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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
1 float have_pickup_item(void)
2 {
3         // minstagib: only allow filtered items
4         if(g_minstagib)
5                 if(self.classname != "minstagib")
6                         return FALSE;
7
8         if(self.flags & FL_POWERUP)
9         {
10                 if(autocvar_g_powerups > 0)
11                         return TRUE;
12                 if(autocvar_g_powerups == 0)
13                         return FALSE;
14                 if(g_lms)
15                         return FALSE;
16                 if(g_ca)
17                         return FALSE;
18                 if(g_arena)
19                         return FALSE;
20         }
21         else
22         {
23                 if(autocvar_g_pickup_items > 0)
24                         return TRUE;
25                 if(autocvar_g_pickup_items == 0)
26                         return FALSE;
27                 if(g_lms)
28                         return FALSE;
29                 if(g_ca)
30                         return FALSE;
31                 if(g_weaponarena)
32                         if(!WEPSET_EMPTY_E(self) || (self.items & IT_AMMO))
33                                 return FALSE;
34         }
35         return TRUE;
36 }
37
38 #define ITEM_RESPAWN_TICKS 10
39
40 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)
41         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
42 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
43         // range: 10 .. respawntime + respawntimejitter
44
45 floatfield Item_CounterField(float it)
46 {
47         switch(it)
48         {
49                 case IT_SHELLS:      return ammo_shells;
50                 case IT_NAILS:       return ammo_nails;
51                 case IT_ROCKETS:     return ammo_rockets;
52                 case IT_CELLS:       return ammo_cells;
53                 case IT_FUEL:        return ammo_fuel;
54                 case IT_5HP:         return health;
55                 case IT_25HP:        return health;
56                 case IT_HEALTH:      return health;
57                 case IT_ARMOR_SHARD: return armorvalue;
58                 case IT_ARMOR:       return armorvalue;
59                 // add more things here (health, armor)
60                 default:             error("requested item has no counter field");
61         }
62 }
63
64 string Item_CounterFieldName(float it)
65 {
66         switch(it)
67         {
68                 case IT_SHELLS:      return "shells";
69                 case IT_NAILS:       return "nails";
70                 case IT_ROCKETS:     return "rockets";
71                 case IT_CELLS:       return "cells";
72                 case IT_FUEL:        return "fuel";
73
74                 // add more things here (health, armor)
75                 default:             error("requested item has no counter field name");
76         }
77 }
78
79 .float max_armorvalue;
80 .float pickup_anyway;
81
82 float Item_Customize()
83 {
84         if(self.spawnshieldtime)
85                 return TRUE;
86         if(!WEPSET_CONTAINS_ALL_EE(other, self))
87         {
88                 self.colormod = '0 0 0';
89                 self.glowmod = self.colormod;
90                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
91                 return TRUE;
92         }
93         else
94         {
95                 if(g_ghost_items)
96                 {
97                         self.colormod = stov(autocvar_g_ghost_items_color);
98                         self.glowmod = self.colormod;
99                         self.alpha = g_ghost_items;
100                         return TRUE;
101                 }
102                 else
103                         return FALSE;
104         }
105 }
106
107 void Item_Show (entity e, float mode)
108 {
109         e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
110         if (mode > 0)
111         {
112                 // make the item look normal, and be touchable
113                 e.model = e.mdl;
114                 e.solid = SOLID_TRIGGER;
115                 e.colormod = '0 0 0';
116                 self.glowmod = self.colormod;
117                 e.alpha = 0;
118                 e.customizeentityforclient = func_null;
119
120                 e.spawnshieldtime = 1;
121         }
122         else if (mode < 0)
123         {
124                 // hide the item completely
125                 e.model = string_null;
126                 e.solid = SOLID_NOT;
127                 e.colormod = '0 0 0';
128                 self.glowmod = self.colormod;
129                 e.alpha = 0;
130                 e.customizeentityforclient = func_null;
131
132                 e.spawnshieldtime = 1;
133         }
134         else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
135         {
136                 // make the item translucent and not touchable
137                 e.model = e.mdl;
138                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
139                 e.colormod = '0 0 0';
140                 self.glowmod = self.colormod;
141                 e.effects |= EF_STARDUST;
142                 e.customizeentityforclient = Item_Customize;
143
144                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
145         }
146         else if(g_ghost_items)
147         {
148                 // make the item translucent and not touchable
149                 e.model = e.mdl;
150                 e.solid = SOLID_NOT;
151                 e.colormod = stov(autocvar_g_ghost_items_color);
152                 e.glowmod = e.colormod;
153                 e.alpha = g_ghost_items;
154                 e.customizeentityforclient = func_null;
155
156                 e.spawnshieldtime = 1;
157         }
158         else
159         {
160                 // hide the item completely
161                 e.model = string_null;
162                 e.solid = SOLID_NOT;
163                 e.colormod = '0 0 0';
164                 e.glowmod = e.colormod;
165                 e.alpha = 0;
166                 e.customizeentityforclient = func_null;
167
168                 e.spawnshieldtime = 1;
169         }
170
171         if (e.items & (IT_STRENGTH | IT_INVINCIBLE))
172                 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
173         if (autocvar_g_nodepthtestitems)
174                 e.effects |= EF_NODEPTHTEST;
175         if (autocvar_g_fullbrightitems)
176                 e.effects |= EF_FULLBRIGHT;
177
178         // relink entity (because solid may have changed)
179         setorigin(e, e.origin);
180 }
181
182 void Item_Respawn (void)
183 {
184         Item_Show(self, 1);
185         if(!g_minstagib && self.items == IT_STRENGTH)
186                 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound
187         else if(!g_minstagib && self.items == IT_INVINCIBLE)
188                 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
189         else
190                 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);  // play respawn sound
191         setorigin (self, self.origin);
192
193         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
194         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
195 }
196
197 void Item_RespawnCountdown (void)
198 {
199         if(self.count >= ITEM_RESPAWN_TICKS)
200         {
201                 if(self.waypointsprite_attached)
202                         WaypointSprite_Kill(self.waypointsprite_attached);
203                 Item_Respawn();
204         }
205         else
206         {
207                 self.nextthink = time + 1;
208                 self.count += 1;
209                 if(self.count == 1)
210                 {
211                         string name;
212                         vector rgb;
213                         name = string_null;
214                         if(g_minstagib)
215                         {
216                                 switch(self.items)
217                                 {
218                                         case IT_STRENGTH:   name = "item-invis"; rgb = '0 0 1'; break;
219                                         case IT_NAILS:      name = "item-extralife"; rgb = '1 0 0'; break;
220                                         case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
221                                 }
222                         }
223                         else
224                         {
225                                 switch(self.items)
226                                 {
227                                         case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
228                                         case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
229                                 }
230                         }
231                         switch(self.items)
232                         {
233                                 case IT_FUEL_REGEN:     name = "item-fuelregen"; rgb = '1 0.5 0'; break;
234                                 case IT_JETPACK:        name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
235                         }
236                         if(self.flags & FL_WEAPON)
237                         {
238                                 entity wi = get_weaponinfo(self.weapon);
239                                 if(wi)
240                                 {
241                                         name = wi.model2;
242                                         rgb = '1 0 0';
243                                 }
244                         }
245                         if(!name)
246                         {
247                                 print("Unknown powerup-marked item is wanting to respawn\n");
