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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("item_respawn", self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
442         Send_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 (!IS_PLAYER(other))
694                 return;
695         if (other.frozen)
696                 return;
697         if (other.deadflag)
698                 return;
699         if (self.solid != SOLID_TRIGGER)
700                 return;
701         if (self.owner == other)
702                 return;
703         if (time < self.item_spawnshieldtime)
704                 return;
705
706         switch(MUTATOR_CALLHOOK(ItemTouch, self, other))
707         {
708                 case MUT_ITEMTOUCH_RETURN: { return; }
709                 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
710         }
711
712         if (self.classname == "droppedweapon")
713         {
714                 self.strength_finished = max(0, self.strength_finished - time);
715                 self.invincible_finished = max(0, self.invincible_finished - time);
716                 self.superweapons_finished = max(0, self.superweapons_finished - time);
717         }
718         entity it = self.itemdef;
719         bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
720         if (!gave)
721         {
722                 if (self.classname == "droppedweapon")
723                 {
724                         // undo what we did above
725                         self.strength_finished += time;
726                         self.invincible_finished += time;
727                         self.superweapons_finished += time;
728                 }
729                 return;
730         }
731
732         :pickup
733
734         other.last_pickup = time;
735
736         Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
737         sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
738
739         if (self.classname == "droppedweapon")
740                 remove (self);
741         else if (self.spawnshieldtime)
742         {
743                 if(self.team)
744                 {
745                         RandomSelection_Init();
746                         for(head = world; (head = findfloat(head, team, self.team)); )
747                         {
748                                 if(head.flags & FL_ITEM)
749                                 {
750                                         Item_Show(head, -1);
751                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
752                                 }
753                         }
754                         e = RandomSelection_chosen_ent;
755
756                 }
757                 else
758                         e = self;
759                 Item_ScheduleRespawn(e);
760         }
761 }
762
763 void Item_Reset()
764 {
765         Item_Show(self, !self.state);
766         setorigin (self, self.origin);
767
768         if(self.classname != "droppedweapon")
769         {
770                 self.think = Item_Think;
771                 self.nextthink = time;
772
773                 if(self.waypointsprite_attached)
774                         WaypointSprite_Kill(self.waypointsprite_attached);
775
776                 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
777                         Item_ScheduleInitialRespawn(self);
778         }
779 }
780
781 void Item_FindTeam()
782 {
783         entity head, e;
784
785         if(self.effects & EF_NODRAW)
786         {
787                 // marker for item team search
788                 LOG_TRACE("Initializing item team ", ftos(self.team), "\n");
789                 RandomSelection_Init();
790                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
791                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
792                 e = RandomSelection_chosen_ent;
793                 e.state = 0;
794                 Item_Show(e, 1);
795
796                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
797                 {
798                         if(head != e)
799                         {
800                                 // make it a non-spawned item
801                                 Item_Show(head, -1);
802                                 head.state = 1; // state 1 = initially hidden item
803                         }
804                         head.effects &= ~EF_NODRAW;
805                 }
806
807                 Item_Reset();
808         }
809 }
810
811 // Savage: used for item garbage-collection
812 // TODO: perhaps nice special effect?
813 void RemoveItem(void)
814 {
815         Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
816         remove(self);
817 }
818
819 // pickup evaluation functions
820 // these functions decide how desirable an item is to the bots
821
822 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
823
824 float weapon_pickupevalfunc(entity player, entity item)
825 {
826         float c;
827
828         // See if I have it already
829         if(item.weapons & ~player.weapons)
830         {
831                 // If I can pick it up
832                 if(!item.spawnshieldtime)
833                         c = 0;
834                 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
835                 {
836                         // Skilled bots will grab more
837                         c = bound(0, skill / 10, 1) * 0.5;
838                 }
839                 else
840                         c = 0;
841         }
842         else
843                 c = 1;
844
845         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
846         if( bot_custom_weapon && c )
847         {
848                 // Find the highest position on any range
849                 int position = -1;
850                 for (int j = 0; j < WEP_LAST ; ++j){
851                         if(
852                                         bot_weapons_far[j] == item.weapon ||
853                                         bot_weapons_mid[j] == item.weapon ||
854                                         bot_weapons_close[j] == item.weapon
855                           )
856                         {
857                                 position = j;
858                                 break;
859                         }
860                 }
861
862                 // Rate it
863                 if (position >= 0 )
864                 {
865                         position = WEP_LAST - position;
866                         // item.bot_pickupbasevalue is overwritten here
867                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
868                 }
869         }
870
871         return item.bot_pickupbasevalue * c;
872 }
873
874 float commodity_pickupevalfunc(entity player, entity item)
875 {
876         float c, i;
877         float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
878         entity wi;
879         c = 0;
880
881         // Detect needed ammo
882         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
883         {
884                 wi = get_weaponinfo(i);
885
886                 if (!(player.weapons & WepSet_FromWeapon(i)))
887                         continue;
888
889                 if(wi.items & ITEM_Shells.m_itemid)
890                         need_shells = true;
891                 else if(wi.items & ITEM_Bullets.m_itemid)
892                         need_nails = true;
893                 else if(wi.items & ITEM_Rockets.m_itemid)
894                         need_rockets = true;
895                 else if(wi.items & ITEM_Cells.m_itemid)
896                         need_cells = true;
897                 else if(wi.items & ITEM_Plasma.m_itemid)
898                         need_plasma = true;
899                 else if(wi.items & ITEM_JetpackFuel.m_itemid)
900                         need_fuel = true;
901         }
902
903         // TODO: figure out if the player even has the weapon this ammo is for?
