]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/t_items.qc
Merge remote-tracking branch 'origin/Mario/extralife_fix'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
index f3862105eee3c933f4e8c9c0092a6741a9e1120f..cb6700a2cfb60a3a5e2e289ff82761976dada93a 100644 (file)
     #define ITS_POWERUP   64
 #define ISF_COLORMAP 16
 #define ISF_DROP 32
+#define ISF_ANGLES 64
 
 .float ItemStatus;
 
 #ifdef CSQC
 
-float autocvar_cl_ghost_items;
-vector autocvar_cl_ghost_items_color;
-float autocvar_cl_simple_items;
-float autocvar_cl_fullbright_items;
-vector autocvar_cl_staywep_color;
-float autocvar_cl_staywep_alpha;
-
-.float spawntime;
-.float gravity;
+var float  autocvar_cl_animate_items = 1;
+var float  autocvar_cl_ghost_items = 0.45;
+var vector autocvar_cl_ghost_items_color = '-1 -1 -1';
+var float  autocvar_cl_fullbright_items = 0;
+var vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
+var float  autocvar_cl_weapon_stay_alpha = 0.75;
+var float  autocvar_cl_simple_items = 0;
+var string autocvr_cl_simpleitems_postfix = "_simple";
+.float  spawntime;
+.float  gravity;
 .vector colormod;
 void ItemDraw()
 {    
-    if(self.ItemStatus & ITS_ANIMATE1)
-    {
-        self.angles += '0 180 0' * frametime;
-        setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));        
-    }    
-    
-    if(self.ItemStatus & ITS_ANIMATE2)
-    {
-        self.angles += '0 -90 0' * frametime;
-        setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));        
-    }
-    
     if(self.gravity)
+    {        
         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
+        if(self.move_flags & FL_ONGROUND) 
+        { // For some reason move_avelocity gets set to '0 0 0' here ...
+            self.oldorigin = self.origin;
+            self.gravity = 0;
+
+            if(autocvar_cl_animate_items)   
+            { // ... so reset it if animations are requested. 
+                if(self.ItemStatus & ITS_ANIMATE1)
+                    self.move_avelocity = '0 180 0';
+                
+                if(self.ItemStatus & ITS_ANIMATE2)
+                    self.move_avelocity = '0 -90 0';
+            }
+        }
+    }
+    else if (autocvar_cl_animate_items)
+    {        
+        if(self.ItemStatus & ITS_ANIMATE1)
+        {
+            self.angles += self.move_avelocity * frametime;
+            setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));        
+        }    
+        
+        if(self.ItemStatus & ITS_ANIMATE2)
+        {
+            self.angles += self.move_avelocity * frametime;
+            setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));        
+        }
+    }
 }
 
 void ItemDrawSimple()
 {
     if(self.gravity)
+    {        
         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);    
-}
-
-float csqcitems_started; // remove this after a release or two
-void csqcitems_start()
-{
-    autocvar_cl_ghost_items =  bound(0, autocvar_cl_ghost_items, 1);
-    if(autocvar_cl_ghost_items == 1)
-        autocvar_cl_ghost_items = 0.55;
-    
-    string _tmp = cvar_string("cl_ghost_items_color");
-    if(_tmp == "")
-        autocvar_cl_ghost_items_color = '-1 -1 -1';
-
-    
-    csqcitems_started = TRUE;
+        
+        if(self.move_flags & FL_ONGROUND)
+            self.gravity = 0;
+    }
 }
 
 void ItemRead(float _IsNew)
 {
-    if(!csqcitems_started)
-        csqcitems_start();
-    
     float sf = ReadByte();
 
     if(sf & ISF_LOCATION)
@@ -80,6 +87,14 @@ void ItemRead(float _IsNew)
         self.oldorigin = self.origin;
     }
     