248                                 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
249                         }
250                         if(name)
251                         {
252                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
253                                 if(self.waypointsprite_attached)
254                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
255                         }
256                 }
257                 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
258                 if(self.waypointsprite_attached)
259                 {
260                         WaypointSprite_Ping(self.waypointsprite_attached);
261                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
262                 }
263         }
264 }
265
266 void Item_ScheduleRespawnIn(entity e, float t)
267 {
268         if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
269         {
270                 e.think = Item_RespawnCountdown;
271                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
272                 e.count = 0;
273         }
274         else
275         {
276                 e.think = Item_Respawn;
277                 e.nextthink = time + t;
278         }
279 }
280
281 void Item_ScheduleRespawn(entity e)
282 {
283         if(e.respawntime > 0)
284         {
285                 Item_Show(e, 0);
286                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
287         }
288         else // if respawntime is -1, this item does not respawn
289                 Item_Show(e, -1);
290 }
291
292 void Item_ScheduleInitialRespawn(entity e)
293 {
294         Item_Show(e, 0);
295         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
296 }
297
298 float ITEM_MODE_NONE = 0;
299 float ITEM_MODE_HEALTH = 1;
300 float ITEM_MODE_ARMOR = 2;
301 float ITEM_MODE_FUEL = 3;
302 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
303 {
304         if (!item.ammofield)
305                 return FALSE;
306
307         if (item.spawnshieldtime)
308         {
309                 if ((player.ammofield < ammomax) || item.pickup_anyway)
310                 {
311                         player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
312                         goto YEAH;
313                 }
314         }
315         else if(g_weapon_stay == 2)
316         {
317                 float mi = min(item.ammofield, ammomax);
318                 if (player.ammofield < mi)
319                 {
320                         player.ammofield = mi;
321                         goto YEAH;
322                 }
323         }
324
325         return FALSE;
326
327 :YEAH
328         switch(mode)
329         {
330                 case ITEM_MODE_FUEL:
331                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
332                         break;
333                 case ITEM_MODE_HEALTH:
334                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
335                         break;
336                 case ITEM_MODE_ARMOR:
337                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
338                         break;
339                 default:
340                         break;
341         }
342         return TRUE;
343 }
344
345 float Item_GiveTo(entity item, entity player)
346 {
347         float _switchweapon;
348         float pickedup;
349         float it;
350         float i;
351
352         // if nothing happens to player, just return without taking the item
353         pickedup = FALSE;
354         _switchweapon = FALSE;
355
356         if (g_minstagib)
357         {
358                 float prevcells = player.ammo_cells;
359
360                 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
361                 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
362
363                 if(player.ammo_cells > prevcells)
364                 {
365                         _switchweapon = TRUE;
366
367                         // play some cool sounds ;)
368                         if (clienttype(player) == CLIENTTYPE_REAL)
369                         {
370                                 if(player.health <= 5)
371                                         AnnounceTo(player, "lastsecond");
372                                 else if(player.health < 50)
373                                         AnnounceTo(player, "narrowly");
374                         }
375                         // sound not available
376                         // else if(item.items == IT_CELLS)
377                         //      AnnounceTo(player, "ammo");
378
379                         if (WEPSET_CONTAINS_EW(item, WEP_MINSTANEX))
380                                 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
381                         player.health = 100;
382                 }
383
384                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
385                 {
386                         pickedup = TRUE;
387                         player.items |= it;
388                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
389                 }
390
391                 // extralife powerup
392                 if (item.max_health)
393                 {
394                         pickedup = TRUE;
395                         // sound not available
396                         // AnnounceTo(player, "_lives");
397                         player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
398                         sprint(player, "^3You picked up some extra lives\n");
399                 }
400
401                 // invis powerup
402                 if (item.strength_finished)
403                 {
404                         pickedup = TRUE;
405                         // sound not available
406                         // AnnounceTo(player, "invisible");
407                         player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
408                 }
409
410                 // speed powerup
411                 if (item.invincible_finished)
412                 {
413                         pickedup = TRUE;
414                         // sound not available
415                         // AnnounceTo(player, "speed");
416                         player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
417                 }
418         }
419         else
420         {
421                 // in case the player has autoswitch enabled do the following:
422                 // if the player is using their best weapon before items are given, they
423                 // probably want to switch to an even better weapon after items are given
424                 if (player.autoswitch)
425                 if (player.switchweapon == w_getbestweapon(player))
426                         _switchweapon = TRUE;
427
428                 if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
429                         _switchweapon = TRUE;
430
431                 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
432                 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
433                 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
434                 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
435                 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
436                 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
437                 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
438
439                 if (item.flags & FL_WEAPON)
440                 {
441                         WEPSET_DECLARE_A(it);
442                         WEPSET_COPY_AE(it, item);
443                         WEPSET_ANDNOT_AE(it, player);
444
445                         if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
446                         {
447                                 pickedup = TRUE;
448                                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
449                                         if(WEPSET_CONTAINS_AW(it, i))
450                                                 W_GiveWeapon (player, i, item.netname);
451                         }
452                 }
453
454                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
455                 {
456                         pickedup = TRUE;
457                         player.items |= it;
458                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
459                 }
460
461                 if (item.strength_finished)
462                 {
463                         pickedup = TRUE;
464                         player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
465                 }
466                 if (item.invincible_finished)
467                 {
468                         pickedup = TRUE;
469                         player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
470                 }
471                 if (item.superweapons_finished)
472                 {
473                         pickedup = TRUE;
474                         player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
475                 }
476         }
477
478 :skip
479         // always eat teamed entities
480         if(item.team)
481                 pickedup = TRUE;
482
483         if (!pickedup)
484                 return 0;
485
486         if (_switchweapon)
487                 if (player.switchweapon != w_getbestweapon(player))
488                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
489
490         return 1;
491 }
492
493 void Item_Touch (void)
494 {
495         entity e, head;
496
497         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
498         if(self.classname == "droppedweapon")
499         {
500                 if (ITEM_TOUCH_NEEDKILL())
