]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Finally fix the stupid client including server items file issue
authorMario <mario@smbclan.net>
Thu, 24 Dec 2015 07:34:11 +0000 (17:34 +1000)
committerMario <mario@smbclan.net>
Thu, 24 Dec 2015 07:34:11 +0000 (17:34 +1000)
31 files changed:
qcsrc/client/hud/hud.qc
qcsrc/client/main.qc
qcsrc/client/progs.inc
qcsrc/client/t_items.qc [deleted file]
qcsrc/client/t_items.qh [deleted file]
qcsrc/common/_all.inc
qcsrc/common/items/item/ammo.qc
qcsrc/common/items/item/armor.qc
qcsrc/common/items/item/health.qc
qcsrc/common/items/item/jetpack.qc
qcsrc/common/physics/movetypes/movetypes.qc
qcsrc/common/t_items.qc [new file with mode: 0644]
qcsrc/common/t_items.qh [new file with mode: 0644]
qcsrc/common/weapons/all.qc
qcsrc/lib/warpzone/common.qc
qcsrc/server/bot/bot.qc
qcsrc/server/bot/navigation.qc
qcsrc/server/g_damage.qc
qcsrc/server/g_damage.qh
qcsrc/server/miscfunctions.qc
qcsrc/server/miscfunctions.qh
qcsrc/server/mutators/all.qc
qcsrc/server/progs.inc
qcsrc/server/t_items.qc [deleted file]
qcsrc/server/t_items.qh [deleted file]
qcsrc/server/weapons/common.qc
qcsrc/server/weapons/csqcprojectile.qc
qcsrc/server/weapons/selection.qc
qcsrc/server/weapons/spawning.qc
qcsrc/server/weapons/throwing.qc
qcsrc/server/weapons/weaponsystem.qc

index 75e678275d80b55a32b70b9e42eb413f233db46b..920ee1ebd163ae271d12e0cc52d966e8ea634581 100644 (file)
@@ -4,7 +4,7 @@
 #include "mapvoting.qh"
 #include "scoreboard.qh"
 #include "teamradar.qh"
-#include "t_items.qh"
+#include "../common/t_items.qh"
 #include "../common/deathtypes/all.qh"
 #include "../common/items/all.qc"
 #include "../common/mapinfo.qh"
index 5fc5374b1b774997e1a7cd0822ada229c0820225..e436052f982d152e1638db58af17578c78e1d0b6 100644 (file)
@@ -9,7 +9,7 @@
 #include "scoreboard.qh"
 #include "shownames.qh"
 #include "tuba.qh"
-#include "t_items.qh"
+#include "../common/t_items.qh"
 #include "wall.qh"
 #include "weapons/projectile.qh"
 #include "../common/deathtypes/all.qh"
index 70bf45e5cef90f33379e497e39ee8103bec2401e..fa6728d3bcc8bf65441741765d13c54e65da85c3 100644 (file)
@@ -16,7 +16,6 @@
 #include "shownames.qc"
 #include "teamradar.qc"
 #include "tuba.qc"
-#include "t_items.qc"
 #include "view.qc"
 #include "wall.qc"
 
diff --git a/qcsrc/client/t_items.qc b/qcsrc/client/t_items.qc
deleted file mode 100644 (file)
index 097f546..0000000
+++ /dev/null
@@ -1,7 +0,0 @@
-
-#include "../common/physics/movetypes/movetypes.qh"
-#include "../common/weapons/all.qh"
-#include "../lib/csqcmodel/cl_model.qh"
-#include "../lib/csqcmodel/common.qh"
-
-#include "../server/t_items.qc"
diff --git a/qcsrc/client/t_items.qh b/qcsrc/client/t_items.qh
deleted file mode 100644 (file)
index eb01624..0000000
+++ /dev/null
@@ -1 +0,0 @@
-#include "../server/t_items.qh"
index a27202962f9428fefb57509c3d62e9fe17a495f1..9c888b91a5b917bfa0c1dfbaa0d3fccb2fdc8a9b 100644 (file)
@@ -31,6 +31,7 @@
 #include "effects/all.qc"
 #include "impulses/all.qc"
 #include "notifications.qc"
+#include "t_items.qc"
 #endif
 
 #include "items/all.qc"
index 16673711eea4b463b17c76d37702148dfa72176b..c1f0012beeba1f25215051d413b6e2b2c2ab7ad7 100644 (file)
@@ -1,6 +1,6 @@
 #include "ammo.qh"
 #ifdef SVQC
-    #include "../../../server/t_items.qh"
+    #include "../../t_items.qh"
 #endif
 
 #ifndef MENUQC
index 5bd550838aab3f40b93d7552fad04a96c13b437a..277cc86147a90bb426e36cf99cf48b6dc32c9428 100644 (file)
@@ -1,6 +1,6 @@
 #include "armor.qh"
 #ifdef SVQC
-    #include "../../../server/t_items.qh"
+    #include "../../t_items.qh"
 #endif
 
 #ifndef MENUQC
index 6a2b5b13895a4b00ff2dacb05393395bfeae03b8..ce9b8760bc197577027095f771a625dcdc374489 100644 (file)
@@ -1,6 +1,6 @@
 #include "health.qh"
 #ifdef SVQC
-    #include "../../../server/t_items.qh"
+    #include "../../t_items.qh"
 #endif
 
 #ifndef MENUQC
index 63019aebe8bbf50800da4967ce6421144bb1d906..256069790179acce898b0be09bcc9f078cc32c64 100644 (file)
@@ -1,5 +1,5 @@
 #ifdef SVQC
-    #include "../../../server/t_items.qh"
+    #include "../../t_items.qh"
     #include "../../../server/constants.qh"
 #endif
 