+    if(sf & ISF_ANGLES) 
+    {
+        self.angles_x = ReadCoord();
+        self.angles_y = ReadCoord();
+        self.angles_z = ReadCoord();        
+        self.move_angles = self.angles;
+    }
+    
     if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
     {
         self.ItemStatus = ReadByte();    
@@ -91,7 +106,7 @@ void ItemRead(float _IsNew)
         }
         else
         {
-            if (autocvar_cl_ghost_items)
+            if (autocvar_cl_ghost_items_color)
             {
                 self.alpha = autocvar_cl_ghost_items;
                 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
@@ -106,11 +121,10 @@ void ItemRead(float _IsNew)
             
         if(self.ItemStatus & ITS_STAYWEP)
         {
-            self.colormod = self.glowmod = autocvar_cl_staywep_color;
-            self.alpha = autocvar_cl_staywep_alpha;
+            self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
+            self.alpha = autocvar_cl_weapon_stay_alpha;
             
         }
-            
         
         if(self.ItemStatus & ITS_POWERUP)
         {
@@ -119,13 +133,13 @@ void ItemRead(float _IsNew)
             else
                  self.effects &~= (EF_ADDITIVE | EF_FULLBRIGHT);
         }
-            
     }
     
-    if(sf & ISF_MODEL) // handle simple items, fullbright and so on here
+    if(sf & ISF_MODEL)
     {
         self.drawmask  = MASK_NORMAL;
         self.movetype  = MOVETYPE_NOCLIP;
+        self.draw       = ItemDraw;
         
         if(self.mdl)
             strunzone(self.mdl);
@@ -135,31 +149,32 @@ void ItemRead(float _IsNew)
         
         if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
         {
-            
             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
-                        
-            if(fexists(strcat(_fn2, "_simple.md3")))
-                self.mdl = strzone(strcat(_fn2, "_simple.md3"));
-            else if(fexists(strcat(_fn2, "_simple.dpm")))
-                self.mdl = strzone(strcat(_fn2, "_simple.dpm"));
-            else if(fexists(strcat(_fn2, "_simple.iqm")))
-                self.mdl = strzone(strcat(_fn2, "_simple.iqm"));
-            else if(fexists(strcat(_fn2, "_simple.obj")))
-                self.mdl = strzone(strcat(_fn2, "_simple.obj"));
+            self.draw = ItemDrawSimple;
+                    
+            
+            
+            if(fexists(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix)))
+                self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix));
+            else if(fexists(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix)))
+                self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix));
+            else if(fexists(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix)))
+                self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix));
+            else if(fexists(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix)))
+                self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix));
             else
             {
-                self.mdl = "";
+                self.draw = ItemDraw;
                 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
             }
         }
         
+        if(self.draw != ItemDrawSimple)        
+            self.mdl = strzone(_fn);                
+        
+        
         if(self.mdl == "")
-        {
-            self.mdl       = strzone(_fn);
-            self.draw      = ItemDraw;
-        }
-        else
-            self.draw      = ItemDrawSimple;
+            dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
         
         precache_model(self.mdl);
         setmodel(self, self.mdl);
@@ -170,8 +185,8 @@ void ItemRead(float _IsNew)
     
     if(sf & ISF_DROP)
     {
-        self.effects |= EF_FLAME;
         self.gravity = 1;
+        self.move_angles = '0 0 0';
         self.move_movetype = MOVETYPE_TOSS;
         self.move_velocity_x = ReadCoord();
         self.move_velocity_y = ReadCoord();
@@ -187,8 +202,17 @@ void ItemRead(float _IsNew)
         else
             self.move_time = max(self.move_time, time);
     }
-    
+        
+    if(autocvar_cl_animate_items)
+    {        
+        if(self.ItemStatus & ITS_ANIMATE1)
+            self.move_avelocity = '0 180 0';
+                
+        if(self.ItemStatus & ITS_ANIMATE2)
+            self.move_avelocity = '0 -90 0';
+    }
 }
+
 #endif
 