501                 {
502                         remove(self);
503                         return;
504                 }
505         }
506
507         if (other.classname != "player")
508                 return;
509         if (other.deadflag)
510                 return;
511         if (self.solid != SOLID_TRIGGER)
512                 return;
513         if (self.owner == other)
514                 return;
515
516         if (self.classname == "droppedweapon")
517         {
518                 self.strength_finished = max(0, self.strength_finished - time);
519                 self.invincible_finished = max(0, self.invincible_finished - time);
520                 self.superweapons_finished = max(0, self.superweapons_finished - time);
521         }
522
523         if(!Item_GiveTo(self, other))
524         {
525                 if (self.classname == "droppedweapon")
526                 {
527                         // undo what we did above
528                         self.strength_finished += time;
529                         self.invincible_finished += time;
530                         self.superweapons_finished += time;
531                 }
532                 return;
533         }
534
535         other.last_pickup = time;
536
537         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
538         sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
539
540         if (self.classname == "droppedweapon")
541                 remove (self);
542         else if not(self.spawnshieldtime)
543                 return;
544         else
545         {
546                 if(self.team)
547                 {
548                         RandomSelection_Init();
549                         for(head = world; (head = findfloat(head, team, self.team)); )
550                         {
551                                 if(head.flags & FL_ITEM)
552                                 {
553                                         Item_Show(head, -1);
554                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
555                                 }
556                         }
557                         e = RandomSelection_chosen_ent;
558                 }
559                 else
560                         e = self;
561                 Item_ScheduleRespawn(e);
562         }
563 }
564
565 void Item_Reset()
566 {
567         Item_Show(self, !self.state);
568         setorigin (self, self.origin);
569
570         if(self.classname != "droppedweapon")
571         {
572                 self.think = SUB_Null;
573                 self.nextthink = 0;
574
575                 if(self.waypointsprite_attached)
576                         WaypointSprite_Kill(self.waypointsprite_attached);
577
578                 if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
579                         Item_ScheduleInitialRespawn(self);
580         }
581 }
582
583 void Item_FindTeam()
584 {
585         entity head, e;
586
587         if(self.effects & EF_NODRAW)
588         {
589                 // marker for item team search
590                 dprint("Initializing item team ", ftos(self.team), "\n");
591                 RandomSelection_Init();
592                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
593                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
594                 e = RandomSelection_chosen_ent;
595                 e.state = 0;
596                 Item_Show(e, 1);
597
598                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
599                 {
600                         if(head != e)
601                         {
602                                 // make it a non-spawned item
603                                 Item_Show(head, -1);
604                                 head.state = 1; // state 1 = initially hidden item
605                         }
606                         head.effects &~= EF_NODRAW;
607                 }
608
609                 Item_Reset();
610         }
611 }
612
613 // Savage: used for item garbage-collection
614 // TODO: perhaps nice special effect?
615 void RemoveItem(void)
616 {
617         remove(self);
618 }
619
620 // pickup evaluation functions
621 // these functions decide how desirable an item is to the bots
622
623 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
624
625 float weapon_pickupevalfunc(entity player, entity item)
626 {
627         float c, j, position;
628
629         // See if I have it already
630         if(!WEPSET_CONTAINS_ALL_EE(player, item))
631         {
632                 // If I can pick it up
633                 if(!item.spawnshieldtime)
634                         c = 0;
635                 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
636                 {
637                         // Skilled bots will grab more
638                         c = bound(0, skill / 10, 1) * 0.5;
639                 }
640                 else
641                         c = 0;
642         }
643         else
644                 c = 1;
645
646         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
647         if( bot_custom_weapon && c )
648         {
649                 // Find the highest position on any range
650                 position = -1;
651                 for(j = 0; j < WEP_LAST ; ++j){
652                         if(
653                                         bot_weapons_far[j] == item.weapon ||
654                                         bot_weapons_mid[j] == item.weapon ||
655                                         bot_weapons_close[j] == item.weapon
656                           )
657                         {
658                                 position = j;
659                                 break;
660                         }
661                 }
662
663                 // Rate it
664                 if (position >= 0 )
665                 {
666                         position = WEP_LAST - position;
667                         // item.bot_pickupbasevalue is overwritten here
668                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
669                 }
670         }
671
672         return item.bot_pickupbasevalue * c;
673 }
674
675 float commodity_pickupevalfunc(entity player, entity item)
676 {
677         float c, i, need_shells, need_nails, need_rockets, need_cells, need_fuel;
678         entity wi;
679         c = 0;
680
681         // Detect needed ammo
682         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
683         {
684                 wi = get_weaponinfo(i);
685
686                 if not(WEPSET_CONTAINS_EW(player, i))
687                         continue;
688
689                 if(wi.items & IT_SHELLS)
690                         need_shells = TRUE;
691                 else if(wi.items & IT_NAILS)
692                         need_nails = TRUE;
693                 else if(wi.items & IT_ROCKETS)
694                         need_rockets = TRUE;
695                 else if(wi.items & IT_CELLS)
696                         need_cells = TRUE;
697                 else if(wi.items & IT_FUEL)
698                         need_cells = TRUE;
699         }
700
701         // TODO: figure out if the player even has the weapon this ammo is for?
702         // may not affect strategy much though...
703         // find out how much more ammo/armor/health the player can hold
704         if (need_shells)
705         if (item.ammo_shells)
706         if (player.ammo_shells < g_pickup_shells_max)
707                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
708         if (need_nails)
709         if (item.ammo_nails)
710         if (player.ammo_nails < g_pickup_nails_max)
711                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
712         if (need_rockets)
713         if (item.ammo_rockets)
714         if (player.ammo_rockets < g_pickup_rockets_max)
715                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
716         if (need_cells)
717         if (item.ammo_cells)
718         if (player.ammo_cells < g_pickup_cells_max)
719                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
720         if (need_fuel)
721         if (item.ammo_fuel)
722         if (player.ammo_fuel < g_pickup_fuel_max)
723                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
724         if (item.armorvalue)
725         if (player.armorvalue < item.max_armorvalue)
726                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
727         if (item.health)
728         if (player.health < item.max_health)
729                 c = c + max(0, 1 - player.health / item.max_health);
730
731         return item.bot_pickupbasevalue * c;
732 }
733
734 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
735 {
736         if(ITEM_DAMAGE_NEEDKILL(deathtype))
737                 RemoveItem();
738 }
739
740 .float is_item;
741 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)
742 {
743         startitem_failed = FALSE;
744
745         if(self.model == "")
746                 self.model = itemmodel;
747         if(self.item_pickupsound == "")
748                 self.item_pickupsound = pickupsound;
749         if(!self.respawntime) // both need to be set
750         {
751                 self.respawntime = defaultrespawntime;
752                 self.respawntimejitter = defaultrespawntimejitter;
753         }
754
755         self.items = itemid;
756         self.weapon = weaponid;
757
758         if(weaponid)
759                 WEPSET_COPY_EW(self, weaponid);
760         self.flags = FL_ITEM | itemflags;
761
762         if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
763         {
764                 startitem_failed = TRUE;
765                 remove(self);
766                 return;
767         }
768
769         // is it a dropped weapon?
