]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/t_items.qc
Add support for pitch shifting to the QC sound sending implementation, apply pitch...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / t_items.qc
index 4a3712a25b31a02aac9b1e8d429933fb0463ca33..ef2923b86932814247d70707de3466153b51145c 100644 (file)
@@ -23,6 +23,7 @@
     #include <common/weapons/_all.qh>
 
     #include <common/mutators/mutator/buffs/buffs.qh>
+       #include <common/mutators/mutator/buffs/sv_buffs.qh>
 
     #include "../lib/warpzone/util_server.qh"
 #elif defined(CSQC)
@@ -88,20 +89,18 @@ void ItemDraw(entity this)
             this.onground_time = time + 0.5;
         }
     }
-    else if (autocvar_cl_animate_items)
+    else if (autocvar_cl_animate_items && !this.item_simple) // no bobbing applied to simple items, for consistency's sake (no visual difference between ammo and weapons)
     {
         if(this.ItemStatus & ITS_ANIMATE1)
         {
-               if(!this.item_simple)
-               this.angles += this.avelocity * frametime;
+               this.angles += this.avelocity * frametime;
             float fade_in = bound(0, time - this.onground_time, 1);
             setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
         }
 
         if(this.ItemStatus & ITS_ANIMATE2)
         {
-               if(!this.item_simple)
-               this.angles += this.avelocity * frametime;
+               this.angles += this.avelocity * frametime;
             float fade_in = bound(0, time - this.onground_time, 1);
             setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
         }
@@ -176,8 +175,7 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
 
     if(sf & ISF_SIZE)
     {
-        float use_bigsize = ReadByte();
-        setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
+        setsize(this, '-16 -16 0', '16 16 48');
     }
 
     if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
@@ -186,16 +184,17 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
 
         Item_SetAlpha(this);
 
-        if(autocvar_cl_fullbright_items)
-            if(this.ItemStatus & ITS_ALLOWFB)
-                this.effects |= EF_FULLBRIGHT;
+        if(this.ItemStatus & ITS_ALLOWFB)
+            this.effects |= EF_FULLBRIGHT;
+        else
+            this.effects &= ~EF_FULLBRIGHT;
 
         if(this.ItemStatus & ITS_GLOW)
         {
             if(this.ItemStatus & ITS_AVAILABLE)
                 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
             else
-                 this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
+                this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
         }
     }
 
@@ -208,8 +207,6 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
         this.solid = SOLID_TRIGGER;
         //this.flags |= FL_ITEM;
 
-        bool use_bigsize = ReadByte();
-
         this.fade_end = ReadShort();
         this.fade_start = ReadShort();
         if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
@@ -260,7 +257,7 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
         precache_model(this.mdl);
         _setmodel(this, this.mdl);
 
-        setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
+        setsize(this, '-16 -16 0', '16 16 48');
     }
 
     if(sf & ISF_COLORMAP)
@@ -329,19 +326,14 @@ bool ItemSend(entity this, entity to, int sf)
                WriteAngle(MSG_ENTITY, this.angles_z);
        }
 
-       if(sf & ISF_SIZE)
-       {
-               Pickup p = this.itemdef;
-               WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
-       }
+       // sets size on the client, unused on server
+       //if(sf & ISF_SIZE)
 
        if(sf & ISF_STATUS)
                WriteByte(MSG_ENTITY, this.ItemStatus);
 
        if(sf & ISF_MODEL)
        {
-               Pickup p = this.itemdef;
-               WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
                WriteShort(MSG_ENTITY, this.fade_end);
                WriteShort(MSG_ENTITY, this.fade_start);
 
@@ -356,8 +348,8 @@ bool ItemSend(entity this, entity to, int sf)
        {
                WriteShort(MSG_ENTITY, this.colormap);
                WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
-        WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
-        WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
+               WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
+               WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
        }
 
        if(sf & ISF_DROP)
@@ -402,7 +394,7 @@ bool have_pickup_item(entity this)
        return true;
 }
 
-void Item_Show (entity e, int mode)
+void Item_Show(entity e, int mode)
 {
        e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
        e.ItemStatus &= ~ITS_STAYWEP;
@@ -454,9 +446,10 @@ void Item_Show (entity e, int mode)
        if (autocvar_g_nodepthtestitems)
                e.effects |= EF_NODEPTHTEST;
 
