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