770         if (self.classname == "droppedweapon")
771         {
772                 self.reset = SUB_Remove;
773                 // it's a dropped weapon
774                 self.movetype = MOVETYPE_TOSS;
775
776                 // Savage: remove thrown items after a certain period of time ("garbage collection")
777                 self.think = RemoveItem;
778                 self.nextthink = time + 20;
779
780                 self.takedamage = DAMAGE_YES;
781                 self.event_damage = Item_Damage;
782
783                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
784                 /*
785                 if(self.items == 0)
786                 if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
787                 if(self.ammo_nails == 0)
788                 if(self.ammo_cells == 0)
789                 if(self.ammo_rockets == 0)
790                 if(self.ammo_shells == 0)
791                 if(self.ammo_fuel == 0)
792                 if(self.health == 0)
793                 if(self.armorvalue == 0)
794                 */
795                 {
796                         // if item is worthless after a timer, have it expire then
797                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
798                 }
799
800                 // don't drop if in a NODROP zone (such as lava)
801                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
802                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
803                 {
804                         startitem_failed = TRUE;
805                         remove(self);
806                         return;
807                 }
808         }
809         else
810         {
811                 if(!have_pickup_item())
812                 {
813                         startitem_failed = TRUE;
814                         remove (self);
815                         return;
816                 }
817
818                 self.reset = Item_Reset;
819                 // it's a level item
820                 if(self.spawnflags & 1)
821                         self.noalign = 1;
822                 if (self.noalign)
823                         self.movetype = MOVETYPE_NONE;
824                 else
825                         self.movetype = MOVETYPE_TOSS;
826                 // do item filtering according to game mode and other things
827                 if (!self.noalign)
828                 {
829                         // first nudge it off the floor a little bit to avoid math errors
830                         setorigin(self, self.origin + '0 0 1');
831                         // set item size before we spawn a spawnfunc_waypoint
832                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
833                                 setsize (self, '-16 -16 0', '16 16 48');
834                         else
835                                 setsize (self, '-16 -16 0', '16 16 32');
836                         // note droptofloor returns FALSE if stuck/or would fall too far
837                         droptofloor();
838                         waypoint_spawnforitem(self);
839                 }
840
841                 /*
842                  * can't do it that way, as it would break maps
843                  * TODO make a target_give like entity another way, that perhaps has
844                  * the weapon name in a key
845                 if(self.targetname)
846                 {
847                         // target_give not yet supported; maybe later
848                         print("removed targeted ", self.classname, "\n");
849                         startitem_failed = TRUE;
850                         remove (self);
851                         return;
852                 }
853                 */
854
855                 if(autocvar_spawn_debug >= 2)
856                 {
857                         entity otheritem;
858                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
859                         {
860                                 if(otheritem.is_item)
861                                 {
862                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
863                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
864                                         error("Mapper sucks.");
865                                 }
866                         }
867                         self.is_item = TRUE;
868                 }
869
870                 WEPSET_OR_AW(weaponsInMap, weaponid);
871
872                 precache_model (self.model);
873                 precache_sound (self.item_pickupsound);
874
875                 precache_sound ("misc/itemrespawncountdown.wav");
876                 if(!g_minstagib && itemid == IT_STRENGTH)
877                         precache_sound ("misc/strength_respawn.wav");
878                 else if(!g_minstagib && itemid == IT_INVINCIBLE)
879                         precache_sound ("misc/shield_respawn.wav");
880                 else
881                         precache_sound ("misc/itemrespawn.wav");
882
883                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
884                         self.target = "###item###"; // for finding the nearest item using find()
885         }
886
887         self.bot_pickup = TRUE;
888         self.bot_pickupevalfunc = pickupevalfunc;
889         self.bot_pickupbasevalue = pickupbasevalue;
890         self.mdl = self.model;
891         self.netname = itemname;
892         self.touch = Item_Touch;
893         setmodel (self, self.mdl); // precision set below
894         self.effects |= EF_LOWPRECISION;
895         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
896                 setsize (self, '-16 -16 0', '16 16 48');
897         else
898                 setsize (self, '-16 -16 0', '16 16 32');
899         if(itemflags & FL_WEAPON)
900                 self.modelflags |= MF_ROTATE;
901
902         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
903         if (itemflags & FL_WEAPON)
904         {
905                 // neutral team color for pickup weapons
906                 self.colormap = 1024; // color shirt=0 pants=0 grey
907         }
908
909         self.state = 0;
910         if(self.team)
911         {
912                 if(!self.cnt)
913                         self.cnt = 1; // item probability weight
914                 self.effects = self.effects | EF_NODRAW; // marker for item team search
915                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
916         }
917         else
918                 Item_Reset();
919 }
920
921 /* replace items in minstagib
922  * IT_STRENGTH   = invisibility
923  * IT_NAILS      = extra lives
924  * IT_INVINCIBLE = speed
925  */
926 void minstagib_items (float itemid)
927 {
928         float rnd;
929         self.classname = "minstagib";
930
931         // replace rocket launchers and nex guns with ammo cells
932         if (itemid == IT_CELLS)
933         {
934                 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
935                 StartItem ("models/items/a_cells.md3",
936                         "misc/itempickup.wav", 45, 0,
937                         "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
938                 return;
939         }
940
941         // randomize
942         rnd = random() * 3;
943         if (rnd <= 1)
944                 itemid = IT_STRENGTH;
945         else if (rnd <= 2)
946                 itemid = IT_NAILS;
947         else
948                 itemid = IT_INVINCIBLE;
949
950         // replace with invis
951         if (itemid == IT_STRENGTH)
952         {
953                 if(!self.strength_finished)
954                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
955                 StartItem ("models/items/g_strength.md3",
956                         "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
957                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
958         }
959         // replace with extra lives
960         if (itemid == IT_NAILS)
961         {
962                 self.max_health = 1;
963                 StartItem ("models/items/g_h100.md3",
964                         "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
965                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
966         }
967         // replace with speed
968         if (itemid == IT_INVINCIBLE)
969         {
970                 if(!self.invincible_finished)
971                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
972                 StartItem ("models/items/g_invincible.md3",
973                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
974                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
975         }
976 }
977
978 float minst_no_auto_cells;
979 void minst_remove_item (void) {
980         if(minst_no_auto_cells)
981                 remove(self);
982 }
983
984 float weaponswapping;
985 float internalteam;
986
987 void weapon_defaultspawnfunc(float wpn)
988 {
989         entity e;
990         float t;
991         var .float ammofield;
992         string s;
993         entity oldself;
994         float i, j;
995         float f;
996
997         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
998         {
999                 e = get_weaponinfo(wpn);
1000
1001                 if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1002                 {
1003                         print("Attempted to spawn a mutator-blocked weapon; these guns will in the future require a mutator\n");
1004                         /*
1005                         objerror("Attempted to spawn a mutator-blocked weapon rejected");
1006                         startitem_failed = TRUE;
1007                         return;
1008                         */
1009                 }
1010
1011                 s = W_Apply_Weaponreplace(e.netname);
1012                 ret_string = s;
1013                 other = e;
1014                 MUTATOR_CALLHOOK(SetWeaponreplace);
1015                 s = ret_string;
1016                 if(s == "")
1017                 {
1018                         remove(self);
1019                         startitem_failed = TRUE;
1020                         return;
1021                 }
1022                 t = tokenize_console(s);
1023                 if(t >= 2)
1024                 {
1025                         self.team = --internalteam;
1026                         oldself = self;
1027                         for(i = 1; i < t; ++i)
1028                         {
1029                                 s = argv(i);
1030                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1031                                 {
1032                                         e = get_weaponinfo(j);
1033                                         if(e.netname == s)
1034                                         {
1035                                                 self = spawn();
1036                                                 copyentity(oldself, self);
1037                                                 self.classname = "replacedweapon";
1038                                                 weapon_defaultspawnfunc(j);
1039                                                 break;
1040                                         }
1041                                 }
1042                                 if(j > WEP_LAST)
1043                                 {
1044                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1045                                 }
1046                         }
1047                         self = oldself;
1048                 }
1049                 if(t >= 1) // always the case!