 #ifdef SVQC
@@ -203,7 +227,6 @@ float ItemSend(entity to, float sf)
        WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM); 
        WriteByte(MSG_ENTITY, sf);
 
-        
        //WriteByte(MSG_ENTITY, self.cnt);
     if(sf & ISF_LOCATION)
     {
@@ -211,12 +234,26 @@ float ItemSend(entity to, float sf)
         WriteCoord(MSG_ENTITY, self.origin_y);
         WriteCoord(MSG_ENTITY, self.origin_z);
     }
+    
+    if(sf & ISF_ANGLES)
+    {
+        WriteCoord(MSG_ENTITY, self.angles_x);
+        WriteCoord(MSG_ENTITY, self.angles_y);
+        WriteCoord(MSG_ENTITY, self.angles_z);
+    }
 
     if(sf & ISF_STATUS)
         WriteByte(MSG_ENTITY, self.ItemStatus);
 
     if(sf & ISF_MODEL)
+    {
+        
+        if(self.mdl == "")
+            dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
+        
         WriteString(MSG_ENTITY, self.mdl);
+    }
+        
         
     if(sf & ISF_COLORMAP)
         WriteShort(MSG_ENTITY, self.colormap);
@@ -234,19 +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)
@@ -258,12 +288,10 @@ 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((self.weapons & WEPBIT_ALL) || (self.items & IT_AMMO))
+                       if(!WEPSET_EMPTY_E(self) || (self.items & IT_AMMO))
                                return FALSE;
        }
        return TRUE;
@@ -293,6 +321,10 @@ floatfield Item_CounterField(float it)
                // add more things here (health, armor)
                default:             error("requested item has no counter field");
        }
+#ifdef GMQCC
+       // should never happen
+       return health;
+#endif
 }
 
 string Item_CounterFieldName(float it)
@@ -308,6 +340,10 @@ string Item_CounterFieldName(float it)
                // add more things here (health, armor)
                default:             error("requested item has no counter field name");
        }
+#ifdef GMQCC
+       // should never happen
+       return string_null;
+#endif
 }
 
 .float max_armorvalue;
@@ -317,7 +353,7 @@ float Item_Customize()
 {
        if(self.spawnshieldtime)
                return TRUE;
-       if(self.weapons != (self.weapons & other.weapons))
+       if(!WEPSET_CONTAINS_ALL_EE(other, self))
        {
                self.colormod = '0 0 0';
                self.glowmod = self.colormod;
@@ -370,7 +406,7 @@ void Item_Show (entity e, float mode)
        }
        else
        {
-               setmodel(e, "null");
+               //setmodel(e, "null");
                e.solid = SOLID_NOT;
                e.colormod = '0 0 0';
                e.glowmod = e.colormod;
@@ -399,9 +435,10 @@ void Item_Show (entity e, float mode)
 void Item_Respawn (void)
 {
        Item_Show(self, 1);
-       if(!g_minstagib && self.items == IT_STRENGTH)
+       // this is ugly...
+       if(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)
+       else if(self.items == IT_INVINCIBLE)
                sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
        else
                sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);  // play respawn sound
@@ -426,30 +463,20 @@ void Item_RespawnCountdown (void)
                if(self.count == 1)
                {
                        string name;
-                       vector rgb;
+                       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);
@@ -459,17 +486,17 @@ void Item_RespawnCountdown (void)
                                        rgb = '1 0 0';
                                }
                        }
-                       if(!name)
-                       {
-                               print("Unknown powerup-marked item is wanting to respawn\n");
-                               localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
-                       }
                        if(name)
                        {
                                WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
                                if(self.waypointsprite_attached)
                                        WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
                        }
+                       else
+                       {
+                               print("Unknown powerup-marked item is wanting to respawn\n");
+                               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
                if(self.waypointsprite_attached)
@@ -482,7 +509,7 @@ void Item_RespawnCountdown (void)
 
 void Item_ScheduleRespawnIn(entity e, float t)
 {
-       if((e.flags & FL_POWERUP) || (e.weapons & WEPBIT_SUPERWEAPONS))
+       if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
        {
                e.think = Item_RespawnCountdown;
                e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
@@ -565,132 +592,73 @@ float Item_GiveTo(entity item, entity player)
        float pickedup;
        float it;
        float i;
-       entity e;
 
