]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/t_items.qc
Update items instantly when they pass through warpzones
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
index 77e3cfae0a9f81e1d0a274ad225b2234a36904b8..432bfc36630a1bb69e4ab96b0b4f7caa110ad5ab 100644 (file)
     #include "../lib/warpzone/util_server.qh"
 #endif
 
+REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
+
 #ifdef CSQC
 void ItemDraw(entity self)
 {
     if(self.gravity)
     {
-        Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
+        Movetype_Physics_MatchServer(self, 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;
@@ -67,7 +69,7 @@ void ItemDrawSimple(entity this)
 {
     if(self.gravity)
     {
-        Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
+        Movetype_Physics_MatchServer(self, autocvar_cl_projectiles_sloppy);
 
         if(self.move_flags & FL_ONGROUND)
             self.gravity = 0;
@@ -94,8 +96,14 @@ void Item_PreDraw()
                self.drawmask = MASK_NORMAL;
 }
 
-void ItemRead(float _IsNew)
+void ItemRemove()
 {SELFPARAM();
+       if (self.mdl)
+               strunzone(self.mdl);
+}
+
+NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
+{
     int sf = ReadByte();
 
     if(sf & ISF_LOCATION)
@@ -166,6 +174,9 @@ void ItemRead(float _IsNew)
         self.drawmask  = MASK_NORMAL;
                self.move_movetype = self.movetype = MOVETYPE_TOSS;
         self.draw       = ItemDraw;
+        //self.move_flags |= FL_ITEM;
+
+        bool use_bigsize = ReadByte();
 
         self.fade_end = ReadShort();
         self.fade_start = ReadShort();
@@ -207,6 +218,8 @@ void ItemRead(float _IsNew)
 
         precache_model(self.mdl);
         _setmodel(self, self.mdl);
+
+        setsize(self, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
     }
 
     if(sf & ISF_COLORMAP)
@@ -240,6 +253,10 @@ void ItemRead(float _IsNew)
         if(self.ItemStatus & ITS_ANIMATE2)
             self.move_avelocity = '0 -90 0';
     }
+
+    self.entremove = ItemRemove;
+
+    return true;
 }
 
 #endif
@@ -252,7 +269,7 @@ bool ItemSend(entity this, entity to, int sf)
        else
                sf &= ~ISF_DROP;
 
-       WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
+       WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
        WriteByte(MSG_ENTITY, sf);
 
        //WriteByte(MSG_ENTITY, self.cnt);
@@ -281,6 +298,8 @@ bool ItemSend(entity this, entity to, int sf)
 
        if(sf & ISF_MODEL)
        {
+               Pickup p = this.itemdef;
+               WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
                WriteShort(MSG_ENTITY, self.fade_end);
                WriteShort(MSG_ENTITY, self.fade_start);
 
@@ -304,9 +323,16 @@ bool ItemSend(entity this, entity to, int sf)
        return true;
 }
 
-void ItemUpdate(entity item)
+void ItemUpdate(entity this)
+{
+       this.oldorigin = this.origin;
+       this.SendFlags |= ISF_LOCATION;
+}
+
+void UpdateItemAfterTeleport(entity this)
 {
-       item.SendFlags |= ISF_LOCATION;
+       if(this.SendEntity3 == ItemSend)
+               ItemUpdate(this);
 }
 
 bool have_pickup_item(entity this)
@@ -424,10 +450,7 @@ void Item_Think()
 {SELFPARAM();
        self.nextthink = time;
        if(self.origin != self.oldorigin)
-       {
-               self.oldorigin = self.origin;
                ItemUpdate(self);
-       }
 }
 
 bool Item_ItemsTime_SpectatorOnly(GameItem it);
@@ -436,7 +459,7 @@ float Item_ItemsTime_UpdateTime(entity e, float t);
 void Item_ItemsTime_SetTime(entity e, float t);
 void Item_ItemsTime_SetTimesForAllPlayers();
 
-void Item_Respawn (void)
+void Item_Respawn ()
 {SELFPARAM();
        Item_Show(self, 1);
        // this is ugly...
@@ -462,7 +485,7 @@ void Item_Respawn (void)
        Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
 }
 