904         // may not affect strategy much though...
905         // find out how much more ammo/armor/health the player can hold
906         if (need_shells)
907         if (item.ammo_shells)
908         if (player.ammo_shells < g_pickup_shells_max)
909                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
910         if (need_nails)
911         if (item.ammo_nails)
912         if (player.ammo_nails < g_pickup_nails_max)
913                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
914         if (need_rockets)
915         if (item.ammo_rockets)
916         if (player.ammo_rockets < g_pickup_rockets_max)
917                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
918         if (need_cells)
919         if (item.ammo_cells)
920         if (player.ammo_cells < g_pickup_cells_max)
921                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
922         if (need_plasma)
923         if (item.ammo_plasma)
924         if (player.ammo_plasma < g_pickup_plasma_max)
925                 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
926         if (need_fuel)
927         if (item.ammo_fuel)
928         if (player.ammo_fuel < g_pickup_fuel_max)
929                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
930         if (item.armorvalue)
931         if (player.armorvalue < item.max_armorvalue)
932                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
933         if (item.health)
934         if (player.health < item.max_health)
935                 c = c + max(0, 1 - player.health / item.max_health);
936
937         return item.bot_pickupbasevalue * c;
938 }
939
940 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
941 {
942         if(ITEM_DAMAGE_NEEDKILL(deathtype))
943                 RemoveItem();
944 }
945
946 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)
947 {
948         startitem_failed = false;
949
950         if(self.model == "")
951                 self.model = itemmodel;
952
953         if(self.model == "")
954     {
955         error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
956         return;
957     }
958
959         if(self.item_pickupsound == "")
960                 self.item_pickupsound = pickupsound;
961
962         if(!self.respawntime) // both need to be set
963         {
964                 self.respawntime = defaultrespawntime;
965                 self.respawntimejitter = defaultrespawntimejitter;
966         }
967
968         self.items = itemid;
969         self.weapon = weaponid;
970
971         if(weaponid)
972                 self.weapons = WepSet_FromWeapon(weaponid);
973
974         self.flags = FL_ITEM | itemflags;
975
976         if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
977         {
978                 startitem_failed = true;
979                 remove(self);
980                 return;
981         }
982
983         // is it a dropped weapon?
