]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/t_items.qc
Merge remote-tracking branch 'origin/divVerent/merged-translations'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
index 392c05ce14f3e9b9ac0671b662e510adf34393fd..31aa5caf791b29bbe8fb69e489aa935e167bb4d9 100644 (file)
@@ -131,7 +131,7 @@ void ItemRead(float _IsNew)
             if(self.ItemStatus & ITS_AVAILABLE)
                 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
             else
-                 self.effects &~= (EF_ADDITIVE | EF_FULLBRIGHT);
+                 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
         }
     }
     
@@ -222,7 +222,7 @@ float ItemSend(entity to, float sf)
     if(self.gravity)
         sf |= ISF_DROP;
     else
-        sf &~= ISF_DROP;
+        sf &= ~ISF_DROP;
        
        WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM); 
        WriteByte(MSG_ENTITY, sf);
@@ -271,23 +271,12 @@ float ItemSend(entity to, float sf)
 
 float have_pickup_item(void)
 {
-       // minstagib: only allow filtered items
-       if(g_minstagib)
-               if(self.classname != "minstagib")
-                       return FALSE;
-
        if(self.flags & FL_POWERUP)
        {
                if(autocvar_g_powerups > 0)
                        return TRUE;
                if(autocvar_g_powerups == 0)
                        return FALSE;
-               if(g_lms)
-                       return FALSE;
-               if(g_ca)
-                       return FALSE;
-               if(g_arena)
-                       return FALSE;
        }
        else
        {
@@ -295,12 +284,8 @@ float have_pickup_item(void)
                        return TRUE;
                if(autocvar_g_pickup_items == 0)
                        return FALSE;
-               if(g_lms)
-                       return FALSE;
-               if(g_ca)
-                       return FALSE;
                if(g_weaponarena)
-                       if(!WEPSET_EMPTY_E(self) || (self.items & IT_AMMO))
+                       if(self.weapons || (self.items & IT_AMMO))
                                return FALSE;
        }
        return TRUE;
@@ -362,7 +347,7 @@ float Item_Customize()
 {
        if(self.spawnshieldtime)
                return TRUE;
-       if(!WEPSET_CONTAINS_ALL_EE(other, self))
+       if(self.weapons & ~other.weapons)
        {
                self.colormod = '0 0 0';
                self.glowmod = self.colormod;
@@ -386,8 +371,8 @@ float Item_Customize()
 
 void Item_Show (entity e, float mode)
 {    
-       e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
-       e.ItemStatus &~= ITS_STAYWEP;
+       e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
+       e.ItemStatus &= ~ITS_STAYWEP;
        if (mode > 0)
        {
                // make the item look normal, and be touchable
@@ -402,7 +387,7 @@ void Item_Show (entity e, float mode)
                e.model = string_null;
                e.solid = SOLID_NOT;
                e.spawnshieldtime = 1;
-               e.ItemStatus &~= ITS_AVAILABLE;
+               e.ItemStatus &= ~ITS_AVAILABLE;
        }
        else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
        {
@@ -420,7 +405,7 @@ void Item_Show (entity e, float mode)
                e.colormod = '0 0 0';
                e.glowmod = e.colormod;
                e.spawnshieldtime = 1;
-               e.ItemStatus &~= ITS_AVAILABLE;
+               e.ItemStatus &= ~ITS_AVAILABLE;
        }
        
        if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
@@ -444,12 +429,13 @@ void Item_Show (entity e, float mode)
 void Item_Respawn (void)
 {
        Item_Show(self, 1);
-       if(!g_minstagib && self.items == IT_STRENGTH)
-               sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound
-       else if(!g_minstagib && self.items == IT_INVINCIBLE)
-               sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
+       // this is ugly...
+       if(self.items == IT_STRENGTH)
+               sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM);    // play respawn sound
+       else if(self.items == IT_INVINCIBLE)
+               sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM);      // play respawn sound
        else
-               sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);  // play respawn sound
+               sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
        setorigin (self, self.origin);
 
