max_armorvalue = g_pickup_armorlarge_max;
1513         if(!self.pickup_anyway)
1514                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1515         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);
1516 }
1517
1518 void spawnfunc_item_health_small (void) {
1519         if(!self.max_health)
1520                 self.max_health = g_pickup_healthsmall_max;
1521         if(!self.health)
1522                 self.health = g_pickup_healthsmall;
1523         if(!self.pickup_anyway)
1524                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1525         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);
1526 }
1527
1528 void spawnfunc_item_health_medium (void) {
1529         if(!self.max_health)
1530                 self.max_health = g_pickup_healthmedium_max;
1531         if(!self.health)
1532                 self.health = g_pickup_healthmedium;
1533         if(!self.pickup_anyway)
1534                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1535         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);
1536 }
1537
1538 void spawnfunc_item_health_large (void) {
1539         if(!self.max_health)
1540                 self.max_health = g_pickup_healthlarge_max;
1541         if(!self.health)
1542                 self.health = g_pickup_healthlarge;
1543         if(!self.pickup_anyway)
1544                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1545         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);
1546 }
1547
1548 void spawnfunc_item_health_mega (void) {
1549         if(g_minstagib) {
1550                 minstagib_items(IT_NAILS);
1551         } else {
1552                 if(!self.max_health)
1553                         self.max_health = g_pickup_healthmega_max;
1554                 if(!self.health)
1555                         self.health = g_pickup_healthmega;
1556                 if(!self.pickup_anyway)
1557                         self.pickup_anyway = g_pickup_healthmega_anyway;
1558                 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);
1559         }
1560 }
1561
1562 // support old misnamed entities
1563 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1564 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1565 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1566 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1567 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1568
1569 void spawnfunc_item_strength (void) {
1570         if(g_minstagib) {
1571                 minstagib_items(IT_STRENGTH);
1572         } else {
1573                 precache_sound("weapons/strength_fire.wav");
1574                 if(!self.strength_finished)
1575                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1576                 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);
1577         }
1578 }
1579
1580 void spawnfunc_item_invincible (void) {
1581         if(g_minstagib) {
1582                 minstagib_items(IT_INVINCIBLE);
1583         } else {
1584                 if(!self.invincible_finished)
1585                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1586                 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);
1587         }
1588 }
1589
1590 void spawnfunc_item_minst_cells (void) {
1591         if (g_minstagib)
1592         {
1593                 minst_no_auto_cells = TRUE;
1594                 minstagib_items(IT_CELLS);
1595         }
1596         else
1597                 remove(self);
1598 }
1599
1600 // compatibility:
1601 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1602
1603 float GiveItems(entity e, float beginarg, float endarg);
1604 void target_items_use (void)
1605 {
1606         if(activator.classname == "droppedweapon")
1607         {
1608                 EXACTTRIGGER_TOUCH;
1609                 remove(activator);
1610                 return;
1611         }
1612
1613         if(activator.classname != "player")
1614                 return;
1615         if(activator.deadflag != DEAD_NO)
1616                 return;
1617         EXACTTRIGGER_TOUCH;
1618
1619         entity e;
1620         for(e = world; (e = find(e, classname, "droppedweapon")); )
1621                 if(e.enemy == activator)
1622                         remove(e);
1623
1624         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1625                 centerprint(activator, self.message);
1626 }
1627
1628 void spawnfunc_target_items (void)
1629 {
1630         float n, i, j;
1631         entity e;
1632
1633         self.use = target_items_use;
1634         if(!self.strength_finished)
1635                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1636         if(!self.invincible_finished)
1637                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1638         if(!self.superweapons_finished)
1639                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1640
1641         precache_sound("misc/itempickup.wav");
1642         precache_sound("misc/megahealth.wav");
1643         precache_sound("misc/armor25.wav");
1644         precache_sound("misc/powerup.wav");
1645         precache_sound("misc/poweroff.wav");
1646         precache_sound("weapons/weaponpickup.wav");
1647
1648         n = tokenize_console(self.netname);
1649         if(argv(0) == "give")
1650         {
1651                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1652         }
1653         else
1654         {
1655                 for(i = 0; i < n; ++i)
1656                 {
1657                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1658                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1659                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1660                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1661                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1662                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1663                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1664                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1665                         else
1666                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1667                         {
1668                                 e = get_weaponinfo(j);
