]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/t_items.qc
fix bboxes reset by model change, dont load models server side (no point)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
index cd4ab6ceb21d29f956d3ce8af4cab46bdc66a1cb..c5ffb163684bf8a3cd5e0599c42738df93debe96 100644 (file)
@@ -1,3 +1,232 @@
+#define ISF_LOCATION 2
+#define ISF_MODEL    4
+#define ISF_STATUS   8
+    #define ITS_STAYWEP   1
+    #define ITS_ANIMATE1  2
+    #define ITS_ANIMATE2  4
+    #define ITS_AVAILABLE 8
+    #define ITS_ALLOWFB   16
+    #define ITS_ALLOWSI   32
+    #define ITS_POWERUP   64
+#define ISF_COLORMAP 16
+#define ISF_DROP 32
+
+.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;
+.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);
+}
+
+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;
+}
+
+void ItemRead(float _IsNew)
+{
+    if(!csqcitems_started)
+        csqcitems_start();
+    
+    float sf = ReadByte();
+
+    if(sf & ISF_LOCATION)
+    {
+        self.origin_x = ReadCoord();
+        self.origin_y = ReadCoord();
+        self.origin_z = ReadCoord();
+        setorigin(self, self.origin);
+        self.oldorigin = self.origin;
+    }
+    
+    if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
+    {
+        self.ItemStatus = ReadByte();    
+        
+        if(self.ItemStatus & ITS_AVAILABLE)
+        {
+            self.alpha = 1;
+            self.colormod = self.glowmod = '1 1 1';
+        }
+        else
+        {
+            if (autocvar_cl_ghost_items)
+            {
+                self.alpha = autocvar_cl_ghost_items;
+                self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
+            }
+            else
+                self.alpha = -1;
+        }    
+        
+        if(autocvar_cl_fullbright_items)
+            if(self.ItemStatus & ITS_ALLOWFB)
+                self.effects |= EF_FULLBRIGHT;
+            
+        if(self.ItemStatus & ITS_STAYWEP)
+        {
+            self.colormod = self.glowmod = autocvar_cl_staywep_color;
+            self.alpha = autocvar_cl_staywep_alpha;
+            
+        }
+        
+        if(self.ItemStatus & ITS_POWERUP)
+        {
+            if(self.ItemStatus & ITS_AVAILABLE)
+                self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
+            else
+                 self.effects &~= (EF_ADDITIVE | EF_FULLBRIGHT);
+        }
+    }
+    
+    if(sf & ISF_MODEL)
+    {
+        self.drawmask  = MASK_NORMAL;
+        self.movetype  = MOVETYPE_NOCLIP;
+        
+        if(self.mdl)
+            strunzone(self.mdl);
+        
+        self.mdl = "";
+        string _fn = ReadString();
+        
+        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"));
+            else
+            {
+                self.mdl = "";
+                dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
+            }
+        }
+        
+        if(self.mdl == "")
+        {
+            self.mdl       = strzone(_fn);
+            self.draw      = ItemDraw;
+        }
+        else
+            self.draw      = ItemDrawSimple;
+        
+        precache_model(self.mdl);
+        setmodel(self, self.mdl);
+    }
+    
+    if(sf & ISF_COLORMAP)
+        self.colormap = ReadShort();
+    
+    if(sf & ISF_DROP)
+    {
+        self.effects |= EF_FLAME;
+        self.gravity = 1;
+        self.move_movetype = MOVETYPE_TOSS;
+        self.move_velocity_x = ReadCoord();
+        self.move_velocity_y = ReadCoord();
+        self.move_velocity_z = ReadCoord();
+        self.velocity = self.move_velocity;
+        self.move_origin = self.oldorigin;
+        
+        if(!self.move_time)
+        {
+            self.move_time = time;
+            self.spawntime = time;
+        }
+        else
+            self.move_time = max(self.move_time, time);
+    }    
+}
+#endif
+
+#ifdef SVQC
+float autocvar_sv_simple_items;
+float ItemSend(entity to, float sf)
+{
+    if(self.gravity)
+        sf |= ISF_DROP;
+    else
+        sf &~= ISF_DROP;
+       
+       WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM); 
+       WriteByte(MSG_ENTITY, sf);
+
+        
+       //WriteByte(MSG_ENTITY, self.cnt);
+    if(sf & ISF_LOCATION)
+    {
+        WriteCoord(MSG_ENTITY, self.origin_x);
+        WriteCoord(MSG_ENTITY, self.origin_y);
+        WriteCoord(MSG_ENTITY, self.origin_z);
+    }
+
+    if(sf & ISF_STATUS)
+        WriteByte(MSG_ENTITY, self.ItemStatus);
+
+    if(sf & ISF_MODEL)
+        WriteString(MSG_ENTITY, self.mdl);
+        
+    if(sf & ISF_COLORMAP)
+        WriteShort(MSG_ENTITY, self.colormap);
+
+    if(sf & ISF_DROP)
+    {
+        WriteCoord(MSG_ENTITY, self.velocity_x);
+        WriteCoord(MSG_ENTITY, self.velocity_y);
+        WriteCoord(MSG_ENTITY, self.velocity_z);
+    }
+        
+    return TRUE;
+}
+
+
 float have_pickup_item(void)
 {
        // minstagib: only allow filtered items
@@ -29,7 +258,7 @@ float have_pickup_item(void)
                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;
@@ -78,12 +307,12 @@ string Item_CounterFieldName(float it)
 