        // 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)
-                                       AnnounceTo(player, "lastsecond");
-                               else if(player.health < 50)
-                                       AnnounceTo(player, "narrowly");
-                       }
-                       // sound not available
-                       // else if(item.items == IT_CELLS)
-                       //      AnnounceTo(player, "ammo");
-
-                       if (item.weapons & WEPBIT_MINSTANEX)
-                               W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
-                       player.health = 100;
-               }
-
-               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"));
-               }
-
-               // extralife powerup
-               if (item.max_health)
-               {
-                       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");
-               }
+       if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
+               _switchweapon = TRUE;
 
-               // 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;
-               }
+       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);
 
-               // 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_strength_time;
-               }
-       }
-       else
+       if (item.flags & FL_WEAPON)
        {
-               // 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(player.weapons & W_WeaponBit(player.switchweapon))
-                       _switchweapon = TRUE;
+               WEPSET_DECLARE_A(it);
+               WEPSET_COPY_AE(it, item);
+               WEPSET_ANDNOT_AE(it, player);
 
-               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)
-               if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && self.pickup_anyway))
+               if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && item.pickup_anyway))
                {
                        pickedup = TRUE;
                        for(i = WEP_FIRST; i <= WEP_LAST; ++i)
-                       {
-                               e = get_weaponinfo(i);
-                               if(it & e.weapons)
-                                       W_GiveWeapon (player, e.weapon, item.netname);
-                       }
+                       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((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;
-               }
+       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;
+       }
+       if (item.max_health)
+       {
+               pickedup = TRUE;
+               // extra life powerup handled by mutators
        }
 
 :skip
+       
        // always eat teamed entities
        if(item.team)
                pickedup = TRUE;
@@ -708,14 +676,18 @@ float Item_GiveTo(entity item, entity player)
 void Item_Touch (void)
 {
        entity e, head;
-
+       
        // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
-       if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
+       if(self.classname == "droppedweapon")
        {
-               remove(self);
-               return;
+               if (ITEM_TOUCH_NEEDKILL())
+               {
+                       remove(self);
+                       return;
+               }
        }
-       if (other.classname != "player")
+
+       if not(IS_PLAYER(other))
                return;
        if (other.deadflag)
                return;
@@ -723,6 +695,8 @@ void Item_Touch (void)
                return;
        if (self.owner == other)
                return;
+       if(MUTATOR_CALLHOOK(ItemTouch))
+               return;
 
        if (self.classname == "droppedweapon")
        {
@@ -781,13 +755,13 @@ void Item_Reset()
 
        if(self.classname != "droppedweapon")
        {
-               self.think = SUB_Null;
+               self.think = func_null;
                self.nextthink = 0;
 
                if(self.waypointsprite_attached)
                        WaypointSprite_Kill(self.waypointsprite_attached);
 
-               if((self.flags & FL_POWERUP) | (self.weapons & WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
+               if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
                        Item_ScheduleInitialRespawn(self);
        }
 }
@@ -836,10 +810,10 @@ float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickup
 
 float weapon_pickupevalfunc(entity player, entity item)
 {
-       float c, i, j, position;
+       float c, j, position;
 