index fa169e9f82115565045c107218052da5b4f50cfd..bf1cb52e27508831c0d0d707a08277c0992ff71e 100644 (file)
@@ -6,7 +6,7 @@
        #include "../../util.qh"
        #include "movetypes.qh"
        #include "../../../lib/csqcmodel/common.qh"
-       #include "../../../server/t_items.qh"
+       #include "../../t_items.qh"
 #elif defined(MENUQC)
 #elif defined(SVQC)
        #include "../../../server/autocvars.qh"
diff --git a/qcsrc/common/t_items.qc b/qcsrc/common/t_items.qc
new file mode 100644 (file)
index 0000000..4f01b7a
--- /dev/null
@@ -0,0 +1,1810 @@
+#include "t_items.qh"
+
+#include "items/all.qc"
+
+#if defined(SVQC)
+
+    #include "../server/bot/bot.qh"
+    #include "../server/bot/waypoints.qh"
+
+    #include "../server/mutators/all.qh"
+
+    #include "../server/weapons/common.qh"
+    #include "../server/weapons/selection.qh"
+    #include "../server/weapons/weaponsystem.qh"
+
+    #include "constants.qh"
+    #include "deathtypes/all.qh"
+    #include "notifications.qh"
+       #include "triggers/subs.qh"
+    #include "util.qh"
+
+    #include "monsters/all.qh"
+
+    #include "weapons/all.qh"
+
+    #include "../lib/warpzone/util_server.qh"
+#elif defined(CSQC)
+       #include "physics/movetypes/movetypes.qh"
+       #include "weapons/all.qh"
+       #include "../lib/csqcmodel/cl_model.qh"
+       #include "../lib/csqcmodel/common.qh"
+#endif
+
+REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
+
+#ifdef CSQC
+void ItemDraw(entity this)
+{
+    if(this.gravity)
+    {
+        Movetype_Physics_MatchServer(this, false);
+        if(this.move_flags & FL_ONGROUND)
+        { // For some reason move_avelocity gets set to '0 0 0' here ...
+            this.oldorigin = this.origin;
+            this.gravity = 0;
+
+            if(autocvar_cl_animate_items)
+            { // ... so reset it if animations are requested.
+                if(this.ItemStatus & ITS_ANIMATE1)
+                    this.move_avelocity = '0 180 0';
+
+                if(this.ItemStatus & ITS_ANIMATE2)
+                    this.move_avelocity = '0 -90 0';
+            }
+        }
+    }
+    else if (autocvar_cl_animate_items)
+    {
+        if(this.ItemStatus & ITS_ANIMATE1)
+        {
+            this.angles += this.move_avelocity * frametime;
+            setorigin(this, '0 0 10' + this.oldorigin + '0 0 8' * sin(time * 2));
+        }
+
+        if(this.ItemStatus & ITS_ANIMATE2)
+        {
+            this.angles += this.move_avelocity * frametime;
+            setorigin(this, '0 0 8' + this.oldorigin + '0 0 4' * sin(time * 3));
+        }
+    }
+}
+
+void ItemDrawSimple(entity this)
+{
+    if(this.gravity)
+    {
+        Movetype_Physics_MatchServer(this, false);
+
+        if(this.move_flags & FL_ONGROUND)
+            this.gravity = 0;
+    }
+}
+
+void Item_PreDraw()
+{SELFPARAM();
+       if(warpzone_warpzones_exist)
+       {
+               // just incase warpzones were initialized last, reset these
+               self.alpha = 1;
+               self.drawmask = MASK_NORMAL;
+               return;
+       }
+       float alph;
+       vector org = getpropertyvec(VF_ORIGIN);
+       if(!checkpvs(org, self)) // this makes sense as long as we don't support recursive warpzones
+               alph = 0;
+       else if(self.fade_start)
+               alph = bound(0, (self.fade_end - vlen(org - self.origin - 0.5 * (self.mins + self.maxs))) / (self.fade_end - self.fade_start), 1);
+       else
+               alph = 1;
+       //printf("%v <-> %v\n", view_origin, self.origin + 0.5 * (self.mins + self.maxs));
+       if(self.ItemStatus & ITS_AVAILABLE)
+               self.alpha = alph;
+       if(alph <= 0)
+               self.drawmask = 0;
+       else
+               self.drawmask = MASK_NORMAL;
+}
+
+void ItemRemove()
+{SELFPARAM();
+       if (self.mdl)
+               strunzone(self.mdl);
+}
+
+NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
+{
+    int 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_ANGLES)
+    {
+        self.angles_x = ReadAngle();
+        self.angles_y = ReadAngle();
+        self.angles_z = ReadAngle();
+        self.move_angles = self.angles;
+    }
+
+    if(sf & ISF_SIZE)
+    {
+        float use_bigsize = ReadByte();
+        setsize(self, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
+    }
+
+    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_color)
+            {
+                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_weapon_stay_color;
+            self.alpha = autocvar_cl_weapon_stay_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.move_movetype = MOVETYPE_TOSS;
+        self.draw       = ItemDraw;
+        self.solid = SOLID_TRIGGER;
+        //self.move_flags |= FL_ITEM;
+
+        bool use_bigsize = ReadByte();
+
+        self.fade_end = ReadShort();
+        self.fade_start = ReadShort();
+        if(self.fade_start && !autocvar_cl_items_nofade)
+               self.predraw = Item_PreDraw;
+
+        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);
+            self.draw = ItemDrawSimple;
+
+            if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
+                self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
+            else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
+                self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
+            else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
+                self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
+            else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
+                self.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
+            else
+            {
+                self.draw = ItemDraw;
+                LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it\n");
+            }
+        }
+
+        if(self.draw != ItemDrawSimple)
+            self.mdl = strzone(_fn);
+
+
+        if(self.mdl == "")
+            LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, ", tell tZork about this!\n");
+
+        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)
+        self.colormap = ReadShort();
+
+    if(sf & ISF_DROP)
+    {
+        self.gravity = 1;
+        self.pushable = true;
+        //self.move_angles = '0 0 0';
+        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);
+    }
+
+    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';
+    }
+
+    self.entremove = ItemRemove;
+
+    return true;
+}
+
+#endif
+
+#ifdef SVQC
+bool ItemSend(entity this, entity to, int sf)
+{
+       if(self.gravity)
+               sf |= ISF_DROP;
+       else
+               sf &= ~ISF_DROP;
+
+       WriteHeader(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_ANGLES)
+       {
+               WriteAngle(MSG_ENTITY, self.angles_x);
+               WriteAngle(MSG_ENTITY, self.angles_y);
+               WriteAngle(MSG_ENTITY, self.angles_z);
+       }
+
+       if(sf & ISF_SIZE)
+       {
+               Pickup p = this.itemdef;
+               WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
+       }
+
+       if(sf & ISF_STATUS)
+               WriteByte(MSG_ENTITY, self.ItemStatus);
+
+       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);
+
+               if(self.mdl == "")
+                       LOG_TRACE("^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);
+
+       if(sf & ISF_DROP)
+       {
+               WriteCoord(MSG_ENTITY, self.velocity.x);
+               WriteCoord(MSG_ENTITY, self.velocity.y);
+               WriteCoord(MSG_ENTITY, self.velocity.z);
+       }
+
+       return true;
+}
+
+void ItemUpdate(entity this)
+{
+       this.oldorigin = this.origin;
+       this.SendFlags |= ISF_LOCATION;
+}
+
+void UpdateItemAfterTeleport(entity this)
+{
+       if(this.SendEntity3 == ItemSend)
+               ItemUpdate(this);
+}
+
+bool have_pickup_item(entity this)
+{
+       if(this.itemdef.instanceOfPowerup)
+       {
+               if(autocvar_g_powerups > 0)
+                       return true;
+               if(autocvar_g_powerups == 0)
+                       return false;
+       }
+       else
+       {
+               if(autocvar_g_pickup_items > 0)
+                       return true;
+               if(autocvar_g_pickup_items == 0)
+                       return false;
+               if(g_weaponarena)
+                       if(this.weapons || (this.items & IT_AMMO)) // no item or ammo pickups in weaponarena
+                               return false;
+       }
+       return true;
+}
+
+/*
+float Item_Customize()
+{
+       if(self.spawnshieldtime)
+               return true;
+       if(self.weapons & ~other.weapons)
+       {
+               self.colormod = '0 0 0';
+               self.glowmod = self.colormod;
+               self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
+               return true;
+       }
+       else
+       {
+               if(g_ghost_items)
+               {
+                       self.colormod = stov(autocvar_g_ghost_items_color);
+                       self.glowmod = self.colormod;
+                       self.alpha = g_ghost_items;
+                       return true;
+               }
+               else
+                       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.spawnshieldtime = 1;
+               e.ItemStatus |= ITS_AVAILABLE;
+       }
+       else if (mode < 0)
+       {
+               // hide the item completely
+               e.model = string_null;
+               e.solid = SOLID_NOT;
+               e.spawnshieldtime = 1;
+               e.ItemStatus &= ~ITS_AVAILABLE;
+       }
+       else {
+       entity def = e.itemdef;
+       bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
+               || e.team // weapon stay isn't supported for teamed weapons
+               ;
+       if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
+       {
+               // make the item translucent and not touchable
+               e.model = e.mdl;
+               e.solid = SOLID_TRIGGER; // can STILL be picked up!
+               e.effects |= EF_STARDUST;
+               e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
+               e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
+       }
+       else
+       {
+               //setmodel(e, "null");
+               e.solid = SOLID_NOT;
+               e.colormod = '0 0 0';
+               e.glowmod = e.colormod;
+               e.spawnshieldtime = 1;
+               e.ItemStatus &= ~ITS_AVAILABLE;
+       }}
+
+       if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
+               e.ItemStatus |= ITS_POWERUP;
+
+       if (autocvar_g_nodepthtestitems)
+               e.effects |= EF_NODEPTHTEST;
+
+
+       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_Think()
+{SELFPARAM();
+       self.nextthink = time;
+       if(self.origin != self.oldorigin)
+               ItemUpdate(self);
+}
+
+bool Item_ItemsTime_SpectatorOnly(GameItem it);
+bool Item_ItemsTime_Allow(GameItem it, WepSet _weapons);
+float Item_ItemsTime_UpdateTime(entity e, float t);
+void Item_ItemsTime_SetTime(entity e, float t);
+void Item_ItemsTime_SetTimesForAllPlayers();
+
+void Item_Respawn ()
+{SELFPARAM();
+       Item_Show(self, 1);
+       // this is ugly...
+       if(self.items == ITEM_Strength.m_itemid)
+               sound (self, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM);   // play respawn sound
+       else if(self.items == ITEM_Shield.m_itemid)
+               sound (self, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM);     // play respawn sound
+       else
+               sound (self, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM);        // play respawn sound
+       setorigin (self, self.origin);
+
+    if (Item_ItemsTime_Allow(self.itemdef, self.weapons))
+       {
+               float t = Item_ItemsTime_UpdateTime(self, 0);
+               Item_ItemsTime_SetTime(self, t);
+               Item_ItemsTime_SetTimesForAllPlayers();
+       }
+
+       self.think = Item_Think;
+       self.nextthink = time;
+
+       //Send_Effect(EFFECT_ITEM_RESPAWN, self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
+       Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
+}
+
+void Item_RespawnCountdown ()
+{SELFPARAM();
+       if(self.count >= ITEM_RESPAWN_TICKS)
+       {
+               if(self.waypointsprite_attached)
+                       WaypointSprite_Kill(self.waypointsprite_attached);
+               Item_Respawn();
+       }
+       else
+       {
+               self.nextthink = time + 1;
+               self.count += 1;
+               if(self.count == 1)
+               {
+                       MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
+                       do {
+                               {
+                                       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;
+                                       }
+                               }
+                               {
+                                       entity ii = self.itemdef;
+                                       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;
+                                       }
+                               }
+                       } while (0);
+            if(self.waypointsprite_attached)
+            {
+                GameItem def = self.itemdef;
+                if (Item_ItemsTime_SpectatorOnly(def))
+                    WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
+                WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
+            }
+               }
+
+               if(self.waypointsprite_attached)
+               {
+                       setself(self.waypointsprite_attached);
+                       FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
+                               if(self.waypointsprite_visible_for_player(it))
+                               {
+                                       msg_entity = it;
+                                       soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM);    // play respawn sound
+                               }
+                       ));
+                       setself(this);
+
+                       WaypointSprite_Ping(self.waypointsprite_attached);
+                       //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
+               }
+       }
+}
+
+void Item_RespawnThink()
+{SELFPARAM();
+       self.nextthink = time;
+       if(self.origin != self.oldorigin)
+               ItemUpdate(self);
+
+       if(time >= self.wait)
+               Item_Respawn();
+}
+
+void Item_ScheduleRespawnIn(entity e, float t)
+{
+       if (Item_ItemsTime_Allow(e.itemdef, e.weapons))
+       {
+               e.think = Item_RespawnCountdown;
+               e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
+               e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
+               e.count = 0;
+               t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
+               Item_ItemsTime_SetTime(e, t);
+               Item_ItemsTime_SetTimesForAllPlayers();
+       }
+       else
+       {
+               e.think = Item_RespawnThink;
+               e.nextthink = time;
+               e.scheduledrespawntime = time + t;
+               e.wait = time + t;
+       }
+}
+
+void Item_ScheduleRespawn(entity e)
+{
+       if(e.respawntime > 0)
+       {
+               Item_Show(e, 0);
+               Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
+       }
+       else // if respawntime is -1, this item does not respawn
+               Item_Show(e, -1);
+}
+
+void Item_ScheduleInitialRespawn(entity e)
+{
+       Item_Show(e, 0);
+       Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
+}
+
+float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
+{
+       if (!item.(ammotype))
+               return false;
+
+       if (item.spawnshieldtime)
+       {
+               if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
+               {
+                       player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
+                       goto YEAH;
+               }
+       }
+       else if(g_weapon_stay == 2)
+       {
+               float mi = min(item.(ammotype), ammomax);
+               if (player.(ammotype) < mi)
+               {
+                       player.(ammotype) = mi;
+                       goto YEAH;
+               }
+       }
+
+       return false;
+
+:YEAH
+       switch(mode)
+       {
+               case ITEM_MODE_FUEL:
+                       player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
+                       break;
+               case ITEM_MODE_HEALTH:
+                       player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
+                       break;
+               case ITEM_MODE_ARMOR:
+                       player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
+                       break;
+               default:
+                       break;
+       }
+       return true;
+}
+
+float Item_GiveTo(entity item, entity player)
+{
+       float _switchweapon;
+       float pickedup;
+
+       // 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 (PS(player).m_switchweapon == w_getbestweapon(player))
+               _switchweapon = true;
+
+       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);
+       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, ammo_plasma, g_pickup_plasma_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.itemdef.instanceOfWeaponPickup)
+       {
+               WepSet w;
+               w = item.weapons;
+               w &= ~player.weapons;
+
+               if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
+               {
+                       pickedup = true;
+                       FOREACH(Weapons, it != WEP_Null, LAMBDA(
+                               if(w & (it.m_wepset))
+                               {
+                                       W_DropEvent(wr_pickup, player, it.m_id, item);
+                                       W_GiveWeapon(player, it.m_id);
+                               }
+                       ));
+               }
+       }
+
+       int its;
+       if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
+       {
+               pickedup = true;
+               player.items |= its;
+               Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
+       }
+
+       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;
+       }
+
+:skip
+
+       // always eat teamed entities
+       if(item.team)
+               pickedup = true;
+
+       if (!pickedup)
+               return 0;
+
+       // crude hack to enforce switching weapons
+       if(g_cts && item.itemdef.instanceOfWeaponPickup)
+       {
+               W_SwitchWeapon_Force(player, Weapons_from(item.weapon));
+               return 1;
+       }
+
+       if (_switchweapon)
+               if (PS(player).m_switchweapon != w_getbestweapon(player))
+                       W_SwitchWeapon_Force(player, w_getbestweapon(player));
+
+       return 1;
+}
+
+void Item_Touch()
+{
+       SELFPARAM();
+
+       // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
+       if (this.classname == "droppedweapon")
+       {
+               if (ITEM_TOUCH_NEEDKILL())
+               {
+                       remove(this);
+                       return;
+               }
+       }
+
+       if(!(other.flags & FL_PICKUPITEMS)
+       || other.frozen
+       || other.deadflag
+       || (this.solid != SOLID_TRIGGER)
+       || (this.owner == other)
+       || (time < this.item_spawnshieldtime)
+       ) { return; }