 .float max_armorvalue;
 .float pickup_anyway;
-
+/*
 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;
@@ -103,80 +332,63 @@ float Item_Customize()
                        return FALSE;
        }
 }
+*/
 
 void Item_Show (entity e, float mode)
-{
+{    
        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
                e.model = e.mdl;
                e.solid = SOLID_TRIGGER;
-               e.colormod = '0 0 0';
-               self.glowmod = self.colormod;
-               e.alpha = 0;
-               e.customizeentityforclient = func_null;
-
                e.spawnshieldtime = 1;
+               e.ItemStatus |= ITS_AVAILABLE;
        }
        else if (mode < 0)
        {
                // hide the item completely
                e.model = string_null;
                e.solid = SOLID_NOT;
-               e.colormod = '0 0 0';
-               self.glowmod = self.colormod;
-               e.alpha = 0;
-               e.customizeentityforclient = func_null;
-
                e.spawnshieldtime = 1;
+               e.ItemStatus &~= ITS_AVAILABLE;
        }
        else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
        {
                // make the item translucent and not touchable
                e.model = e.mdl;
                e.solid = SOLID_TRIGGER; // can STILL be picked up!
-               e.colormod = '0 0 0';
-               self.glowmod = self.colormod;
                e.effects |= EF_STARDUST;
-               e.customizeentityforclient = Item_Customize;
-
                e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
-       }
-       else if(g_ghost_items)
-       {
-               // make the item translucent and not touchable
-               e.model = e.mdl;
-               e.solid = SOLID_NOT;
-               e.colormod = stov(autocvar_g_ghost_items_color);
-               e.glowmod = e.colormod;
-               e.alpha = g_ghost_items;
-               e.customizeentityforclient = func_null;
-
-               e.spawnshieldtime = 1;
+               e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
        }
        else
        {
-               // hide the item completely
-               e.model = string_null;
+               //setmodel(e, "null");
                e.solid = SOLID_NOT;
                e.colormod = '0 0 0';
                e.glowmod = e.colormod;
-               e.alpha = 0;
-               e.customizeentityforclient = func_null;
-
                e.spawnshieldtime = 1;
+               e.ItemStatus &~= ITS_AVAILABLE;
        }
-
-       if (e.items & (IT_STRENGTH | IT_INVINCIBLE))
-               e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
+       
+       if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
+           e.ItemStatus |= ITS_POWERUP;                
+       
        if (autocvar_g_nodepthtestitems)
                e.effects |= EF_NODEPTHTEST;
-       if (autocvar_g_fullbrightitems)
-               e.effects |= EF_FULLBRIGHT;
+               
+    
+    if (autocvar_g_fullbrightitems)
+               e.ItemStatus |= ITS_ALLOWFB;
+       
+       if (autocvar_sv_simple_items)
+        e.ItemStatus |= ITS_ALLOWSI;
 
