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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
1 #define ISF_LOCATION 2
2 #define ISF_MODEL    4
3 #define ISF_STATUS   8
4     #define ITS_STAYWEP   1
5     #define ITS_ANIMATE1  2
6     #define ITS_ANIMATE2  4
7     #define ITS_AVAILABLE 8
8     #define ITS_ALLOWFB   16
9     #define ITS_ALLOWSI   32
10     #define ITS_POWERUP   64
11 #define ISF_COLORMAP 16
12 #define ISF_DROP 32
13 #define ISF_ANGLES 64
14
15 .float ItemStatus;
16
17 #ifdef CSQC
18
19 var float  autocvar_cl_animate_items = 1;
20 var float  autocvar_cl_ghost_items = 0.45;
21 var vector autocvar_cl_ghost_items_color = '-1 -1 -1';
22 float  autocvar_cl_fullbright_items;
23 vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
24 float  autocvar_cl_weapon_stay_alpha = 0.75;
25 float  autocvar_cl_simple_items;
26 float  cl_simple_items;
27 float  cl_ghost_items_alpha;
28
29 .float  spawntime;
30 .float  gravity;
31 .vector colormod;
32 void ItemDraw()
33 {    
34     if(self.gravity)
35     {        
36         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
37         if(self.move_flags & FL_ONGROUND) 
38         { // For some reason move_avelocity gets set to '0 0 0' here ...
39             self.oldorigin = self.origin;
40             self.gravity = 0;
41
42             if(autocvar_cl_animate_items)   
43             { // ... so reset it if animations are requested. 
44                 if(self.ItemStatus & ITS_ANIMATE1)
45                     self.move_avelocity = '0 180 0';
46                 
47                 if(self.ItemStatus & ITS_ANIMATE2)
48                     self.move_avelocity = '0 -90 0';
49             }
50         }
51     }
52     else if (autocvar_cl_animate_items)
53     {        
54         if(self.ItemStatus & ITS_ANIMATE1)
55         {
56             self.angles += self.move_avelocity * frametime;
57             setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));        
58         }    
59         
60         if(self.ItemStatus & ITS_ANIMATE2)
61         {
62             self.angles += self.move_avelocity * frametime;
63             setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));        
64         }
65     }
66 }
67
68 void ItemDrawSimple()
69 {
70     if(self.gravity)
71     {        
72         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);    
73         
74         if(self.move_flags & FL_ONGROUND)
75             self.gravity = 0;
76     }
77 }
78
79 float csqcitems_started; // remove this after a release or two
80 void csqcitems_start()
81 {
82     if(autocvar_cl_ghost_items == 1)
83         cl_ghost_items_alpha = 0.55;
84     else
85         cl_ghost_items_alpha = bound(0, autocvar_cl_ghost_items, 1);
86     
87     csqcitems_started = TRUE;
88 }
89
90 void ItemRead(float _IsNew)
91 {
92     if(!csqcitems_started)
93         csqcitems_start();
94     
95     float sf = ReadByte();
96
97     if(sf & ISF_LOCATION)
98     {
99         self.origin_x = ReadCoord();
100         self.origin_y = ReadCoord();
101         self.origin_z = ReadCoord();
102         setorigin(self, self.origin);
103         self.oldorigin = self.origin;
104     }
105     
106     if(sf & ISF_ANGLES) 
107     {
108         self.angles_x = ReadCoord();
109         self.angles_y = ReadCoord();
110         self.angles_z = ReadCoord();        
111         self.move_angles = self.angles;
112     }
113     
114     if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
115     {
116         self.ItemStatus = ReadByte();    
117         
118         if(self.ItemStatus & ITS_AVAILABLE)
119         {
120             self.alpha = 1;
121             self.colormod = self.glowmod = '1 1 1';
122         }
123         else
124         {
125             if (cl_ghost_items_alpha)
126             {
127                 self.alpha = autocvar_cl_ghost_items;
128                 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
129             }
130             else
131                 self.alpha = -1;
132         }    
133         
134         if(autocvar_cl_fullbright_items)
135             if(self.ItemStatus & ITS_ALLOWFB)
136                 self.effects |= EF_FULLBRIGHT;
137             
138         if(self.ItemStatus & ITS_STAYWEP)
139         {
140             self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
141             self.alpha = autocvar_cl_weapon_stay_alpha;
142             
143         }
144         
145         if(self.ItemStatus & ITS_POWERUP)
146         {
147             if(self.ItemStatus & ITS_AVAILABLE)
148                 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
149             else
150                  self.effects &~= (EF_ADDITIVE | EF_FULLBRIGHT);
151         }
152     }
153     
154     if(sf & ISF_MODEL)
155     {
156         self.drawmask  = MASK_NORMAL;
157         self.movetype  = MOVETYPE_NOCLIP;
158         self.draw       = ItemDraw;
159         
160         if(self.mdl)
161             strunzone(self.mdl);
162         
163         self.mdl = "";
164         string _fn = ReadString();
165         
166         if(cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
167         {
168             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
169             self.draw = ItemDrawSimple;
170                     
171             if(fexists(strcat(_fn2, "_simple.md3")))
172                 self.mdl = strzone(strcat(_fn2, "_simple.md3"));
173             else if(fexists(strcat(_fn2, "_simple.dpm")))
174                 self.mdl = strzone(strcat(_fn2, "_simple.dpm"));
175             else if(fexists(strcat(_fn2, "_simple.iqm")))
176                 self.mdl = strzone(strcat(_fn2, "_simple.iqm"));
177             else if(fexists(strcat(_fn2, "_simple.obj")))
178                 self.mdl = strzone(strcat(_fn2, "_simple.obj"));
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 float autocvar_sv_simple_items;
234 float ItemSend(entity to, float sf)
235 {
236     if(self.gravity)
237         sf |= ISF_DROP;
238     else
239         sf &~= ISF_DROP;
240         
241         WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM); 
242         WriteByte(MSG_ENTITY, sf);
243
244         //WriteByte(MSG_ENTITY, self.cnt);
245     if(sf & ISF_LOCATION)
246     {
247         WriteCoord(MSG_ENTITY, self.origin_x);
248         WriteCoord(MSG_ENTITY, self.origin_y);
249         WriteCoord(MSG_ENTITY, self.origin_z);
250     }
251     
252     if(sf & ISF_ANGLES)
253     {
254         WriteCoord(MSG_ENTITY, self.angles_x);
255         WriteCoord(MSG_ENTITY, self.angles_y);
256         WriteCoord(MSG_ENTITY, self.angles_z);
257     }
258
259     if(sf & ISF_STATUS)
260         WriteByte(MSG_ENTITY, self.ItemStatus);
261
262     if(sf & ISF_MODEL)
263     {
264         
265         if(self.mdl == "")
266             dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
267         
268         WriteString(MSG_ENTITY, self.mdl);
269     }
270         
271         
272     if(sf & ISF_COLORMAP)
273         WriteShort(MSG_ENTITY, self.colormap);
274
275     if(sf & ISF_DROP)
276     {
277         WriteCoord(MSG_ENTITY, self.velocity_x);
278         WriteCoord(MSG_ENTITY, self.velocity_y);
279         WriteCoord(MSG_ENTITY, self.velocity_z);
280     }
281         
282     return TRUE;
283 }
284
285
286 float have_pickup_item(void)
287 {
288         // minstagib: only allow filtered items
289         if(g_minstagib)
290                 if(self.classname != "minstagib")
291                         return FALSE;
292
293         if(self.flags & FL_POWERUP)
294         {
295                 if(autocvar_g_powerups > 0)
296                         return TRUE;
297                 if(autocvar_g_powerups == 0)
298                         return FALSE;
299                 if(g_lms)
300                         return FALSE;
301                 if(g_ca)
302                         return FALSE;
303                 if(g_arena)
304                         return FALSE;
305         }
306         else
307         {
308                 if(autocvar_g_pickup_items > 0)
309                         return TRUE;
310                 if(autocvar_g_pickup_items == 0)
311                         return FALSE;
312                 if(g_lms)
313                         return FALSE;
314                 if(g_ca)
315                         return FALSE;
316                 if(g_weaponarena)
317                         if(!WEPSET_EMPTY_E(self) || (self.items & IT_AMMO))
318                                 return FALSE;
319         }
320         return TRUE;
321 }
322
323 #define ITEM_RESPAWN_TICKS 10
324
325 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)
326         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
327 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
328         // range: 10 .. respawntime + respawntimejitter
329
330 floatfield Item_CounterField(float it)
331 {
332         switch(it)
333         {
334                 case IT_SHELLS:      return ammo_shells;
335                 case IT_NAILS:       return ammo_nails;
336                 case IT_ROCKETS:     return ammo_rockets;
337                 case IT_CELLS:       return ammo_cells;
338                 case IT_FUEL:        return ammo_fuel;
339                 case IT_5HP:         return health;
340                 case IT_25HP:        return health;
341                 case IT_HEALTH:      return health;
342                 case IT_ARMOR_SHARD: return armorvalue;
343                 case IT_ARMOR:       return armorvalue;
344                 // add more things here (health, armor)
345                 default:             error("requested item has no counter field");
346         }
347 }
348
349 string Item_CounterFieldName(float it)
350 {
351         switch(it)
352         {
353                 case IT_SHELLS:      return "shells";
354                 case IT_NAILS:       return "nails";
355                 case IT_ROCKETS:     return "rockets";
356                 case IT_CELLS:       return "cells";
357                 case IT_FUEL:        return "fuel";
358
359                 // add more things here (health, armor)
