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