        // relink entity (because solid may have changed)
        setorigin(e, e.origin);
+    e.SendFlags |= ISF_STATUS;
 }
 
 void Item_Respawn (void)
@@ -265,7 +477,7 @@ 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);
@@ -348,7 +560,6 @@ 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;
@@ -377,10 +588,8 @@ float Item_GiveTo(entity item, entity player)
                        // else if(item.items == IT_CELLS)
                        //      AnnounceTo(player, "ammo");
 
-                       if (item.weapons & WEPBIT_MINSTANEX)
+                       if (WEPSET_CONTAINS_EW(item, WEP_MINSTANEX))
                                W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
-                       if (item.ammo_cells)
-                               player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
                        player.health = 100;
                }
 
@@ -428,7 +637,7 @@ float Item_GiveTo(entity item, entity player)
                if (player.switchweapon == w_getbestweapon(player))
                        _switchweapon = TRUE;
 
-               if not(player.weapons & W_WeaponBit(player.switchweapon))
+               if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
                        _switchweapon = TRUE;
 
                pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
@@ -440,14 +649,17 @@ float Item_GiveTo(entity item, entity player)
                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 && g_pickup_weapons_anyway))
                {
-                       pickedup = TRUE;
-                       for(i = WEP_FIRST; i <= WEP_LAST; ++i)
+                       WEPSET_DECLARE_A(it);
+                       WEPSET_COPY_AE(it, item);
+                       WEPSET_ANDNOT_AE(it, player);
+
+                       if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
                        {
-                               e = get_weaponinfo(i);
-                               if(it & e.weapons)
-                                       W_GiveWeapon (player, e.weapon, item.netname);
+                               pickedup = TRUE;
+                               for(i = WEP_FIRST; i <= WEP_LAST; ++i)
+                                       if(WEPSET_CONTAINS_AW(it, i))
+                                               W_GiveWeapon (player, i, item.netname);
                        }
                }
 
@@ -483,7 +695,6 @@ float Item_GiveTo(entity item, entity player)
        if (!pickedup)
                return 0;
 
-       sound (player, CH_TRIGGER, item.item_pickupsound, VOL_BASE, ATTN_NORM);
        if (_switchweapon)
                if (player.switchweapon != w_getbestweapon(player))
                        W_SwitchWeapon_Force(player, w_getbestweapon(player));
@@ -496,11 +707,15 @@ 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")
                return;
        if (other.deadflag)
@@ -525,13 +740,14 @@ void Item_Touch (void)
                        self.strength_finished += time;
                        self.invincible_finished += time;
                        self.superweapons_finished += time;
-                       return;
                }
+               return;
        }
 
        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);
 
        if (self.classname == "droppedweapon")
                remove (self);
@@ -551,6 +767,7 @@ void Item_Touch (void)
                                }
                        }
                        e = RandomSelection_chosen_ent;
+
                }
                else
                        e = self;
@@ -568,7 +785,10 @@ void Item_Reset()
                self.think = SUB_Null;
                self.nextthink = 0;
 
-               if((self.flags & FL_POWERUP) | (self.weapons & WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
+               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!
                        Item_ScheduleInitialRespawn(self);
        }
 }
@@ -617,10 +837,10 @@ 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)
@@ -639,34 +859,27 @@ 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;
@@ -683,7 +896,7 @@ 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)
@@ -731,16 +944,44 @@ 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.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")
        {
@@ -752,10 +993,13 @@ 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)
@@ -780,13 +1024,6 @@ 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;
@@ -794,11 +1031,6 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
                        return;
                }
 