1669                                 if(argv(i) == e.netname)
1670                                 {
1671                                         WEPSET_OR_EW(self, j);
1672                                         if(self.spawnflags == 0 || self.spawnflags == 2)
1673                                                 weapon_action(e.weapon, WR_PRECACHE);
1674                                         break;
1675                                 }
1676                         }
1677                         if(j > WEP_LAST)
1678                                 print("target_items: invalid item ", argv(i), "\n");
1679                 }
1680
1681                 string itemprefix, valueprefix;
1682                 if(self.spawnflags == 0)
1683                 {
1684                         itemprefix = "";
1685                         valueprefix = "";
1686                 }
1687                 else if(self.spawnflags == 1)
1688                 {
1689                         itemprefix = "max ";
1690                         valueprefix = "max ";
1691                 }
1692                 else if(self.spawnflags == 2)
1693                 {
1694                         itemprefix = "min ";
1695                         valueprefix = "min ";
1696                 }
1697                 else if(self.spawnflags == 4)
1698                 {
1699                         itemprefix = "minus ";
1700                         valueprefix = "max ";
1701                 }
1702                 else
1703                         error("invalid spawnflags");
1704
1705                 self.netname = "";
1706                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1707                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1708                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1709                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1710                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1711                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1712                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1713                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1714                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1715                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1716                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1717                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1718                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1719                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1720                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1721                 {
1722                         e = get_weaponinfo(j);
1723                         if(e.weapon)
1724                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
1725                 }
1726         }
1727         self.netname = strzone(self.netname);
1728         //print(self.netname, "\n");
1729
1730         n = tokenize_console(self.netname);
1731         for(i = 0; i < n; ++i)
1732         {
1733                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1734                 {
1735                         e = get_weaponinfo(j);
1736                         if(argv(i) == e.netname)
1737                         {
1738                                 weapon_action(e.weapon, WR_PRECACHE);
1739                                 break;
1740                         }
1741                 }
1742         }
1743 }
1744
1745 void spawnfunc_item_fuel(void)
1746 {
1747         if(!self.ammo_fuel)
1748                 self.ammo_fuel = g_pickup_fuel;
1749         if(!self.pickup_anyway)
1750                 self.pickup_anyway = g_pickup_ammo_anyway;
1751         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);
1752 }
1753
1754 void spawnfunc_item_fuel_regen(void)
1755 {
1756         if(start_items & IT_FUEL_REGEN)
1757         {
1758                 spawnfunc_item_fuel();
1759                 return;
1760         }
1761         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);
1762 }
1763
1764 void spawnfunc_item_jetpack(void)
1765 {
1766         if(g_grappling_hook)
1767                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1768         if(!self.ammo_fuel)
1769                 self.ammo_fuel = g_pickup_fuel_jetpack;
1770         if(start_items & IT_JETPACK)
1771         {
1772                 spawnfunc_item_fuel();
1773                 return;
1774         }
1775         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);
1776 }
1777
1778
1779 #define OP_SET 0
1780 #define OP_MIN 1
1781 #define OP_MAX 2
1782 #define OP_PLUS 3
1783 #define OP_MINUS 4
1784
1785 float GiveWeapon(entity e, float wpn, float op, float val)
1786 {
1787         float v0, v1;
1788         v0 = WEPSET_CONTAINS_EW(e, wpn);
1789         switch(op)
1790         {
1791                 case OP_SET:
1792                         if(val > 0)
1793                                 WEPSET_OR_EW(e, wpn);
1794                         else
1795                                 WEPSET_ANDNOT_EW(e, wpn);
1796                         break;
1797                 case OP_MIN:
1798                 case OP_PLUS:
1799                         if(val > 0)
1800                                 WEPSET_OR_EW(e, wpn);
1801                         break;
1802                 case OP_MAX:
1803                         if(val <= 0)
1804                                 WEPSET_ANDNOT_EW(e, wpn);
1805                         break;
1806                 case OP_MINUS:
1807                         if(val > 0)
1808                                 WEPSET_ANDNOT_EW(e, wpn);
1809                         break;
1810         }
1811         v1 = WEPSET_CONTAINS_EW(e, wpn);
1812         return (v0 != v1);
1813 }
1814
1815 float GiveBit(entity e, .float fld, float bit, float op, float val)
1816 {
1817         float v0, v1;
1818         v0 = (e.fld & bit);
1819         switch(op)
1820         {
1821                 case OP_SET:
1822                         if(val > 0)
1823                                 e.fld |= bit;
1824                         else
1825                                 e.fld &~= bit;
1826                         break;