360                 default:             error("requested item has no counter field name");
361         }
362 }
363
364 .float max_armorvalue;
365 .float pickup_anyway;
366 /*
367 float Item_Customize()
368 {
369         if(self.spawnshieldtime)
370                 return TRUE;
371         if(!WEPSET_CONTAINS_ALL_EE(other, self))
372         {
373                 self.colormod = '0 0 0';
374                 self.glowmod = self.colormod;
375                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
376                 return TRUE;
377         }
378         else
379         {
380                 if(g_ghost_items)
381                 {
382                         self.colormod = stov(autocvar_g_ghost_items_color);
383                         self.glowmod = self.colormod;
384                         self.alpha = g_ghost_items;
385                         return TRUE;
386                 }
387                 else
388                         return FALSE;
389         }
390 }
391 */
392
393 void Item_Show (entity e, float mode)
394 {    
395         e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
396         e.ItemStatus &~= ITS_STAYWEP;
397         if (mode > 0)
398         {
399                 // make the item look normal, and be touchable
400                 e.model = e.mdl;
401                 e.solid = SOLID_TRIGGER;
402                 e.spawnshieldtime = 1;
403                 e.ItemStatus |= ITS_AVAILABLE;
404         }
405         else if (mode < 0)
406         {
407                 // hide the item completely
408                 e.model = string_null;
409                 e.solid = SOLID_NOT;
410                 e.spawnshieldtime = 1;
411                 e.ItemStatus &~= ITS_AVAILABLE;
412         }
413         else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
414         {
415                 // make the item translucent and not touchable
416                 e.model = e.mdl;
417                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
418                 e.effects |= EF_STARDUST;
419                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
420                 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
421         }
422         else
423         {
424                 //setmodel(e, "null");
425                 e.solid = SOLID_NOT;
426                 e.colormod = '0 0 0';
427                 e.glowmod = e.colormod;
428                 e.spawnshieldtime = 1;
429                 e.ItemStatus &~= ITS_AVAILABLE;
430         }
431         
432         if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
433             e.ItemStatus |= ITS_POWERUP;                
434         
435         if (autocvar_g_nodepthtestitems)
436                 e.effects |= EF_NODEPTHTEST;
437                 
438     
439     if (autocvar_g_fullbrightitems)
440                 e.ItemStatus |= ITS_ALLOWFB;
441         
442         if (autocvar_sv_simple_items)
443         e.ItemStatus |= ITS_ALLOWSI;
444
445         // relink entity (because solid may have changed)
446         setorigin(e, e.origin);
447     e.SendFlags |= ISF_STATUS;
448 }
449
450 void Item_Respawn (void)
451 {
452         Item_Show(self, 1);
453         if(!g_minstagib && self.items == IT_STRENGTH)
454                 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound
455         else if(!g_minstagib && self.items == IT_INVINCIBLE)
456                 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
457         else
458                 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);  // play respawn sound
459         setorigin (self, self.origin);
460
461         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
462         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
463 }
464
465 void Item_RespawnCountdown (void)
466 {
467         if(self.count >= ITEM_RESPAWN_TICKS)
468         {
469                 if(self.waypointsprite_attached)
470                         WaypointSprite_Kill(self.waypointsprite_attached);
471                 Item_Respawn();
472         }
473         else
474         {
475                 self.nextthink = time + 1;
476                 self.count += 1;
477                 if(self.count == 1)
478                 {
479                         string name;
480                         vector rgb = '1 0 1';
481                         name = string_null;
482                         if(g_minstagib)
483                         {
484                                 switch(self.items)
485                                 {
486                                         case IT_STRENGTH:   name = "item-invis"; rgb = '0 0 1'; break;
487                                         case IT_NAILS:      name = "item-extralife"; rgb = '1 0 0'; break;
488                                         case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
489                                 }
490                         }
491                         else
492                         {
493                                 switch(self.items)
494                                 {
495                                         case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
496                                         case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
497                                 }
498                         }
499                         switch(self.items)
500                         {
501                                 case IT_FUEL_REGEN:     name = "item-fuelregen"; rgb = '1 0.5 0'; break;
502                                 case IT_JETPACK:        name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
503                         }
504                         if(self.flags & FL_WEAPON)
505                         {
506                                 entity wi = get_weaponinfo(self.weapon);
507                                 if(wi)
508                                 {
509                                         name = wi.model2;
510                                         rgb = '1 0 0';
511                                 }
512                         }
513                         if(!name)
514                         {
515                                 print("Unknown powerup-marked item is wanting to respawn\n");
516                                 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
517                         }
518                         if(name)
519                         {
520                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
521                                 if(self.waypointsprite_attached)
522                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
523                         }
524                 }
525                 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
526                 if(self.waypointsprite_attached)
527                 {
528                         WaypointSprite_Ping(self.waypointsprite_attached);
529                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
530                 }
531         }
532 }
533
534 void Item_ScheduleRespawnIn(entity e, float t)
535 {
536         if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
537         {
538                 e.think = Item_RespawnCountdown;
539                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
540                 e.count = 0;
541         }
542         else
543         {
544                 e.think = Item_Respawn;
545                 e.nextthink = time + t;
546         }
547 }
548
549 void Item_ScheduleRespawn(entity e)
550 {
551         if(e.respawntime > 0)
552         {
553                 Item_Show(e, 0);
554                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
555         }
556         else // if respawntime is -1, this item does not respawn
557                 Item_Show(e, -1);
558 }
559
560 void Item_ScheduleInitialRespawn(entity e)
561 {
562         Item_Show(e, 0);
563         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
564 }
565
566 float ITEM_MODE_NONE = 0;
567 float ITEM_MODE_HEALTH = 1;
568 float ITEM_MODE_ARMOR = 2;
569 float ITEM_MODE_FUEL = 3;
570 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
571 {
572         if (!item.ammofield)
573                 return FALSE;
574
575         if (item.spawnshieldtime)
576         {
577                 if ((player.ammofield < ammomax) || item.pickup_anyway)
578                 {
579                         player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
580                         goto YEAH;
581                 }
582         }
583         else if(g_weapon_stay == 2)
584         {
585                 float mi = min(item.ammofield, ammomax);
586                 if (player.ammofield < mi)
587                 {
588                         player.ammofield = mi;
589                         goto YEAH;
590                 }
591         }
592
593         return FALSE;
594
595 :YEAH
596         switch(mode)
597         {
598                 case ITEM_MODE_FUEL:
599                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
600                         break;
601                 case ITEM_MODE_HEALTH:
602                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
603                         break;
604                 case ITEM_MODE_ARMOR:
605                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
606                         break;
607                 default:
608                         break;
609         }
610         return TRUE;
611 }
612
613 float Item_GiveTo(entity item, entity player)
614 {
615         float _switchweapon;
616         float pickedup;
617         float it;
618         float i;
619
620         // if nothing happens to player, just return without taking the item
621         pickedup = FALSE;
622         _switchweapon = FALSE;
623
624         if (g_minstagib)
625         {
626                 float prevcells = player.ammo_cells;
627
628                 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