984         if (self.classname == "droppedweapon")
985         {
986                 self.reset = SUB_Remove;
987                 // it's a dropped weapon
988                 self.movetype = MOVETYPE_TOSS;
989
990                 // Savage: remove thrown items after a certain period of time ("garbage collection")
991                 self.think = RemoveItem;
992                 self.nextthink = time + 20;
993
994                 self.takedamage = DAMAGE_YES;
995                 self.event_damage = Item_Damage;
996
997                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
998                 /*
999                 if(self.items == 0)
1000                 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
1001                 if(self.ammo_nails == 0)
1002                 if(self.ammo_cells == 0)
1003                 if(self.ammo_rockets == 0)
1004                 if(self.ammo_shells == 0)
1005                 if(self.ammo_fuel == 0)
1006                 if(self.health == 0)
1007                 if(self.armorvalue == 0)
1008                 */
1009                 {
1010                         // if item is worthless after a timer, have it expire then
1011                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1012                 }
1013
1014                 // don't drop if in a NODROP zone (such as lava)
1015                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1016                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1017                 {
1018                         startitem_failed = true;
1019                         remove(self);
1020                         return;
1021                 }
1022         }
1023         else
1024         {
1025                 if(!have_pickup_item())
1026                 {
1027                         startitem_failed = true;
1028                         remove (self);
1029                         return;
1030                 }
1031
1032                 self.reset = Item_Reset;
1033                 // it's a level item
1034                 if(self.spawnflags & 1)
1035                         self.noalign = 1;
1036                 if (self.noalign)
1037                         self.movetype = MOVETYPE_NONE;
1038                 else
1039                         self.movetype = MOVETYPE_TOSS;
1040                 // do item filtering according to game mode and other things
1041                 if (!self.noalign)
1042                 {
1043                         // first nudge it off the floor a little bit to avoid math errors
1044                         setorigin(self, self.origin + '0 0 1');
1045                         // set item size before we spawn a spawnfunc_waypoint
1046                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1047                                 setsize (self, '-16 -16 0', '16 16 48');
1048                         else
1049                                 setsize (self, '-16 -16 0', '16 16 32');
1050
1051                         // note droptofloor returns false if stuck/or would fall too far
1052                         droptofloor();
1053                         waypoint_spawnforitem(self);
1054                 }
1055
1056                 /*
1057                  * can't do it that way, as it would break maps
1058                  * TODO make a target_give like entity another way, that perhaps has
1059                  * the weapon name in a key
1060                 if(self.targetname)
1061                 {
1062                         // target_give not yet supported; maybe later
1063                         print("removed targeted ", self.classname, "\n");
1064                         startitem_failed = true;
1065                         remove (self);
1066                         return;
1067                 }
1068                 */
1069
1070                 if(autocvar_spawn_debug >= 2)
1071                 {
1072                         entity otheritem;
1073                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1074                         {
1075                             // why not flags & fl_item?
1076                                 if(otheritem.is_item)
1077                                 {
1078                                         LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(self.origin));
1079                                         LOG_TRACE(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1080                                         error("Mapper sucks.");
1081                                 }
1082                         }
1083                         self.is_item = true;
1084                 }
1085
1086                 weaponsInMap |= WepSet_FromWeapon(weaponid);
1087
1088                 precache_model (self.model);
1089                 precache_sound (self.item_pickupsound);
1090
1091                 precache_sound ("misc/itemrespawncountdown.wav");
1092                 if(itemid == ITEM_Strength.m_itemid)
1093                         precache_sound ("misc/strength_respawn.wav");
1094                 else if(itemid == ITEM_Shield.m_itemid)
1095                         precache_sound ("misc/shield_respawn.wav");
1096                 else
1097                         precache_sound ("misc/itemrespawn.wav");
1098
1099                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1100                         self.target = "###item###"; // for finding the nearest item using find()
1101
1102                 Item_ItemsTime_SetTime(self, 0);
1103         }
1104
1105         self.bot_pickup = true;
1106         self.bot_pickupevalfunc = pickupevalfunc;
1107         self.bot_pickupbasevalue = pickupbasevalue;
1108         self.mdl = self.model;
1109         self.netname = itemname;
1110         self.touch = Item_Touch;
1111         setmodel(self, "null"); // precision set below
1112         //self.effects |= EF_LOWPRECISION;
1113
1114         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1115     {
1116         self.pos1 = '-16 -16 0';
1117         self.pos2 = '16 16 48';
1118     }
1119         else
1120     {
1121         self.pos1 = '-16 -16 0';
1122         self.pos2 = '16 16 32';
1123     }
1124     setsize (self, self.pos1, self.pos2);
1125
1126     if(itemflags & FL_POWERUP)
1127         self.ItemStatus |= ITS_ANIMATE1;
1128
1129         if(self.armorvalue || self.health)
1130         self.ItemStatus |= ITS_ANIMATE2;
1131
1132         if(itemflags & FL_WEAPON)
1133         {
1134                 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1135             self.colormap = 1024; // color shirt=0 pants=0 grey
1136         else
1137             self.gravity = 1;
1138
1139                 self.ItemStatus |= ITS_ANIMATE1;
1140                 self.ItemStatus |= ISF_COLORMAP;
1141         }
1142
1143         self.state = 0;
1144         if(self.team) // broken, no idea why.