        // See if I have it already
-       if(player.weapons & item.weapons == item.weapons)
+       if(!WEPSET_CONTAINS_ALL_EE(player, item))
        {
                // If I can pick it up
                if(!item.spawnshieldtime)
@@ -858,34 +832,27 @@ float weapon_pickupevalfunc(entity player, entity item)
        // If custom weapon priorities for bots is enabled rate most wanted weapons higher
        if( bot_custom_weapon && c )
        {
-               for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
-               {
-                       // Find weapon
-                       if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )
-                               continue;
-
-                       // Find the highest position on any range
-                       position = -1;
-                       for(j = 0; j < WEP_LAST ; ++j){
-                               if(
-                                               bot_weapons_far[j] == i ||
-                                               bot_weapons_mid[j] == i ||
-                                               bot_weapons_close[j] == i
-                                 )
-                               {
-                                       position = j;
-                                       break;
-                               }
-                       }
-
-                       // Rate it
-                       if (position >= 0 )
+               // Find the highest position on any range
+               position = -1;
+               for(j = 0; j < WEP_LAST ; ++j){
+                       if(
+                                       bot_weapons_far[j] == item.weapon ||
+                                       bot_weapons_mid[j] == item.weapon ||
+                                       bot_weapons_close[j] == item.weapon
+                         )
                        {
-                               position = WEP_LAST - position;
-                               // item.bot_pickupbasevalue is overwritten here
-                               return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
+                               position = j;
+                               break;
                        }
                }
+
+               // Rate it
+               if (position >= 0 )
+               {
+                       position = WEP_LAST - position;
+                       // item.bot_pickupbasevalue is overwritten here
+                       return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
+               }
        }
 
        return item.bot_pickupbasevalue * c;
@@ -893,7 +860,8 @@ float weapon_pickupevalfunc(entity player, entity item)
 
 float commodity_pickupevalfunc(entity player, entity item)
 {
-       float c, i, need_shells, need_nails, need_rockets, need_cells, need_fuel;
+       float c, i;
+       float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
        entity wi;
        c = 0;
 
@@ -902,7 +870,7 @@ float commodity_pickupevalfunc(entity player, entity item)
        {
                wi = get_weaponinfo(i);
 
-               if not(wi.weapons & player.weapons)
+               if not(WEPSET_CONTAINS_EW(player, i))
                        continue;
 
                if(wi.items & IT_SHELLS)
@@ -950,16 +918,50 @@ float commodity_pickupevalfunc(entity player, entity item)
        return item.bot_pickupbasevalue * c;
 }
 
+void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+       if(ITEM_DAMAGE_NEEDKILL(deathtype))
+               RemoveItem();
+}
 
 .float is_item;
 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)
 {
        startitem_failed = FALSE;
 
+       if(self.model == "")
+               self.model = itemmodel;
+       
+       if(self.model == "")
+    {
+        error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
+        return;
+    }
+        
+       if(self.item_pickupsound == "")
+               self.item_pickupsound = pickupsound;
+       
+       if(!self.respawntime) // both need to be set
+       {
+               self.respawntime = defaultrespawntime;
+               self.respawntimejitter = defaultrespawntimejitter;
+       }
+
        self.items = itemid;
-       self.weapons = weaponid;
+       self.weapon = weaponid;
+
+       if(weaponid)
+               WEPSET_COPY_EW(self, weaponid);
+       
        self.flags = FL_ITEM | itemflags;
 
+       if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
+       {
+               startitem_failed = TRUE;
+               remove(self);
+               return;
+       }
+
        // is it a dropped weapon?
        if (self.classname == "droppedweapon")
        {
@@ -971,10 +973,13 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
                self.think = RemoveItem;
                self.nextthink = time + 20;
 
+               self.takedamage = DAMAGE_YES;
+               self.event_damage = Item_Damage;
+
                if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
                /*
                if(self.items == 0)
-               if(self.weapons == (self.weapons & WEPBIT_SUPERWEAPONS)) // only superweapons
+               if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
                if(self.ammo_nails == 0)
                if(self.ammo_cells == 0)
                if(self.ammo_rockets == 0)
@@ -999,24 +1004,15 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
        }
        else
        {
-               if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
-               {
-                       startitem_failed = TRUE;
-                       remove(self);
-                       return;
-               }
-
                if(!have_pickup_item())
                {
                        startitem_failed = TRUE;
                        remove (self);
                        return;
                }
-
-               if(self.model != "")
-                       itemmodel = self.model;
-               if(self.item_pickupsound != "")
-                       pickupsound = self.item_pickupsound;
+               
+               if(self.angles != '0 0 0')
+            self.SendFlags |= ISF_ANGLES;
 