629                 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
630
631                 if(player.ammo_cells > prevcells)
632                 {
633                         _switchweapon = TRUE;
634
635                         // play some cool sounds ;)
636                         if (clienttype(player) == CLIENTTYPE_REAL)
637                         {
638                                 if(player.health <= 5)
639                                         AnnounceTo(player, "lastsecond");
640                                 else if(player.health < 50)
641                                         AnnounceTo(player, "narrowly");
642                         }
643                         // sound not available
644                         // else if(item.items == IT_CELLS)
645                         //      AnnounceTo(player, "ammo");
646
647                         if (WEPSET_CONTAINS_EW(item, WEP_MINSTANEX))
648                                 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
649                         player.health = 100;
650                 }
651
652                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
653                 {
654                         pickedup = TRUE;
655                         player.items |= it;
656                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
657                 }
658
659                 // extralife powerup
660                 if (item.max_health)
661                 {
662                         pickedup = TRUE;
663                         // sound not available
664                         // AnnounceTo(player, "_lives");
665                         player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
666                         sprint(player, "^3You picked up some extra lives\n");
667                 }
668
669                 // invis powerup
670                 if (item.strength_finished)
671                 {
672                         pickedup = TRUE;
673                         // sound not available
674                         // AnnounceTo(player, "invisible");
675                         player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
676                 }
677
678                 // speed powerup
679                 if (item.invincible_finished)
680                 {
681                         pickedup = TRUE;
682                         // sound not available
683                         // AnnounceTo(player, "speed");
684                         player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
685                 }
686         }
687         else
688         {
689                 // in case the player has autoswitch enabled do the following:
690                 // if the player is using their best weapon before items are given, they
691                 // probably want to switch to an even better weapon after items are given
692                 if (player.autoswitch)
693                 if (player.switchweapon == w_getbestweapon(player))
694                         _switchweapon = TRUE;
695
696                 if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
697                         _switchweapon = TRUE;
698
699                 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
700                 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
701                 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
702                 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
703                 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
704                 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
705                 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
706
707                 if (item.flags & FL_WEAPON)
708                 {
709                         WEPSET_DECLARE_A(it);
710                         WEPSET_COPY_AE(it, item);
711                         WEPSET_ANDNOT_AE(it, player);
712
713                         if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
714                         {
715                                 pickedup = TRUE;
716                                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
717                                         if(WEPSET_CONTAINS_AW(it, i))
718                                                 W_GiveWeapon (player, i, item.netname);
719                         }
720                 }
721
722                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
723                 {
724                         pickedup = TRUE;
725                         player.items |= it;
726                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
727                 }
728
729                 if (item.strength_finished)
730                 {
731                         pickedup = TRUE;
732                         player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
733                 }
734                 if (item.invincible_finished)
735                 {
736                         pickedup = TRUE;
737                         player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
738                 }
739                 if (item.superweapons_finished)
740                 {
741                         pickedup = TRUE;
742                         player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
743                 }
744         }
745
746 :skip
747         // always eat teamed entities
748         if(item.team)
749                 pickedup = TRUE;
750
751         if (!pickedup)
752                 return 0;
753
754         if (_switchweapon)
755                 if (player.switchweapon != w_getbestweapon(player))
756                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
757
758         return 1;
759 }
760
761 void Item_Touch (void)
762 {
763         entity e, head;
764
765         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
766         if(self.classname == "droppedweapon")
767         {
768                 if (ITEM_TOUCH_NEEDKILL())
769                 {
770                         remove(self);
771                         return;
772                 }
773         }
774
775         if (other.classname != "player")
776                 return;
777         if (other.deadflag)
778                 return;
779         if (self.solid != SOLID_TRIGGER)
780                 return;
781         if (self.owner == other)
782                 return;
783
784         if (self.classname == "droppedweapon")
785         {
786                 self.strength_finished = max(0, self.strength_finished - time);
787                 self.invincible_finished = max(0, self.invincible_finished - time);
788                 self.superweapons_finished = max(0, self.superweapons_finished - time);
789         }
790
791         if(!Item_GiveTo(self, other))
792         {
793                 if (self.classname == "droppedweapon")
794                 {
795                         // undo what we did above
796                         self.strength_finished += time;
797                         self.invincible_finished += time;
798                         self.superweapons_finished += time;
799                 }
800                 return;
801         }
802
803         other.last_pickup = time;
804
805         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
806         sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
807
808         if (self.classname == "droppedweapon")
809                 remove (self);
810         else if not(self.spawnshieldtime)
811                 return;
812         else
813         {
814                 if(self.team)
815                 {
816                         RandomSelection_Init();
817                         for(head = world; (head = findfloat(head, team, self.team)); )
818                         {
819                                 if(head.flags & FL_ITEM)
820                                 {
821                                         Item_Show(head, -1);
822                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
823                                 }
824                         }
825                         e = RandomSelection_chosen_ent;
826
827                 }
828                 else
829                         e = self;
830                 Item_ScheduleRespawn(e);
831         }
832 }
833
834 void Item_Reset()
835 {
836         Item_Show(self, !self.state);
837         setorigin (self, self.origin);
838
839         if(self.classname != "droppedweapon")
840         {
841                 self.think = SUB_Null;
842                 self.nextthink = 0;
843
844                 if(self.waypointsprite_attached)
845                         WaypointSprite_Kill(self.waypointsprite_attached);
846
847                 if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
848                         Item_ScheduleInitialRespawn(self);
849         }
850 }
851
852 void Item_FindTeam()
853 {
854         entity head, e;
855
856         if(self.effects & EF_NODRAW)
857         {
858                 // marker for item team search
859                 dprint("Initializing item team ", ftos(self.team), "\n");
860                 RandomSelection_Init();
861                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
862                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
863                 e = RandomSelection_chosen_ent;
864                 e.state = 0;
865                 Item_Show(e, 1);
866
867                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
868                 {
869                         if(head != e)
870                         {
871                                 // make it a non-spawned item
872                                 Item_Show(head, -1);
873                                 head.state = 1; // state 1 = initially hidden item
874                         }
875                         head.effects &~= EF_NODRAW;
876                 }
877
878                 Item_Reset();
879         }
880 }
881
882 // Savage: used for item garbage-collection
883 // TODO: perhaps nice special effect?