+
+       switch (MUTATOR_CALLHOOK(ItemTouch, this, other))
+       {
+               case MUT_ITEMTOUCH_RETURN: { return; }
+               case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
+       }
+
+       if (this.classname == "droppedweapon")
+       {
+               this.strength_finished = max(0, this.strength_finished - time);
+               this.invincible_finished = max(0, this.invincible_finished - time);
+               this.superweapons_finished = max(0, this.superweapons_finished - time);
+       }
+       entity it = this.itemdef;
+       bool gave = ITEM_HANDLE(Pickup, it, this, other);
+       if (!gave)
+       {
+               if (this.classname == "droppedweapon")
+               {
+                       // undo what we did above
+                       this.strength_finished += time;
+                       this.invincible_finished += time;
+                       this.superweapons_finished += time;
+               }
+               return;
+       }
+
+       :pickup
+
+       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 : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
+
+       if (this.classname == "droppedweapon")
+               remove (this);
+       else if (this.spawnshieldtime)
+       {
+               entity e;
+               if(this.team)
+               {
+                       RandomSelection_Init();
+                       for(entity head = world; (head = findfloat(head, team, this.team)); )
+                       {
+                               if(head.flags & FL_ITEM)
+                               if(head.classname != "item_flag_team" && head.classname != "item_key_team")
+                               {
+                                       Item_Show(head, -1);
+                                       RandomSelection_Add(head, 0, string_null, head.cnt, 0);
+                               }
+                       }
+                       e = RandomSelection_chosen_ent;
+
+               }
+               else
+                       e = this;
+               Item_ScheduleRespawn(e);
+       }
+}
+
+void Item_Reset(entity this)
+{
+       Item_Show(this, !this.state);
+       setorigin(this, this.origin);
+
+       if (this.classname != "droppedweapon")
+       {
+               this.think = Item_Think;
+               this.nextthink = time;
+
+               if (this.waypointsprite_attached)
+                       WaypointSprite_Kill(this.waypointsprite_attached);
+
+               if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
+                       Item_ScheduleInitialRespawn(this);
+       }
+}
+void Item_Reset_self() { SELFPARAM(); Item_Reset(this); }
+
+void Item_FindTeam()
+{SELFPARAM();
+       entity head, e;
+
+       if(self.effects & EF_NODRAW)
+       {
+               // marker for item team search
+               LOG_TRACE("Initializing item team ", ftos(self.team), "\n");
+               RandomSelection_Init();
+               for(head = world; (head = findfloat(head, team, self.team)); )
+               if(head.flags & FL_ITEM)
+               if(head.classname != "item_flag_team" && head.classname != "item_key_team")
+                       RandomSelection_Add(head, 0, string_null, head.cnt, 0);
+               e = RandomSelection_chosen_ent;
+               e.state = 0;
+               Item_Show(e, 1);
+
+               for(head = world; (head = findfloat(head, team, self.team)); )
+               if(head.flags & FL_ITEM)
+               if(head.classname != "item_flag_team" && head.classname != "item_key_team")
+               {
+                       if(head != e)
+                       {
+                               // make it a non-spawned item
+                               Item_Show(head, -1);
+                               head.state = 1; // state 1 = initially hidden item
+                       }
+                       head.effects &= ~EF_NODRAW;
+               }
+
+               Item_Reset(self);
+       }
+}
+
+// Savage: used for item garbage-collection
+// TODO: perhaps nice special effect?
+void RemoveItem()
+{SELFPARAM();
+       if(wasfreed(self) || !self) { return; }
+       Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
+       remove(self);
+}
+
+// pickup evaluation functions
+// these functions decide how desirable an item is to the bots
+
+float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
+
+float weapon_pickupevalfunc(entity player, entity item)
+{
+       float c;
+
+       // See if I have it already
+       if(item.weapons & ~player.weapons)
+       {
+               // If I can pick it up
+               if(!item.spawnshieldtime)
+                       c = 0;
+               else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
+               {
+                       // Skilled bots will grab more
+                       c = bound(0, skill / 10, 1) * 0.5;
+               }
+               else
+                       c = 0;
+       }
+       else
+               c = 1;
+
+       // If custom weapon priorities for bots is enabled rate most wanted weapons higher
+       if( bot_custom_weapon && c )
+       {
+               // Find the highest position on any range
+               int position = -1;
+               for (int 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 = 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;
+}
+
+float commodity_pickupevalfunc(entity player, entity item)
+{
+       float c;
+       float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
+       c = 0;
+
+       // Detect needed ammo
+       FOREACH(Weapons, it != WEP_Null, LAMBDA(
+               if(!(player.weapons & (it.m_wepset)))
+                       continue;
+
+               if(it.items & ITEM_Shells.m_itemid)
+                       need_shells = true;
+               else if(it.items & ITEM_Bullets.m_itemid)
+                       need_nails = true;
+               else if(it.items & ITEM_Rockets.m_itemid)
+                       need_rockets = true;
+               else if(it.items & ITEM_Cells.m_itemid)
+                       need_cells = true;
+               else if(it.items & ITEM_Plasma.m_itemid)
+                       need_plasma = true;
+               else if(it.items & ITEM_JetpackFuel.m_itemid)
+                       need_fuel = true;
+       ));
+
+       // TODO: figure out if the player even has the weapon this ammo is for?
+       // may not affect strategy much though...
+       // find out how much more ammo/armor/health the player can hold
+       if (need_shells)
+       if (item.ammo_shells)
+       if (player.ammo_shells < g_pickup_shells_max)
+               c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
+       if (need_nails)
+       if (item.ammo_nails)
+       if (player.ammo_nails < g_pickup_nails_max)
+               c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
+       if (need_rockets)
+       if (item.ammo_rockets)
+       if (player.ammo_rockets < g_pickup_rockets_max)
+               c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
+       if (need_cells)
+       if (item.ammo_cells)
+       if (player.ammo_cells < g_pickup_cells_max)
+               c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
+       if (need_plasma)
+       if (item.ammo_plasma)
+       if (player.ammo_plasma < g_pickup_plasma_max)
+               c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
+       if (need_fuel)
+       if (item.ammo_fuel)
+       if (player.ammo_fuel < g_pickup_fuel_max)
+               c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
+       if (item.armorvalue)
+       if (player.armorvalue < item.max_armorvalue)
+               c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
+       if (item.health)
+       if (player.health < item.max_health)
+               c = c + max(0, 1 - player.health / item.max_health);
+
+       return item.bot_pickupbasevalue * c;
+}
+
+void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+       if(ITEM_DAMAGE_NEEDKILL(deathtype))
+               RemoveItem();
+}
+
+void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
+{
+       string itemname = def.m_name;
+       Model itemmodel = def.m_model;
+    Sound pickupsound = def.m_sound;
+       float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
+       float pickupbasevalue = def.m_botvalue;
+       int itemflags = def.m_itemflags;
+
+       startitem_failed = false;
+
+       this.item_model_ent = itemmodel;
+    this.item_pickupsound_ent = pickupsound;
+
+       if(!this.respawntime) // both need to be set
+       {
+               this.respawntime = defaultrespawntime;
+               this.respawntimejitter = defaultrespawntimejitter;
+       }
+
+       int itemid = def.m_itemid;
+       this.items = itemid;
+       int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
+       this.weapon = weaponid;
+
+       if(!this.fade_end)
+       {
+               this.fade_start = autocvar_g_items_mindist;
+               this.fade_end = autocvar_g_items_maxdist;
+       }
+
+       if(weaponid)
+               this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
+
+       this.flags = FL_ITEM | itemflags;
+
+       if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
+       {
+               startitem_failed = true;
+               remove(this);
+               return;
+       }
+
+       // is it a dropped weapon?
+       if (this.classname == "droppedweapon")
+       {
+               this.reset = SUB_Remove;
+               // it's a dropped weapon
+               this.movetype = MOVETYPE_TOSS;
+
+               // Savage: remove thrown items after a certain period of time ("garbage collection")
+               this.think = RemoveItem;
+               this.nextthink = time + 20;
+
+               this.takedamage = DAMAGE_YES;
+               this.event_damage = Item_Damage;
+
+               if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
+               {
+                       // if item is worthless after a timer, have it expire then
+                       this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
+               }
+
+               // don't drop if in a NODROP zone (such as lava)
+               traceline(this.origin, this.origin, MOVE_NORMAL, this);
+               if (trace_dpstartcontents & DPCONTENTS_NODROP)
+               {
+                       startitem_failed = true;
+                       remove(this);
+                       return;
+               }
+       }
+       else
+       {
+               if(!have_pickup_item(this))
+               {
+                       startitem_failed = true;
+                       remove (this);
+                       return;
+               }
+
+               if(this.angles != '0 0 0')
+                       this.SendFlags |= ISF_ANGLES;
+
+               this.reset = Item_Reset;
+               // it's a level item
+               if(this.spawnflags & 1)
+                       this.noalign = 1;
+               if (this.noalign > 0)
+                       this.movetype = MOVETYPE_NONE;
+               else
+                       this.movetype = MOVETYPE_TOSS;
+               // do item filtering according to game mode and other things
+               if (this.noalign <= 0)
+               {
+                       // first nudge it off the floor a little bit to avoid math errors
+                       setorigin(this, this.origin + '0 0 1');
+                       // set item size before we spawn a spawnfunc_waypoint
+                       setsize(this, def.m_mins, def.m_maxs);
+                       this.SendFlags |= ISF_SIZE;
+                       // note droptofloor returns false if stuck/or would fall too far
+                       if (!this.noalign)
+                               WITH(entity, self, this, droptofloor());
+                       waypoint_spawnforitem(this);
+               }
+
+               /*
+                * can't do it that way, as it would break maps
+                * TODO make a target_give like entity another way, that perhaps has
+                * the weapon name in a key
+               if(this.targetname)
+               {
+                       // target_give not yet supported; maybe later
+                       print("removed targeted ", this.classname, "\n");
+                       startitem_failed = true;
+                       remove (this);
+                       return;
+               }
+               */
+
+               if(autocvar_spawn_debug >= 2)
+               {
+                       for(entity otheritem = findradius(this.origin, 3); otheritem; otheritem = otheritem.chain)
+                       {
+                           // why not flags & fl_item?
+                               if(otheritem.is_item)
+                               {
+                                       LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
+                                       LOG_TRACE(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
+                                       error("Mapper sucks.");
+                               }
+                       }
+                       this.is_item = true;
+               }
+
+               weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
+
+               precache_model(this.model);
+               precache_sound(this.item_pickupsound);
+
+               if (   def.instanceOfPowerup
+                       || def.instanceOfWeaponPickup
+                       || (def.instanceOfHealth && def != ITEM_HealthSmall)
+                       || (def.instanceOfArmor && def != ITEM_ArmorSmall)
+                       || (itemid & (IT_KEY1 | IT_KEY2))
+               ) this.target = "###item###"; // for finding the nearest item using find()
+
+               Item_ItemsTime_SetTime(this, 0);
+       }
+
+       this.bot_pickup = true;
+       this.bot_pickupevalfunc = pickupevalfunc;
+       this.bot_pickupbasevalue = pickupbasevalue;
+       this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
+       this.netname = itemname;
+       this.touch = Item_Touch;
+       setmodel(this, MDL_Null); // precision set below
+       //this.effects |= EF_LOWPRECISION;
+
+       setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
+
+       this.SendFlags |= ISF_SIZE;
+
+       if (!(this.spawnflags & 1024)) {
+               if(def.instanceOfPowerup)
+                       this.ItemStatus |= ITS_ANIMATE1;
+       
+               if(this.armorvalue || this.health)
+                       this.ItemStatus |= ITS_ANIMATE2;
+       }
+
+       if(def.instanceOfWeaponPickup)
+       {
+               if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
+                       this.colormap = 1024; // color shirt=0 pants=0 grey
+               else
+                       this.gravity = 1;
+               if (!(this.spawnflags & 1024))
+                       this.ItemStatus |= ITS_ANIMATE1;
+               this.ItemStatus |= ISF_COLORMAP;
+       }
+
+       this.state = 0;
+       if(this.team) // broken, no idea why.
+       {
+               if(!this.cnt)
+                       this.cnt = 1; // item probability weight
+
+               this.effects |= EF_NODRAW; // marker for item team search
+               InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
+       }
+       else
+               Item_Reset(this);
+
+       Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
+
+       // call this hook after everything else has been done
+       if (MUTATOR_CALLHOOK(Item_Spawn, this))
+       {
+               startitem_failed = true;
+               remove(this);
+               return;
+       }
+}
+
+void StartItem(entity this, GameItem def)
+{
+    _StartItem(
+       this,
+       this.itemdef = def,
+       def.m_respawntime(), // defaultrespawntime
+       def.m_respawntimejitter() // defaultrespawntimejitter
+       );
+}
+
+spawnfunc(item_rockets)
+{
+       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);
+}
+
+spawnfunc(item_bullets)
+{
+       if(!weaponswapping)
+       if(autocvar_sv_q3acompat_machineshotgunswap)
+       if(this.classname != "droppedweapon")
+       {
+               weaponswapping = true;
+               spawnfunc_item_shells(this);
+               weaponswapping = false;
+               return;
+       }
+
+       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(!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(!this.ammo_plasma)
+               this.ammo_plasma = g_pickup_plasma;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_ammo_anyway;
+       StartItem(this, ITEM_Plasma);
+}
+
+spawnfunc(item_shells)
+{
+       if(!weaponswapping)
+       if(autocvar_sv_q3acompat_machineshotgunswap)
+       if(this.classname != "droppedweapon")
+       {
+               weaponswapping = true;
+               spawnfunc_item_bullets(this);
+               weaponswapping = false;
+               return;
+       }
+
+       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(!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(!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(!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(!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(!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(!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(!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(!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);
+}
+
+// support old misnamed entities
+spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
+spawnfunc(item_armor25) { spawnfunc_item_armor_large(this); }
+spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
+spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
+spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
+
+spawnfunc(item_strength)
+{
+               if(!this.strength_finished)
+                       this.strength_finished = autocvar_g_balance_powerup_strength_time;
+               StartItem(this, ITEM_Strength);
+}
+
+spawnfunc(item_invincible)
+{
+               if(!this.invincible_finished)
+                       this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
+               StartItem(this, ITEM_Shield);
+}
+
+// compatibility:
+spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
+
+void target_items_use()
+{SELFPARAM();
+       if(activator.classname == "droppedweapon")
+       {
+               EXACTTRIGGER_TOUCH;
+               remove(activator);
+               return;
+       }
+
+       if (!IS_PLAYER(activator))
+               return;
+       if(activator.deadflag != DEAD_NO)
+               return;
+       EXACTTRIGGER_TOUCH;
+
+       entity e;
+       for(e = world; (e = find(e, classname, "droppedweapon")); )
+               if(e.enemy == activator)
+                       remove(e);
+
+       if(GiveItems(activator, 0, tokenize_console(self.netname)))
+               centerprint(activator, self.message);
+}
+
+spawnfunc(target_items)
+{
+       float n, i;
+       string s;
+
+       self.use = target_items_use;
+       if(!self.strength_finished)
+               self.strength_finished = autocvar_g_balance_powerup_strength_time;
+       if(!self.invincible_finished)
+               self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
+       if(!self.superweapons_finished)
+               self.superweapons_finished = autocvar_g_balance_superweapons_time;
+
+       n = tokenize_console(self.netname);
+       if(argv(0) == "give")
+       {
+               self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
+       }
+       else
+       {
+               for(i = 0; i < n; ++i)
+               {