                self.reset = Item_Reset;
                // it's a level item
@@ -1060,6 +1056,7 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
                        entity otheritem;
                        for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
                        {
+                           // why not flags & fl_item?
                                if(otheritem.is_item)
                                {
                                        dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
@@ -1070,15 +1067,15 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
                        self.is_item = TRUE;
                }
 
-               weaponsInMap |= weaponid;
+               WEPSET_OR_AW(weaponsInMap, weaponid);
 
-               precache_model (itemmodel);
-               precache_sound (pickupsound);
+               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");
@@ -1090,27 +1087,23 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
        self.bot_pickup = TRUE;
        self.bot_pickupevalfunc = pickupevalfunc;
        self.bot_pickupbasevalue = pickupbasevalue;
-       self.mdl = itemmodel;
-       self.item_pickupsound = pickupsound;
-       if(self.weapons)
-               self.weapon = WEP_FIRST + log2of(lowestbit(self.weapons));
-       else
-               self.weapon = 0;
-       // let mappers override respawntime
-       if(!self.respawntime) // both set
-       {
-               self.respawntime = defaultrespawntime;
-               self.respawntimejitter = defaultrespawntimejitter;
-       }
+       self.mdl = self.model;
        self.netname = itemname;
        self.touch = Item_Touch;
-       setmodel (self, self.mdl); // precision set below
-       self.effects |= EF_LOWPRECISION;
+       setmodel(self, "null"); // precision set below
+       //self.effects |= EF_LOWPRECISION; 
        
        if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
-           setsize (self, '-16 -16 0', '16 16 48');
+    {
+        self.pos1 = '-16 -16 0';
+        self.pos2 = '16 16 48';
+    }
        else
-               setsize (self, '-16 -16 0', '16 16 32');
+    {
+        self.pos1 = '-16 -16 0';
+        self.pos2 = '16 16 32';
+    }
+    setsize (self, self.pos1, self.pos2);
     
     if(itemflags & FL_POWERUP) 
         self.ItemStatus |= ITS_ANIMATE1;
@@ -1122,17 +1115,20 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
        {
                if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
             self.colormap = 1024; // color shirt=0 pants=0 grey
-
+        else
+            self.gravity = 1;
+            
                self.ItemStatus |= ITS_ANIMATE1;
                self.ItemStatus |= ISF_COLORMAP;
        }
 
        self.state = 0;
-       if(self.team)
+       if(self.team) // broken, no idea why.
        {
                if(!self.cnt)
                        self.cnt = 1; // item probability weight
-               self.effects = self.effects | EF_NODRAW; // marker for item team search
+                       
+               self.effects |= EF_NODRAW; // marker for item team search
                InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
        }
        else
@@ -1140,73 +1136,13 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
         
     Net_LinkEntity(self, FALSE, 0, ItemSend);
 
-    if(self.classname == "droppedweapon")
-        self.gravity = 1;
-        //self.SendFlags &~= ISF_DROP;
-
-}
-
-/* replace items in minstagib
- * IT_STRENGTH  = invisibility
- * IT_NAILS     = extra lives
- * IT_INVINCIBLE = speed
- */
-void minstagib_items (float itemid)
-{
-       float rnd;
-       self.classname = "minstagib";
-
-       // replace rocket launchers and nex guns with ammo cells
-       if (itemid == IT_CELLS)
+       // call this hook after everything else has been done
+       if(MUTATOR_CALLHOOK(Item_Spawn))
        {
-               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);
+               startitem_failed = TRUE;
+               remove(self);
                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;
@@ -1225,8 +1161,23 @@ void weapon_defaultspawnfunc(float wpn)
        if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
        {
                e = get_weaponinfo(wpn);
-               s = cvar_string(strcat("g_weaponreplace_", e.netname));
-               if(s == "0")
+
+               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);
+               ret_string = s;
+               other = e;
+               MUTATOR_CALLHOOK(SetWeaponreplace);
+               s = ret_string;
+               if(s == "")
                {
                        remove(self);
                        startitem_failed = TRUE;
@@ -1259,7 +1210,7 @@ void weapon_defaultspawnfunc(float wpn)
                        }
                        self = oldself;
                }
-               if(t >= 1)
+               if(t >= 1) // always the case!
                {
                        s = argv(0);
                        wpn = 0;
@@ -1289,7 +1240,7 @@ void weapon_defaultspawnfunc(float wpn)
 