1050                 {
1051                         s = argv(0);
1052                         wpn = 0;
1053                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1054                         {
1055                                 e = get_weaponinfo(j);
1056                                 if(e.netname == s)
1057                                 {
1058                                         wpn = j;
1059                                         break;
1060                                 }
1061                         }
1062                         if(j > WEP_LAST)
1063                         {
1064                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1065                         }
1066                 }
1067                 if(wpn == 0)
1068                 {
1069                         remove(self);
1070                         startitem_failed = TRUE;
1071                         return;
1072                 }
1073         }
1074
1075         e = get_weaponinfo(wpn);
1076
1077         if(!self.respawntime)
1078         {
1079                 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1080                 {
1081                         self.respawntime = g_pickup_respawntime_superweapon;
1082                         self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1083                 }
1084                 else
1085                 {
1086                         self.respawntime = g_pickup_respawntime_weapon;
1087                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1088                 }
1089         }
1090
1091         if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1092                 if(!self.superweapons_finished)
1093                         self.superweapons_finished = autocvar_g_balance_superweapons_time;
1094
1095         if(e.items)
1096         {
1097                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1098                 {
1099                         if(e.items & j)
1100                         {
1101                                 ammofield = Item_CounterField(j);
1102                                 if(!self.ammofield)
1103                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1104                         }
1105                 }
1106         }
1107
1108         // pickup anyway
1109         if(g_pickup_weapons_anyway)
1110                 self.pickup_anyway = TRUE;
1111
1112         f = FL_WEAPON;
1113
1114         // no weapon-stay on superweapons
1115         if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1116                 f |= FL_NO_WEAPON_STAY;
1117
1118         // weapon stay isn't supported for teamed weapons
1119         if(self.team)
1120                 f |= FL_NO_WEAPON_STAY;
1121
1122         // stupid minstagib hack, don't ask
1123         if(g_minstagib)
1124                 if(self.ammo_cells)
1125                         self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1126
1127         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1128         if (self.modelindex) // don't precache if self was removed
1129                 weapon_action(e.weapon, WR_PRECACHE);
1130 }
1131
1132 void spawnfunc_weapon_shotgun (void);
1133 void spawnfunc_weapon_uzi (void) {
1134         if(autocvar_sv_q3acompat_machineshotgunswap)
1135         if(self.classname != "droppedweapon")
1136         {
1137                 weapon_defaultspawnfunc(WEP_SHOTGUN);
1138                 return;
1139         }
1140         weapon_defaultspawnfunc(WEP_UZI);
1141 }
1142
1143 void spawnfunc_weapon_shotgun (void) {
1144         if(autocvar_sv_q3acompat_machineshotgunswap)
1145         if(self.classname != "droppedweapon")
1146         {
1147                 weapon_defaultspawnfunc(WEP_UZI);
1148                 return;
1149         }
1150         weapon_defaultspawnfunc(WEP_SHOTGUN);
1151 }
1152
1153 void spawnfunc_weapon_nex (void)
1154 {
1155         if (g_minstagib)
1156         {
1157                 minstagib_items(IT_CELLS);
1158                 self.think = minst_remove_item;
1159                 self.nextthink = time;
1160                 return;
1161         }
1162         weapon_defaultspawnfunc(WEP_NEX);
1163 }
1164
1165 void spawnfunc_weapon_minstanex (void)
1166 {
1167         if (g_minstagib)
1168         {
1169                 minstagib_items(IT_CELLS);
1170                 self.think = minst_remove_item;
1171                 self.nextthink = time;
1172                 return;
1173         }
1174         weapon_defaultspawnfunc(WEP_MINSTANEX);
1175 }
1176
1177 void spawnfunc_weapon_rocketlauncher (void)
1178 {
1179         if (g_minstagib)
1180         {
1181                 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1182                 self.think = minst_remove_item;
1183                 self.nextthink = time;
1184                 return;
1185         }
1186         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1187 }
1188
1189 void spawnfunc_item_rockets (void) {
1190         if(!self.ammo_rockets)
1191                 self.ammo_rockets = g_pickup_rockets;
1192         if(!self.pickup_anyway)
1193                 self.pickup_anyway = g_pickup_ammo_anyway;
1194         StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
1195 }
1196
1197 void spawnfunc_item_shells (void);
1198 void spawnfunc_item_bullets (void) {
1199         if(!weaponswapping)
1200         if(autocvar_sv_q3acompat_machineshotgunswap)
1201         if(self.classname != "droppedweapon")
1202         {
1203                 weaponswapping = TRUE;
1204                 spawnfunc_item_shells();
1205                 weaponswapping = FALSE;
1206                 return;
1207         }
1208
1209         if(!self.ammo_nails)
1210                 self.ammo_nails = g_pickup_nails;
1211         if(!self.pickup_anyway)
1212                 self.pickup_anyway = g_pickup_ammo_anyway;
1213         StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
1214 }
1215
1216 void spawnfunc_item_cells (void) {
1217         if(!self.ammo_cells)
1218                 self.ammo_cells = g_pickup_cells;
1219         if(!self.pickup_anyway)
1220                 self.pickup_anyway = g_pickup_ammo_anyway;
1221         StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
1222 }
1223
1224 void spawnfunc_item_shells (void) {
1225         if(!weaponswapping)
1226         if(autocvar_sv_q3acompat_machineshotgunswap)
1227         if(self.classname != "droppedweapon")
1228         {
1229                 weaponswapping = TRUE;
1230                 spawnfunc_item_bullets();
1231                 weaponswapping = FALSE;
1232                 return;
1233         }
1234
1235         if(!self.ammo_shells)
1236                 self.ammo_shells = g_pickup_shells;
1237         if(!self.pickup_anyway)
1238                 self.pickup_anyway = g_pickup_ammo_anyway;
1239         StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
1240 }
1241
1242 void spawnfunc_item_armor_small (void) {
1243         if(!self.armorvalue)
1244                 self.armorvalue = g_pickup_armorsmall;
1245         if(!self.max_armorvalue)
1246                 self.max_armorvalue = g_pickup_armorsmall_max;
1247         if(!self.pickup_anyway)
1248                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1249         StartItem ("models/items/item_armor_small.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1250 }
1251
1252 void spawnfunc_item_armor_medium (void) {
1253         if(!self.armorvalue)
1254                 self.armorvalue = g_pickup_armormedium;
1255         if(!self.max_armorvalue)
1256                 self.max_armorvalue = g_pickup_armormedium_max;
1257         if(!self.pickup_anyway)
1258                 self.pickup_anyway = g_pickup_armormedium_anyway;
1259         StartItem ("models/items/item_armor_medium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1260 }
1261
1262 void spawnfunc_item_armor_big (void) {
1263         if(!self.armorvalue)
1264                 self.armorvalue = g_pickup_armorbig;
1265         if(!self.max_armorvalue)
1266                 self.max_armorvalue = g_pickup_armorbig_max;
1267         if(!self.pickup_anyway)
1268                 self.pickup_anyway = g_pickup_armorbig_anyway;
1269         StartItem ("models/items/item_armor_big.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1270 }
1271
1272 void spawnfunc_item_armor_large (void) {
1273         if(!self.armorvalue)
1274                 self.armorvalue = g_pickup_armorlarge;
1275         if(!self.max_armorvalue)