-
        if (autocvar_g_fullbrightitems)
                e.ItemStatus |= ITS_ALLOWFB;
+       else
+               e.ItemStatus &= ~ITS_ALLOWFB;
 
        if (autocvar_sv_simple_items)
                e.ItemStatus |= ITS_ALLOWSI;
@@ -479,13 +472,13 @@ float Item_ItemsTime_UpdateTime(entity e, float t);
 void Item_ItemsTime_SetTime(entity e, float t);
 void Item_ItemsTime_SetTimesForAllPlayers();
 
-void Item_Respawn (entity this)
+void Item_Respawn(entity this)
 {
        Item_Show(this, 1);
        sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM);     // play respawn sound
        setorigin(this, this.origin);
 
-    if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
+       if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
        {
                float t = Item_ItemsTime_UpdateTime(this, 0);
                Item_ItemsTime_SetTime(this, t);
@@ -499,7 +492,7 @@ void Item_Respawn (entity this)
        Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
 }
 
-void Item_RespawnCountdown (entity this)
+void Item_RespawnCountdown(entity this)
 {
        if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
        {
@@ -515,7 +508,7 @@ void Item_RespawnCountdown (entity this)
                {
                        do {
                                {
-                                       entity wi = Weapons_from(this.weapon);
+                                       entity wi = REGISTRY_GET(Weapons, this.weapon);
                                        if (wi != WEP_Null) {
                                                entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
                                                wp.wp_extra = wi.m_id;
@@ -547,7 +540,7 @@ void Item_RespawnCountdown (entity this)
                                if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
                                {
                                        msg_entity = it;
-                                       soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM);    // play respawn sound
+                                       soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM, 0); // play respawn sound
                                }
                        });
 
@@ -624,7 +617,7 @@ float adjust_respawntime(float normal_respawntime) {
                }
        }
        TeamBalance_Destroy(balance);
-       
+
        if (players >= 2) {
                return normal_respawntime * (r / (players + o) + l);
        } else {
@@ -746,7 +739,11 @@ bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax)
                        return false;
        }
        else if (g_weapon_stay == 2)
+       {
                ammomax = min(amount, ammomax);
+               if(player_amount >= ammomax)
+                       return false;
+       }
        else
                return false;
        if (amount < 0)
@@ -780,14 +777,14 @@ bool Item_GiveTo(entity item, entity player)
                }
        }
        bool pickedup = false;
-       pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health));
-       pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue));
-       pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max));
-       pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max));
-       pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max));
-       pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max));
-       pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max));
-       pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max));
+       pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health);
+       pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue);
+       pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max);
+       pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max);
+       pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max);
+       pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max);
+       pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max);
+       pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max);
        if (item.itemdef.instanceOfWeaponPickup)
        {
                WepSet w;
@@ -832,17 +829,17 @@ bool Item_GiveTo(entity item, entity player)
        if (item.strength_finished)
        {
                pickedup = true;
-               player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
+               STAT(STRENGTH_FINISHED, player) = max(STAT(STRENGTH_FINISHED, player), time) + item.strength_finished;
        }
        if (item.invincible_finished)
        {
                pickedup = true;
-               player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
+               STAT(INVINCIBLE_FINISHED, player) = max(STAT(INVINCIBLE_FINISHED, player), time) + item.invincible_finished;
        }
        if (item.superweapons_finished)
        {
                pickedup = true;
-               player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
+               STAT(SUPERWEAPONS_FINISHED, player) = max(STAT(SUPERWEAPONS_FINISHED, player), time) + item.superweapons_finished;
        }
 
        // always eat teamed entities
@@ -859,7 +856,7 @@ bool Item_GiveTo(entity item, entity player)
                {
                        .entity weaponentity = weaponentities[slot];
                        if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
-                               W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
+                               W_SwitchWeapon_Force(player, REGISTRY_GET(Weapons, item.weapon), weaponentity);
                }
                return true;
        }
@@ -1008,8 +1005,8 @@ void Item_FindTeam(entity this)
                });
 
                e = RandomSelection_chosen_ent;
-               e.state = 0;
-               Item_Show(e, 1);
+               if (!e)
+                       return;
 