1827                 case OP_MIN:
1828                 case OP_PLUS:
1829                         if(val > 0)
1830                                 e.fld |= bit;
1831                         break;
1832                 case OP_MAX:
1833                         if(val <= 0)
1834                                 e.fld &~= bit;
1835                         break;
1836                 case OP_MINUS:
1837                         if(val > 0)
1838                                 e.fld &~= bit;
1839                         break;
1840         }
1841         v1 = (e.fld & bit);
1842         return (v0 != v1);
1843 }
1844
1845 float GiveValue(entity e, .float fld, float op, float val)
1846 {
1847         float v0, v1;
1848         v0 = e.fld;
1849         switch(op)
1850         {
1851                 case OP_SET:
1852                         e.fld = val;
1853                         break;
1854                 case OP_MIN:
1855                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1856                         break;
1857                 case OP_MAX:
1858                         e.fld = min(e.fld, val);
1859                         break;
1860                 case OP_PLUS:
1861                         e.fld += val;
1862                         break;
1863                 case OP_MINUS:
1864                         e.fld -= val;
1865                         break;
1866         }
1867         v1 = e.fld;
1868         return (v0 != v1);
1869 }
1870
1871 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1872 {
1873         if(v1 == v0)
1874                 return;
1875         if(v1 <= v0 - t)
1876         {
1877                 if(snd_decr != "")
1878                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1879         }
1880         else if(v0 >= v0 + t)
1881         {
1882                 if(snd_incr != "")
1883                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1884         }
1885 }
1886
1887 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1888 {
1889         if(v0 < v1)
1890                 e.rotfield = max(e.rotfield, time + rottime);
1891         else if(v0 > v1)
1892                 e.regenfield = max(e.regenfield, time + regentime);
1893 }
1894
1895 #define PREGIVE_WEAPONS(e) WEPSET_DECLARE_A(save_weapons); WEPSET_COPY_AE(save_weapons, e)
1896 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1897 #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)
1898 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1899 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1900 #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)
1901
1902 float GiveItems(entity e, float beginarg, float endarg)
1903 {
1904         float got, i, j, val, op;
1905         float _switchweapon;
1906         entity wi;
1907         string cmd;
1908
1909         val = 999;
1910         op = OP_SET;
1911
1912         got = 0;
1913
1914         _switchweapon = FALSE;
1915         if (e.autoswitch)
1916                 if (e.switchweapon == w_getbestweapon(e))
1917                         _switchweapon = TRUE;
1918
1919         e.strength_finished = max(0, e.strength_finished - time);
1920         e.invincible_finished = max(0, e.invincible_finished - time);
1921         e.superweapons_finished = max(0, e.superweapons_finished - time);
1922         
1923         PREGIVE(e, items);
1924         PREGIVE_WEAPONS(e);
1925         PREGIVE(e, strength_finished);
1926         PREGIVE(e, invincible_finished);
1927         PREGIVE(e, superweapons_finished);
1928         PREGIVE(e, ammo_nails);
1929         PREGIVE(e, ammo_cells);
1930         PREGIVE(e, ammo_shells);
1931         PREGIVE(e, ammo_rockets);
1932         PREGIVE(e, ammo_fuel);
1933         PREGIVE(e, armorvalue);
1934         PREGIVE(e, health);
1935
1936         for(i = beginarg; i < endarg; ++i)
1937         {
1938                 cmd = argv(i);
1939
1940                 if(cmd == "0" || stof(cmd))
1941                 {
1942                         val = stof(cmd);
1943                         continue;
1944                 }
1945                 switch(cmd)
1946                 {
1947                         case "no":
1948                                 op = OP_MAX;
1949                                 val = 0;
1950                                 continue;
1951                         case "max":
1952                                 op = OP_MAX;
1953                                 continue;
1954                         case "min":
1955                                 op = OP_MIN;
1956                                 continue;
1957                         case "plus":
1958                                 op = OP_PLUS;
1959                                 continue;
1960                         case "minus":
1961                                 op = OP_MINUS;
1962                                 continue;
1963                         case "ALL":
1964                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1965                                 got += GiveValue(e, strength_finished, op, val);
1966                                 got += GiveValue(e, invincible_finished, op, val);
1967                                 got += GiveValue(e, superweapons_finished, op, val);
1968                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1969                         case "all":
1970                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1971                                 got += GiveValue(e, health, op, val);
1972                                 got += GiveValue(e, armorvalue, op, val);
1973                         case "allweapons":
1974                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1975                                 {
1976                                         wi = get_weaponinfo(j);
1977                                         if(wi.weapon)
1978                                                 if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1979                                                         got += GiveWeapon(e, j, op, val);
1980                                 }
1981                         case "allammo":
1982                                 got += GiveValue(e, ammo_cells, op, val);
1983                                 got += GiveValue(e, ammo_shells, op, val);