1276                 self.max_armorvalue = g_pickup_armorlarge_max;
1277         if(!self.pickup_anyway)
1278                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1279         StartItem ("models/items/item_armor_large.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1280 }
1281
1282 void spawnfunc_item_health_small (void) {
1283         if(!self.max_health)
1284                 self.max_health = g_pickup_healthsmall_max;
1285         if(!self.health)
1286                 self.health = g_pickup_healthsmall;
1287         if(!self.pickup_anyway)
1288                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1289         StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1290 }
1291
1292 void spawnfunc_item_health_medium (void) {
1293         if(!self.max_health)
1294                 self.max_health = g_pickup_healthmedium_max;
1295         if(!self.health)
1296                 self.health = g_pickup_healthmedium;
1297         if(!self.pickup_anyway)
1298                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1299         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1300 }
1301
1302 void spawnfunc_item_health_large (void) {
1303         if(!self.max_health)
1304                 self.max_health = g_pickup_healthlarge_max;
1305         if(!self.health)
1306                 self.health = g_pickup_healthlarge;
1307         if(!self.pickup_anyway)
1308                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1309         StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1310 }
1311
1312 void spawnfunc_item_health_mega (void) {
1313         if(g_minstagib) {
1314                 minstagib_items(IT_NAILS);
1315         } else {
1316                 if(!self.max_health)
1317                         self.max_health = g_pickup_healthmega_max;
1318                 if(!self.health)
1319                         self.health = g_pickup_healthmega;
1320                 if(!self.pickup_anyway)
1321                         self.pickup_anyway = g_pickup_healthmega_anyway;
1322                 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1323         }
1324 }
1325
1326 // support old misnamed entities
1327 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1328 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1329 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1330 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1331 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1332
1333 void spawnfunc_item_strength (void) {
1334         if(g_minstagib) {
1335                 minstagib_items(IT_STRENGTH);
1336         } else {
1337                 precache_sound("weapons/strength_fire.wav");
1338                 if(!self.strength_finished)
1339                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1340                 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1341         }
1342 }
1343
1344 void spawnfunc_item_invincible (void) {
1345         if(g_minstagib) {
1346                 minstagib_items(IT_INVINCIBLE);
1347         } else {
1348                 if(!self.invincible_finished)
1349                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1350                 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1351         }
1352 }
1353
1354 void spawnfunc_item_minst_cells (void) {
1355         if (g_minstagib)
1356         {
1357                 minst_no_auto_cells = 1;
1358                 minstagib_items(IT_CELLS);
1359         }
1360         else
1361                 remove(self);
1362 }
1363
1364 // compatibility:
1365 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1366
1367 float GiveItems(entity e, float beginarg, float endarg);
1368 void target_items_use (void)
1369 {
1370         if(activator.classname == "droppedweapon")
1371         {
1372                 EXACTTRIGGER_TOUCH;
1373                 remove(activator);
1374                 return;
1375         }
1376
1377         if(activator.classname != "player")
1378                 return;
1379         if(activator.deadflag != DEAD_NO)
1380                 return;
1381         EXACTTRIGGER_TOUCH;
1382
1383         entity e;
1384         for(e = world; (e = find(e, classname, "droppedweapon")); )
1385                 if(e.enemy == activator)
1386                         remove(e);
1387
1388         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1389                 centerprint(activator, self.message);
1390 }
1391
1392 void spawnfunc_target_items (void)
1393 {
1394         float n, i, j;
1395         entity e;
1396
1397         self.use = target_items_use;
1398         if(!self.strength_finished)
1399                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1400         if(!self.invincible_finished)
1401                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1402         if(!self.superweapons_finished)
1403                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1404
1405         precache_sound("misc/itempickup.wav");
1406         precache_sound("misc/megahealth.wav");
1407         precache_sound("misc/armor25.wav");
1408         precache_sound("misc/powerup.wav");
1409         precache_sound("misc/poweroff.wav");
1410         precache_sound("weapons/weaponpickup.wav");
1411
1412         n = tokenize_console(self.netname);
1413         if(argv(0) == "give")
1414         {
1415                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1416         }
1417         else
1418         {
1419                 for(i = 0; i < n; ++i)
1420                 {
1421                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1422                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1423                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1424                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1425                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1426                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1427                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1428                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1429                         else
1430                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1431                         {
1432                                 e = get_weaponinfo(j);
1433                                 if(argv(i) == e.netname)
1434                                 {
1435                                         WEPSET_OR_EW(self, j);
1436                                         if(self.spawnflags == 0 || self.spawnflags == 2)
1437                                                 weapon_action(e.weapon, WR_PRECACHE);
1438                                         break;
1439                                 }
1440                         }
1441                         if(j > WEP_LAST)
1442                                 print("target_items: invalid item ", argv(i), "\n");
1443                 }
1444
1445                 string itemprefix, valueprefix;
1446                 if(self.spawnflags == 0)
1447                 {
1448                         itemprefix = "";
1449                         valueprefix = "";
1450                 }
1451                 else if(self.spawnflags == 1)
1452                 {
1453                         itemprefix = "max ";
1454                         valueprefix = "max ";
1455                 }
1456                 else if(self.spawnflags == 2)
1457                 {
1458                         itemprefix = "min ";
1459                         valueprefix = "min ";
1460                 }
1461                 else if(self.spawnflags == 4)
1462                 {
1463                         itemprefix = "minus ";
1464                         valueprefix = "max ";
1465                 }
1466                 else
1467                         error("invalid spawnflags");
1468
1469                 self.netname = "";