                IL_EACH(g_items, it.team == this.team,
                {
@@ -1021,11 +1018,11 @@ void Item_FindTeam(entity this)
                                        Item_Show(it, -1);
                                        it.state = 1; // state 1 = initially hidden item, apparently
                                }
+                               else
+                                       Item_Reset(it);
                                it.effects &= ~EF_NODRAW;
                        }
                });
-
-               Item_Reset(this);
        }
 }
 
@@ -1172,7 +1169,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
 {
        string itemname = def.m_name;
        Model itemmodel = def.m_model;
-    Sound pickupsound = def.m_sound;
+       Sound pickupsound = def.m_sound;
        float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
        float pickupbasevalue = def.m_botvalue;
        int itemflags = def.m_itemflags;
@@ -1180,10 +1177,10 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
        startitem_failed = false;
 
        this.item_model_ent = itemmodel;
-    this.item_pickupsound_ent = pickupsound;
+       this.item_pickupsound_ent = pickupsound;
 
-    if(def.m_iteminit)
-       def.m_iteminit(def, this);
+       if(def.m_iteminit)
+               def.m_iteminit(def, this);
 
        if(!this.respawntime) // both need to be set
        {
@@ -1206,7 +1203,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
        }
 
        if(weaponid)
-               STAT(WEAPONS, this) = WepSet_FromWeapon(Weapons_from(weaponid));
+               STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
 
        this.flags = FL_ITEM | itemflags;
        IL_PUSH(g_items, this);
@@ -1310,14 +1307,14 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
                        this.is_item = true;
                }
 
-               weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
+               weaponsInMap |= WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
 
                if (   def.instanceOfPowerup
                        || def.instanceOfWeaponPickup
                        || (def.instanceOfHealth && def != ITEM_HealthSmall)
                        || (def.instanceOfArmor && def != ITEM_ArmorSmall)
                        || (itemid & (IT_KEY1 | IT_KEY2))
-               ) 
+               )
                {
                        if(!this.target || this.target == "")
                                this.target = "###item###"; // for finding the nearest item using findnearest
@@ -1360,7 +1357,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
        }
 
        this.state = 0;
-       if(this.team) // broken, no idea why.
+       if(this.team)
        {
                if(!this.cnt)
                        this.cnt = 1; // item probability weight
@@ -1477,9 +1474,6 @@ void target_items_use(entity this, entity actor, entity trigger)
 
 spawnfunc(target_items)
 {
-       int n;
-       string s;
-
        this.use = target_items_use;
        if(!this.strength_finished)
                this.strength_finished = autocvar_g_balance_powerup_strength_time;
@@ -1488,17 +1482,19 @@ spawnfunc(target_items)
        if(!this.superweapons_finished)
                this.superweapons_finished = autocvar_g_balance_superweapons_time;
 
-       n = tokenize_console(this.netname);
+       string str;
+       int n = tokenize_console(this.netname);
        if(argv(0) == "give")
        {
-               this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
+               str = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
        }
        else
        {
                for(int j = 0; j < n; ++j)
                {
-                       if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO;
-                       else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_WEAPON_AMMO;
+                       // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
+                       if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
+                       else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_AMMO;
                        else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
                        else if(argv(j) == "strength")               this.items |= ITEM_Strength.m_itemid;
                        else if(argv(j) == "invincible")             this.items |= ITEM_Shield.m_itemid;
@@ -1509,7 +1505,7 @@ spawnfunc(target_items)
                        {
                                FOREACH(Buffs, it != BUFF_Null,
                                {
-                                       s = Buff_UndeprecateName(argv(j));
+                                       string s = Buff_UndeprecateName(argv(j));
                                        if(s == it.netname)
                                        {
                                                STAT(BUFFS, this) |= (it.m_itemid);
@@ -1519,7 +1515,7 @@ spawnfunc(target_items)
                                        }
                                });
                                FOREACH(Weapons, it != WEP_Null, {
-                                       s = W_UndeprecateName(argv(j));
+                                       string s = W_UndeprecateName(argv(j));
                                        if(s == it.netname)
                                        {
                                                STAT(WEAPONS, this) |= (it.m_wepset);
@@ -1558,34 +1554,36 @@ spawnfunc(target_items)
                        itemprefix = valueprefix = string_null;
                }
 