-void Item_RespawnCountdown (void)
+void Item_RespawnCountdown ()
 {SELFPARAM();
        if(self.count >= ITEM_RESPAWN_TICKS)
        {
@@ -479,8 +502,8 @@ void Item_RespawnCountdown (void)
                        MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
                        do {
                                {
-                                       entity wi = get_weaponinfo(self.weapon);
-                                       if (wi.m_id) {
+                                       entity wi = Weapons_from(self.weapon);
+                                       if (wi != WEP_Null) {
                                                entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Weapon);
                                                wp.wp_extra = wi.m_id;
                                                break;
@@ -488,7 +511,7 @@ void Item_RespawnCountdown (void)
                                }
                                {
                                        entity ii = self.itemdef;
-                                       if (ii.m_id) {
+                                       if (ii != NULL) {
                                                entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Item);
                                                wp.wp_extra = ii.m_id;
                                                break;
@@ -526,10 +549,7 @@ void Item_RespawnThink()
 {SELFPARAM();
        self.nextthink = time;
        if(self.origin != self.oldorigin)
-       {
-               self.oldorigin = self.origin;
                ItemUpdate(self);
-       }
 
        if(time >= self.wait)
                Item_Respawn();
@@ -630,10 +650,10 @@ float Item_GiveTo(entity item, entity player)
        // 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))
+       if (PS(player).m_switchweapon == w_getbestweapon(player))
                _switchweapon = true;
 
-       if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
+       if (!(player.weapons & WepSet_FromWeapon(PS(player).m_switchweapon)))
                _switchweapon = true;
 
        pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
@@ -655,7 +675,7 @@ float Item_GiveTo(entity item, entity player)
                {
                        pickedup = true;
                        for(i = WEP_FIRST; i <= WEP_LAST; ++i)
-                       if(it & WepSet_FromWeapon(i))
+                       if(it & WepSet_FromWeapon(Weapons_from(i)))
                        {
                                W_DropEvent(wr_pickup, player, i, item);
                                W_GiveWeapon(player, i);
@@ -698,12 +718,12 @@ float Item_GiveTo(entity item, entity player)
        // crude hack to enforce switching weapons
        if(g_cts && item.itemdef.instanceOfWeaponPickup)
        {
-               W_SwitchWeapon_Force(player, item.weapon);
+               W_SwitchWeapon_Force(player, Weapons_from(item.weapon));
                return 1;
        }
 
        if (_switchweapon)
-               if (player.switchweapon != w_getbestweapon(player))
+               if (PS(player).m_switchweapon != w_getbestweapon(player))
                        W_SwitchWeapon_Force(player, w_getbestweapon(player));
 
        return 1;
@@ -762,7 +782,7 @@ void Item_Touch()
        other.last_pickup = time;
 
        Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
-       _sound (other, CH_TRIGGER, (this.item_pickupsound ? this.item_pickupsound : this.item_pickupsound_ent.sound_str()), VOL_BASE, ATTEN_NORM);
+       _sound (other, CH_TRIGGER, (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
 
        if (this.classname == "droppedweapon")
                remove (this);
@@ -845,7 +865,7 @@ void Item_FindTeam()
 
 // Savage: used for item garbage-collection
 // TODO: perhaps nice special effect?
-void RemoveItem(void)
+void RemoveItem()
 {SELFPARAM();
        if(wasfreed(self) || !self) { return; }
        Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
@@ -917,9 +937,9 @@ float commodity_pickupevalfunc(entity player, entity item)
        // Detect needed ammo
        for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
        {
-               wi = get_weaponinfo(i);
+               wi = Weapons_from(i);
 
-               if (!(player.weapons & WepSet_FromWeapon(i)))
+               if (!(player.weapons & (wi.m_wepset)))
                        continue;
 
                if(wi.items & ITEM_Shells.m_itemid)
@@ -1011,7 +1031,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
        }
 
        if(weaponid)
-               this.weapons = WepSet_FromWeapon(weaponid);
+               this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
 
        this.flags = FL_ITEM | itemflags;
 
@@ -1063,7 +1083,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
                if(this.angles != '0 0 0')
                        this.SendFlags |= ISF_ANGLES;
 
-               this.reset = Item_Reset_self;
+               this.reset = Item_Reset;
                // it's a level item
                if(this.spawnflags & 1)
                        this.noalign = 1;
@@ -1114,7 +1134,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
                        this.is_item = true;
                }
 