+                       if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
+                       else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
+                       else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
+                       else if(argv(i) == "strength")               self.items |= ITEM_Strength.m_itemid;
+                       else if(argv(i) == "invincible")             self.items |= ITEM_Shield.m_itemid;
+                       else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
+                       else if(argv(i) == "jetpack")                self.items |= ITEM_Jetpack.m_itemid;
+                       else if(argv(i) == "fuel_regen")             self.items |= ITEM_JetpackRegen.m_itemid;
+                       else
+                       {
+                               FOREACH(Weapons, it != WEP_Null, LAMBDA(
+                                       s = W_UndeprecateName(argv(i));
+                                       if(s == it.netname)
+                                       {
+                                               self.weapons |= (it.m_wepset);
+                                               if(self.spawnflags == 0 || self.spawnflags == 2)
+                                                       it.wr_init(it);
+                                               break;
+                                       }
+                               ));
+                       }
+               }
+
+               string itemprefix, valueprefix;
+               if(self.spawnflags == 0)
+               {
+                       itemprefix = "";
+                       valueprefix = "";
+               }
+               else if(self.spawnflags == 1)
+               {
+                       itemprefix = "max ";
+                       valueprefix = "max ";
+               }
+               else if(self.spawnflags == 2)
+               {
+                       itemprefix = "min ";
+                       valueprefix = "min ";
+               }
+               else if(self.spawnflags == 4)
+               {
+                       itemprefix = "minus ";
+                       valueprefix = "max ";
+               }
+               else
+               {
+                       error("invalid spawnflags");
+                       itemprefix = valueprefix = string_null;
+               }
+
+               self.netname = "";
+               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");
+               if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
+               if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
+               if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
+               if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
+               if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
+               FOREACH(Weapons, it != WEP_Null, LAMBDA(self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & (it.m_wepset)), it.netname)));
+       }
+       self.netname = strzone(self.netname);
+       //print(self.netname, "\n");
+
+       n = tokenize_console(self.netname);
+       for(i = 0; i < n; ++i)
+       {
+               FOREACH(Weapons, it != WEP_Null, LAMBDA(
+                       if(argv(i) == it.netname)
+                       {
+                               it.wr_init(it);
+                               break;
+                       }
+               ));
+       }
+}
+
+spawnfunc(item_fuel)
+{
+       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);
+}
+
+spawnfunc(item_fuel_regen)
+{
+       if(start_items & ITEM_JetpackRegen.m_itemid)
+       {
+               spawnfunc_item_fuel(this);
+               return;
+       }
+       StartItem(this, ITEM_JetpackRegen);
+}
+
+spawnfunc(item_jetpack)
+{
+       if(!this.ammo_fuel)
+               this.ammo_fuel = g_pickup_fuel_jetpack;
+       if(start_items & ITEM_Jetpack.m_itemid)
+       {
+               spawnfunc_item_fuel(this);
+               return;
+       }
+       StartItem(this, ITEM_Jetpack);
+}
+
+float GiveWeapon(entity e, float wpn, float op, float val)
+{
+       WepSet v0, v1;
+       WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
+       v0 = (e.weapons & s);
+       switch(op)
+       {
+               case OP_SET:
+                       if(val > 0)
+                               e.weapons |= s;
+                       else
+                               e.weapons &= ~s;
+                       break;
+               case OP_MIN:
+               case OP_PLUS:
+                       if(val > 0)
+                               e.weapons |= s;
+                       break;
+               case OP_MAX:
+                       if(val <= 0)
+                               e.weapons &= ~s;
+                       break;
+               case OP_MINUS:
+                       if(val > 0)
+                               e.weapons &= ~s;
+                       break;
+       }
+       v1 = (e.weapons & s);
+       return (v0 != v1);
+}
+
+void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
+{
+       if(v1 == v0)
+               return;
+       if(v1 <= v0 - t)
+       {
+               if(snd_decr != "")
+                       _sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
+       }
+       else if(v0 >= v0 + t)
+       {
+               if(snd_incr != "")
+                       _sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
+       }
+}
+
+void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
+{
+       if(v0 < v1)
+               e.(rotfield) = max(e.(rotfield), time + rottime);
+       else if(v0 > v1)
+               e.(regenfield) = max(e.(regenfield), time + regentime);
+}
+float GiveItems(entity e, float beginarg, float endarg)
+{SELFPARAM();
+       float got, i, val, op;
+       float _switchweapon;
+       string cmd;
+
+       val = 999;
+       op = OP_SET;
+
+       got = 0;
+
+       _switchweapon = false;
+       if (e.autoswitch)
+               if (PS(e).m_switchweapon == w_getbestweapon(e))
+                       _switchweapon = true;
+
+       e.strength_finished = max(0, e.strength_finished - time);
+       e.invincible_finished = max(0, e.invincible_finished - time);
+       e.superweapons_finished = max(0, e.superweapons_finished - time);
+
+       PREGIVE(e, items);
+       PREGIVE_WEAPONS(e);
+       PREGIVE(e, strength_finished);
+       PREGIVE(e, invincible_finished);
+       PREGIVE(e, superweapons_finished);
+       PREGIVE(e, ammo_nails);
+       PREGIVE(e, ammo_cells);
+       PREGIVE(e, ammo_plasma);
+       PREGIVE(e, ammo_shells);
+       PREGIVE(e, ammo_rockets);
+       PREGIVE(e, ammo_fuel);
+       PREGIVE(e, armorvalue);
+       PREGIVE(e, health);
+
+       for(i = beginarg; i < endarg; ++i)
+       {
+               cmd = argv(i);
+
+               if(cmd == "0" || stof(cmd))
+               {
+                       val = stof(cmd);
+                       continue;
+               }
+               switch(cmd)
+               {
+                       case "no":
+                               op = OP_MAX;
+                               val = 0;
+                               continue;
+                       case "max":
+                               op = OP_MAX;
+                               continue;
+                       case "min":
+                               op = OP_MIN;
+                               continue;
+                       case "plus":
+                               op = OP_PLUS;
+                               continue;
+                       case "minus":
+                               op = OP_MINUS;
+                               continue;
+                       case "ALL":
+                               got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
+                               got += GiveValue(e, strength_finished, op, val);
+                               got += GiveValue(e, invincible_finished, op, val);
+                               got += GiveValue(e, superweapons_finished, op, val);
+                               got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
+                       case "all":
+                               got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
+                               got += GiveValue(e, health, op, val);
+                               got += GiveValue(e, armorvalue, op, val);
+                       case "allweapons":
+                               FOREACH(Weapons, it != WEP_Null, LAMBDA(
+                                       if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED))
+                                               got += GiveWeapon(e, it.m_id, op, val);
+                               ));
+                       case "allammo":
+                               got += GiveValue(e, ammo_cells, op, val);
+                               got += GiveValue(e, ammo_plasma, op, val);
+                               got += GiveValue(e, ammo_shells, op, val);
+                               got += GiveValue(e, ammo_nails, op, val);
+                               got += GiveValue(e, ammo_rockets, op, val);
+                               got += GiveValue(e, ammo_fuel, op, val);
+                               break;
+                       case "unlimited_ammo":
+                               got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
+                               break;
+                       case "unlimited_weapon_ammo":
+                               got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
+                               break;
+                       case "unlimited_superweapons":
+                               got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
+                               break;
+                       case "jetpack":
+                               got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
+                               break;
+                       case "fuel_regen":
+                               got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
+                               break;
+                       case "strength":
+                               got += GiveValue(e, strength_finished, op, val);
+                               break;
+                       case "invincible":
+                               got += GiveValue(e, invincible_finished, op, val);
+                               break;
+                       case "superweapons":
+                               got += GiveValue(e, superweapons_finished, op, val);
+                               break;
+                       case "cells":
+                               got += GiveValue(e, ammo_cells, op, val);
+                               break;
+                       case "plasma":
+                               got += GiveValue(e, ammo_plasma, op, val);
+                               break;
+                       case "shells":
+                               got += GiveValue(e, ammo_shells, op, val);
+                               break;
+                       case "nails":
+                       case "bullets":
+                               got += GiveValue(e, ammo_nails, op, val);
+                               break;
+                       case "rockets":
+                               got += GiveValue(e, ammo_rockets, op, val);
+                               break;
+                       case "health":
+                               got += GiveValue(e, health, op, val);
+                               break;
+                       case "armor":
+                               got += GiveValue(e, armorvalue, op, val);
+                               break;
+                       case "fuel":
+                               got += GiveValue(e, ammo_fuel, op, val);
+                               break;
+                       default:
+                               FOREACH(Weapons, it != WEP_Null, LAMBDA(
+                                       if(cmd == it.netname)
+                                       {
+                                               got += GiveWeapon(e, it.m_id, op, val);
+                                               break;
+                                       }
+                               ));
+                               break;
+               }
+               val = 999;
+               op = OP_SET;
+       }
+
+       POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND(ITEMPICKUP), string_null);
+       POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND(POWERUP), SND(POWEROFF));
+       POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND(POWERUP), SND(POWEROFF));
+       POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND(ITEMPICKUP), string_null);
+       FOREACH(Weapons, it != WEP_Null, LAMBDA(
+               POSTGIVE_WEAPON(e, it, SND(WEAPONPICKUP), string_null);
+               if(!(save_weapons & (it.m_wepset)))
+                       if(e.weapons & (it.m_wepset))
+                               it.wr_init(it);
+       ));
+       POSTGIVE_VALUE(e, strength_finished, 1, SND(POWERUP), SND(POWEROFF));
+       POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", SND(POWEROFF));
+       POSTGIVE_VALUE(e, ammo_nails, 0, SND(ITEMPICKUP), string_null);
+       POSTGIVE_VALUE(e, ammo_cells, 0, SND(ITEMPICKUP), string_null);
+       POSTGIVE_VALUE(e, ammo_plasma, 0, SND(ITEMPICKUP), string_null);
+       POSTGIVE_VALUE(e, ammo_shells, 0, SND(ITEMPICKUP), string_null);
+       POSTGIVE_VALUE(e, ammo_rockets, 0, SND(ITEMPICKUP), string_null);
+       POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND(ITEMPICKUP), string_null);
+       POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND(ARMOR25), string_null);
+       POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND(MEGAHEALTH), string_null);
+
+       if(e.superweapons_finished <= 0)
+               if(self.weapons & WEPSET_SUPERWEAPONS)
+                       e.superweapons_finished = autocvar_g_balance_superweapons_time;
+
+       if(e.strength_finished <= 0)
+               e.strength_finished = 0;
+       else
+               e.strength_finished += time;
+       if(e.invincible_finished <= 0)
+               e.invincible_finished = 0;
+       else
+               e.invincible_finished += time;
+       if(e.superweapons_finished <= 0)
+               e.superweapons_finished = 0;
+       else
+               e.superweapons_finished += time;
+
+       if (!(e.weapons & WepSet_FromWeapon(PS(e).m_switchweapon)))
+               _switchweapon = true;
+       if(_switchweapon)
+               W_SwitchWeapon_Force(e, w_getbestweapon(e));
+
+       return got;
+}
+#endif
diff --git a/qcsrc/common/t_items.qh b/qcsrc/common/t_items.qh
new file mode 100644 (file)
index 0000000..1dc79f8
--- /dev/null
@@ -0,0 +1,139 @@
+#ifndef T_ITEMS_H
+#define T_ITEMS_H
+
+const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
+
+// item networking
+const int ISF_LOCATION                         = BIT(1);
+const int ISF_MODEL                            = BIT(2);
+const int ISF_STATUS                   = BIT(3);
+    const int ITS_STAYWEP                  = BIT(0);
+    const int ITS_ANIMATE1                 = BIT(1);
+    const int ITS_ANIMATE2                 = BIT(2);
+    const int ITS_AVAILABLE        = BIT(3);
+    const int ITS_ALLOWFB                  = BIT(4);
+    const int ITS_ALLOWSI                  = BIT(5);
+    const int ITS_POWERUP                  = BIT(6);
+const int ISF_COLORMAP                         = BIT(4);
+const int ISF_DROP                             = BIT(5);
+const int ISF_ANGLES                   = BIT(6);
+const int ISF_SIZE                             = BIT(7);
+
+.int ItemStatus;
+
+.float fade_start;
+.float fade_end;
+
+#ifdef SVQC
+void StartItem(entity this, entity a);
+#endif
+
+#ifdef CSQC
+
+float  autocvar_cl_animate_items = 1;
+float  autocvar_cl_ghost_items = 0.45;
+vector autocvar_cl_ghost_items_color = '-1 -1 -1';
+float  autocvar_cl_fullbright_items = 0;
+vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
+float  autocvar_cl_weapon_stay_alpha = 0.75;
+float  autocvar_cl_simple_items = 0;
+string autocvar_cl_simpleitems_postfix = "_simple";
+.float  spawntime;
+.float  gravity;
+.vector colormod;
+
+void ItemDraw(entity this);
+void ItemDrawSimple(entity this);
+
+#endif
+#ifdef SVQC
+spawnfunc(item_strength);
+spawnfunc(item_invincible);
+spawnfunc(item_armor_small);
+spawnfunc(item_shells);
+spawnfunc(item_bullets);
+spawnfunc(item_rockets);
+
+float autocvar_sv_simple_items;
+bool ItemSend(entity this, entity to, int sf);
+
+
+bool have_pickup_item(entity this);
+
+const float ITEM_RESPAWN_TICKS = 10;
+
+#define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)
+       // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
+#define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
+       // range: 10 .. respawntime + respawntimejitter
+
+.float max_armorvalue;
+.float pickup_anyway;
+
+void Item_Show (entity e, float mode);
+
+void Item_Respawn ();
+
+void Item_RespawnCountdown ();
+void Item_ScheduleRespawnIn(entity e, float t);
+
+void Item_ScheduleRespawn(entity e);
+
+void Item_ScheduleInitialRespawn(entity e);
+float ITEM_MODE_NONE = 0;
+float ITEM_MODE_HEALTH = 1;
+float ITEM_MODE_ARMOR = 2;
+float ITEM_MODE_FUEL = 3;
+float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode);
+
+float Item_GiveTo(entity item, entity player);
+
+void Item_Touch();
+
+void Item_Reset(entity this);
+
+void Item_FindTeam();
+// Savage: used for item garbage-collection
+// TODO: perhaps nice special effect?
+
+bool ItemSend(entity this, entity to, int sf);
+void ItemUpdate(entity this);
+
+void UpdateItemAfterTeleport(entity this);
+
+// pickup evaluation functions
+// these functions decide how desirable an item is to the bots
+
+float generic_pickupevalfunc(entity player, entity item);// {return item.bot_pickupbasevalue;} // WEAPONTODO
+
+float weapon_pickupevalfunc(entity player, entity item);
+
+float commodity_pickupevalfunc(entity player, entity item);
+
+.float is_item;
+.entity itemdef;
+void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter);
+
+
+void target_items_use ();
+
+float GiveWeapon(entity e, float wpn, float op, float val);
+
+float GiveBit(entity e, .float fld, float bit, float op, float val);
+
+float GiveValue(entity e, .float fld, float op, float val);
+
+void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr);
+
+void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime);
+
+#define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = e.weapons
+#define PREGIVE(e,f) float save_##f; save_##f = (e).f
+#define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(e.weapons & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr)
+#define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
+#define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
+#define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
+
+float GiveItems(entity e, float beginarg, float endarg);
+#endif
+#endif
index 5149c8d4255087304ea127e31bfd47c45edfea45..78c9c923d7b906260882bf915483c5b71c783839 100644 (file)
@@ -31,7 +31,7 @@
     #include "config.qh"
     #include "../../server/weapons/csqcprojectile.qh"
     #include "../../server/weapons/tracing.qh"
-    #include "../../server/t_items.qh"
+    #include "../t_items.qh"
     #include "../../server/autocvars.qh"
     #include "../../server/constants.qh"
     #include "../../server/defs.qh"
index 0f898c3401b1b41df7b15ad1bcc717600f4a8002..c725c69a7ba2b93ad6e9d63675976a498d3ab76d 100644 (file)
@@ -1,7 +1,7 @@
 #include "common.qh"
 
