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