1145         {
1146                 if(!self.cnt)
1147                         self.cnt = 1; // item probability weight
1148
1149                 self.effects |= EF_NODRAW; // marker for item team search
1150                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1151         }
1152         else
1153                 Item_Reset();
1154
1155     Net_LinkEntity(self, false, 0, ItemSend);
1156
1157         self.SendFlags |= ISF_SIZE;
1158         if(self.angles)
1159                 self.SendFlags |= ISF_ANGLES;
1160
1161         // call this hook after everything else has been done
1162         if(MUTATOR_CALLHOOK(Item_Spawn, self))
1163         {
1164                 startitem_failed = true;
1165                 remove(self);
1166                 return;
1167         }
1168 }
1169
1170 string Item_Model(string item_mdl)
1171 {
1172         string output = strcat("models/items/", item_mdl);
1173         MUTATOR_CALLHOOK(ItemModel, item_mdl, output);
1174         return strzone(item_model_output);
1175 }
1176
1177 void StartItemA (entity a)
1178 {
1179     self.itemdef = a;
1180     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);
1181 }
1182
1183 void spawnfunc_item_rockets (void) {
1184         if(!self.ammo_rockets)
1185                 self.ammo_rockets = g_pickup_rockets;
1186         if(!self.pickup_anyway)
1187                 self.pickup_anyway = g_pickup_ammo_anyway;
1188     StartItemA (ITEM_Rockets);
1189 }
1190
1191 void spawnfunc_item_bullets (void) {
1192         if(!weaponswapping)
1193         if(autocvar_sv_q3acompat_machineshotgunswap)
1194         if(self.classname != "droppedweapon")
1195         {
1196                 weaponswapping = true;
1197                 spawnfunc_item_shells();
1198                 weaponswapping = false;
1199                 return;
1200         }
1201
1202         if(!self.ammo_nails)
1203                 self.ammo_nails = g_pickup_nails;
1204         if(!self.pickup_anyway)
1205                 self.pickup_anyway = g_pickup_ammo_anyway;
1206     StartItemA (ITEM_Bullets);
1207 }
1208
1209 void spawnfunc_item_cells (void) {
1210         if(!self.ammo_cells)
1211                 self.ammo_cells = g_pickup_cells;
1212         if(!self.pickup_anyway)
1213                 self.pickup_anyway = g_pickup_ammo_anyway;
1214         StartItemA (ITEM_Cells);
1215 }
1216
1217 void spawnfunc_item_plasma()
1218 {
1219         if(!self.ammo_plasma)
1220                 self.ammo_plasma = g_pickup_plasma;
1221         if(!self.pickup_anyway)
1222                 self.pickup_anyway = g_pickup_ammo_anyway;
1223         StartItemA (ITEM_Plasma);
1224 }
1225
1226 void spawnfunc_item_shells (void) {
1227         if(!weaponswapping)
1228         if(autocvar_sv_q3acompat_machineshotgunswap)
1229         if(self.classname != "droppedweapon")
1230         {
1231                 weaponswapping = true;
1232                 spawnfunc_item_bullets();
1233                 weaponswapping = false;
1234                 return;
1235         }
1236
1237         if(!self.ammo_shells)
1238                 self.ammo_shells = g_pickup_shells;
1239         if(!self.pickup_anyway)
1240                 self.pickup_anyway = g_pickup_ammo_anyway;
1241         StartItemA (ITEM_Shells);
1242 }
1243
1244 void spawnfunc_item_armor_small (void) {
1245         if(!self.armorvalue)
1246                 self.armorvalue = g_pickup_armorsmall;
1247         if(!self.max_armorvalue)
1248                 self.max_armorvalue = g_pickup_armorsmall_max;
1249         if(!self.pickup_anyway)
1250                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1251         StartItemA (ITEM_ArmorSmall);
1252 }
1253
1254 void spawnfunc_item_armor_medium (void) {
1255         if(!self.armorvalue)
1256                 self.armorvalue = g_pickup_armormedium;
1257         if(!self.max_armorvalue)
1258                 self.max_armorvalue = g_pickup_armormedium_max;
1259         if(!self.pickup_anyway)
1260                 self.pickup_anyway = g_pickup_armormedium_anyway;
1261         StartItemA (ITEM_ArmorMedium);
1262 }
1263
1264 void spawnfunc_item_armor_big (void) {
1265         if(!self.armorvalue)
1266                 self.armorvalue = g_pickup_armorbig;
1267         if(!self.max_armorvalue)
1268                 self.max_armorvalue = g_pickup_armorbig_max;
1269         if(!self.pickup_anyway)
1270                 self.pickup_anyway = g_pickup_armorbig_anyway;
1271         StartItemA (ITEM_ArmorLarge);
1272 }
1273
1274 void spawnfunc_item_armor_large (void) {
1275         if(!self.armorvalue)
1276                 self.armorvalue = g_pickup_armorlarge;
1277         if(!self.max_armorvalue)
1278                 self.max_armorvalue = g_pickup_armorlarge_max;
1279         if(!self.pickup_anyway)
1280                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1281         StartItemA (ITEM_ArmorMega);
1282 }
1283
1284 void spawnfunc_item_health_small (void) {
1285         if(!self.max_health)
1286                 self.max_health = g_pickup_healthsmall_max;
1287         if(!self.health)
1288                 self.health = g_pickup_healthsmall;
1289         if(!self.pickup_anyway)
1290                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1291         StartItemA (ITEM_HealthSmall);
1292 }
1293
1294 void spawnfunc_item_health_medium (void) {
1295         if(!self.max_health)
1296                 self.max_health = g_pickup_healthmedium_max;
1297         if(!self.health)
1298                 self.health = g_pickup_healthmedium;
1299         if(!self.pickup_anyway)
1300                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1301     StartItemA (ITEM_HealthMedium);
1302 }
1303
1304 void spawnfunc_item_health_large (void) {
1305         if(!self.max_health)
1306                 self.max_health = g_pickup_healthlarge_max;