 #if defined(CSQC)
-    #include "../../server/t_items.qh"
+    #include "../../common/t_items.qh"
 #elif defined(MENUQC)
 #elif defined(SVQC)
     #include "../../common/weapons/all.qh"
index 8d21757c2540155e21acaf358258e9958a35cc04..d9beb7c533dc551a3de92d1e3b4bc38b11b88356 100644 (file)
@@ -17,7 +17,7 @@
 #include "../constants.qh"
 #include "../defs.qh"
 #include "../race.qh"
-#include "../t_items.qh"
+#include "../../common/t_items.qh"
 
 #include "../mutators/all.qh"
 
index 36171eddffb329ac84dc26fcad32b6cbffb750a4..a1bfb05c0acd1802ea9e14a941dca20feaa389bc 100644 (file)
@@ -3,7 +3,7 @@
 #include "bot.qh"
 #include "waypoints.qh"
 
-#include "../t_items.qh"
+#include "../../common/t_items.qh"
 
 #include "../../common/items/all.qh"
 
index cdafc53b65484ea4fa6676c18207ecb41e6b69c6..f792874a8218fae1e0b8c38c53ff149a8486e719 100644 (file)
@@ -5,7 +5,7 @@
 #include "mutators/all.qh"
 #include "scores.qh"
 #include "spawnpoints.qh"
-#include "t_items.qh"
+#include "../common/t_items.qh"
 #include "../common/vehicles/all.qh"
 #include "../common/items/all.qc"
 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
index fc8bf9c8f72b8e0d0d894721b8f5cbb6270963d3..1f4f3b5d2b94ffd1b60d4c619cbdfd60d18e2f89 100644 (file)
@@ -12,7 +12,7 @@
     #include "weapons/accuracy.qh"
     #include "weapons/csqcprojectile.qh"
     #include "weapons/selection.qh"
-    #include "t_items.qh"
+    #include "../common/t_items.qh"
     #include "autocvars.qh"
     #include "constants.qh"
     #include "defs.qh"
index 9fd8026a3120022d8f5bd63f57dc5981e6a0d046..c6900aa956dcc430aab17407d5c932ed3375df2b 100644 (file)
@@ -5,7 +5,7 @@
 #include "g_hook.qh"
 #include "ipban.qh"
 #include "mutators/all.qh"
-#include "t_items.qh"
+#include "../common/t_items.qh"
 #include "weapons/accuracy.qh"
 #include "weapons/csqcprojectile.qh"
 #include "weapons/selection.qh"
index 22b769d6f698710d236c3b6cec5f93edf4c2cb0d..9df9042aaf129c00c2a08325b4781ee37d09706c 100644 (file)
@@ -1,7 +1,7 @@
 #ifndef MISCFUNCTIONS_H
 #define MISCFUNCTIONS_H
 
-#include "t_items.qh"
+#include "../common/t_items.qh"
 
 #include "mutators/events.qh"
 
index 3520953ba5cf6c2858f85385db2ec07037da25c9..72c41ad47c7949a772e46e2f144adb0cb28dce14 100644 (file)
@@ -30,7 +30,7 @@
     #include "../weapons/tracing.qh"
     #include "../weapons/weaponstats.qh"
     #include "../weapons/weaponsystem.qh"
-    #include "../t_items.qh"
+    #include "../../common/t_items.qh"
     #include "../autocvars.qh"
     #include "../constants.qh"
     #include "../defs.qh"
index f0c13be6427b2663d2cfbc313038c908d7668081..0665f807c14c9e30b415d135ac4ab4aa6951cd75 100644 (file)
@@ -31,7 +31,6 @@
 #include "sv_main.qc"
 #include "teamplay.qc"
 #include "t_halflife.qc"
-#include "t_items.qc"
 #include "t_quake3.qc"
 #include "t_quake.qc"
 