-               this.netname = "";
-               this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
-               this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
-               this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
-               this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
-               this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
-               this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
-               this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
-               if(GetResource(this, RES_SHELLS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_SHELLS)), "shells");
-               if(GetResource(this, RES_BULLETS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_BULLETS)), "nails");
-               if(GetResource(this, RES_ROCKETS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_ROCKETS)), "rockets");
-               if(GetResource(this, RES_CELLS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_CELLS)), "cells");
-               if(GetResource(this, RES_PLASMA) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_PLASMA)), "plasma");
-               if(GetResource(this, RES_FUEL) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_FUEL)), "fuel");
-               if(GetResource(this, RES_HEALTH) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_HEALTH)), "health");
-               if(GetResource(this, RES_ARMOR) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_ARMOR)), "armor");
-               FOREACH(Buffs, it != BUFF_Null && (STAT(BUFFS, this) & it.m_itemid), this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, STAT(BUFF_TIME, this)), it.netname));
-               FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
-       }
-       this.netname = strzone(this.netname);
-       //print(this.netname, "\n");
+               str = "";
+               str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
+               str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
+               str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
+               str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
+               str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
+               str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
+               str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
+               float res;
+               res = GetResource(this, RES_SHELLS);  if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "shells");
+               res = GetResource(this, RES_BULLETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "nails");
+               res = GetResource(this, RES_ROCKETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "rockets");
+               res = GetResource(this, RES_CELLS);   if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "cells");
+               res = GetResource(this, RES_PLASMA);  if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "plasma");
+               res = GetResource(this, RES_FUEL);    if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "fuel");
+               res = GetResource(this, RES_HEALTH);  if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "health");
+               res = GetResource(this, RES_ARMOR);   if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "armor");
+               // HACK: buffs share a single timer, so we need to include enabled buffs AFTER disabled ones to avoid loss
+               FOREACH(Buffs, it != BUFF_Null && !(STAT(BUFFS, this) & it.m_itemid), str = sprintf("%s %s%d %s", str, valueprefix, max(0, STAT(BUFF_TIME, this)), it.netname));
+               FOREACH(Buffs, it != BUFF_Null && (STAT(BUFFS, this) & it.m_itemid), str = sprintf("%s %s%d %s", str, valueprefix, max(0, STAT(BUFF_TIME, this)), it.netname));
+               FOREACH(Weapons, it != WEP_Null, str = sprintf("%s %s%d %s", str, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
+       }
+       this.netname = strzone(str);
 