1307         if(!self.health)
1308                 self.health = g_pickup_healthlarge;
1309         if(!self.pickup_anyway)
1310                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1311         StartItemA (ITEM_HealthLarge);
1312 }
1313
1314 void spawnfunc_item_health_mega (void) {
1315     if(!self.max_health)
1316         self.max_health = g_pickup_healthmega_max;
1317     if(!self.health)
1318         self.health = g_pickup_healthmega;
1319     if(!self.pickup_anyway)
1320         self.pickup_anyway = g_pickup_healthmega_anyway;
1321     StartItemA (ITEM_HealthMega);
1322 }
1323
1324 // support old misnamed entities
1325 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1326 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1327 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1328 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1329 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1330
1331 void spawnfunc_item_strength (void) {
1332                 precache_sound("weapons/strength_fire.wav");
1333                 if(!self.strength_finished)
1334                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1335                 StartItemA (ITEM_Strength);
1336 }
1337
1338 void spawnfunc_item_invincible (void) {
1339                 if(!self.invincible_finished)
1340                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1341                 StartItemA (ITEM_Shield);
1342 }
1343
1344 // compatibility:
1345 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1346
1347 void target_items_use (void)
1348 {
1349         if(activator.classname == "droppedweapon")
1350         {
1351                 EXACTTRIGGER_TOUCH;
1352                 remove(activator);
1353                 return;
1354         }
1355
1356         if (!IS_PLAYER(activator))
1357                 return;
1358         if(activator.deadflag != DEAD_NO)
1359                 return;
1360         EXACTTRIGGER_TOUCH;
1361
1362         entity e;
1363         for(e = world; (e = find(e, classname, "droppedweapon")); )
1364                 if(e.enemy == activator)
1365                         remove(e);
1366
1367         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1368                 centerprint(activator, self.message);
1369 }
1370
1371 void spawnfunc_target_items (void)
1372 {
1373         float n, i, j;
1374         entity e;
1375         string s;
1376
1377         self.use = target_items_use;
1378         if(!self.strength_finished)
1379                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1380         if(!self.invincible_finished)
1381                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1382         if(!self.superweapons_finished)
1383                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1384
1385         precache_sound("misc/itempickup.wav");
1386         precache_sound("misc/megahealth.wav");
1387         precache_sound("misc/armor25.wav");
1388         precache_sound("misc/powerup.wav");
1389         precache_sound("misc/poweroff.wav");
1390         precache_sound(W_Sound("weaponpickup"));
1391
1392         n = tokenize_console(self.netname);
1393         if(argv(0) == "give")
1394         {
1395                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1396         }
1397         else
1398         {
1399                 for(i = 0; i < n; ++i)
1400                 {
1401                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1402                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1403                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1404                         else if(argv(i) == "strength")               self.items |= ITEM_Strength.m_itemid;
1405                         else if(argv(i) == "invincible")             self.items |= ITEM_Shield.m_itemid;
1406                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1407                         else if(argv(i) == "jetpack")                self.items |= ITEM_Jetpack.m_itemid;
1408                         else if(argv(i) == "fuel_regen")             self.items |= ITEM_JetpackRegen.m_itemid;
1409                         else
1410                         {
1411                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1412                                 {
1413                                         e = get_weaponinfo(j);
1414                                         s = W_UndeprecateName(argv(i));
1415                                         if(s == e.netname)
1416                                         {
1417                                                 self.weapons |= WepSet_FromWeapon(j);
1418                                                 if(self.spawnflags == 0 || self.spawnflags == 2)
1419                                                         WEP_ACTION(e.weapon, WR_INIT);
1420                                                 break;
1421                                         }
1422                                 }
1423                                 if(j > WEP_LAST)
1424                                         LOG_INFO("target_items: invalid item ", argv(i), "\n");
1425                         }
1426                 }
1427
1428                 string itemprefix, valueprefix;
1429                 if(self.spawnflags == 0)
1430                 {
1431                         itemprefix = "";
1432                         valueprefix = "";
1433                 }
1434                 else if(self.spawnflags == 1)
1435                 {
1436                         itemprefix = "max ";
1437                         valueprefix = "max ";
1438                 }
1439                 else if(self.spawnflags == 2)
1440                 {
1441                         itemprefix = "min ";
1442                         valueprefix = "min ";