diff --git a/qcsrc/server/t_items.qc b/qcsrc/server/t_items.qc
deleted file mode 100644 (file)
index fbb7334..0000000
+++ /dev/null
@@ -1,1799 +0,0 @@
-#include "t_items.qh"
-
-#include "../common/items/all.qc"
-
-#if defined(SVQC)
-
-    #include "bot/bot.qh"
-    #include "bot/waypoints.qh"
-
-    #include "mutators/all.qh"
-
-    #include "weapons/common.qh"
-    #include "weapons/selection.qh"
-    #include "weapons/weaponsystem.qh"
-
-    #include "../common/constants.qh"
-    #include "../common/deathtypes/all.qh"
-    #include "../common/notifications.qh"
-       #include "../common/triggers/subs.qh"
-    #include "../common/util.qh"
-
-    #include "../common/monsters/all.qh"
-
-    #include "../common/weapons/all.qh"
-
-    #include "../lib/warpzone/util_server.qh"
-#endif
-
-REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
-
-#ifdef CSQC
-void ItemDraw(entity this)
-{
-    if(this.gravity)
-    {
-        Movetype_Physics_MatchServer(this, false);
-        if(this.move_flags & FL_ONGROUND)
-        { // For some reason move_avelocity gets set to '0 0 0' here ...
-            this.oldorigin = this.origin;
-            this.gravity = 0;
-
-            if(autocvar_cl_animate_items)
-            { // ... so reset it if animations are requested.
-                if(this.ItemStatus & ITS_ANIMATE1)
-                    this.move_avelocity = '0 180 0';
-
-                if(this.ItemStatus & ITS_ANIMATE2)
-                    this.move_avelocity = '0 -90 0';
-            }
-        }
-    }
-    else if (autocvar_cl_animate_items)
-    {
-        if(this.ItemStatus & ITS_ANIMATE1)
-        {
-            this.angles += this.move_avelocity * frametime;
-            setorigin(this, '0 0 10' + this.oldorigin + '0 0 8' * sin(time * 2));
-        }
-
-        if(this.ItemStatus & ITS_ANIMATE2)
-        {
-            this.angles += this.move_avelocity * frametime;
-            setorigin(this, '0 0 8' + this.oldorigin + '0 0 4' * sin(time * 3));
-        }
-    }
-}
-
-void ItemDrawSimple(entity this)
-{
-    if(this.gravity)
-    {
-        Movetype_Physics_MatchServer(this, false);
-
-        if(this.move_flags & FL_ONGROUND)
-            this.gravity = 0;
-    }
-}
-
-void Item_PreDraw()
-{SELFPARAM();
-       vector org;
-       float alph;
-       org = getpropertyvec(VF_ORIGIN);
-       if(!checkpvs(org, self)) // this makes sense as long as we don't support recursive warpzones
-               alph = 0;
-       else if(self.fade_start)
-               alph = bound(0, (self.fade_end - vlen(org - self.origin - 0.5 * (self.mins + self.maxs))) / (self.fade_end - self.fade_start), 1);
-       else
-               alph = 1;
-       //printf("%v <-> %v\n", view_origin, self.origin + 0.5 * (self.mins + self.maxs));
-       if(self.ItemStatus & ITS_AVAILABLE)
-               self.alpha = alph;
-       if(alph <= 0)
-               self.drawmask = 0;
-       else
-               self.drawmask = MASK_NORMAL;
-}
-
-void ItemRemove()
-{SELFPARAM();
-       if (self.mdl)
-               strunzone(self.mdl);
-}
-
-NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
-{
-    int 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_ANGLES)
-    {
-        self.angles_x = ReadAngle();
-        self.angles_y = ReadAngle();
-        self.angles_z = ReadAngle();
-        self.move_angles = self.angles;
-    }
-
-    if(sf & ISF_SIZE)
-    {
-        float use_bigsize = ReadByte();
-        setsize(self, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
-    }
-
-    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_color)
-            {
-                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_weapon_stay_color;
-            self.alpha = autocvar_cl_weapon_stay_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.move_movetype = MOVETYPE_TOSS;
-        self.draw       = ItemDraw;
-        self.solid = SOLID_TRIGGER;
-        //self.move_flags |= FL_ITEM;
-
-        bool use_bigsize = ReadByte();
-
-        self.fade_end = ReadShort();
-        self.fade_start = ReadShort();
-        if(self.fade_start && !autocvar_cl_items_nofade)
-               self.predraw = Item_PreDraw;
-
-        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);
-            self.draw = ItemDrawSimple;
-
-            if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
-                self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
-            else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
-                self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
-            else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
-                self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
-            else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
-                self.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
-            else
-            {
-                self.draw = ItemDraw;
-                LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it\n");
-            }
-        }
-
-        if(self.draw != ItemDrawSimple)
-            self.mdl = strzone(_fn);
-
-
-        if(self.mdl == "")
-            LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, ", tell tZork about this!\n");
-
-        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)
-        self.colormap = ReadShort();
-
-    if(sf & ISF_DROP)
-    {
-        self.gravity = 1;
-        self.pushable = true;
-        //self.move_angles = '0 0 0';
-        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);
-    }
-
-    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';
-    }
-
-    self.entremove = ItemRemove;
-
-    return true;
-}
-
-#endif
-
-#ifdef SVQC
-bool ItemSend(entity this, entity to, int sf)
-{
-       if(self.gravity)
-               sf |= ISF_DROP;
-       else
-               sf &= ~ISF_DROP;
-
-       WriteHeader(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_ANGLES)
-       {
-               WriteAngle(MSG_ENTITY, self.angles_x);
-               WriteAngle(MSG_ENTITY, self.angles_y);
-               WriteAngle(MSG_ENTITY, self.angles_z);
-       }
-
-       if(sf & ISF_SIZE)
-       {
-               Pickup p = this.itemdef;
-               WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
-       }
-
-       if(sf & ISF_STATUS)
-               WriteByte(MSG_ENTITY, self.ItemStatus);
-
-       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);
-
-               if(self.mdl == "")
-                       LOG_TRACE("^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);
-
-       if(sf & ISF_DROP)
-       {
-               WriteCoord(MSG_ENTITY, self.velocity.x);
-               WriteCoord(MSG_ENTITY, self.velocity.y);
-               WriteCoord(MSG_ENTITY, self.velocity.z);
-       }
-
-       return true;
-}
-
-void ItemUpdate(entity this)
-{
-       this.oldorigin = this.origin;
-       this.SendFlags |= ISF_LOCATION;
-}
-
-void UpdateItemAfterTeleport(entity this)
-{
-       if(this.SendEntity3 == ItemSend)
-               ItemUpdate(this);
-}
-
-bool have_pickup_item(entity this)
-{
-       if(this.itemdef.instanceOfPowerup)
-       {
-               if(autocvar_g_powerups > 0)
-                       return true;
-               if(autocvar_g_powerups == 0)
-                       return false;
-       }
-       else
-       {
-               if(autocvar_g_pickup_items > 0)
-                       return true;
-               if(autocvar_g_pickup_items == 0)
-                       return false;
-               if(g_weaponarena)
-                       if(this.weapons || (this.items & IT_AMMO)) // no item or ammo pickups in weaponarena
-                               return false;
-       }
-       return true;
-}
-
-/*
-float Item_Customize()
-{
-       if(self.spawnshieldtime)
-               return true;
-       if(self.weapons & ~other.weapons)
-       {
-               self.colormod = '0 0 0';
-               self.glowmod = self.colormod;
-               self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
-               return true;
-       }
-       else
-       {
-               if(g_ghost_items)
-               {
-                       self.colormod = stov(autocvar_g_ghost_items_color);
-                       self.glowmod = self.colormod;
-                       self.alpha = g_ghost_items;
-                       return true;
-               }
-               else
-                       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.spawnshieldtime = 1;
-               e.ItemStatus |= ITS_AVAILABLE;
-       }
-       else if (mode < 0)
-       {
-               // hide the item completely
-               e.model = string_null;
-               e.solid = SOLID_NOT;
-               e.spawnshieldtime = 1;
-               e.ItemStatus &= ~ITS_AVAILABLE;
-       }
-       else {
-       entity def = e.itemdef;
-       bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
-               || e.team // weapon stay isn't supported for teamed weapons
-               ;
-       if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
-       {
-               // make the item translucent and not touchable
-               e.model = e.mdl;
-               e.solid = SOLID_TRIGGER; // can STILL be picked up!
-               e.effects |= EF_STARDUST;
-               e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
-               e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
-       }
-       else
-       {
-               //setmodel(e, "null");
-               e.solid = SOLID_NOT;
-               e.colormod = '0 0 0';
-               e.glowmod = e.colormod;
-               e.spawnshieldtime = 1;
-               e.ItemStatus &= ~ITS_AVAILABLE;
-       }}
-
-       if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
-               e.ItemStatus |= ITS_POWERUP;
-
-       if (autocvar_g_nodepthtestitems)
-               e.effects |= EF_NODEPTHTEST;
-
-
-       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_Think()
-{SELFPARAM();
-       self.nextthink = time;
-       if(self.origin != self.oldorigin)
-               ItemUpdate(self);
-}
-
-bool Item_ItemsTime_SpectatorOnly(GameItem it);
-bool Item_ItemsTime_Allow(GameItem it, WepSet _weapons);
-float Item_ItemsTime_UpdateTime(entity e, float t);
-void Item_ItemsTime_SetTime(entity e, float t);
-void Item_ItemsTime_SetTimesForAllPlayers();
-
-void Item_Respawn ()
-{SELFPARAM();
-       Item_Show(self, 1);
-       // this is ugly...
-       if(self.items == ITEM_Strength.m_itemid)
-               sound (self, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM);   // play respawn sound
-       else if(self.items == ITEM_Shield.m_itemid)
-               sound (self, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM);     // play respawn sound
-       else
-               sound (self, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM);        // play respawn sound
-       setorigin (self, self.origin);
-
-    if (Item_ItemsTime_Allow(self.itemdef, self.weapons))
-       {
-               float t = Item_ItemsTime_UpdateTime(self, 0);
-               Item_ItemsTime_SetTime(self, t);
-               Item_ItemsTime_SetTimesForAllPlayers();
-       }
-
-       self.think = Item_Think;
-       self.nextthink = time;
-
-       //Send_Effect(EFFECT_ITEM_RESPAWN, self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
-       Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
-}
-
-void Item_RespawnCountdown ()
-{SELFPARAM();
-       if(self.count >= ITEM_RESPAWN_TICKS)
-       {
-               if(self.waypointsprite_attached)
-                       WaypointSprite_Kill(self.waypointsprite_attached);
-               Item_Respawn();
-       }
-       else
-       {
-               self.nextthink = time + 1;
-               self.count += 1;
-               if(self.count == 1)
-               {
-                       MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
-                       do {
-                               {
-                                       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;
-                                       }
-                               }
-                               {
-                                       entity ii = self.itemdef;
-                                       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;
-                                       }
-                               }
-                       } while (0);
-            if(self.waypointsprite_attached)
-            {
-                GameItem def = self.itemdef;
-                if (Item_ItemsTime_SpectatorOnly(def))
-                    WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
-                WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
-            }
-               }
-
-               if(self.waypointsprite_attached)
-               {
-                       setself(self.waypointsprite_attached);
-                       FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
-                               if(self.waypointsprite_visible_for_player(it))
-                               {
-                                       msg_entity = it;
-                                       soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM);    // play respawn sound
-                               }
-                       ));
-                       setself(this);
-
-                       WaypointSprite_Ping(self.waypointsprite_attached);
-                       //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
-               }
-       }
-}
-
-void Item_RespawnThink()
-{SELFPARAM();
-       self.nextthink = time;
-       if(self.origin != self.oldorigin)
-               ItemUpdate(self);
-
-       if(time >= self.wait)
-               Item_Respawn();
-}
-
-void Item_ScheduleRespawnIn(entity e, float t)
-{
-       if (Item_ItemsTime_Allow(e.itemdef, e.weapons))
-       {
-               e.think = Item_RespawnCountdown;
-               e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
-               e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
-               e.count = 0;
-               t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
-               Item_ItemsTime_SetTime(e, t);
-               Item_ItemsTime_SetTimesForAllPlayers();
-       }
-       else
-       {
-               e.think = Item_RespawnThink;
-               e.nextthink = time;
-               e.scheduledrespawntime = time + t;
-               e.wait = time + t;
-       }
-}
-
-void Item_ScheduleRespawn(entity e)
-{
-       if(e.respawntime > 0)
-       {
-               Item_Show(e, 0);
-               Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
-       }
-       else // if respawntime is -1, this item does not respawn
-               Item_Show(e, -1);
-}
-
-void Item_ScheduleInitialRespawn(entity e)
-{
-       Item_Show(e, 0);
-       Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
-}
-
-float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
-{
-       if (!item.(ammotype))
-               return false;
-
-       if (item.spawnshieldtime)
-       {
-               if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
-               {
-                       player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
-                       goto YEAH;
-               }
-       }
-       else if(g_weapon_stay == 2)
-       {
-               float mi = min(item.(ammotype), ammomax);
-               if (player.(ammotype) < mi)
-               {
-                       player.(ammotype) = mi;
-                       goto YEAH;
-               }
-       }
-
-       return false;
-
-:YEAH
-       switch(mode)
-       {
-               case ITEM_MODE_FUEL:
-                       player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
-                       break;
-               case ITEM_MODE_HEALTH:
-                       player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
-                       break;
-               case ITEM_MODE_ARMOR:
-                       player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
-                       break;
-               default:
-                       break;
-       }
-       return true;
-}
-
-float Item_GiveTo(entity item, entity player)
-{
-       float _switchweapon;
-       float pickedup;
-
-       // 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 (PS(player).m_switchweapon == w_getbestweapon(player))
-               _switchweapon = true;
-
-       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);
-       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, ammo_plasma, g_pickup_plasma_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.itemdef.instanceOfWeaponPickup)
-       {
-               WepSet w;
-               w = item.weapons;
-               w &= ~player.weapons;
-
-               if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
-               {
-                       pickedup = true;
-                       FOREACH(Weapons, it != WEP_Null, LAMBDA(
-                               if(w & (it.m_wepset))
-                               {
-                                       W_DropEvent(wr_pickup, player, it.m_id, item);
-                                       W_GiveWeapon(player, it.m_id);
-                               }
-                       ));
-               }
-       }
-
-       int its;
-       if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
-       {
-               pickedup = true;