        n = tokenize_console(this.netname);
        for(int j = 0; j < n; ++j)
        {
                FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
-            it.wr_init(it);
-            break;
+                       it.wr_init(it);
+                       break;
                });
        }
 }
@@ -1593,7 +1591,7 @@ spawnfunc(target_items)
 float GiveWeapon(entity e, float wpn, float op, float val)
 {
        WepSet v0, v1;
-       WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
+       WepSet s = WepSet_FromWeapon(REGISTRY_GET(Weapons, wpn));
        v0 = (STAT(WEAPONS, e) & s);
        switch(op)
        {
@@ -1624,28 +1622,36 @@ float GiveWeapon(entity e, float wpn, float op, float val)
 bool GiveBuff(entity e, Buff thebuff, int op, int val)
 {
        bool had_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
+       float new_buff_time = ((had_buff) ? STAT(BUFF_TIME, e) : 0);
        switch (op)
        {
                case OP_SET:
-                       STAT(BUFF_TIME, e) = val;
+                       new_buff_time = val;
                        break;
                case OP_MIN:
-                       STAT(BUFF_TIME, e) = max(STAT(BUFF_TIME, e), val);
+                       new_buff_time = max(new_buff_time, val);
                        break;
                case OP_MAX:
-                       STAT(BUFF_TIME, e) = min(STAT(BUFF_TIME, e), val);
+                       new_buff_time = min(new_buff_time, val);
                        break;
                case OP_PLUS:
-                       STAT(BUFF_TIME, e) += val;
+                       new_buff_time += val;
                        break;
                case OP_MINUS:
-                       STAT(BUFF_TIME, e) -= val;
+                       new_buff_time -= val;
                        break;
        }
-       if(STAT(BUFF_TIME, e) <= 0)
+       if(new_buff_time <= 0)
+       {
+               if(had_buff)
+                       STAT(BUFF_TIME, e) = new_buff_time;
                STAT(BUFFS, e) &= ~thebuff.m_itemid;
+       }
        else
+       {
+               STAT(BUFF_TIME, e) = new_buff_time;
                STAT(BUFFS, e) = thebuff.m_itemid; // NOTE: replaces any existing buffs on the player!
+       }
        bool have_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
        return (had_buff != have_buff);
 }
@@ -1676,17 +1682,19 @@ void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .floa
 bool GiveResourceValue(entity e, int res_type, int op, int val)
 {
        int v0 = GetResource(e, res_type);
+       float new_val = 0;
        switch (op)
        {
                // min 100 cells = at least 100 cells
-               case OP_SET: SetResource(e, res_type, val); break;
-               case OP_MIN: SetResource(e, res_type, max(v0, val)); break;
-               case OP_MAX: SetResource(e, res_type, min(v0, val)); break;
-               case OP_PLUS: SetResource(e, res_type, v0 + val); break;
-               case OP_MINUS: SetResource(e, res_type, v0 - val); break;
-       }
-       int v1 = GetResource(e, res_type);
-       return v0 != v1;
+               case OP_SET: new_val = val; break;
+               case OP_MIN: new_val = max(v0, val); break;
+               case OP_MAX: new_val = min(v0, val); break;
+               case OP_PLUS: new_val = v0 + val; break;
+               case OP_MINUS: new_val = v0 - val; break;
+               default: return false;
+       }
+
+       return SetResourceExplicit(e, res_type, new_val);
 }
 
 float GiveItems(entity e, float beginarg, float endarg)
@@ -1712,16 +1720,16 @@ float GiveItems(entity e, float beginarg, float endarg)
                }
        }
 
-       e.strength_finished = max(0, e.strength_finished - time);
-       e.invincible_finished = max(0, e.invincible_finished - time);
-       e.superweapons_finished = max(0, e.superweapons_finished - time);
+       STAT(STRENGTH_FINISHED, e) = max(0, STAT(STRENGTH_FINISHED, e) - time);
+       STAT(INVINCIBLE_FINISHED, e) = max(0, STAT(INVINCIBLE_FINISHED, e) - time);
+       STAT(SUPERWEAPONS_FINISHED, e) = max(0, STAT(SUPERWEAPONS_FINISHED, e) - time);
        STAT(BUFF_TIME, e) = max(0, STAT(BUFF_TIME, e) - time);
 