-               weaponsInMap |= WepSet_FromWeapon(weaponid);
+               weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
 
                precache_model(this.model);
                precache_sound(this.item_pickupsound);
@@ -1196,10 +1216,10 @@ void StartItem(entity this, GameItem def)
 
 spawnfunc(item_rockets)
 {
-       if(!self.ammo_rockets)
-               self.ammo_rockets = g_pickup_rockets;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_ammo_anyway;
+       if(!this.ammo_rockets)
+               this.ammo_rockets = g_pickup_rockets;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_ammo_anyway;
     StartItem(this, ITEM_Rockets);
 }
 
@@ -1207,7 +1227,7 @@ spawnfunc(item_bullets)
 {
        if(!weaponswapping)
        if(autocvar_sv_q3acompat_machineshotgunswap)
-       if(self.classname != "droppedweapon")
+       if(this.classname != "droppedweapon")
        {
                weaponswapping = true;
                spawnfunc_item_shells(this);
@@ -1215,28 +1235,28 @@ spawnfunc(item_bullets)
                return;
        }
 
-       if(!self.ammo_nails)
-               self.ammo_nails = g_pickup_nails;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_ammo_anyway;
+       if(!this.ammo_nails)
+               this.ammo_nails = g_pickup_nails;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_ammo_anyway;
     StartItem(this, ITEM_Bullets);
 }
 
 spawnfunc(item_cells)
 {
-       if(!self.ammo_cells)
-               self.ammo_cells = g_pickup_cells;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_ammo_anyway;
+       if(!this.ammo_cells)
+               this.ammo_cells = g_pickup_cells;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_ammo_anyway;
        StartItem(this, ITEM_Cells);
 }
 
 spawnfunc(item_plasma)
 {
-       if(!self.ammo_plasma)
-               self.ammo_plasma = g_pickup_plasma;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_ammo_anyway;
+       if(!this.ammo_plasma)
+               this.ammo_plasma = g_pickup_plasma;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_ammo_anyway;
        StartItem(this, ITEM_Plasma);
 }
 
@@ -1244,7 +1264,7 @@ spawnfunc(item_shells)
 {
        if(!weaponswapping)
        if(autocvar_sv_q3acompat_machineshotgunswap)
-       if(self.classname != "droppedweapon")
+       if(this.classname != "droppedweapon")
        {
                weaponswapping = true;
                spawnfunc_item_bullets(this);
@@ -1252,98 +1272,98 @@ spawnfunc(item_shells)
                return;
        }
 
-       if(!self.ammo_shells)
-               self.ammo_shells = g_pickup_shells;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_ammo_anyway;
+       if(!this.ammo_shells)
+               this.ammo_shells = g_pickup_shells;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_ammo_anyway;
        StartItem(this, ITEM_Shells);
 }
 
 spawnfunc(item_armor_small)
 {
-       if(!self.armorvalue)
-               self.armorvalue = g_pickup_armorsmall;
-       if(!self.max_armorvalue)
-               self.max_armorvalue = g_pickup_armorsmall_max;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_armorsmall_anyway;
+       if(!this.armorvalue)
+               this.armorvalue = g_pickup_armorsmall;
+       if(!this.max_armorvalue)
+               this.max_armorvalue = g_pickup_armorsmall_max;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_armorsmall_anyway;
        StartItem(this, ITEM_ArmorSmall);
 }
 
 spawnfunc(item_armor_medium)
 {
-       if(!self.armorvalue)
-               self.armorvalue = g_pickup_armormedium;
-       if(!self.max_armorvalue)
-               self.max_armorvalue = g_pickup_armormedium_max;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_armormedium_anyway;
+       if(!this.armorvalue)
+               this.armorvalue = g_pickup_armormedium;
+       if(!this.max_armorvalue)
+               this.max_armorvalue = g_pickup_armormedium_max;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_armormedium_anyway;
        StartItem(this, ITEM_ArmorMedium);
 }
 