-               player.items |= its;
-               Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
-       }
-
-       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;
-       }
-
-:skip
-
-       // always eat teamed entities
-       if(item.team)
-               pickedup = true;
-
-       if (!pickedup)
-               return 0;
-
-       // crude hack to enforce switching weapons
-       if(g_cts && item.itemdef.instanceOfWeaponPickup)
-       {
-               W_SwitchWeapon_Force(player, Weapons_from(item.weapon));
-               return 1;
-       }
-
-       if (_switchweapon)
-               if (PS(player).m_switchweapon != w_getbestweapon(player))
-                       W_SwitchWeapon_Force(player, w_getbestweapon(player));
-
-       return 1;
-}
-
-void Item_Touch()
-{
-       SELFPARAM();
-
-       // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
-       if (this.classname == "droppedweapon")
-       {
-               if (ITEM_TOUCH_NEEDKILL())
-               {
-                       remove(this);
-                       return;
-               }
-       }
-
-       if(!(other.flags & FL_PICKUPITEMS)
-       || other.frozen
-       || other.deadflag
-       || (this.solid != SOLID_TRIGGER)
-       || (this.owner == other)
-       || (time < this.item_spawnshieldtime)
-       ) { return; }
-
-       switch (MUTATOR_CALLHOOK(ItemTouch, this, other))
-       {
-               case MUT_ITEMTOUCH_RETURN: { return; }
-               case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
-       }
-
-       if (this.classname == "droppedweapon")
-       {
-               this.strength_finished = max(0, this.strength_finished - time);
-               this.invincible_finished = max(0, this.invincible_finished - time);
-               this.superweapons_finished = max(0, this.superweapons_finished - time);
-       }
-       entity it = this.itemdef;
-       bool gave = ITEM_HANDLE(Pickup, it, this, other);
-       if (!gave)
-       {
-               if (this.classname == "droppedweapon")
-               {
-                       // undo what we did above
-                       this.strength_finished += time;
-                       this.invincible_finished += time;
-                       this.superweapons_finished += time;
-               }
-               return;
-       }
-
-       :pickup
-
-       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 : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
-
-       if (this.classname == "droppedweapon")
-               remove (this);
-       else if (this.spawnshieldtime)
-       {
-               entity e;
-               if(this.team)
-               {
-                       RandomSelection_Init();
-                       for(entity head = world; (head = findfloat(head, team, this.team)); )
-                       {
-                               if(head.flags & FL_ITEM)
-                               if(head.classname != "item_flag_team" && head.classname != "item_key_team")
-                               {
-                                       Item_Show(head, -1);
-                                       RandomSelection_Add(head, 0, string_null, head.cnt, 0);
-                               }
-                       }
-                       e = RandomSelection_chosen_ent;
-
-               }
-               else
-                       e = this;
-               Item_ScheduleRespawn(e);
-       }
-}
-
-void Item_Reset(entity this)
-{
-       Item_Show(this, !this.state);
-       setorigin(this, this.origin);
-
-       if (this.classname != "droppedweapon")
-       {
-               this.think = Item_Think;
-               this.nextthink = time;
-
-               if (this.waypointsprite_attached)
-                       WaypointSprite_Kill(this.waypointsprite_attached);
-
-               if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
-                       Item_ScheduleInitialRespawn(this);
-       }
-}
-void Item_Reset_self() { SELFPARAM(); Item_Reset(this); }
-
-void Item_FindTeam()
-{SELFPARAM();
-       entity head, e;
-
-       if(self.effects & EF_NODRAW)
-       {
-               // marker for item team search
-               LOG_TRACE("Initializing item team ", ftos(self.team), "\n");
-               RandomSelection_Init();
-               for(head = world; (head = findfloat(head, team, self.team)); )
-               if(head.flags & FL_ITEM)
-               if(head.classname != "item_flag_team" && head.classname != "item_key_team")
-                       RandomSelection_Add(head, 0, string_null, head.cnt, 0);
-               e = RandomSelection_chosen_ent;
-               e.state = 0;
-               Item_Show(e, 1);
-
-               for(head = world; (head = findfloat(head, team, self.team)); )
-               if(head.flags & FL_ITEM)
-               if(head.classname != "item_flag_team" && head.classname != "item_key_team")
-               {
-                       if(head != e)
-                       {
-                               // make it a non-spawned item
-                               Item_Show(head, -1);
-                               head.state = 1; // state 1 = initially hidden item
-                       }
-                       head.effects &= ~EF_NODRAW;
-               }
-
-               Item_Reset(self);
-       }
-}
-
-// Savage: used for item garbage-collection
-// TODO: perhaps nice special effect?
-void RemoveItem()
-{SELFPARAM();
-       if(wasfreed(self) || !self) { return; }
-       Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
-       remove(self);
-}
-
-// pickup evaluation functions
-// these functions decide how desirable an item is to the bots
-
-float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
-
-float weapon_pickupevalfunc(entity player, entity item)
-{
-       float c;
-
-       // See if I have it already
-       if(item.weapons & ~player.weapons)
-       {
-               // If I can pick it up
-               if(!item.spawnshieldtime)
-                       c = 0;
-               else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
-               {
-                       // Skilled bots will grab more
-                       c = bound(0, skill / 10, 1) * 0.5;
-               }
-               else
-                       c = 0;
-       }
-       else
-               c = 1;
-
-       // If custom weapon priorities for bots is enabled rate most wanted weapons higher
-       if( bot_custom_weapon && c )
-       {
-               // Find the highest position on any range
-               int position = -1;
-               for (int 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 = 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;
-}
-
-float commodity_pickupevalfunc(entity player, entity item)
-{
-       float c;
-       float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
-       c = 0;
-
-       // Detect needed ammo
-       FOREACH(Weapons, it != WEP_Null, LAMBDA(
-               if(!(player.weapons & (it.m_wepset)))
-                       continue;
-
-               if(it.items & ITEM_Shells.m_itemid)
-                       need_shells = true;
-               else if(it.items & ITEM_Bullets.m_itemid)
-                       need_nails = true;
-               else if(it.items & ITEM_Rockets.m_itemid)
-                       need_rockets = true;
-               else if(it.items & ITEM_Cells.m_itemid)
-                       need_cells = true;
-               else if(it.items & ITEM_Plasma.m_itemid)
-                       need_plasma = true;
-               else if(it.items & ITEM_JetpackFuel.m_itemid)
-                       need_fuel = true;
-       ));
-
-       // TODO: figure out if the player even has the weapon this ammo is for?
-       // may not affect strategy much though...
-       // find out how much more ammo/armor/health the player can hold
-       if (need_shells)
-       if (item.ammo_shells)
-       if (player.ammo_shells < g_pickup_shells_max)
-               c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
-       if (need_nails)
-       if (item.ammo_nails)
-       if (player.ammo_nails < g_pickup_nails_max)
-               c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
-       if (need_rockets)
-       if (item.ammo_rockets)
-       if (player.ammo_rockets < g_pickup_rockets_max)
-               c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
-       if (need_cells)
-       if (item.ammo_cells)
-       if (player.ammo_cells < g_pickup_cells_max)
-               c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
-       if (need_plasma)
-       if (item.ammo_plasma)
-       if (player.ammo_plasma < g_pickup_plasma_max)
-               c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
-       if (need_fuel)
-       if (item.ammo_fuel)
-       if (player.ammo_fuel < g_pickup_fuel_max)
-               c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
-       if (item.armorvalue)
-       if (player.armorvalue < item.max_armorvalue)
-               c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
-       if (item.health)
-       if (player.health < item.max_health)
-               c = c + max(0, 1 - player.health / item.max_health);
-
-       return item.bot_pickupbasevalue * c;
-}
-
-void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
-       if(ITEM_DAMAGE_NEEDKILL(deathtype))
-               RemoveItem();
-}
-
-void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
-{
-       string itemname = def.m_name;
-       Model itemmodel = def.m_model;
-    Sound pickupsound = def.m_sound;
-       float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
-       float pickupbasevalue = def.m_botvalue;
-       int itemflags = def.m_itemflags;
-
-       startitem_failed = false;
-
-       this.item_model_ent = itemmodel;
-    this.item_pickupsound_ent = pickupsound;
-
-       if(!this.respawntime) // both need to be set
-       {
-               this.respawntime = defaultrespawntime;
-               this.respawntimejitter = defaultrespawntimejitter;
-       }
-
-       int itemid = def.m_itemid;
-       this.items = itemid;
-       int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
-       this.weapon = weaponid;
-
-       if(!this.fade_end)
-       {
-               this.fade_start = autocvar_g_items_mindist;
-               this.fade_end = autocvar_g_items_maxdist;
-       }
-
-       if(weaponid)
-               this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
-
-       this.flags = FL_ITEM | itemflags;
-
-       if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
-       {
-               startitem_failed = true;
-               remove(this);
-               return;
-       }
-
-       // is it a dropped weapon?
-       if (this.classname == "droppedweapon")
-       {
-               this.reset = SUB_Remove;
-               // it's a dropped weapon
-               this.movetype = MOVETYPE_TOSS;
-
-               // Savage: remove thrown items after a certain period of time ("garbage collection")
-               this.think = RemoveItem;
-               this.nextthink = time + 20;
-
-               this.takedamage = DAMAGE_YES;
-               this.event_damage = Item_Damage;
-
-               if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
-               {
-                       // if item is worthless after a timer, have it expire then
-                       this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
-               }
-
-               // don't drop if in a NODROP zone (such as lava)
-               traceline(this.origin, this.origin, MOVE_NORMAL, this);
-               if (trace_dpstartcontents & DPCONTENTS_NODROP)
-               {
-                       startitem_failed = true;
-                       remove(this);
-                       return;
-               }
-       }
-       else
-       {
-               if(!have_pickup_item(this))
-               {
-                       startitem_failed = true;
-                       remove (this);
-                       return;
-               }
-
-               if(this.angles != '0 0 0')
-                       this.SendFlags |= ISF_ANGLES;
-
-               this.reset = Item_Reset;
-               // it's a level item
-               if(this.spawnflags & 1)
-                       this.noalign = 1;
-               if (this.noalign > 0)
-                       this.movetype = MOVETYPE_NONE;
-               else
-                       this.movetype = MOVETYPE_TOSS;
-               // do item filtering according to game mode and other things
-               if (this.noalign <= 0)
-               {
-                       // first nudge it off the floor a little bit to avoid math errors
-                       setorigin(this, this.origin + '0 0 1');
-                       // set item size before we spawn a spawnfunc_waypoint
-                       setsize(this, def.m_mins, def.m_maxs);
-                       this.SendFlags |= ISF_SIZE;
-                       // note droptofloor returns false if stuck/or would fall too far
-                       if (!this.noalign)
-                               WITH(entity, self, this, droptofloor());
-                       waypoint_spawnforitem(this);
-               }
-
-               /*
-                * can't do it that way, as it would break maps
-                * TODO make a target_give like entity another way, that perhaps has
-                * the weapon name in a key
-               if(this.targetname)
-               {
-                       // target_give not yet supported; maybe later
-                       print("removed targeted ", this.classname, "\n");
-                       startitem_failed = true;
-                       remove (this);
-                       return;
-               }
-               */
-
-               if(autocvar_spawn_debug >= 2)
-               {
-                       for(entity otheritem = findradius(this.origin, 3); otheritem; otheritem = otheritem.chain)
-                       {
-                           // why not flags & fl_item?
-                               if(otheritem.is_item)
-                               {
-                                       LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
-                                       LOG_TRACE(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
-                                       error("Mapper sucks.");
-                               }
-                       }
-                       this.is_item = true;
-               }
-
-               weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
-
-               precache_model(this.model);
-               precache_sound(this.item_pickupsound);
-
-               if (   def.instanceOfPowerup
-                       || def.instanceOfWeaponPickup
-                       || (def.instanceOfHealth && def != ITEM_HealthSmall)
-                       || (def.instanceOfArmor && def != ITEM_ArmorSmall)
-                       || (itemid & (IT_KEY1 | IT_KEY2))
-               ) this.target = "###item###"; // for finding the nearest item using find()
-
-               Item_ItemsTime_SetTime(this, 0);
-       }
-
-       this.bot_pickup = true;
-       this.bot_pickupevalfunc = pickupevalfunc;
-       this.bot_pickupbasevalue = pickupbasevalue;
-       this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
-       this.netname = itemname;
-       this.touch = Item_Touch;
-       setmodel(this, MDL_Null); // precision set below
-       //this.effects |= EF_LOWPRECISION;
-
-       setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
-
-       this.SendFlags |= ISF_SIZE;
-
-       if (!(this.spawnflags & 1024)) {
-               if(def.instanceOfPowerup)
-                       this.ItemStatus |= ITS_ANIMATE1;
-       
-               if(this.armorvalue || this.health)
-                       this.ItemStatus |= ITS_ANIMATE2;
-       }
-
-       if(def.instanceOfWeaponPickup)
-       {
-               if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
-                       this.colormap = 1024; // color shirt=0 pants=0 grey
-               else
-                       this.gravity = 1;
-               if (!(this.spawnflags & 1024))
-                       this.ItemStatus |= ITS_ANIMATE1;
-               this.ItemStatus |= ISF_COLORMAP;
-       }
-
-       this.state = 0;
-       if(this.team) // broken, no idea why.
-       {
-               if(!this.cnt)
-                       this.cnt = 1; // item probability weight
-
-               this.effects |= EF_NODRAW; // marker for item team search
-               InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
-       }
-       else
-               Item_Reset(this);
-
-       Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
-
-       // call this hook after everything else has been done
-       if (MUTATOR_CALLHOOK(Item_Spawn, this))
-       {
-               startitem_failed = true;
-               remove(this);
-               return;
-       }
-}
-
-void StartItem(entity this, GameItem def)
-{
-    _StartItem(
-       this,
-       this.itemdef = def,
-       def.m_respawntime(), // defaultrespawntime
-       def.m_respawntimejitter() // defaultrespawntimejitter
-       );
-}
-
-spawnfunc(item_rockets)
-{
-       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);
-}
-
-spawnfunc(item_bullets)
-{
-       if(!weaponswapping)
-       if(autocvar_sv_q3acompat_machineshotgunswap)
-       if(this.classname != "droppedweapon")
-       {