        //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
@@ -473,28 +459,18 @@ void Item_RespawnCountdown (void)
                        string name;
                        vector rgb = '1 0 1';
                        name = string_null;
-                       if(g_minstagib)
-                       {
-                               switch(self.items)
-                               {
-                                       case IT_STRENGTH:   name = "item-invis"; rgb = '0 0 1'; break;
-                                       case IT_NAILS:      name = "item-extralife"; rgb = '1 0 0'; break;
-                                       case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
-                               }
-                       }
-                       else
-                       {
-                               switch(self.items)
-                               {
-                                       case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
-                                       case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
-                               }
-                       }
                        switch(self.items)
                        {
-                               case IT_FUEL_REGEN:     name = "item-fuelregen"; rgb = '1 0.5 0'; break;
-                               case IT_JETPACK:        name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
+                               case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
+                               case IT_JETPACK:    name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
+                               case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
+                               case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
                        }
+                       item_name = name;
+                       item_color = rgb;
+                       MUTATOR_CALLHOOK(Item_RespawnCountdown);
+                       name = item_name;
+                       rgb = item_color;
                        if(self.flags & FL_WEAPON)
                        {
                                entity wi = get_weaponinfo(self.weapon);
@@ -516,7 +492,7 @@ void Item_RespawnCountdown (void)
                                localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
                        }
                }
-               sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
+               sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM);        // play respawn sound
                if(self.waypointsprite_attached)
                {
                        WaypointSprite_Ping(self.waypointsprite_attached);
@@ -527,7 +503,7 @@ void Item_RespawnCountdown (void)
 
 void Item_ScheduleRespawnIn(entity e, float t)
 {
-       if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
+       if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS))
        {
                e.think = Item_RespawnCountdown;
                e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
@@ -557,10 +533,10 @@ void Item_ScheduleInitialRespawn(entity e)
        Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
 }
 
-float ITEM_MODE_NONE = 0;
-float ITEM_MODE_HEALTH = 1;
-float ITEM_MODE_ARMOR = 2;
-float ITEM_MODE_FUEL = 3;
+const float ITEM_MODE_NONE = 0;
+const float ITEM_MODE_HEALTH = 1;
+const float ITEM_MODE_ARMOR = 2;
+const float ITEM_MODE_FUEL = 3;
 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
 {
        if (!item.ammofield)
@@ -614,130 +590,64 @@ float Item_GiveTo(entity item, entity player)
        // if nothing happens to player, just return without taking the item
        pickedup = FALSE;
        _switchweapon = FALSE;
+       // in case the player has autoswitch enabled do the following:
+       // if the player is using their best weapon before items are given, they
+       // probably want to switch to an even better weapon after items are given
+       if (player.autoswitch)
+       if (player.switchweapon == w_getbestweapon(player))
+               _switchweapon = TRUE;
 
-       if (g_minstagib)
-       {
-               float prevcells = player.ammo_cells;
-
-               pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
-               pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
-
-               if(player.ammo_cells > prevcells)
-               {
-                       _switchweapon = TRUE;
-
-                       // play some cool sounds ;)
-                       if (clienttype(player) == CLIENTTYPE_REAL)
-                       {
-                               if(player.health <= 5)
-                                       Send_Notification(NOTIF_ONE, player, MSG_ANNCE, ANNCE_MINSTAGIB_LASTSECOND);
-                               else if(player.health < 50)
-                                       Send_Notification(NOTIF_ONE, player, MSG_ANNCE, ANNCE_MINSTAGIB_NARROWLY);
-                       }
-                       // sound not available
-                       // else if(item.items == IT_CELLS)
-                       //      AnnounceTo(player, "ammo");
+       if not(player.weapons & WepSet_FromWeapon(player.switchweapon))
+               _switchweapon = TRUE;
 
-                       if (WEPSET_CONTAINS_EW(item, WEP_MINSTANEX))
-                               W_GiveWeapon (player, WEP_MINSTANEX);
-                       player.health = 100;
-               }
+       pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
+       pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
+       pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
+       pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
+       pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
+       pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
+       pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
 
-               if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
-               {
-                       pickedup = TRUE;
-                       player.items |= it;
-                       sprint (player, strcat("You got the ^2", item.netname, "\n"));
-               }
+       if (item.flags & FL_WEAPON)
+       {
+               WepSet it;
+               it = item.weapons;
+               it &= ~player.weapons;
 
-               // extralife powerup
-               if (item.max_health)
+               if (it || (item.spawnshieldtime && item.pickup_anyway))
                {
                        pickedup = TRUE;
-                       // sound not available
-                       // AnnounceTo(player, "_lives");
-                       player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
-                       sprint(player, "^3You picked up some extra lives\n");
+                       for(i = WEP_FIRST; i <= WEP_LAST; ++i)
+                       if(it & WepSet_FromWeapon(i))
+                               W_GiveWeapon(player, i);
                }
+       }
 