884 void RemoveItem(void)
885 {
886         remove(self);
887 }
888
889 // pickup evaluation functions
890 // these functions decide how desirable an item is to the bots
891
892 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
893
894 float weapon_pickupevalfunc(entity player, entity item)
895 {
896         float c, j, position;
897
898         // See if I have it already
899         if(!WEPSET_CONTAINS_ALL_EE(player, item))
900         {
901                 // If I can pick it up
902                 if(!item.spawnshieldtime)
903                         c = 0;
904                 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
905                 {
906                         // Skilled bots will grab more
907                         c = bound(0, skill / 10, 1) * 0.5;
908                 }
909                 else
910                         c = 0;
911         }
912         else
913                 c = 1;
914
915         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
916         if( bot_custom_weapon && c )
917         {
918                 // Find the highest position on any range
919                 position = -1;
920                 for(j = 0; j < WEP_LAST ; ++j){
921                         if(
922                                         bot_weapons_far[j] == item.weapon ||
923                                         bot_weapons_mid[j] == item.weapon ||
924                                         bot_weapons_close[j] == item.weapon
925                           )
926                         {
927                                 position = j;
928                                 break;
929                         }
930                 }
931
932                 // Rate it
933                 if (position >= 0 )
934                 {
935                         position = WEP_LAST - position;
936                         // item.bot_pickupbasevalue is overwritten here
937                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
938                 }
939         }
940
941         return item.bot_pickupbasevalue * c;
942 }
943
944 float commodity_pickupevalfunc(entity player, entity item)
945 {
946         float c, i;
947         float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
948         entity wi;
949         c = 0;
950
951         // Detect needed ammo
952         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
953         {
954                 wi = get_weaponinfo(i);
955
956                 if not(WEPSET_CONTAINS_EW(player, i))
957                         continue;
958
959                 if(wi.items & IT_SHELLS)
960                         need_shells = TRUE;
961                 else if(wi.items & IT_NAILS)
962                         need_nails = TRUE;
963                 else if(wi.items & IT_ROCKETS)
964                         need_rockets = TRUE;
965                 else if(wi.items & IT_CELLS)
966                         need_cells = TRUE;
967                 else if(wi.items & IT_FUEL)
968                         need_cells = TRUE;
969         }
970
971         // TODO: figure out if the player even has the weapon this ammo is for?
972         // may not affect strategy much though...
973         // find out how much more ammo/armor/health the player can hold
974         if (need_shells)
975         if (item.ammo_shells)
976         if (player.ammo_shells < g_pickup_shells_max)
977                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
978         if (need_nails)
979         if (item.ammo_nails)
980         if (player.ammo_nails < g_pickup_nails_max)
981                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
982         if (need_rockets)
983         if (item.ammo_rockets)
984         if (player.ammo_rockets < g_pickup_rockets_max)
985                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
986         if (need_cells)
987         if (item.ammo_cells)
988         if (player.ammo_cells < g_pickup_cells_max)
989                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
990         if (need_fuel)
991         if (item.ammo_fuel)
992         if (player.ammo_fuel < g_pickup_fuel_max)
993                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
994         if (item.armorvalue)
995         if (player.armorvalue < item.max_armorvalue)
996                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
997         if (item.health)
998         if (player.health < item.max_health)
999                 c = c + max(0, 1 - player.health / item.max_health);
1000
1001         return item.bot_pickupbasevalue * c;
1002 }
1003
1004 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
1005 {
1006         if(ITEM_DAMAGE_NEEDKILL(deathtype))
1007                 RemoveItem();
1008 }
1009
1010 .float is_item;
1011 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)
1012 {
1013         startitem_failed = FALSE;
1014
1015         if(self.model == "")
1016                 self.model = itemmodel;
1017         
1018         if(self.model == "")
1019     {
1020         error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
1021         return;
1022     }
1023         
1024         if(self.item_pickupsound == "")
1025                 self.item_pickupsound = pickupsound;
1026         
1027         if(!self.respawntime) // both need to be set
1028         {
1029                 self.respawntime = defaultrespawntime;
1030                 self.respawntimejitter = defaultrespawntimejitter;
1031         }
1032
1033         self.items = itemid;
1034         self.weapon = weaponid;
1035
1036         if(weaponid)
1037                 WEPSET_COPY_EW(self, weaponid);
1038         
1039         self.flags = FL_ITEM | itemflags;
1040
1041         if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
1042         {
1043                 startitem_failed = TRUE;
1044                 remove(self);
1045                 return;
1046         }
1047
1048         // is it a dropped weapon?
1049         if (self.classname == "droppedweapon")
1050         {
1051                 self.reset = SUB_Remove;
1052                 // it's a dropped weapon
1053                 self.movetype = MOVETYPE_TOSS;
1054
1055                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1056                 self.think = RemoveItem;
1057                 self.nextthink = time + 20;
1058
1059                 self.takedamage = DAMAGE_YES;
1060                 self.event_damage = Item_Damage;
1061
1062                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1063                 /*
1064                 if(self.items == 0)
1065                 if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
1066                 if(self.ammo_nails == 0)
1067                 if(self.ammo_cells == 0)
1068                 if(self.ammo_rockets == 0)
1069                 if(self.ammo_shells == 0)
1070                 if(self.ammo_fuel == 0)
1071                 if(self.health == 0)
1072                 if(self.armorvalue == 0)
1073                 */
1074                 {
1075                         // if item is worthless after a timer, have it expire then
1076                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1077                 }
1078
1079                 // don't drop if in a NODROP zone (such as lava)
1080                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1081                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1082                 {
1083                         startitem_failed = TRUE;
1084                         remove(self);
1085                         return;
1086                 }
1087         }
1088         else
1089         {
1090                 if(!have_pickup_item())
1091                 {
1092                         startitem_failed = TRUE;
1093                         remove (self);
1094                         return;
1095                 }
1096                 
1097                 if(self.angles != '0 0 0')
1098             self.SendFlags |= ISF_ANGLES;
1099
1100                 self.reset = Item_Reset;
1101                 // it's a level item
1102                 if(self.spawnflags & 1)
1103                         self.noalign = 1;
1104                 if (self.noalign)
1105                         self.movetype = MOVETYPE_NONE;
1106                 else
1107                         self.movetype = MOVETYPE_TOSS;
1108                 // do item filtering according to game mode and other things
1109                 if (!self.noalign)
1110                 {
1111                         // first nudge it off the floor a little bit to avoid math errors
1112                         setorigin(self, self.origin + '0 0 1');
1113                         // set item size before we spawn a spawnfunc_waypoint
1114                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1115                                 setsize (self, '-16 -16 0', '16 16 48');
1116                         else
1117                                 setsize (self, '-16 -16 0', '16 16 32');
1118                         // note droptofloor returns FALSE if stuck/or would fall too far
1119                         droptofloor();
1120                         waypoint_spawnforitem(self);
1121                 }
1122
1123                 /*
1124                  * can't do it that way, as it would break maps
1125                  * TODO make a target_give like entity another way, that perhaps has
1126                  * the weapon name in a key
1127                 if(self.targetname)
1128                 {
1129                         // target_give not yet supported; maybe later
1130                         print("removed targeted ", self.classname, "\n");
1131                         startitem_failed = TRUE;
1132                         remove (self);
1133                         return;
1134                 }
1135                 */
1136
1137                 if(autocvar_spawn_debug >= 2)
1138                 {
1139                         entity otheritem;
1140                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1141                         {
1142                             // why not flags & fl_item?