        PREGIVE(e, items);
        PREGIVE_WEAPONS(e);
-       PREGIVE(e, strength_finished);
-       PREGIVE(e, invincible_finished);
-       PREGIVE(e, superweapons_finished);
+       PREGIVE(e, stat_STRENGTH_FINISHED);
+       PREGIVE(e, stat_INVINCIBLE_FINISHED);
+       PREGIVE(e, stat_SUPERWEAPONS_FINISHED);
        PREGIVE_RESOURCE(e, RES_BULLETS);
        PREGIVE_RESOURCE(e, RES_CELLS);
        PREGIVE_RESOURCE(e, RES_PLASMA);
@@ -1760,10 +1768,10 @@ float GiveItems(entity e, float beginarg, float endarg)
                                continue;
                        case "ALL":
                                got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
-                               got += GiveValue(e, strength_finished, op, val);
-                               got += GiveValue(e, invincible_finished, op, val);
-                               got += GiveValue(e, superweapons_finished, op, val);
-                               got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
+                               got += GiveValue(e, stat_STRENGTH_FINISHED, op, val);
+                               got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val);
+                               got += GiveValue(e, stat_SUPERWEAPONS_FINISHED, op, val);
+                               got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
                        case "all":
                                got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
                                got += GiveResourceValue(e, RES_HEALTH, op, val);
@@ -1781,10 +1789,11 @@ float GiveItems(entity e, float beginarg, float endarg)
                                got += GiveResourceValue(e, RES_FUEL, op, val);
                                break;
                        case "unlimited_ammo":
-                               got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
+                               // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
+                               got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
                                break;
                        case "unlimited_weapon_ammo":
-                               got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
+                               got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
                                break;
                        case "unlimited_superweapons":
                                got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
@@ -1796,13 +1805,13 @@ float GiveItems(entity e, float beginarg, float endarg)
                                got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
                                break;
                        case "strength":
-                               got += GiveValue(e, strength_finished, op, val);
+                               got += GiveValue(e, stat_STRENGTH_FINISHED, op, val);
                                break;
                        case "invincible":
-                               got += GiveValue(e, invincible_finished, op, val);
+                               got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val);
                                break;
                        case "superweapons":
-                               got += GiveValue(e, superweapons_finished, op, val);
+                               got += GiveValue(e, stat_SUPERWEAPONS_FINISHED, op, val);
                                break;
                        case "cells":
                                got += GiveResourceValue(e, RES_CELLS, op, val);
@@ -1830,7 +1839,7 @@ float GiveItems(entity e, float beginarg, float endarg)
                                got += GiveResourceValue(e, RES_FUEL, op, val);
                                break;
                        default:
-                               FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.netname,
+                               FOREACH(Buffs, it != BUFF_Null && buff_Available(it) && Buff_UndeprecateName(cmd) == it.netname,
                                {
                                        got += GiveBuff(e, it, op, val);
                                        break;
@@ -1847,7 +1856,7 @@ float GiveItems(entity e, float beginarg, float endarg)
 
        POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
        POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
-       POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
+       POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
        POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
        FOREACH(Weapons, it != WEP_Null, {
                POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
@@ -1855,9 +1864,9 @@ float GiveItems(entity e, float beginarg, float endarg)
                        if(STAT(WEAPONS, e) & (it.m_wepset))
                                it.wr_init(it);
        });
-       POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
-       POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
-       //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
+       POSTGIVE_VALUE(e, stat_STRENGTH_FINISHED, 1, SND_POWERUP, SND_POWEROFF);
+       POSTGIVE_VALUE(e, stat_INVINCIBLE_FINISHED, 1, SND_Shield, SND_POWEROFF);
+       //POSTGIVE_VALUE(e, stat_SUPERWEAPONS_FINISHED, 1, SND_Null, SND_Null);
        POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
        POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
        POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
@@ -1867,22 +1876,22 @@ float GiveItems(entity e, float beginarg, float endarg)
        POSTGIVE_RES_ROT(e, RES_ARMOR, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
        POSTGIVE_RES_ROT(e, RES_HEALTH, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
 
-       if(e.superweapons_finished <= 0)
+       if(STAT(SUPERWEAPONS_FINISHED, e) <= 0)
                if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
-                       e.superweapons_finished = autocvar_g_balance_superweapons_time;
+                       STAT(SUPERWEAPONS_FINISHED, e) = autocvar_g_balance_superweapons_time;
 
-       if(e.strength_finished <= 0)
-               e.strength_finished = 0;
+       if(STAT(STRENGTH_FINISHED, e) <= 0)
+               STAT(STRENGTH_FINISHED, e) = 0;
        else
-               e.strength_finished += time;
-       if(e.invincible_finished <= 0)
-               e.invincible_finished = 0;
+               STAT(STRENGTH_FINISHED, e) += time;
+       if(STAT(INVINCIBLE_FINISHED, e) <= 0)
+               STAT(INVINCIBLE_FINISHED, e) = 0;
        else
-               e.invincible_finished += time;
-       if(e.superweapons_finished <= 0)
-               e.superweapons_finished = 0;
+               STAT(INVINCIBLE_FINISHED, e) += time;
+       if(STAT(SUPERWEAPONS_FINISHED, e) <= 0)
+               STAT(SUPERWEAPONS_FINISHED, e) = 0;
        else
-               e.superweapons_finished += time;
+               STAT(SUPERWEAPONS_FINISHED, e) += time;
        if(STAT(BUFF_TIME, e) <= 0)
                STAT(BUFF_TIME, e) = 0;
        else