-               // invis powerup
-               if (item.strength_finished)
-               {
-                       pickedup = TRUE;
-                       // sound not available
-                       // AnnounceTo(player, "invisible");
-                       player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
-               }
+       if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
+       {
+               pickedup = TRUE;
+               player.items |= it;
+               sprint (player, strcat("You got the ^2", item.netname, "\n"));
+       }
 
-               // speed powerup
-               if (item.invincible_finished)
-               {
-                       pickedup = TRUE;
-                       // sound not available
-                       // AnnounceTo(player, "speed");
-                       player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
-               }
+       if (item.strength_finished)
+       {
+               pickedup = TRUE;
+               player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
        }
-       else
+       if (item.invincible_finished)
        {
-               // in case the player has autoswitch enabled do the following:
-               // if the player is using their best weapon before items are given, they
-               // probably want to switch to an even better weapon after items are given
-               if (player.autoswitch)
-               if (player.switchweapon == w_getbestweapon(player))
-                       _switchweapon = TRUE;
-
-               if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
-                       _switchweapon = TRUE;
-
-               pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
-               pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
-               pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
-               pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
-               pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
-               pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
-               pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
-
-               if (item.flags & FL_WEAPON)
-               {
-                       WEPSET_DECLARE_A(it);
-                       WEPSET_COPY_AE(it, item);
-                       WEPSET_ANDNOT_AE(it, player);
-
-                       if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
-                       {
-                               pickedup = TRUE;
-                               for(i = WEP_FIRST; i <= WEP_LAST; ++i)
-                                       if(WEPSET_CONTAINS_AW(it, i))
-                                               W_GiveWeapon(player, i);
-                       }
-               }
-
-               if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
-               {
-                       pickedup = TRUE;
-                       player.items |= it;
-                       sprint (player, strcat("You got the ^2", item.netname, "\n"));
-               }
-
-               if (item.strength_finished)
-               {
-                       pickedup = TRUE;
-                       player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
-               }
-               if (item.invincible_finished)
-               {
-                       pickedup = TRUE;
-                       player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
-               }
-               if (item.superweapons_finished)
-               {
-                       pickedup = TRUE;
-                       player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
-               }
+               pickedup = TRUE;
+               player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
+       }
+       if (item.superweapons_finished)
+       {
+               pickedup = TRUE;
+               player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
        }
 
 :skip
+       
        // always eat teamed entities
        if(item.team)
                pickedup = TRUE;
@@ -766,7 +676,7 @@ void Item_Touch (void)
                }
        }
 
-       if (other.classname != "player")
+       if not(IS_PLAYER(other))
                return;
        if (other.deadflag)
                return;
@@ -774,8 +684,12 @@ void Item_Touch (void)
                return;
        if (self.owner == other)
                return;
-       if(MUTATOR_CALLHOOK(ItemTouch))
-               return;
+
+       switch(MUTATOR_CALLHOOK(ItemTouch))
+       {
+               case MUT_ITEMTOUCH_RETURN: { return; }
+               case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
+       }
 
        if (self.classname == "droppedweapon")
        {
@@ -796,10 +710,12 @@ void Item_Touch (void)
                return;
        }
 
+       :pickup
+
        other.last_pickup = time;
 
        pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
-       sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
+       sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
 
        if (self.classname == "droppedweapon")
                remove (self);
@@ -840,7 +756,7 @@ void Item_Reset()
                if(self.waypointsprite_attached)
                        WaypointSprite_Kill(self.waypointsprite_attached);
 
-               if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
+               if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
                        Item_ScheduleInitialRespawn(self);
        }
 }
@@ -868,7 +784,7 @@ void Item_FindTeam()
                                Item_Show(head, -1);
                                head.state = 1; // state 1 = initially hidden item
                        }
-                       head.effects &~= EF_NODRAW;
+                       head.effects &= ~EF_NODRAW;
                }
 
                Item_Reset();
@@ -892,7 +808,7 @@ float weapon_pickupevalfunc(entity player, entity item)
        float c, j, position;
 
        // See if I have it already
-       if(!WEPSET_CONTAINS_ALL_EE(player, item))
+       if(item.weapons & ~player.weapons)
        {
                // If I can pick it up
                if(!item.spawnshieldtime)
@@ -949,7 +865,7 @@ float commodity_pickupevalfunc(entity player, entity item)
        {
                wi = get_weaponinfo(i);
 