        if(!self.respawntime)
        {
-               if(e.weapons & WEPBIT_SUPERWEAPONS)
+               if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
                {
                        self.respawntime = g_pickup_respawntime_superweapon;
                        self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
@@ -1301,7 +1252,7 @@ void weapon_defaultspawnfunc(float wpn)
                }
        }
 
-       if(e.weapons & WEPBIT_SUPERWEAPONS)
+       if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
                if(!self.superweapons_finished)
                        self.superweapons_finished = autocvar_g_balance_superweapons_time;
 
@@ -1325,19 +1276,14 @@ void weapon_defaultspawnfunc(float wpn)
        f = FL_WEAPON;
 
        // no weapon-stay on superweapons
-       if(e.weapons & WEPBIT_SUPERWEAPONS)
+       if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_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.weapons, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
+       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);
 }
@@ -1365,37 +1311,16 @@ 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);
 }
 
@@ -1523,9 +1448,6 @@ 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)
@@ -1533,7 +1455,6 @@ 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
@@ -1544,34 +1465,16 @@ 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 = 1;
-               minstagib_items(IT_CELLS);
-       }
-       else
-               remove(self);
 }
 
 // compatibility:
@@ -1587,7 +1490,7 @@ void target_items_use (void)
                return;
        }
 
-       if(activator.classname != "player")
+       if not(IS_PLAYER(activator))
                return;
        if(activator.deadflag != DEAD_NO)
                return;
@@ -1640,19 +1543,21 @@ void spawnfunc_target_items (void)
                        else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
                        else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
                        else
-                       for(j = WEP_FIRST; j <= WEP_LAST; ++j)
                        {
-                               e = get_weaponinfo(j);
-                               if(argv(i) == e.netname)
+                               for(j = WEP_FIRST; j <= WEP_LAST; ++j)
                                {
-                                       self.weapons |= e.weapons;
-                                       if(self.spawnflags == 0 || self.spawnflags == 2)
-                                               weapon_action(e.weapon, WR_PRECACHE);
-                                       break;
+                                       e = get_weaponinfo(j);
+                                       if(argv(i) == e.netname)
+                                       {
+                                               WEPSET_OR_EW(self, j);
+                                               if(self.spawnflags == 0 || self.spawnflags == 2)
+                                                       weapon_action(e.weapon, WR_PRECACHE);
+                                               break;
+                                       }
                                }
+                               if(j > WEP_LAST)
+                                       print("target_items: invalid item ", argv(i), "\n");
                        }
-                       if(j > WEP_LAST)
-                               print("target_items: invalid item ", argv(i), "\n");
                }
 
                string itemprefix, valueprefix;
@@ -1677,7 +1582,13 @@ void spawnfunc_target_items (void)
                        valueprefix = "max ";
                }
                else
+               {
                        error("invalid spawnflags");
+#ifdef GMQCC
+                       itemprefix = string_null;
+                       valueprefix = string_null;
+#endif
+               }
 
                self.netname = "";
                self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
@@ -1697,8 +1608,8 @@ void spawnfunc_target_items (void)
                for(j = WEP_FIRST; j <= WEP_LAST; ++j)
                {
                        e = get_weaponinfo(j);
-                       if(e.weapons)
-                               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
+                       if(e.weapon)
+                               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
                }
        }
        self.netname = strzone(self.netname);
@@ -1759,6 +1670,36 @@ void spawnfunc_item_jetpack(void)
 #define OP_PLUS 3
 #define OP_MINUS 4
 