1443                 }
1444                 else if(self.spawnflags == 4)
1445                 {
1446                         itemprefix = "minus ";
1447                         valueprefix = "max ";
1448                 }
1449                 else
1450                 {
1451                         error("invalid spawnflags");
1452                         itemprefix = valueprefix = string_null;
1453                 }
1454
1455                 self.netname = "";
1456                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1457                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1458                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
1459                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
1460                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1461                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1462                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1463                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1464                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1465                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1466                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1467                 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1468                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1469                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1470                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1471                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1472                 {
1473                         e = get_weaponinfo(j);
1474                         if(e.weapon)
1475                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1476                 }
1477         }
1478         self.netname = strzone(self.netname);
1479         //print(self.netname, "\n");
1480
1481         n = tokenize_console(self.netname);
1482         for(i = 0; i < n; ++i)
1483         {
1484                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1485                 {
1486                         e = get_weaponinfo(j);
1487                         if(argv(i) == e.netname)
1488                         {
1489                                 WEP_ACTION(e.weapon, WR_INIT);
1490                                 break;
1491                         }
1492                 }
1493         }
1494 }
1495
1496 void spawnfunc_item_fuel(void)
1497 {
1498         if(!self.ammo_fuel)
1499                 self.ammo_fuel = g_pickup_fuel;
1500         if(!self.pickup_anyway)
1501                 self.pickup_anyway = g_pickup_ammo_anyway;
1502         StartItemA (ITEM_JetpackFuel);
1503 }
1504
1505 void spawnfunc_item_fuel_regen(void)
1506 {
1507         if(start_items & ITEM_JetpackRegen.m_itemid)
1508         {
1509                 spawnfunc_item_fuel();
1510                 return;
1511         }
1512         StartItemA (ITEM_JetpackRegen);
1513 }
1514
1515 void spawnfunc_item_jetpack(void)
1516 {
1517         if(!self.ammo_fuel)
1518                 self.ammo_fuel = g_pickup_fuel_jetpack;
1519         if(start_items & ITEM_Jetpack.m_itemid)
1520         {
1521                 spawnfunc_item_fuel();
1522                 return;
1523         }
1524         StartItemA (ITEM_Jetpack);
1525 }
1526
1527 float GiveWeapon(entity e, float wpn, float op, float val)
1528 {
1529         WepSet v0, v1;
1530         v0 = (e.weapons & WepSet_FromWeapon(wpn));
1531         switch(op)
1532         {
1533                 case OP_SET:
1534                         if(val > 0)
1535                                 e.weapons |= WepSet_FromWeapon(wpn);
1536                         else
1537                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1538                         break;
1539                 case OP_MIN:
1540                 case OP_PLUS:
1541                         if(val > 0)
1542                                 e.weapons |= WepSet_FromWeapon(wpn);
1543                         break;
1544                 case OP_MAX:
1545                         if(val <= 0)
1546                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1547                         break;
1548                 case OP_MINUS:
1549                         if(val > 0)
1550                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1551                         break;
1552         }
1553         v1 = (e.weapons & WepSet_FromWeapon(wpn));
1554         return (v0 != v1);
1555 }
1556
1557 float GiveBit(entity e, .float fld, float bit, float op, float val)
1558 {
1559         float v0, v1;
1560         v0 = (e.(fld) & bit);
1561         switch(op)
1562         {
1563                 case OP_SET:
1564                         if(val > 0)
1565                                 e.(fld) |= bit;
1566                         else
1567                                 e.(fld) &= ~bit;
1568                         break;
1569                 case OP_MIN:
1570                 case OP_PLUS:
1571                         if(val > 0)
1572                                 e.(fld) |= bit;
1573                         break;
1574                 case OP_MAX:
1575                         if(val <= 0)
1576                                 e.(fld) &= ~bit;
1577                         break;
1578                 case OP_MINUS:
1579                         if(val > 0)
1580                                 e.(fld) &= ~bit;
1581                         break;
1582         }
1583         v1 = (e.(fld) & bit);
1584         return (v0 != v1);
1585 }
1586
1587 float GiveValue(entity e, .float fld, float op, float val)
1588 {
1589         float v0, v1;
1590         v0 = e.(fld);
1591         switch(op)
1592         {