-               if not(WEPSET_CONTAINS_EW(player, i))
+               if not(player.weapons & WepSet_FromWeapon(i))
                        continue;
 
                if(wi.items & IT_SHELLS)
@@ -1030,7 +946,7 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
        self.weapon = weaponid;
 
        if(weaponid)
-               WEPSET_COPY_EW(self, weaponid);
+               self.weapons = WepSet_FromWeapon(weaponid);
        
        self.flags = FL_ITEM | itemflags;
 
@@ -1058,7 +974,7 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
                if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
                /*
                if(self.items == 0)
-               if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
+               if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
                if(self.ammo_nails == 0)
                if(self.ammo_cells == 0)
                if(self.ammo_rockets == 0)
@@ -1146,15 +1062,15 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
                        self.is_item = TRUE;
                }
 
-               WEPSET_OR_AW(weaponsInMap, weaponid);
+               weaponsInMap |= WepSet_FromWeapon(weaponid);
 
                precache_model (self.model);
                precache_sound (self.item_pickupsound);
 
                precache_sound ("misc/itemrespawncountdown.wav");
-               if(!g_minstagib && itemid == IT_STRENGTH)
+               if(itemid == IT_STRENGTH)
                        precache_sound ("misc/strength_respawn.wav");
-               else if(!g_minstagib && itemid == IT_INVINCIBLE)
+               else if(itemid == IT_INVINCIBLE)
                        precache_sound ("misc/shield_respawn.wav");
                else
                        precache_sound ("misc/itemrespawn.wav");
@@ -1224,69 +1140,6 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
        }
 }
 
-/* replace items in minstagib
- * IT_STRENGTH  = invisibility
- * IT_NAILS     = extra lives
- * IT_INVINCIBLE = speed
- */
-void minstagib_items (float itemid) // will be deleted soon.
-{
-       float rnd;
-       self.classname = "minstagib"; // ...?
-
-       // replace rocket launchers and nex guns with ammo cells
-       if (itemid == IT_CELLS)
-       {
-               self.ammo_cells = autocvar_g_minstagib_ammo_drop;
-               StartItem ("models/items/a_cells.md3",
-                       "misc/itempickup.wav", 45, 0,
-                       "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
-               return;
-       }
-
-       // randomize
-       rnd = random() * 3;
-       if (rnd <= 1)
-               itemid = IT_STRENGTH;
-       else if (rnd <= 2)
-               itemid = IT_NAILS;
-       else
-               itemid = IT_INVINCIBLE;
-
-       // replace with invis
-       if (itemid == IT_STRENGTH)
-       {
-               if(!self.strength_finished)
-                       self.strength_finished = autocvar_g_balance_powerup_strength_time;
-               StartItem ("models/items/g_strength.md3",
-                       "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
-                       "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
-       }
-       // replace with extra lives
-       if (itemid == IT_NAILS)
-       {
-               self.max_health = 1;
-               StartItem ("models/items/g_h100.md3",
-                       "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
-                       "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
-       }
-       // replace with speed
-       if (itemid == IT_INVINCIBLE)
-       {
-               if(!self.invincible_finished)
-                       self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
-               StartItem ("models/items/g_invincible.md3",
-                       "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
-                       "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
-       }
-}
-
-float minst_no_auto_cells;
-void minst_remove_item (void) {
-       if(minst_no_auto_cells)
-               remove(self);
-}
-
 float weaponswapping;
 float internalteam;
 
@@ -1306,12 +1159,9 @@ void weapon_defaultspawnfunc(float wpn)
 
                if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
                {
-                       print("Attempted to spawn a mutator-blocked weapon; these guns will in the future require a mutator\n");
-                       /*
                        objerror("Attempted to spawn a mutator-blocked weapon rejected");
                        startitem_failed = TRUE;
                        return;
-                       */
                }
 
                s = W_Apply_Weaponreplace(e.netname);
@@ -1382,7 +1232,7 @@ void weapon_defaultspawnfunc(float wpn)
 
        if(!self.respawntime)
        {
-               if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
+               if(e.weapons & WEPSET_SUPERWEAPONS)
                {
                        self.respawntime = g_pickup_respawntime_superweapon;
                        self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
@@ -1394,7 +1244,7 @@ void weapon_defaultspawnfunc(float wpn)
                }
        }
 