 spawnfunc(item_armor_big)
 {
-       if(!self.armorvalue)
-               self.armorvalue = g_pickup_armorbig;
-       if(!self.max_armorvalue)
-               self.max_armorvalue = g_pickup_armorbig_max;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_armorbig_anyway;
+       if(!this.armorvalue)
+               this.armorvalue = g_pickup_armorbig;
+       if(!this.max_armorvalue)
+               this.max_armorvalue = g_pickup_armorbig_max;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_armorbig_anyway;
        StartItem(this, ITEM_ArmorLarge);
 }
 
 spawnfunc(item_armor_large)
 {
-       if(!self.armorvalue)
-               self.armorvalue = g_pickup_armorlarge;
-       if(!self.max_armorvalue)
-               self.max_armorvalue = g_pickup_armorlarge_max;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_armorlarge_anyway;
+       if(!this.armorvalue)
+               this.armorvalue = g_pickup_armorlarge;
+       if(!this.max_armorvalue)
+               this.max_armorvalue = g_pickup_armorlarge_max;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_armorlarge_anyway;
        StartItem(this, ITEM_ArmorMega);
 }
 
 spawnfunc(item_health_small)
 {
-       if(!self.max_health)
-               self.max_health = g_pickup_healthsmall_max;
-       if(!self.health)
-               self.health = g_pickup_healthsmall;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_healthsmall_anyway;
+       if(!this.max_health)
+               this.max_health = g_pickup_healthsmall_max;
+       if(!this.health)
+               this.health = g_pickup_healthsmall;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_healthsmall_anyway;
        StartItem(this, ITEM_HealthSmall);
 }
 
 spawnfunc(item_health_medium)
 {
-       if(!self.max_health)
-               self.max_health = g_pickup_healthmedium_max;
-       if(!self.health)
-               self.health = g_pickup_healthmedium;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_healthmedium_anyway;
+       if(!this.max_health)
+               this.max_health = g_pickup_healthmedium_max;
+       if(!this.health)
+               this.health = g_pickup_healthmedium;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_healthmedium_anyway;
     StartItem(this, ITEM_HealthMedium);
 }
 
 spawnfunc(item_health_large)
 {
-       if(!self.max_health)
-               self.max_health = g_pickup_healthlarge_max;
-       if(!self.health)
-               self.health = g_pickup_healthlarge;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_healthlarge_anyway;
+       if(!this.max_health)
+               this.max_health = g_pickup_healthlarge_max;
+       if(!this.health)
+               this.health = g_pickup_healthlarge;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_healthlarge_anyway;
        StartItem(this, ITEM_HealthLarge);
 }
 
 spawnfunc(item_health_mega)
 {
-    if(!self.max_health)
-        self.max_health = g_pickup_healthmega_max;
-    if(!self.health)
-        self.health = g_pickup_healthmega;
-    if(!self.pickup_anyway)
-        self.pickup_anyway = g_pickup_healthmega_anyway;
+    if(!this.max_health)
+        this.max_health = g_pickup_healthmega_max;
+    if(!this.health)
+        this.health = g_pickup_healthmega;
+    if(!this.pickup_anyway)
+        this.pickup_anyway = g_pickup_healthmega_anyway;
     StartItem(this, ITEM_HealthMega);
 }
 
@@ -1356,20 +1376,20 @@ spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
 
 spawnfunc(item_strength)
 {
-               if(!self.strength_finished)
-                       self.strength_finished = autocvar_g_balance_powerup_strength_time;
+               if(!this.strength_finished)
+                       this.strength_finished = autocvar_g_balance_powerup_strength_time;
                StartItem(this, ITEM_Strength);
 }
 
 spawnfunc(item_invincible)
 {
-               if(!self.invincible_finished)
-                       self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
+               if(!this.invincible_finished)
+                       this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
                StartItem(this, ITEM_Shield);
 }
 