1143                                 if(otheritem.is_item)
1144                                 {
1145                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1146                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1147                                         error("Mapper sucks.");
1148                                 }
1149                         }
1150                         self.is_item = TRUE;
1151                 }
1152
1153                 WEPSET_OR_AW(weaponsInMap, weaponid);
1154
1155                 precache_model (self.model);
1156                 precache_sound (self.item_pickupsound);
1157
1158                 precache_sound ("misc/itemrespawncountdown.wav");
1159                 if(!g_minstagib && itemid == IT_STRENGTH)
1160                         precache_sound ("misc/strength_respawn.wav");
1161                 else if(!g_minstagib && itemid == IT_INVINCIBLE)
1162                         precache_sound ("misc/shield_respawn.wav");
1163                 else
1164                         precache_sound ("misc/itemrespawn.wav");
1165
1166                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1167                         self.target = "###item###"; // for finding the nearest item using find()
1168         }
1169
1170         self.bot_pickup = TRUE;
1171         self.bot_pickupevalfunc = pickupevalfunc;
1172         self.bot_pickupbasevalue = pickupbasevalue;
1173         self.mdl = self.model;
1174         self.netname = itemname;
1175         self.touch = Item_Touch;
1176         setmodel(self, "null"); // precision set below
1177         //self.effects |= EF_LOWPRECISION; 
1178         
1179         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1180     {
1181         self.pos1 = '-16 -16 0';
1182         self.pos2 = '16 16 48';
1183     }
1184         else
1185     {
1186         self.pos1 = '-16 -16 0';
1187         self.pos2 = '16 16 32';
1188     }
1189     setsize (self, self.pos1, self.pos2);
1190     
1191     if(itemflags & FL_POWERUP) 
1192         self.ItemStatus |= ITS_ANIMATE1;
1193         
1194         if(self.armorvalue || self.health)
1195         self.ItemStatus |= ITS_ANIMATE2;
1196         
1197         if(itemflags & FL_WEAPON)
1198         {
1199                 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1200             self.colormap = 1024; // color shirt=0 pants=0 grey
1201         else
1202             self.gravity = 1;
1203             
1204                 self.ItemStatus |= ITS_ANIMATE1;
1205                 self.ItemStatus |= ISF_COLORMAP;
1206         }
1207
1208         self.state = 0;
1209         if(self.team) // broken, no idea why.
1210         {
1211                 if(!self.cnt)
1212                         self.cnt = 1; // item probability weight
1213                         
1214                 self.effects |= EF_NODRAW; // marker for item team search
1215                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1216         }
1217         else
1218                 Item_Reset();
1219         
1220     Net_LinkEntity(self, FALSE, 0, ItemSend);
1221 }
1222
1223 /* replace items in minstagib
1224  * IT_STRENGTH   = invisibility
1225  * IT_NAILS      = extra lives
1226  * IT_INVINCIBLE = speed
1227  */
1228 void minstagib_items (float itemid) // will be deleted soon.
1229 {
1230         float rnd;
1231         self.classname = "minstagib"; // ...?
1232
1233         // replace rocket launchers and nex guns with ammo cells
1234         if (itemid == IT_CELLS)
1235         {
1236                 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1237                 StartItem ("models/items/a_cells.md3",
1238                         "misc/itempickup.wav", 45, 0,
1239                         "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
1240                 return;
1241         }
1242
1243         // randomize
1244         rnd = random() * 3;
1245         if (rnd <= 1)
1246                 itemid = IT_STRENGTH;
1247         else if (rnd <= 2)
1248                 itemid = IT_NAILS;
1249         else
1250                 itemid = IT_INVINCIBLE;
1251
1252         // replace with invis
1253         if (itemid == IT_STRENGTH)
1254         {
1255                 if(!self.strength_finished)
1256                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1257                 StartItem ("models/items/g_strength.md3",
1258                         "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1259                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1260         }
1261         // replace with extra lives
1262         if (itemid == IT_NAILS)
1263         {
1264                 self.max_health = 1;
1265                 StartItem ("models/items/g_h100.md3",
1266                         "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1267                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1268         }
1269         // replace with speed
1270         if (itemid == IT_INVINCIBLE)
1271         {
1272                 if(!self.invincible_finished)
1273                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1274                 StartItem ("models/items/g_invincible.md3",
1275                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1276                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1277         }
1278 }
1279
1280 float minst_no_auto_cells;
1281 void minst_remove_item (void) {
1282         if(minst_no_auto_cells)
1283                 remove(self);
1284 }
1285
1286 float weaponswapping;
1287 float internalteam;
1288
1289 void weapon_defaultspawnfunc(float wpn)
1290 {
1291         entity e;
1292         float t;
1293         var .float ammofield;
1294         string s;
1295         entity oldself;
1296         float i, j;
1297         float f;
1298
1299         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1300         {
1301                 e = get_weaponinfo(wpn);
1302
1303                 if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1304                 {
1305                         print("Attempted to spawn a mutator-blocked weapon; these guns will in the future require a mutator\n");
1306                         /*
1307                         objerror("Attempted to spawn a mutator-blocked weapon rejected");
1308                         startitem_failed = TRUE;
1309                         return;
1310                         */
1311                 }
1312
1313                 s = W_Apply_Weaponreplace(e.netname);
1314                 ret_string = s;
1315                 other = e;
1316                 MUTATOR_CALLHOOK(SetWeaponreplace);
1317                 s = ret_string;
1318                 if(s == "")
1319                 {
1320                         remove(self);
1321                         startitem_failed = TRUE;
1322                         return;
1323                 }
1324                 t = tokenize_console(s);
1325                 if(t >= 2)
1326                 {
1327                         self.team = --internalteam;
1328                         oldself = self;
1329                         for(i = 1; i < t; ++i)
1330                         {
1331                                 s = argv(i);
1332                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1333                                 {
1334                                         e = get_weaponinfo(j);
1335                                         if(e.netname == s)
1336                                         {
1337                                                 self = spawn();
1338                                                 copyentity(oldself, self);
1339                                                 self.classname = "replacedweapon";
1340                                                 weapon_defaultspawnfunc(j);
1341                                                 break;
1342                                         }
1343                                 }
1344                                 if(j > WEP_LAST)
1345                                 {
1346                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1347                                 }
1348                         }
1349                         self = oldself;
1350                 }
1351                 if(t >= 1) // always the case!