-       if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
+       if(e.weapons & WEPSET_SUPERWEAPONS)
                if(!self.superweapons_finished)
                        self.superweapons_finished = autocvar_g_balance_superweapons_time;
 
@@ -1418,18 +1268,13 @@ void weapon_defaultspawnfunc(float wpn)
        f = FL_WEAPON;
 
        // no weapon-stay on superweapons
-       if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
+       if(e.weapons & WEPSET_SUPERWEAPONS)
                f |= FL_NO_WEAPON_STAY;
 
        // weapon stay isn't supported for teamed weapons
        if(self.team)
                f |= FL_NO_WEAPON_STAY;
 
-       // stupid minstagib hack, don't ask
-       if(g_minstagib)
-               if(self.ammo_cells)
-                       self.ammo_cells = autocvar_g_minstagib_ammo_drop;
-
        StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
        if (self.modelindex) // don't precache if self was removed
                weapon_action(e.weapon, WR_PRECACHE);
@@ -1458,37 +1303,16 @@ void spawnfunc_weapon_shotgun (void) {
 
 void spawnfunc_weapon_nex (void)
 {
-       if (g_minstagib)
-       {
-               minstagib_items(IT_CELLS);
-               self.think = minst_remove_item;
-               self.nextthink = time;
-               return;
-       }
        weapon_defaultspawnfunc(WEP_NEX);
 }
 
 void spawnfunc_weapon_minstanex (void)
 {
-       if (g_minstagib)
-       {
-               minstagib_items(IT_CELLS);
-               self.think = minst_remove_item;
-               self.nextthink = time;
-               return;
-       }
        weapon_defaultspawnfunc(WEP_MINSTANEX);
 }
 
 void spawnfunc_weapon_rocketlauncher (void)
 {
-       if (g_minstagib)
-       {
-               minstagib_items(IT_CELLS); // replace rocketlauncher with cells
-               self.think = minst_remove_item;
-               self.nextthink = time;
-               return;
-       }
        weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
 }
 
@@ -1616,9 +1440,6 @@ void spawnfunc_item_health_large (void) {
 }
 
 void spawnfunc_item_health_mega (void) {
-       if(g_minstagib) {
-               minstagib_items(IT_NAILS);
-       } else {
                if(!self.max_health)
                        self.max_health = g_pickup_healthmega_max;
                if(!self.health)
@@ -1626,7 +1447,6 @@ void spawnfunc_item_health_mega (void) {
                if(!self.pickup_anyway)
                        self.pickup_anyway = g_pickup_healthmega_anyway;
                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);
-       }
 }
 
 // support old misnamed entities
@@ -1637,34 +1457,16 @@ void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
 
 void spawnfunc_item_strength (void) {
-       if(g_minstagib) {
-               minstagib_items(IT_STRENGTH);
-       } else {
                precache_sound("weapons/strength_fire.wav");
                if(!self.strength_finished)
                        self.strength_finished = autocvar_g_balance_powerup_strength_time;
                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);
-       }
 }
 
 void spawnfunc_item_invincible (void) {
-       if(g_minstagib) {
-               minstagib_items(IT_INVINCIBLE);
-       } else {
                if(!self.invincible_finished)
                        self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
                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);
-       }
-}
-
-void spawnfunc_item_minst_cells (void) {
-       if (g_minstagib)
-       {
-               minst_no_auto_cells = TRUE;
-               minstagib_items(IT_CELLS);
-       }
-       else
-               remove(self);
 }
 
 // compatibility:
@@ -1680,7 +1482,7 @@ void target_items_use (void)
                return;
        }
 
-       if(activator.classname != "player")
+       if not(IS_PLAYER(activator))
                return;
        if(activator.deadflag != DEAD_NO)
                return;
@@ -1739,7 +1541,7 @@ void spawnfunc_target_items (void)
                                        e = get_weaponinfo(j);
                                        if(argv(i) == e.netname)
                                        {
-                                               WEPSET_OR_EW(self, j);
+                                               self.weapons |= WepSet_FromWeapon(j);
                                                if(self.spawnflags == 0 || self.spawnflags == 2)
                                                        weapon_action(e.weapon, WR_PRECACHE);
                                                break;
@@ -1799,7 +1601,7 @@ void spawnfunc_target_items (void)
                {
                        e = get_weaponinfo(j);
                        if(e.weapon)
-                               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
+                               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
                }
        }
        self.netname = strzone(self.netname);
@@ -1862,31 +1664,31 @@ void spawnfunc_item_jetpack(void)
 