1593                 case OP_SET:
1594                         e.(fld) = val;
1595                         break;
1596                 case OP_MIN:
1597                         e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1598                         break;
1599                 case OP_MAX:
1600                         e.(fld) = min(e.(fld), val);
1601                         break;
1602                 case OP_PLUS:
1603                         e.(fld) += val;
1604                         break;
1605                 case OP_MINUS:
1606                         e.(fld) -= val;
1607                         break;
1608         }
1609         v1 = e.(fld);
1610         return (v0 != v1);
1611 }
1612
1613 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1614 {
1615         if(v1 == v0)
1616                 return;
1617         if(v1 <= v0 - t)
1618         {
1619                 if(snd_decr != "")
1620                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1621         }
1622         else if(v0 >= v0 + t)
1623         {
1624                 if(snd_incr != "")
1625                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1626         }
1627 }
1628
1629 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1630 {
1631         if(v0 < v1)
1632                 e.(rotfield) = max(e.(rotfield), time + rottime);
1633         else if(v0 > v1)
1634                 e.(regenfield) = max(e.(regenfield), time + regentime);
1635 }
1636 float GiveItems(entity e, float beginarg, float endarg)
1637 {
1638         float got, i, j, val, op;
1639         float _switchweapon;
1640         entity wi;
1641         string cmd;
1642
1643         val = 999;
1644         op = OP_SET;
1645
1646         got = 0;
1647
1648         _switchweapon = false;
1649         if (e.autoswitch)
1650                 if (e.switchweapon == w_getbestweapon(e))
1651                         _switchweapon = true;
1652
1653         e.strength_finished = max(0, e.strength_finished - time);
1654         e.invincible_finished = max(0, e.invincible_finished - time);
1655         e.superweapons_finished = max(0, e.superweapons_finished - time);
1656
1657         PREGIVE(e, items);
1658         PREGIVE_WEAPONS(e);
1659         PREGIVE(e, strength_finished);
1660         PREGIVE(e, invincible_finished);
1661         PREGIVE(e, superweapons_finished);
1662         PREGIVE(e, ammo_nails);
1663         PREGIVE(e, ammo_cells);
1664         PREGIVE(e, ammo_plasma);
1665         PREGIVE(e, ammo_shells);
1666         PREGIVE(e, ammo_rockets);
1667         PREGIVE(e, ammo_fuel);
1668         PREGIVE(e, armorvalue);
1669         PREGIVE(e, health);
1670
1671         for(i = beginarg; i < endarg; ++i)
1672         {
1673                 cmd = argv(i);
1674
1675                 if(cmd == "0" || stof(cmd))
1676                 {
1677                         val = stof(cmd);
1678                         continue;
1679                 }
1680                 switch(cmd)
1681                 {
1682                         case "no":
1683                                 op = OP_MAX;
1684                                 val = 0;
1685                                 continue;
1686                         case "max":
1687                                 op = OP_MAX;
1688                                 continue;
1689                         case "min":
1690                                 op = OP_MIN;
1691                                 continue;
1692                         case "plus":
1693                                 op = OP_PLUS;
1694                                 continue;
1695                         case "minus":
1696                                 op = OP_MINUS;
1697                                 continue;
1698                         case "ALL":
1699                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1700                                 got += GiveValue(e, strength_finished, op, val);
1701                                 got += GiveValue(e, invincible_finished, op, val);
1702                                 got += GiveValue(e, superweapons_finished, op, val);
1703                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1704                         case "all":
1705                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1706                                 got += GiveValue(e, health, op, val);
1707                                 got += GiveValue(e, armorvalue, op, val);
1708                         case "allweapons":
1709                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1710                                 {
1711                                         wi = get_weaponinfo(j);
1712                                         if(wi.weapon)
1713                                                 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1714                                                         got += GiveWeapon(e, j, op, val);
1715                                 }
1716                         case "allammo":
1717                                 got += GiveValue(e, ammo_cells, op, val);
1718                                 got += GiveValue(e, ammo_plasma, op, val);
1719                                 got += GiveValue(e, ammo_shells, op, val);
1720                                 got += GiveValue(e, ammo_nails, op, val);
1721                                 got += GiveValue(e, ammo_rockets, op, val);
1722                                 got += GiveValue(e, ammo_fuel, op, val);
1723                                 break;
1724                         case "unlimited_ammo":
1725                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1726                                 break;
1727                         case "unlimited_weapon_ammo":