1352                 {
1353                         s = argv(0);
1354                         wpn = 0;
1355                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1356                         {
1357                                 e = get_weaponinfo(j);
1358                                 if(e.netname == s)
1359                                 {
1360                                         wpn = j;
1361                                         break;
1362                                 }
1363                         }
1364                         if(j > WEP_LAST)
1365                         {
1366                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1367                         }
1368                 }
1369                 if(wpn == 0)
1370                 {
1371                         remove(self);
1372                         startitem_failed = TRUE;
1373                         return;
1374                 }
1375         }
1376
1377         e = get_weaponinfo(wpn);
1378
1379         if(!self.respawntime)
1380         {
1381                 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1382                 {
1383                         self.respawntime = g_pickup_respawntime_superweapon;
1384                         self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1385                 }
1386                 else
1387                 {
1388                         self.respawntime = g_pickup_respawntime_weapon;
1389                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1390                 }
1391         }
1392
1393         if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1394                 if(!self.superweapons_finished)
1395                         self.superweapons_finished = autocvar_g_balance_superweapons_time;
1396
1397         if(e.items)
1398         {
1399                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1400                 {
1401                         if(e.items & j)
1402                         {
1403                                 ammofield = Item_CounterField(j);
1404                                 if(!self.ammofield)
1405                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1406                         }
1407                 }
1408         }
1409
1410         // pickup anyway
1411         if(g_pickup_weapons_anyway)
1412                 self.pickup_anyway = TRUE;
1413
1414         f = FL_WEAPON;
1415
1416         // no weapon-stay on superweapons
1417         if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1418                 f |= FL_NO_WEAPON_STAY;
1419
1420         // weapon stay isn't supported for teamed weapons
1421         if(self.team)
1422                 f |= FL_NO_WEAPON_STAY;
1423
1424         // stupid minstagib hack, don't ask
1425         if(g_minstagib)
1426                 if(self.ammo_cells)
1427                         self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1428
1429         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1430         if (self.modelindex) // don't precache if self was removed
1431                 weapon_action(e.weapon, WR_PRECACHE);
1432 }
1433
1434 void spawnfunc_weapon_shotgun (void);
1435 void spawnfunc_weapon_uzi (void) {
1436         if(autocvar_sv_q3acompat_machineshotgunswap)
1437         if(self.classname != "droppedweapon")
1438         {
1439                 weapon_defaultspawnfunc(WEP_SHOTGUN);
1440                 return;
1441         }
1442         weapon_defaultspawnfunc(WEP_UZI);
1443 }
1444
1445 void spawnfunc_weapon_shotgun (void) {
1446         if(autocvar_sv_q3acompat_machineshotgunswap)
1447         if(self.classname != "droppedweapon")
1448         {
1449                 weapon_defaultspawnfunc(WEP_UZI);
1450                 return;
1451         }
1452         weapon_defaultspawnfunc(WEP_SHOTGUN);
1453 }
1454
1455 void spawnfunc_weapon_nex (void)
1456 {
1457         if (g_minstagib)
1458         {
1459                 minstagib_items(IT_CELLS);
1460                 self.think = minst_remove_item;
1461                 self.nextthink = time;
1462                 return;
1463         }
1464         weapon_defaultspawnfunc(WEP_NEX);
1465 }
1466
1467 void spawnfunc_weapon_minstanex (void)
1468 {
1469         if (g_minstagib)
1470         {
1471                 minstagib_items(IT_CELLS);
1472                 self.think = minst_remove_item;
1473                 self.nextthink = time;
1474                 return;
1475         }
1476         weapon_defaultspawnfunc(WEP_MINSTANEX);
1477 }
1478
1479 void spawnfunc_weapon_rocketlauncher (void)
1480 {
1481         if (g_minstagib)
1482         {
1483                 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1484                 self.think = minst_remove_item;
1485                 self.nextthink = time;
1486                 return;
1487         }
1488         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1489 }
1490
1491 void spawnfunc_item_rockets (void) {
1492         if(!self.ammo_rockets)
1493                 self.ammo_rockets = g_pickup_rockets;
1494         if(!self.pickup_anyway)
1495                 self.pickup_anyway = g_pickup_ammo_anyway;
1496         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);
1497 }
1498
1499 void spawnfunc_item_shells (void);
1500 void spawnfunc_item_bullets (void) {
1501         if(!weaponswapping)
1502         if(autocvar_sv_q3acompat_machineshotgunswap)
1503         if(self.classname != "droppedweapon")
1504         {
1505                 weaponswapping = TRUE;
1506                 spawnfunc_item_shells();
1507                 weaponswapping = FALSE;
1508                 return;
1509         }
1510
1511         if(!self.ammo_nails)
1512                 self.ammo_nails = g_pickup_nails;
1513         if(!self.pickup_anyway)
1514                 self.pickup_anyway = g_pickup_ammo_anyway;
1515         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);
1516 }
1517
1518 void spawnfunc_item_cells (void) {
1519         if(!self.ammo_cells)
1520                 self.ammo_cells = g_pickup_cells;
1521         if(!self.pickup_anyway)
1522                 self.pickup_anyway = g_pickup_ammo_anyway;
1523         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);
1524 }
1525
1526 void spawnfunc_item_shells (void) {
1527         if(!weaponswapping)
1528         if(autocvar_sv_q3acompat_machineshotgunswap)
1529         if(self.classname != "droppedweapon")
1530         {
1531                 weaponswapping = TRUE;
1532                 spawnfunc_item_bullets();
1533                 weaponswapping = FALSE;
1534                 return;
1535         }
1536
1537         if(!self.ammo_shells)
1538                 self.ammo_shells = g_pickup_shells;
1539         if(!self.pickup_anyway)
1540                 self.pickup_anyway = g_pickup_ammo_anyway;
1541         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);
1542 }
1543
1544 void spawnfunc_item_armor_small (void) {
1545         if(!self.armorvalue)
1546                 self.armorvalue = g_pickup_armorsmall;
1547         if(!self.max_armorvalue)
1548                 self.max_armorvalue = g_pickup_armorsmall_max;
1549         if(!self.pickup_anyway)
1550                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1551         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);
1552 }
1553
1554 void spawnfunc_item_armor_medium (void) {
1555         if(!self.armorvalue)
1556                 self.armorvalue = g_pickup_armormedium;
1557         if(!self.max_armorvalue)
1558                 self.max_armorvalue = g_pickup_armormedium_max;
1559         if(!self.pickup_anyway)
1560                 self.pickup_anyway = g_pickup_armormedium_anyway;
1561         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);
1562 }
1563
1564 void spawnfunc_item_armor_big (void) {
1565         if(!self.armorvalue)
1566                 self.armorvalue = g_pickup_armorbig;
1567         if(!self.max_armorvalue)
1568                 self.max_armorvalue = g_pickup_armorbig_max;
1569         if(!self.pickup_anyway)
1570                 self.pickup_anyway = g_pickup_armorbig_anyway;
1571         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);
1572 }
1573
1574 void spawnfunc_item_armor_large (void) {
1575         if(!self.armorvalue)
1576                 self.armorvalue = g_pickup_armorlarge;
1577         if(!self.max_armorvalue)
1578                 self.max_armorvalue = g_pickup_armorlarge_max;
1579         if(!self.pickup_anyway)
1580                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1581         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);
1582 }
1583
1584 void spawnfunc_item_health_small (void) {
1585         if(!self.max_health)
1586                 self.max_health = g_pickup_healthsmall_max;
1587         if(!self.health)
1588                 self.health = g_pickup_healthsmall;
1589         if(!self.pickup_anyway)
1590                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1591         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);
1592 }
1593
1594 void spawnfunc_item_health_medium (void) {
1595         if(!self.max_health)
1596                 self.max_health = g_pickup_healthmedium_max;
1597         if(!self.health)
1598                 self.health = g_pickup_healthmedium;
1599         if(!self.pickup_anyway)
1600                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1601         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);
1602 }
1603
1604 void spawnfunc_item_health_large (void) {
1605         if(!self.max_health)
1606                 self.max_health = g_pickup_healthlarge_max;
1607         if(!self.health)
1608                 self.health = g_pickup_healthlarge;
1609         if(!self.pickup_anyway)
1610                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1611         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);
1612 }
1613
1614 void spawnfunc_item_health_mega (void) {
1615         if(g_minstagib) {
1616                 minstagib_items(IT_NAILS);
1617         } else {
1618                 if(!self.max_health)
1619                         self.max_health = g_pickup_healthmega_max;
1620                 if(!self.health)
1621                         self.health = g_pickup_healthmega;
1622                 if(!self.pickup_anyway)
1623                         self.pickup_anyway = g_pickup_healthmega_anyway;
1624                 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);
1625         }
1626 }
1627
1628 // support old misnamed entities
1629 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1630 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1631 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1632 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1633 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1634
1635 void spawnfunc_item_strength (void) {
1636         if(g_minstagib) {
1637                 minstagib_items(IT_STRENGTH);
1638         } else {
1639                 precache_sound("weapons/strength_fire.wav");
1640                 if(!self.strength_finished)
1641                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1642                 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);