 float GiveWeapon(entity e, float wpn, float op, float val)
 {
-       float v0, v1;
-       v0 = WEPSET_CONTAINS_EW(e, wpn);
+       WepSet v0, v1;
+       v0 = (e.weapons & WepSet_FromWeapon(wpn));
        switch(op)
        {
                case OP_SET:
                        if(val > 0)
-                               WEPSET_OR_EW(e, wpn);
+                               e.weapons |= WepSet_FromWeapon(wpn);
                        else
-                               WEPSET_ANDNOT_EW(e, wpn);
+                               e.weapons &= ~WepSet_FromWeapon(wpn);
                        break;
                case OP_MIN:
                case OP_PLUS:
                        if(val > 0)
-                               WEPSET_OR_EW(e, wpn);
+                               e.weapons |= WepSet_FromWeapon(wpn);
                        break;
                case OP_MAX:
                        if(val <= 0)
-                               WEPSET_ANDNOT_EW(e, wpn);
+                               e.weapons &= ~WepSet_FromWeapon(wpn);
                        break;
                case OP_MINUS:
                        if(val > 0)
-                               WEPSET_ANDNOT_EW(e, wpn);
+                               e.weapons &= ~WepSet_FromWeapon(wpn);
                        break;
        }
-       v1 = WEPSET_CONTAINS_EW(e, wpn);
+       v1 = (e.weapons & WepSet_FromWeapon(wpn));
        return (v0 != v1);
 }
 
@@ -1900,7 +1702,7 @@ float GiveBit(entity e, .float fld, float bit, float op, float val)
                        if(val > 0)
                                e.fld |= bit;
                        else
-                               e.fld &~= bit;
+                               e.fld &= ~bit;
                        break;
                case OP_MIN:
                case OP_PLUS:
@@ -1909,11 +1711,11 @@ float GiveBit(entity e, .float fld, float bit, float op, float val)
                        break;
                case OP_MAX:
                        if(val <= 0)
-                               e.fld &~= bit;
+                               e.fld &= ~bit;
                        break;
                case OP_MINUS:
                        if(val > 0)
-                               e.fld &~= bit;
+                               e.fld &= ~bit;
                        break;
        }
        v1 = (e.fld & bit);
@@ -1953,12 +1755,12 @@ void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string sn
        if(v1 <= v0 - t)
        {
                if(snd_decr != "")
-                       sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
+                       sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
        }
        else if(v0 >= v0 + t)
        {
                if(snd_incr != "")
-                       sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
+                       sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
        }
 }
 
@@ -1970,9 +1772,9 @@ void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .floa
                e.regenfield = max(e.regenfield, time + regentime);
 }
 
-#define PREGIVE_WEAPONS(e) WEPSET_DECLARE_A(save_weapons); WEPSET_COPY_AE(save_weapons, e)
+#define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = e.weapons
 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
-#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)
+#define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(e.weapons & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr)
 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
 #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)
@@ -2137,8 +1939,8 @@ float GiveItems(entity e, float beginarg, float endarg)
                if(wi.weapon)
                {
                        POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
-                       if not(WEPSET_CONTAINS_AW(save_weapons, j))
-                               if(WEPSET_CONTAINS_EW(e, j))
+                       if not(save_weapons & WepSet_FromWeapon(j))
+                               if(e.weapons & WepSet_FromWeapon(j))
                                        weapon_action(wi.weapon, WR_PRECACHE);
                }
        }
@@ -2153,15 +1955,9 @@ float GiveItems(entity e, float beginarg, float endarg)
        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);
 
        if(e.superweapons_finished <= 0)
-               if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
+               if(self.weapons & WEPSET_SUPERWEAPONS)
                        e.superweapons_finished = autocvar_g_balance_superweapons_time;
 
-       if (g_minstagib)
-       {
-               e.health = bound(0, e.health, 100);
-               e.armorvalue = bound(0, e.armorvalue, 999);
-       }
-
        if(e.strength_finished <= 0)
                e.strength_finished = 0;
        else
@@ -2175,7 +1971,7 @@ float GiveItems(entity e, float beginarg, float endarg)
        else
                e.superweapons_finished += time;
 
-       if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
+       if not(e.weapons & WepSet_FromWeapon(e.switchweapon))
                _switchweapon = TRUE;
        if(_switchweapon)
                W_SwitchWeapon_Force(e, w_getbestweapon(e));