1984                                 got += GiveValue(e, ammo_nails, op, val);
1985                                 got += GiveValue(e, ammo_rockets, op, val);
1986                                 got += GiveValue(e, ammo_fuel, op, val);
1987                                 break;
1988                         case "unlimited_ammo":
1989                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1990                                 break;
1991                         case "unlimited_weapon_ammo":
1992                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1993                                 break;
1994                         case "unlimited_superweapons":
1995                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1996                                 break;
1997                         case "jetpack":
1998                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1999                                 break;
2000                         case "fuel_regen":
2001                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
2002                                 break;
2003                         case "strength":
2004                                 got += GiveValue(e, strength_finished, op, val);
2005                                 break;
2006                         case "invincible":
2007                                 got += GiveValue(e, invincible_finished, op, val);
2008                                 break;
2009                         case "superweapons":
2010                                 got += GiveValue(e, superweapons_finished, op, val);
2011                                 break;
2012                         case "cells":
2013                                 got += GiveValue(e, ammo_cells, op, val);
2014                                 break;
2015                         case "shells":
2016                                 got += GiveValue(e, ammo_shells, op, val);
2017                                 break;
2018                         case "nails":
2019                         case "bullets":
2020                                 got += GiveValue(e, ammo_nails, op, val);
2021                                 break;
2022                         case "rockets":
2023                                 got += GiveValue(e, ammo_rockets, op, val);
2024                                 break;
2025                         case "health":
2026                                 got += GiveValue(e, health, op, val);
2027                                 break;
2028                         case "armor":
2029                                 got += GiveValue(e, armorvalue, op, val);
2030                                 break;
2031                         case "fuel":
2032                                 got += GiveValue(e, ammo_fuel, op, val);
2033                                 break;
2034                         default:
2035                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2036                                 {
2037                                         wi = get_weaponinfo(j);
2038                                         if(cmd == wi.netname)
2039                                         {
2040                                                 got += GiveWeapon(e, j, op, val);
2041                                                 break;
2042                                         }
2043                                 }
2044                                 if(j > WEP_LAST)
2045                                         print("give: invalid item ", cmd, "\n");
2046                                 break;
2047                 }
2048                 val = 999;
2049                 op = OP_SET;
2050         }
2051
2052         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
2053         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
2054         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
2055         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
2056         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2057         {
2058                 wi = get_weaponinfo(j);
2059                 if(wi.weapon)
2060                 {
2061                         POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
2062                         if not(WEPSET_CONTAINS_AW(save_weapons, j))
2063                                 if(WEPSET_CONTAINS_EW(e, j))
2064                                         weapon_action(wi.weapon, WR_PRECACHE);
2065                 }
2066         }
2067         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
2068         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
2069         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
2070         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
2071         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
2072         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
2073         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);
2074         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);
2075         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);
2076
2077         if(e.superweapons_finished <= 0)
2078                 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
2079                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
2080
2081         if (g_minstagib)
2082         {
2083                 e.health = bound(0, e.health, 100);
2084                 e.armorvalue = bound(0, e.armorvalue, 999);
2085         }
2086
2087         if(e.strength_finished <= 0)
2088                 e.strength_finished = 0;
2089         else
2090                 e.strength_finished += time;
2091         if(e.invincible_finished <= 0)
2092                 e.invincible_finished = 0;
2093         else
2094                 e.invincible_finished += time;
2095         if(e.superweapons_finished <= 0)
2096                 e.superweapons_finished = 0;
2097         else
2098                 e.superweapons_finished += time;
2099
2100         if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
2101                 _switchweapon = TRUE;
2102         if(_switchweapon)
2103                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
2104
2105         return got;
2106 }
2107 #endif