1643         }
1644 }
1645
1646 void spawnfunc_item_invincible (void) {
1647         if(g_minstagib) {
1648                 minstagib_items(IT_INVINCIBLE);
1649         } else {
1650                 if(!self.invincible_finished)
1651                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1652                 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);
1653         }
1654 }
1655
1656 void spawnfunc_item_minst_cells (void) {
1657         if (g_minstagib)
1658         {
1659                 minst_no_auto_cells = TRUE;
1660                 minstagib_items(IT_CELLS);
1661         }
1662         else
1663                 remove(self);
1664 }
1665
1666 // compatibility:
1667 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1668
1669 float GiveItems(entity e, float beginarg, float endarg);
1670 void target_items_use (void)
1671 {
1672         if(activator.classname == "droppedweapon")
1673         {
1674                 EXACTTRIGGER_TOUCH;
1675                 remove(activator);
1676                 return;
1677         }
1678
1679         if(activator.classname != "player")
1680                 return;
1681         if(activator.deadflag != DEAD_NO)
1682                 return;
1683         EXACTTRIGGER_TOUCH;
1684
1685         entity e;
1686         for(e = world; (e = find(e, classname, "droppedweapon")); )
1687                 if(e.enemy == activator)
1688                         remove(e);
1689
1690         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1691                 centerprint(activator, self.message);
1692 }
1693
1694 void spawnfunc_target_items (void)
1695 {
1696         float n, i, j;
1697         entity e;
1698
1699         self.use = target_items_use;
1700         if(!self.strength_finished)
1701                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1702         if(!self.invincible_finished)
1703                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1704         if(!self.superweapons_finished)
1705                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1706
1707         precache_sound("misc/itempickup.wav");
1708         precache_sound("misc/megahealth.wav");
1709         precache_sound("misc/armor25.wav");
1710         precache_sound("misc/powerup.wav");
1711         precache_sound("misc/poweroff.wav");
1712         precache_sound("weapons/weaponpickup.wav");
1713
1714         n = tokenize_console(self.netname);
1715         if(argv(0) == "give")
1716         {
1717                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1718         }
1719         else
1720         {
1721                 for(i = 0; i < n; ++i)
1722                 {
1723                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1724                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1725                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1726                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1727                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1728                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1729                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1730                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1731                         else
1732                         {
1733                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1734                                 {
1735                                         e = get_weaponinfo(j);
1736                                         if(argv(i) == e.netname)
1737                                         {
1738                                                 WEPSET_OR_EW(self, j);
1739                                                 if(self.spawnflags == 0 || self.spawnflags == 2)
1740                                                         weapon_action(e.weapon, WR_PRECACHE);
1741                                                 break;
1742                                         }
1743                                 }
1744                                 if(j > WEP_LAST)
1745                                         print("target_items: invalid item ", argv(i), "\n");
1746                         }
1747                 }
1748
1749                 string itemprefix, valueprefix;
1750                 if(self.spawnflags == 0)
1751                 {
1752                         itemprefix = "";
1753                         valueprefix = "";
1754                 }
1755                 else if(self.spawnflags == 1)
1756                 {
1757                         itemprefix = "max ";
1758                         valueprefix = "max ";
1759                 }
1760                 else if(self.spawnflags == 2)
1761                 {
1762                         itemprefix = "min ";
1763                         valueprefix = "min ";
1764                 }
1765                 else if(self.spawnflags == 4)
1766                 {
1767                         itemprefix = "minus ";
1768                         valueprefix = "max ";
1769                 }
1770                 else
1771                         error("invalid spawnflags");
1772
1773                 self.netname = "";
1774                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1775                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1776                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1777                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1778                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1779                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1780                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1781                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1782                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1783                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1784                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1785                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1786                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1787                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1788                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1789                 {
1790                         e = get_weaponinfo(j);
1791                         if(e.weapon)
1792                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
1793                 }
1794         }
1795         self.netname = strzone(self.netname);
1796         //print(self.netname, "\n");
1797
1798         n = tokenize_console(self.netname);
1799         for(i = 0; i < n; ++i)
1800         {
1801                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1802                 {
1803                         e = get_weaponinfo(j);
1804                         if(argv(i) == e.netname)
1805                         {
1806                                 weapon_action(e.weapon, WR_PRECACHE);
1807                                 break;
1808                         }
1809                 }
1810         }
1811 }
1812
1813 void spawnfunc_item_fuel(void)
1814 {
1815         if(!self.ammo_fuel)
1816                 self.ammo_fuel = g_pickup_fuel;
1817         if(!self.pickup_anyway)
1818                 self.pickup_anyway = g_pickup_ammo_anyway;
1819         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);
1820 }
1821
1822 void spawnfunc_item_fuel_regen(void)
1823 {
1824         if(start_items & IT_FUEL_REGEN)
1825         {
1826                 spawnfunc_item_fuel();
1827                 return;
1828         }
1829         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);
1830 }
1831
1832 void spawnfunc_item_jetpack(void)
1833 {
1834         if(g_grappling_hook)
1835                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1836         if(!self.ammo_fuel)
1837                 self.ammo_fuel = g_pickup_fuel_jetpack;
1838         if(start_items & IT_JETPACK)
1839         {
1840                 spawnfunc_item_fuel();
1841                 return;
1842         }
1843         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);
1844 }
1845
1846
1847 #define OP_SET 0
1848 #define OP_MIN 1
1849 #define OP_MAX 2
1850 #define OP_PLUS 3
1851 #define OP_MINUS 4
1852
1853 float GiveWeapon(entity e, float wpn, float op, float val)
1854 {
1855         float v0, v1;
1856         v0 = WEPSET_CONTAINS_EW(e, wpn);
1857         switch(op)
1858         {
1859                 case OP_SET:
1860                         if(val > 0)
1861                                 WEPSET_OR_EW(e, wpn);
1862                         else
1863                                 WEPSET_ANDNOT_EW(e, wpn);
1864                         break;
1865                 case OP_MIN:
1866                 case OP_PLUS:
1867                         if(val > 0)
1868                                 WEPSET_OR_EW(e, wpn);
1869                         break;
1870                 case OP_MAX:
1871                         if(val <= 0)
1872                                 WEPSET_ANDNOT_EW(e, wpn);
1873                         break;
1874                 case OP_MINUS:
1875                         if(val > 0)
1876                                 WEPSET_ANDNOT_EW(e, wpn);
1877                         break;
1878         }
1879         v1 = WEPSET_CONTAINS_EW(e, wpn);
1880         return (v0 != v1);
1881 }
1882
1883 float GiveBit(entity e, .float fld, float bit, float op, float val)
1884 {
1885         float v0, v1;
1886         v0 = (e.fld & bit);
1887         switch(op)
1888         {
1889                 case OP_SET:
1890                         if(val > 0)
1891                                 e.fld |= bit;
1892                         else
1893                                 e.fld &~= bit;
1894                         break;
1895                 case OP_MIN:
1896                 case OP_PLUS:
1897                         if(val > 0)
1898                                 e.fld |= bit;
1899                         break;
1900                 case OP_MAX:
1901                         if(val <= 0)
1902                                 e.fld &~= bit;
1903                         break;
1904                 case OP_MINUS:
1905                         if(val > 0)
1906                                 e.fld &~= bit;
1907                         break;
1908         }
1909         v1 = (e.fld & bit);
1910         return (v0 != v1);
1911 }
1912
1913 float GiveValue(entity e, .float fld, float op, float val)
1914 {
1915         float v0, v1;
1916         v0 = e.fld;
1917         switch(op)
1918         {
1919                 case OP_SET:
1920                         e.fld = val;
1921                         break;
1922                 case OP_MIN:
1923                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1924                         break;
1925                 case OP_MAX:
1926                         e.fld = min(e.fld, val);
1927                         break;
1928                 case OP_PLUS:
1929                         e.fld += val;
1930                         break;
1931                 case OP_MINUS:
1932                         e.fld -= val;