 // compatibility:
-spawnfunc(item_quad) { self.classname = "item_strength";spawnfunc_item_strength(this);}
+spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
 
 void target_items_use()
 {SELFPARAM();
@@ -1430,14 +1450,13 @@ spawnfunc(target_items)
                        {
                                for(j = WEP_FIRST; j <= WEP_LAST; ++j)
                                {
-                                       e = get_weaponinfo(j);
+                                       e = Weapons_from(j);
                                        s = W_UndeprecateName(argv(i));
                                        if(s == e.netname)
                                        {
-                                               self.weapons |= WepSet_FromWeapon(j);
+                                               self.weapons |= (e.m_wepset);
                                                if(self.spawnflags == 0 || self.spawnflags == 2) {
-                                                       Weapon w = get_weaponinfo(e.weapon);
-                                                       w.wr_init(w);
+                                                       e.wr_init(e);
                                                }
                                                break;
                                        }
@@ -1475,13 +1494,13 @@ spawnfunc(target_items)
                }
 
                self.netname = "";
-               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
-               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
-               self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
-               self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
-               self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
-               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
-               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
+               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
+               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
+               self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * boolean(self.items & ITEM_Strength.m_itemid), "strength");
+               self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * boolean(self.items & ITEM_Shield.m_itemid), "invincible");
+               self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * boolean(self.items & IT_SUPERWEAPON), "superweapons");
+               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & ITEM_Jetpack.m_itemid), "jetpack");
+               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
                if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
                if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
                if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
@@ -1492,9 +1511,9 @@ spawnfunc(target_items)
                if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
                for(j = WEP_FIRST; j <= WEP_LAST; ++j)
                {
-                       e = get_weaponinfo(j);
-                       if(e.weapon)
-                               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
+                       e = Weapons_from(j);
+                       if(e == WEP_Null) continue;
+                       self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & (e.m_wepset)), e.netname);
                }
        }
        self.netname = strzone(self.netname);
@@ -1505,11 +1524,10 @@ spawnfunc(target_items)
        {
                for(j = WEP_FIRST; j <= WEP_LAST; ++j)
                {
-                       e = get_weaponinfo(j);
+                       e = Weapons_from(j);
                        if(argv(i) == e.netname)
                        {
-                               Weapon w = get_weaponinfo(e.weapon);
-                               w.wr_init(w);
+                               e.wr_init(e);
                                break;
                        }
                }
@@ -1518,10 +1536,10 @@ spawnfunc(target_items)
 
 spawnfunc(item_fuel)
 {
-       if(!self.ammo_fuel)
-               self.ammo_fuel = g_pickup_fuel;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_ammo_anyway;
+       if(!this.ammo_fuel)
+               this.ammo_fuel = g_pickup_fuel;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_ammo_anyway;
        StartItem(this, ITEM_JetpackFuel);
 }
 
@@ -1537,8 +1555,8 @@ spawnfunc(item_fuel_regen)
 
 spawnfunc(item_jetpack)
 {
-       if(!self.ammo_fuel)
-               self.ammo_fuel = g_pickup_fuel_jetpack;
+       if(!this.ammo_fuel)
+               this.ammo_fuel = g_pickup_fuel_jetpack;
        if(start_items & ITEM_Jetpack.m_itemid)
        {
                spawnfunc_item_fuel(this);
@@ -1550,86 +1568,31 @@ spawnfunc(item_jetpack)
 float GiveWeapon(entity e, float wpn, float op, float val)
 {
        WepSet v0, v1;
-       v0 = (e.weapons & WepSet_FromWeapon(wpn));
+       WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
+       v0 = (e.weapons & s);
        switch(op)
        {
                case OP_SET:
                        if(val > 0)
-                               e.weapons |= WepSet_FromWeapon(wpn);
+                               e.weapons |= s;
                        else
-                               e.weapons &= ~WepSet_FromWeapon(wpn);
+                               e.weapons &= ~s;
                        break;
                case OP_MIN:
                case OP_PLUS:
                        if(val > 0)
-                               e.weapons |= WepSet_FromWeapon(wpn);
+                               e.weapons |= s;
                        break;
                case OP_MAX:
                        if(val <= 0)
-                               e.weapons &= ~WepSet_FromWeapon(wpn);
+                               e.weapons &= ~s;
                        break;
                case OP_MINUS:
                        if(val > 0)
-                               e.weapons &= ~WepSet_FromWeapon(wpn);
+                               e.weapons &= ~s;
                        break;
        }
-       v1 = (e.weapons & WepSet_FromWeapon(wpn));
-       return (v0 != v1);
-}
-
-float GiveBit(entity e, .float fld, float bit, float op, float val)
-{
-       float v0, v1;
-       v0 = (e.(fld) & bit);
-       switch(op)
-       {
-               case OP_SET:
-                       if(val > 0)
-                               e.(fld) |= bit;
-                       else
-                               e.(fld) &= ~bit;
-                       break;
-               case OP_MIN:
-               case OP_PLUS:
-                       if(val > 0)
-                               e.(fld) |= bit;
-                       break;
-               case OP_MAX:
-                       if(val <= 0)
-                               e.(fld) &= ~bit;
-                       break;
-               case OP_MINUS:
-                       if(val > 0)
-                               e.(fld) &= ~bit;
-                       break;
-       }
-       v1 = (e.(fld) & bit);
-       return (v0 != v1);
-}
-
-float GiveValue(entity e, .float fld, float op, float val)
-{
-       float v0, v1;
-       v0 = e.(fld);
-       switch(op)
-       {
-               case OP_SET:
-                       e.(fld) = val;
-                       break;
-               case OP_MIN:
-                       e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
-                       break;
-               case OP_MAX:
-                       e.(fld) = min(e.(fld), val);
-                       break;
-               case OP_PLUS:
-                       e.(fld) += val;
-                       break;
-               case OP_MINUS:
-                       e.(fld) -= val;
-                       break;
-       }
-       v1 = e.(fld);
+       v1 = (e.weapons & s);
        return (v0 != v1);
 }
 