-               if(self.model != "")
-                       itemmodel = self.model;
-               if(self.item_pickupsound != "")
-                       pickupsound = self.item_pickupsound;
-
                self.reset = Item_Reset;
                // it's a level item
                if(self.spawnflags & 1)
@@ -841,6 +1073,7 @@ 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));
@@ -851,10 +1084,10 @@ 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)
@@ -871,46 +1104,54 @@ 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;
+       
+       if(self.armorvalue || self.health)
+        self.ItemStatus |= ITS_ANIMATE2;
+       
        if(itemflags & FL_WEAPON)
-               self.modelflags |= MF_ROTATE;
-
-       if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
-       if (itemflags & FL_WEAPON)
        {
-               // neutral team color for pickup weapons
-               self.colormap = 1024; // color shirt=0 pants=0 grey
+               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
                Item_Reset();
+        
+    Net_LinkEntity(self, FALSE, 0, ItemSend);
 }
 
 /* replace items in minstagib
@@ -918,10 +1159,10 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
  * IT_NAILS     = extra lives
  * IT_INVINCIBLE = speed
  */
-void minstagib_items (float itemid)
+void minstagib_items (float itemid) // will be deleted soon.
 {
        float rnd;
-       self.classname = "minstagib";
+       self.classname = "minstagib"; // ...?
 
        // replace rocket launchers and nex guns with ammo cells
        if (itemid == IT_CELLS)
@@ -987,12 +1228,28 @@ void weapon_defaultspawnfunc(float wpn)
        string s;
        entity oldself;
        float i, j;
+       float f;
 
        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;
@@ -1025,7 +1282,7 @@ void weapon_defaultspawnfunc(float wpn)
                        }
                        self = oldself;
                }
-               if(t >= 1)
+               if(t >= 1) // always the case!
                {
                        s = argv(0);
                        wpn = 0;
@@ -1055,7 +1312,7 @@ 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;
@@ -1067,7 +1324,7 @@ 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;
 
@@ -1084,15 +1341,26 @@ void weapon_defaultspawnfunc(float wpn)
                }
        }
 
+       // pickup anyway
+       if(g_pickup_weapons_anyway)
+               self.pickup_anyway = TRUE;
+
+       f = FL_WEAPON;
+
        // no weapon-stay on superweapons
-       if(self.weapons & WEPBIT_SUPERWEAPONS)
-               self.flags |= FL_NO_WEAPON_STAY;
+       if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
+               f |= FL_NO_WEAPON_STAY;
 
        // weapon stay isn't supported for teamed weapons
        if(self.team)
-               self.flags |= FL_NO_WEAPON_STAY;
+               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, FL_WEAPON, 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);
 }
@@ -1322,7 +1590,7 @@ void spawnfunc_item_invincible (void) {
 void spawnfunc_item_minst_cells (void) {
        if (g_minstagib)
        {
-               minst_no_auto_cells = 1;
+               minst_no_auto_cells = TRUE;
                minstagib_items(IT_CELLS);
        }
        else
@@ -1400,7 +1668,7 @@ void spawnfunc_target_items (void)
                                e = get_weaponinfo(j);
                                if(argv(i) == e.netname)
                                {
-                                       self.weapons |= e.weapons;
+                                       WEPSET_OR_EW(self, j);
                                        if(self.spawnflags == 0 || self.spawnflags == 2)
                                                weapon_action(e.weapon, WR_PRECACHE);
                                        break;
@@ -1452,8 +1720,8 @@ 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);
@@ -1514,6 +1782,36 @@ 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;
@@ -1594,7 +1892,9 @@ 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)
@@ -1621,7 +1921,7 @@ 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);
@@ -1674,8 +1974,9 @@ 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);
@@ -1736,7 +2037,7 @@ 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;
                                        }
                                }
@@ -1755,11 +2056,11 @@ 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);
                }
        }
@@ -1774,7 +2075,7 @@ 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)
@@ -1796,10 +2097,11 @@ 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));
 
        return got;
 }
+#endif