1728                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1729                                 break;
1730                         case "unlimited_superweapons":
1731                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1732                                 break;
1733                         case "jetpack":
1734                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1735                                 break;
1736                         case "fuel_regen":
1737                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1738                                 break;
1739                         case "strength":
1740                                 got += GiveValue(e, strength_finished, op, val);
1741                                 break;
1742                         case "invincible":
1743                                 got += GiveValue(e, invincible_finished, op, val);
1744                                 break;
1745                         case "superweapons":
1746                                 got += GiveValue(e, superweapons_finished, op, val);
1747                                 break;
1748                         case "cells":
1749                                 got += GiveValue(e, ammo_cells, op, val);
1750                                 break;
1751                         case "plasma":
1752                                 got += GiveValue(e, ammo_plasma, op, val);
1753                                 break;
1754                         case "shells":
1755                                 got += GiveValue(e, ammo_shells, op, val);
1756                                 break;
1757                         case "nails":
1758                         case "bullets":
1759                                 got += GiveValue(e, ammo_nails, op, val);
1760                                 break;
1761                         case "rockets":
1762                                 got += GiveValue(e, ammo_rockets, op, val);
1763                                 break;
1764                         case "health":
1765                                 got += GiveValue(e, health, op, val);
1766                                 break;
1767                         case "armor":
1768                                 got += GiveValue(e, armorvalue, op, val);
1769                                 break;
1770                         case "fuel":
1771                                 got += GiveValue(e, ammo_fuel, op, val);
1772                                 break;
1773                         default:
1774                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1775                                 {
1776                                         wi = get_weaponinfo(j);
1777                                         if(cmd == wi.netname)
1778                                         {
1779                                                 got += GiveWeapon(e, j, op, val);
1780                                                 break;
1781                                         }
1782                                 }
1783                                 if(j > WEP_LAST)
1784                                         LOG_INFO("give: invalid item ", cmd, "\n");
1785                                 break;
1786                 }
1787                 val = 999;
1788                 op = OP_SET;
1789         }
1790
1791         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, "misc/itempickup.wav", string_null);
1792         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1793         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1794         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, "misc/itempickup.wav", string_null);
1795         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1796         {
1797                 wi = get_weaponinfo(j);
1798                 if(wi.weapon)
1799                 {
1800                         POSTGIVE_WEAPON(e, j, W_Sound("weaponpickup"), string_null);
1801                         if (!(save_weapons & WepSet_FromWeapon(j)))
1802                                 if(e.weapons & WepSet_FromWeapon(j))
1803                                         WEP_ACTION(wi.weapon, WR_INIT);
1804                 }
1805         }
1806         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1807         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1808         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1809         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1810         POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
1811         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1812         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1813         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);
1814         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);
1815         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);
1816
1817         if(e.superweapons_finished <= 0)
1818                 if(self.weapons & WEPSET_SUPERWEAPONS)
1819                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1820
1821         if(e.strength_finished <= 0)
1822                 e.strength_finished = 0;
1823         else
1824                 e.strength_finished += time;
1825         if(e.invincible_finished <= 0)
1826                 e.invincible_finished = 0;
1827         else
1828                 e.invincible_finished += time;
1829         if(e.superweapons_finished <= 0)
1830                 e.superweapons_finished = 0;
1831         else
1832                 e.superweapons_finished += time;
1833
1834         if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1835                 _switchweapon = true;
1836         if(_switchweapon)
1837                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1838
1839         return got;
1840 }
1841 #endif