1933                         break;
1934         }
1935         v1 = e.fld;
1936         return (v0 != v1);
1937 }
1938
1939 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1940 {
1941         if(v1 == v0)
1942                 return;
1943         if(v1 <= v0 - t)
1944         {
1945                 if(snd_decr != "")
1946                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1947         }
1948         else if(v0 >= v0 + t)
1949         {
1950                 if(snd_incr != "")
1951                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1952         }
1953 }
1954
1955 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1956 {
1957         if(v0 < v1)
1958                 e.rotfield = max(e.rotfield, time + rottime);
1959         else if(v0 > v1)
1960                 e.regenfield = max(e.regenfield, time + regentime);
1961 }
1962
1963 #define PREGIVE_WEAPONS(e) WEPSET_DECLARE_A(save_weapons); WEPSET_COPY_AE(save_weapons, e)
1964 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1965 #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)
1966 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1967 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1968 #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)
1969
1970 float GiveItems(entity e, float beginarg, float endarg)
1971 {
1972         float got, i, j, val, op;
1973         float _switchweapon;
1974         entity wi;
1975         string cmd;
1976
1977         val = 999;
1978         op = OP_SET;
1979
1980         got = 0;
1981
1982         _switchweapon = FALSE;
1983         if (e.autoswitch)
1984                 if (e.switchweapon == w_getbestweapon(e))
1985                         _switchweapon = TRUE;
1986
1987         e.strength_finished = max(0, e.strength_finished - time);
1988         e.invincible_finished = max(0, e.invincible_finished - time);
1989         e.superweapons_finished = max(0, e.superweapons_finished - time);
1990         
1991         PREGIVE(e, items);
1992         PREGIVE_WEAPONS(e);
1993         PREGIVE(e, strength_finished);
1994         PREGIVE(e, invincible_finished);
1995         PREGIVE(e, superweapons_finished);
1996         PREGIVE(e, ammo_nails);
1997         PREGIVE(e, ammo_cells);
1998         PREGIVE(e, ammo_shells);
1999         PREGIVE(e, ammo_rockets);
2000         PREGIVE(e, ammo_fuel);
2001         PREGIVE(e, armorvalue);
2002         PREGIVE(e, health);
2003
2004         for(i = beginarg; i < endarg; ++i)
2005         {
2006                 cmd = argv(i);
2007
2008                 if(cmd == "0" || stof(cmd))
2009                 {
2010                         val = stof(cmd);
2011                         continue;
2012                 }
2013                 switch(cmd)
2014                 {
2015                         case "no":
2016                                 op = OP_MAX;
2017                                 val = 0;
2018                                 continue;
2019                         case "max":
2020                                 op = OP_MAX;
2021                                 continue;
2022                         case "min":
2023                                 op = OP_MIN;
2024                                 continue;
2025                         case "plus":
2026                                 op = OP_PLUS;
2027                                 continue;
2028                         case "minus":
2029                                 op = OP_MINUS;
2030                                 continue;
2031                         case "ALL":
2032                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
2033                                 got += GiveValue(e, strength_finished, op, val);
2034                                 got += GiveValue(e, invincible_finished, op, val);
2035                                 got += GiveValue(e, superweapons_finished, op, val);
2036                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
2037                         case "all":
2038                                 got += GiveBit(e, items, IT_JETPACK, op, val);
2039                                 got += GiveValue(e, health, op, val);
2040                                 got += GiveValue(e, armorvalue, op, val);
2041                         case "allweapons":
2042                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2043                                 {
2044                                         wi = get_weaponinfo(j);
2045                                         if(wi.weapon)
2046                                                 if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
2047                                                         got += GiveWeapon(e, j, op, val);
2048                                 }
2049                         case "allammo":
2050                                 got += GiveValue(e, ammo_cells, op, val);
2051                                 got += GiveValue(e, ammo_shells, op, val);
2052                                 got += GiveValue(e, ammo_nails, op, val);
2053                                 got += GiveValue(e, ammo_rockets, op, val);
2054                                 got += GiveValue(e, ammo_fuel, op, val);
2055                                 break;
2056                         case "unlimited_ammo":
2057                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
2058                                 break;
2059                         case "unlimited_weapon_ammo":
2060                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
2061                                 break;
2062                         case "unlimited_superweapons":
2063                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
2064                                 break;
2065                         case "jetpack":
2066                                 got += GiveBit(e, items, IT_JETPACK, op, val);
2067                                 break;
2068                         case "fuel_regen":
2069                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
2070                                 break;
2071                         case "strength":
2072                                 got += GiveValue(e, strength_finished, op, val);
2073                                 break;
2074                         case "invincible":
2075                                 got += GiveValue(e, invincible_finished, op, val);
2076                                 break;
2077                         case "superweapons":
2078                                 got += GiveValue(e, superweapons_finished, op, val);
2079                                 break;
2080                         case "cells":
2081                                 got += GiveValue(e, ammo_cells, op, val);
2082                                 break;
2083                         case "shells":
2084                                 got += GiveValue(e, ammo_shells, op, val);
2085                                 break;
2086                         case "nails":
2087                         case "bullets":
2088                                 got += GiveValue(e, ammo_nails, op, val);
2089                                 break;
2090                         case "rockets":
2091                                 got += GiveValue(e, ammo_rockets, op, val);
2092                                 break;
2093                         case "health":
2094                                 got += GiveValue(e, health, op, val);
2095                                 break;
2096                         case "armor":
2097                                 got += GiveValue(e, armorvalue, op, val);
2098                                 break;
2099                         case "fuel":
2100                                 got += GiveValue(e, ammo_fuel, op, val);
2101                                 break;
2102                         default:
2103                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2104                                 {
2105                                         wi = get_weaponinfo(j);
2106                                         if(cmd == wi.netname)
2107                                         {
2108                                                 got += GiveWeapon(e, j, op, val);
2109                                                 break;
2110                                         }
2111                                 }
2112                                 if(j > WEP_LAST)
2113                                         print("give: invalid item ", cmd, "\n");
2114                                 break;
2115                 }
2116                 val = 999;
2117                 op = OP_SET;
2118         }
2119
2120         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
2121         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
2122         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
2123         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
2124         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2125         {
2126                 wi = get_weaponinfo(j);
2127                 if(wi.weapon)
2128                 {
2129                         POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
2130                         if not(WEPSET_CONTAINS_AW(save_weapons, j))
2131                                 if(WEPSET_CONTAINS_EW(e, j))
2132                                         weapon_action(wi.weapon, WR_PRECACHE);
2133                 }
2134         }
2135         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
2136         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
2137         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
2138         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
2139         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
2140         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
2141         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);
2142         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);
2143         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);
2144
2145         if(e.superweapons_finished <= 0)
2146                 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
2147                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
2148
2149         if (g_minstagib)
2150         {
2151                 e.health = bound(0, e.health, 100);
2152                 e.armorvalue = bound(0, e.armorvalue, 999);
2153         }
2154
2155         if(e.strength_finished <= 0)
2156                 e.strength_finished = 0;
2157         else
2158                 e.strength_finished += time;
2159         if(e.invincible_finished <= 0)
2160                 e.invincible_finished = 0;
2161         else
2162                 e.invincible_finished += time;
2163         if(e.superweapons_finished <= 0)
2164                 e.superweapons_finished = 0;
2165         else
2166                 e.superweapons_finished += time;
2167
2168         if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
2169                 _switchweapon = TRUE;
2170         if(_switchweapon)
2171                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
2172
2173         return got;
2174 }
2175 #endif