@@ -1670,7 +1633,7 @@ float GiveItems(entity e, float beginarg, float endarg)
 
        _switchweapon = false;
        if (e.autoswitch)
-               if (e.switchweapon == w_getbestweapon(e))
+               if (PS(e).m_switchweapon == w_getbestweapon(e))
                        _switchweapon = true;
 
        e.strength_finished = max(0, e.strength_finished - time);
@@ -1731,10 +1694,10 @@ float GiveItems(entity e, float beginarg, float endarg)
                        case "allweapons":
                                for(j = WEP_FIRST; j <= WEP_LAST; ++j)
                                {
-                                       wi = get_weaponinfo(j);
-                                       if(wi.weapon)
-                                               if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
-                                                       got += GiveWeapon(e, j, op, val);
+                                       wi = Weapons_from(j);
+                                       if(wi == WEP_Null) continue;
+                                       if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
+                                               got += GiveWeapon(e, j, op, val);
                                }
                        case "allammo":
                                got += GiveValue(e, ammo_cells, op, val);
@@ -1796,7 +1759,7 @@ float GiveItems(entity e, float beginarg, float endarg)
                        default:
                                for(j = WEP_FIRST; j <= WEP_LAST; ++j)
                                {
-                                       wi = get_weaponinfo(j);
+                                       wi = Weapons_from(j);
                                        if(cmd == wi.netname)
                                        {
                                                got += GiveWeapon(e, j, op, val);
@@ -1817,16 +1780,13 @@ float GiveItems(entity e, float beginarg, float endarg)
        POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND(ITEMPICKUP), string_null);
        for(j = WEP_FIRST; j <= WEP_LAST; ++j)
        {
-               wi = get_weaponinfo(j);
-               if(wi.weapon)
-               {
-                       POSTGIVE_WEAPON(e, j, SND(WEAPONPICKUP), string_null);
-                       if (!(save_weapons & WepSet_FromWeapon(j)))
-                               if(e.weapons & WepSet_FromWeapon(j)) {
-                                       Weapon w = get_weaponinfo(wi.weapon);
-                                       w.wr_init(w);
-                               }
-               }
+               wi = Weapons_from(j);
+               if (wi == WEP_Null) continue;
+               POSTGIVE_WEAPON(e, Weapons_from(j), SND(WEAPONPICKUP), string_null);
+               if (!(save_weapons & (wi.m_wepset)))
+                       if(e.weapons & (wi.m_wepset)) {
+                               wi.wr_init(wi);
+                       }
        }
        POSTGIVE_VALUE(e, strength_finished, 1, SND(POWERUP), SND(POWEROFF));
        POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", SND(POWEROFF));
@@ -1856,7 +1816,7 @@ float GiveItems(entity e, float beginarg, float endarg)
        else
                e.superweapons_finished += time;
 
-       if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
+       if (!(e.weapons & WepSet_FromWeapon(PS(e).m_switchweapon)))
                _switchweapon = true;
        if(_switchweapon)
                W_SwitchWeapon_Force(e, w_getbestweapon(e));