1470                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1471                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1472                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1473                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1474                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1475                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1476                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1477                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1478                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1479                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1480                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1481                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1482                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1483                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1484                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1485                 {
1486                         e = get_weaponinfo(j);
1487                         if(e.weapon)
1488                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
1489                 }
1490         }
1491         self.netname = strzone(self.netname);
1492         //print(self.netname, "\n");
1493
1494         n = tokenize_console(self.netname);
1495         for(i = 0; i < n; ++i)
1496         {
1497                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1498                 {
1499                         e = get_weaponinfo(j);
1500                         if(argv(i) == e.netname)
1501                         {
1502                                 weapon_action(e.weapon, WR_PRECACHE);
1503                                 break;
1504                         }
1505                 }
1506         }
1507 }
1508
1509 void spawnfunc_item_fuel(void)
1510 {
1511         if(!self.ammo_fuel)
1512                 self.ammo_fuel = g_pickup_fuel;
1513         if(!self.pickup_anyway)
1514                 self.pickup_anyway = g_pickup_ammo_anyway;
1515         StartItem ("models/items/g_fuel.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel", IT_FUEL, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1516 }
1517
1518 void spawnfunc_item_fuel_regen(void)
1519 {
1520         if(start_items & IT_FUEL_REGEN)
1521         {
1522                 spawnfunc_item_fuel();
1523                 return;
1524         }
1525         StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Fuel regenerator", IT_FUEL_REGEN, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1526 }
1527
1528 void spawnfunc_item_jetpack(void)
1529 {
1530         if(g_grappling_hook)
1531                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1532         if(!self.ammo_fuel)
1533                 self.ammo_fuel = g_pickup_fuel_jetpack;
1534         if(start_items & IT_JETPACK)
1535         {
1536                 spawnfunc_item_fuel();
1537                 return;
1538         }
1539         StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Jet pack", IT_JETPACK, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1540 }
1541
1542
1543 #define OP_SET 0
1544 #define OP_MIN 1
1545 #define OP_MAX 2
1546 #define OP_PLUS 3
1547 #define OP_MINUS 4
1548
1549 float GiveWeapon(entity e, float wpn, float op, float val)
1550 {
1551         float v0, v1;
1552         v0 = WEPSET_CONTAINS_EW(e, wpn);
1553         switch(op)
1554         {
1555                 case OP_SET:
1556                         if(val > 0)
1557                                 WEPSET_OR_EW(e, wpn);
1558                         else
1559                                 WEPSET_ANDNOT_EW(e, wpn);
1560                         break;
1561                 case OP_MIN:
1562                 case OP_PLUS:
1563                         if(val > 0)
1564                                 WEPSET_OR_EW(e, wpn);
1565                         break;
1566                 case OP_MAX:
1567                         if(val <= 0)
1568                                 WEPSET_ANDNOT_EW(e, wpn);
1569                         break;
1570                 case OP_MINUS:
1571                         if(val > 0)
1572                                 WEPSET_ANDNOT_EW(e, wpn);
1573                         break;
1574         }
1575         v1 = WEPSET_CONTAINS_EW(e, wpn);
1576         return (v0 != v1);
1577 }
1578
1579 float GiveBit(entity e, .float fld, float bit, float op, float val)
1580 {
1581         float v0, v1;
1582         v0 = (e.fld & bit);
1583         switch(op)
1584         {
1585                 case OP_SET:
1586                         if(val > 0)
1587                                 e.fld |= bit;
1588                         else
1589                                 e.fld &~= bit;
1590                         break;
1591                 case OP_MIN:
1592                 case OP_PLUS:
1593                         if(val > 0)
1594                                 e.fld |= bit;
1595                         break;
1596                 case OP_MAX:
1597                         if(val <= 0)
1598                                 e.fld &~= bit;
1599                         break;
1600                 case OP_MINUS:
1601                         if(val > 0)
1602                                 e.fld &~= bit;
1603                         break;
1604         }
1605         v1 = (e.fld & bit);
1606         return (v0 != v1);
1607 }
1608
1609 float GiveValue(entity e, .float fld, float op, float val)
1610 {
1611         float v0, v1;
1612         v0 = e.fld;
1613         switch(op)
1614         {
1615                 case OP_SET:
1616                         e.fld = val;
1617                         break;
1618                 case OP_MIN:
1619                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1620                         break;
1621                 case OP_MAX:
1622                         e.fld = min(e.fld, val);
1623                         break;
1624                 case OP_PLUS:
1625                         e.fld += val;
1626                         break;
1627                 case OP_MINUS:
1628                         e.fld -= val;
1629                         break;
1630         }
1631         v1 = e.fld;
1632         return (v0 != v1);
1633 }
1634
1635 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1636 {
1637         if(v1 == v0)
1638                 return;
1639         if(v1 <= v0 - t)
1640         {
1641                 if(snd_decr != "")
1642                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1643         }
1644         else if(v0 >= v0 + t)
1645         {
1646                 if(snd_incr != "")
1647                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1648         }
1649 }
1650
1651 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1652 {
1653         if(v0 < v1)
1654                 e.rotfield = max(e.rotfield, time + rottime);
1655         else if(v0 > v1)
1656                 e.regenfield = max(e.regenfield, time + regentime);
1657 }
1658
1659 #define PREGIVE_WEAPONS(e) WEPSET_DECLARE_A(save_weapons); WEPSET_COPY_AE(save_weapons, e)
1660 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1661 #define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), WEPSET_CONTAINS_AW(save_weapons, b), WEPSET_CONTAINS_EW(e, b), 0, snd_incr, snd_decr)
1662 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1663 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1664 #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1665
1666 float GiveItems(entity e, float beginarg, float endarg)
1667 {
1668         float got, i, j, val, op;
1669         float _switchweapon;
1670         entity wi;
1671         string cmd;
1672
1673         val = 999;
1674         op = OP_SET;
1675
1676         got = 0;
1677
1678         _switchweapon = FALSE;
1679         if (e.autoswitch)
1680                 if (e.switchweapon == w_getbestweapon(e))
1681                         _switchweapon = TRUE;
1682
1683         e.strength_finished = max(0, e.strength_finished - time);
1684         e.invincible_finished = max(0, e.invincible_finished - time);
1685         e.superweapons_finished = max(0, e.superweapons_finished - time);
1686         
1687         PREGIVE(e, items);
1688         PREGIVE_WEAPONS(e);
1689         PREGIVE(e, strength_finished);
1690         PREGIVE(e, invincible_finished);
1691         PREGIVE(e, superweapons_finished);
1692         PREGIVE(e, ammo_nails);
1693         PREGIVE(e, ammo_cells);
1694         PREGIVE(e, ammo_shells);
1695         PREGIVE(e, ammo_rockets);
1696         PREGIVE(e, ammo_fuel);
1697         PREGIVE(e, armorvalue);
1698         PREGIVE(e, health);
1699
1700         for(i = beginarg; i < endarg; ++i)
1701         {
1702                 cmd = argv(i);
1703
1704                 if(cmd == "0" || stof(cmd))
1705                 {
1706                         val = stof(cmd);
1707                         continue;