+float GiveWeapon(entity e, float wpn, float op, float val)
+{
+       float v0, v1;
+       v0 = WEPSET_CONTAINS_EW(e, wpn);
+       switch(op)
+       {
+               case OP_SET:
+                       if(val > 0)
+                               WEPSET_OR_EW(e, wpn);
+                       else
+                               WEPSET_ANDNOT_EW(e, wpn);
+                       break;
+               case OP_MIN:
+               case OP_PLUS:
+                       if(val > 0)
+                               WEPSET_OR_EW(e, wpn);
+                       break;
+               case OP_MAX:
+                       if(val <= 0)
+                               WEPSET_ANDNOT_EW(e, wpn);
+                       break;
+               case OP_MINUS:
+                       if(val > 0)
+                               WEPSET_ANDNOT_EW(e, wpn);
+                       break;
+       }
+       v1 = WEPSET_CONTAINS_EW(e, wpn);
+       return (v0 != v1);
+}
+
 float GiveBit(entity e, .float fld, float bit, float op, float val)
 {
        float v0, v1;
@@ -1839,7 +1780,9 @@ 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(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_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)
@@ -1866,7 +1809,7 @@ float GiveItems(entity e, float beginarg, float endarg)
        e.superweapons_finished = max(0, e.superweapons_finished - time);
        
        PREGIVE(e, items);
-       PREGIVE(e, weapons);
+       PREGIVE_WEAPONS(e);
        PREGIVE(e, strength_finished);
        PREGIVE(e, invincible_finished);
        PREGIVE(e, superweapons_finished);
@@ -1919,8 +1862,9 @@ float GiveItems(entity e, float beginarg, float endarg)
                                for(j = WEP_FIRST; j <= WEP_LAST; ++j)
                                {
                                        wi = get_weaponinfo(j);
-                                       if(wi.weapons)
-                                               got += GiveBit(e, weapons, wi.weapons, op, val);
+                                       if(wi.weapon)
+                                               if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
+                                                       got += GiveWeapon(e, j, op, val);
                                }
                        case "allammo":
                                got += GiveValue(e, ammo_cells, op, val);
@@ -1981,7 +1925,7 @@ float GiveItems(entity e, float beginarg, float endarg)
                                        wi = get_weaponinfo(j);
                                        if(cmd == wi.netname)
                                        {
-                                               got += GiveBit(e, weapons, wi.weapons, op, val);
+                                               got += GiveWeapon(e, j, op, val);
                                                break;
                                        }
                                }
@@ -2000,11 +1944,11 @@ float GiveItems(entity e, float beginarg, float endarg)
        for(j = WEP_FIRST; j <= WEP_LAST; ++j)
        {
                wi = get_weaponinfo(j);
-               if(wi.weapons)
+               if(wi.weapon)
                {
-                       POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
-                       if not(save_weapons & wi.weapons)
-                               if(e.weapons & wi.weapons)
+                       POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
+                       if not(WEPSET_CONTAINS_AW(save_weapons, j))
+                               if(WEPSET_CONTAINS_EW(e, j))
                                        weapon_action(wi.weapon, WR_PRECACHE);
                }
        }
@@ -2019,15 +1963,9 @@ 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(self.weapons & WEPBIT_SUPERWEAPONS)
+               if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_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
@@ -2041,7 +1979,7 @@ float GiveItems(entity e, float beginarg, float endarg)
        else
                e.superweapons_finished += time;
 
-       if not(e.weapons & W_WeaponBit(e.switchweapon))
+       if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
                _switchweapon = TRUE;
        if(_switchweapon)
                W_SwitchWeapon_Force(e, w_getbestweapon(e));