1708                 }
1709                 switch(cmd)
1710                 {
1711                         case "no":
1712                                 op = OP_MAX;
1713                                 val = 0;
1714                                 continue;
1715                         case "max":
1716                                 op = OP_MAX;
1717                                 continue;
1718                         case "min":
1719                                 op = OP_MIN;
1720                                 continue;
1721                         case "plus":
1722                                 op = OP_PLUS;
1723                                 continue;
1724                         case "minus":
1725                                 op = OP_MINUS;
1726                                 continue;
1727                         case "ALL":
1728                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1729                                 got += GiveValue(e, strength_finished, op, val);
1730                                 got += GiveValue(e, invincible_finished, op, val);
1731                                 got += GiveValue(e, superweapons_finished, op, val);
1732                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1733                         case "all":
1734                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1735                                 got += GiveValue(e, health, op, val);
1736                                 got += GiveValue(e, armorvalue, op, val);
1737                         case "allweapons":
1738                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1739                                 {
1740                                         wi = get_weaponinfo(j);
1741                                         if(wi.weapon)
1742                                                 if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1743                                                         got += GiveWeapon(e, j, op, val);
1744                                 }
1745                         case "allammo":
1746                                 got += GiveValue(e, ammo_cells, op, val);
1747                                 got += GiveValue(e, ammo_shells, op, val);
1748                                 got += GiveValue(e, ammo_nails, op, val);
1749                                 got += GiveValue(e, ammo_rockets, op, val);
1750                                 got += GiveValue(e, ammo_fuel, op, val);
1751                                 break;
1752                         case "unlimited_ammo":
1753                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1754                                 break;
1755                         case "unlimited_weapon_ammo":
1756                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1757                                 break;
1758                         case "unlimited_superweapons":
1759                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1760                                 break;
1761                         case "jetpack":
1762                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1763                                 break;
1764                         case "fuel_regen":
1765                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1766                                 break;
1767                         case "strength":
1768                                 got += GiveValue(e, strength_finished, op, val);
1769                                 break;
1770                         case "invincible":
1771                                 got += GiveValue(e, invincible_finished, op, val);
1772                                 break;
1773                         case "superweapons":
1774                                 got += GiveValue(e, superweapons_finished, op, val);
1775                                 break;
1776                         case "cells":
1777                                 got += GiveValue(e, ammo_cells, op, val);
1778                                 break;
1779                         case "shells":
1780                                 got += GiveValue(e, ammo_shells, op, val);
1781                                 break;
1782                         case "nails":
1783                         case "bullets":
1784                                 got += GiveValue(e, ammo_nails, op, val);
1785                                 break;
1786                         case "rockets":
1787                                 got += GiveValue(e, ammo_rockets, op, val);
1788                                 break;
1789                         case "health":
1790                                 got += GiveValue(e, health, op, val);
1791                                 break;
1792                         case "armor":
1793                                 got += GiveValue(e, armorvalue, op, val);
1794                                 break;
1795                         case "fuel":
1796                                 got += GiveValue(e, ammo_fuel, op, val);
1797                                 break;
1798                         default:
1799                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1800                                 {
1801                                         wi = get_weaponinfo(j);
1802                                         if(cmd == wi.netname)
1803                                         {
1804                                                 got += GiveWeapon(e, j, op, val);
1805                                                 break;
1806                                         }
1807                                 }
1808                                 if(j > WEP_LAST)
1809                                         print("give: invalid item ", cmd, "\n");
1810                                 break;
1811                 }
1812                 val = 999;
1813                 op = OP_SET;
1814         }
1815
1816         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1817         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1818         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1819         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1820         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1821         {
1822                 wi = get_weaponinfo(j);
1823                 if(wi.weapon)
1824                 {
1825                         POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1826                         if not(WEPSET_CONTAINS_AW(save_weapons, j))
1827                                 if(WEPSET_CONTAINS_EW(e, j))
1828                                         weapon_action(wi.weapon, WR_PRECACHE);
1829                 }
1830         }
1831         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1832         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1833         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1834         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1835         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1836         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1837         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);
1838         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);
1839         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);
1840
1841         if(e.superweapons_finished <= 0)
1842                 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1843                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1844
1845         if (g_minstagib)
1846         {
1847                 e.health = bound(0, e.health, 100);
1848                 e.armorvalue = bound(0, e.armorvalue, 999);
1849         }
1850
1851         if(e.strength_finished <= 0)
1852                 e.strength_finished = 0;
1853         else
1854                 e.strength_finished += time;
1855         if(e.invincible_finished <= 0)
1856                 e.invincible_finished = 0;
1857         else
1858                 e.invincible_finished += time;
1859         if(e.superweapons_finished <= 0)
1860                 e.superweapons_finished = 0;
1861         else
1862                 e.superweapons_finished += time;
1863
1864         if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
1865                 _switchweapon = TRUE;
1866         if(_switchweapon)
1867                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1868
1869         return got;
1870 }