-               weaponswapping = true;
-               spawnfunc_item_shells(this);
-               weaponswapping = false;
-               return;
-       }
-
-       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(!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(!this.ammo_plasma)
-               this.ammo_plasma = g_pickup_plasma;
-       if(!this.pickup_anyway)
-               this.pickup_anyway = g_pickup_ammo_anyway;
-       StartItem(this, ITEM_Plasma);
-}
-
-spawnfunc(item_shells)
-{
-       if(!weaponswapping)
-       if(autocvar_sv_q3acompat_machineshotgunswap)
-       if(this.classname != "droppedweapon")
-       {
-               weaponswapping = true;
-               spawnfunc_item_bullets(this);
-               weaponswapping = false;
-               return;
-       }
-
-       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(!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(!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(!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(!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(!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(!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(!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(!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);
-}
-
-// support old misnamed entities
-spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
-spawnfunc(item_armor25) { spawnfunc_item_armor_large(this); }
-spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
-spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
-spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
-
-spawnfunc(item_strength)
-{
-               if(!this.strength_finished)
-                       this.strength_finished = autocvar_g_balance_powerup_strength_time;
-               StartItem(this, ITEM_Strength);
-}
-
-spawnfunc(item_invincible)
-{
-               if(!this.invincible_finished)
-                       this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
-               StartItem(this, ITEM_Shield);
-}
-
-// compatibility:
-spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
-
-void target_items_use()
-{SELFPARAM();
-       if(activator.classname == "droppedweapon")
-       {
-               EXACTTRIGGER_TOUCH;
-               remove(activator);
-               return;
-       }
-
-       if (!IS_PLAYER(activator))
-               return;
-       if(activator.deadflag != DEAD_NO)
-               return;
-       EXACTTRIGGER_TOUCH;
-
-       entity e;
-       for(e = world; (e = find(e, classname, "droppedweapon")); )
-               if(e.enemy == activator)
-                       remove(e);
-
-       if(GiveItems(activator, 0, tokenize_console(self.netname)))
-               centerprint(activator, self.message);
-}
-
-spawnfunc(target_items)
-{
-       float n, i;
-       string s;
-
-       self.use = target_items_use;
-       if(!self.strength_finished)
-               self.strength_finished = autocvar_g_balance_powerup_strength_time;
-       if(!self.invincible_finished)
-               self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
-       if(!self.superweapons_finished)
-               self.superweapons_finished = autocvar_g_balance_superweapons_time;
-
-       n = tokenize_console(self.netname);
-       if(argv(0) == "give")
-       {
-               self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
-       }
-       else
-       {
-               for(i = 0; i < n; ++i)
-               {
-                       if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
-                       else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
-                       else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
-                       else if(argv(i) == "strength")               self.items |= ITEM_Strength.m_itemid;
-                       else if(argv(i) == "invincible")             self.items |= ITEM_Shield.m_itemid;
-                       else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
-                       else if(argv(i) == "jetpack")                self.items |= ITEM_Jetpack.m_itemid;
-                       else if(argv(i) == "fuel_regen")             self.items |= ITEM_JetpackRegen.m_itemid;
-                       else
-                       {
-                               FOREACH(Weapons, it != WEP_Null, LAMBDA(
-                                       s = W_UndeprecateName(argv(i));
-                                       if(s == it.netname)
-                                       {
-                                               self.weapons |= (it.m_wepset);
-                                               if(self.spawnflags == 0 || self.spawnflags == 2)
-                                                       it.wr_init(it);
-                                               break;
-                                       }
-                               ));
-                       }
-               }
-
-               string itemprefix, valueprefix;
-               if(self.spawnflags == 0)
-               {
-                       itemprefix = "";
-                       valueprefix = "";
-               }
-               else if(self.spawnflags == 1)
-               {
-                       itemprefix = "max ";
-                       valueprefix = "max ";
-               }
-               else if(self.spawnflags == 2)
-               {
-                       itemprefix = "min ";
-                       valueprefix = "min ";
-               }
-               else if(self.spawnflags == 4)
-               {
-                       itemprefix = "minus ";
-                       valueprefix = "max ";
-               }
-               else
-               {
-                       error("invalid spawnflags");
-                       itemprefix = valueprefix = string_null;
-               }
-
-               self.netname = "";
-               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");
-               if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
-               if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
-               if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
-               if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
-               if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
-               FOREACH(Weapons, it != WEP_Null, LAMBDA(self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & (it.m_wepset)), it.netname)));
-       }
-       self.netname = strzone(self.netname);
-       //print(self.netname, "\n");
-
-       n = tokenize_console(self.netname);
-       for(i = 0; i < n; ++i)
-       {
-               FOREACH(Weapons, it != WEP_Null, LAMBDA(
-                       if(argv(i) == it.netname)
-                       {
-                               it.wr_init(it);
-                               break;
-                       }
-               ));
-       }
-}
-
-spawnfunc(item_fuel)
-{
-       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);
-}
-
-spawnfunc(item_fuel_regen)
-{
-       if(start_items & ITEM_JetpackRegen.m_itemid)
-       {
-               spawnfunc_item_fuel(this);
-               return;
-       }
-       StartItem(this, ITEM_JetpackRegen);
-}
-
-spawnfunc(item_jetpack)
-{
-       if(!this.ammo_fuel)
-               this.ammo_fuel = g_pickup_fuel_jetpack;
-       if(start_items & ITEM_Jetpack.m_itemid)
-       {
-               spawnfunc_item_fuel(this);
-               return;
-       }
-       StartItem(this, ITEM_Jetpack);
-}
-
-float GiveWeapon(entity e, float wpn, float op, float val)
-{
-       WepSet v0, v1;
-       WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
-       v0 = (e.weapons & s);
-       switch(op)
-       {
-               case OP_SET:
-                       if(val > 0)
-                               e.weapons |= s;
-                       else
-                               e.weapons &= ~s;
-                       break;
-               case OP_MIN:
-               case OP_PLUS:
-                       if(val > 0)
-                               e.weapons |= s;
-                       break;
-               case OP_MAX:
-                       if(val <= 0)
-                               e.weapons &= ~s;
-                       break;
-               case OP_MINUS:
-                       if(val > 0)
-                               e.weapons &= ~s;
-                       break;
-       }
-       v1 = (e.weapons & s);
-       return (v0 != v1);
-}
-
-void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
-{
-       if(v1 == v0)
-               return;
-       if(v1 <= v0 - t)
-       {
-               if(snd_decr != "")
-                       _sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
-       }
-       else if(v0 >= v0 + t)
-       {
-               if(snd_incr != "")
-                       _sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
-       }
-}
-
-void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
-{
-       if(v0 < v1)
-               e.(rotfield) = max(e.(rotfield), time + rottime);
-       else if(v0 > v1)
-               e.(regenfield) = max(e.(regenfield), time + regentime);
-}
-float GiveItems(entity e, float beginarg, float endarg)
-{SELFPARAM();
-       float got, i, val, op;
-       float _switchweapon;
-       string cmd;
-
-       val = 999;
-       op = OP_SET;
-
-       got = 0;
-
-       _switchweapon = false;
-       if (e.autoswitch)
-               if (PS(e).m_switchweapon == w_getbestweapon(e))
-                       _switchweapon = true;
-
-       e.strength_finished = max(0, e.strength_finished - time);
-       e.invincible_finished = max(0, e.invincible_finished - time);
-       e.superweapons_finished = max(0, e.superweapons_finished - time);
-
-       PREGIVE(e, items);
-       PREGIVE_WEAPONS(e);
-       PREGIVE(e, strength_finished);
-       PREGIVE(e, invincible_finished);
-       PREGIVE(e, superweapons_finished);
-       PREGIVE(e, ammo_nails);
-       PREGIVE(e, ammo_cells);
-       PREGIVE(e, ammo_plasma);
-       PREGIVE(e, ammo_shells);
-       PREGIVE(e, ammo_rockets);
-       PREGIVE(e, ammo_fuel);
-       PREGIVE(e, armorvalue);
-       PREGIVE(e, health);
-
-       for(i = beginarg; i < endarg; ++i)
-       {
-               cmd = argv(i);
-
-               if(cmd == "0" || stof(cmd))
-               {
-                       val = stof(cmd);
-                       continue;
-               }
-               switch(cmd)
-               {
-                       case "no":
-                               op = OP_MAX;
-                               val = 0;
-                               continue;
-                       case "max":
-                               op = OP_MAX;
-                               continue;
-                       case "min":
-                               op = OP_MIN;
-                               continue;
-                       case "plus":
-                               op = OP_PLUS;
-                               continue;
-                       case "minus":
-                               op = OP_MINUS;
-                               continue;
-                       case "ALL":
-                               got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
-                               got += GiveValue(e, strength_finished, op, val);
-                               got += GiveValue(e, invincible_finished, op, val);
-                               got += GiveValue(e, superweapons_finished, op, val);
-                               got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
-                       case "all":
-                               got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
-                               got += GiveValue(e, health, op, val);
-                               got += GiveValue(e, armorvalue, op, val);
-                       case "allweapons":
-                               FOREACH(Weapons, it != WEP_Null, LAMBDA(
-                                       if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED))
-                                               got += GiveWeapon(e, it.m_id, op, val);
-                               ));
-                       case "allammo":
-                               got += GiveValue(e, ammo_cells, op, val);
-                               got += GiveValue(e, ammo_plasma, op, val);
-                               got += GiveValue(e, ammo_shells, op, val);
-                               got += GiveValue(e, ammo_nails, op, val);
-                               got += GiveValue(e, ammo_rockets, op, val);
-                               got += GiveValue(e, ammo_fuel, op, val);
-                               break;
-                       case "unlimited_ammo":
-                               got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
-                               break;
-                       case "unlimited_weapon_ammo":
-                               got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
-                               break;
-                       case "unlimited_superweapons":
-                               got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
-                               break;
-                       case "jetpack":
-                               got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
-                               break;
-                       case "fuel_regen":
-                               got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
-                               break;
-                       case "strength":
-                               got += GiveValue(e, strength_finished, op, val);
-                               break;
-                       case "invincible":
-                               got += GiveValue(e, invincible_finished, op, val);
-                               break;
-                       case "superweapons":
-                               got += GiveValue(e, superweapons_finished, op, val);
-                               break;
-                       case "cells":
-                               got += GiveValue(e, ammo_cells, op, val);
-                               break;
-                       case "plasma":
-                               got += GiveValue(e, ammo_plasma, op, val);
-                               break;
-                       case "shells":
-                               got += GiveValue(e, ammo_shells, op, val);
-                               break;
-                       case "nails":
-                       case "bullets":
-                               got += GiveValue(e, ammo_nails, op, val);
-                               break;
-                       case "rockets":
-                               got += GiveValue(e, ammo_rockets, op, val);
-                               break;
-                       case "health":
-                               got += GiveValue(e, health, op, val);
-                               break;
-                       case "armor":
-                               got += GiveValue(e, armorvalue, op, val);
-                               break;
-                       case "fuel":
-                               got += GiveValue(e, ammo_fuel, op, val);
-                               break;
-                       default:
-                               FOREACH(Weapons, it != WEP_Null, LAMBDA(
-                                       if(cmd == it.netname)
-                                       {
-                                               got += GiveWeapon(e, it.m_id, op, val);
-                                               break;
-                                       }
-                               ));
-                               break;
-               }
-               val = 999;
-               op = OP_SET;
-       }
-
-       POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND(ITEMPICKUP), string_null);
-       POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND(POWERUP), SND(POWEROFF));
-       POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND(POWERUP), SND(POWEROFF));
-       POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND(ITEMPICKUP), string_null);
-       FOREACH(Weapons, it != WEP_Null, LAMBDA(
-               POSTGIVE_WEAPON(e, it, SND(WEAPONPICKUP), string_null);
-               if(!(save_weapons & (it.m_wepset)))
-                       if(e.weapons & (it.m_wepset))
-                               it.wr_init(it);
-       ));
-       POSTGIVE_VALUE(e, strength_finished, 1, SND(POWERUP), SND(POWEROFF));
-       POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", SND(POWEROFF));
-       POSTGIVE_VALUE(e, ammo_nails, 0, SND(ITEMPICKUP), string_null);
-       POSTGIVE_VALUE(e, ammo_cells, 0, SND(ITEMPICKUP), string_null);
-       POSTGIVE_VALUE(e, ammo_plasma, 0, SND(ITEMPICKUP), string_null);
-       POSTGIVE_VALUE(e, ammo_shells, 0, SND(ITEMPICKUP), string_null);
-       POSTGIVE_VALUE(e, ammo_rockets, 0, SND(ITEMPICKUP), string_null);
-       POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND(ITEMPICKUP), string_null);
-       POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND(ARMOR25), string_null);
-       POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND(MEGAHEALTH), string_null);
-
-       if(e.superweapons_finished <= 0)
-               if(self.weapons & WEPSET_SUPERWEAPONS)
-                       e.superweapons_finished = autocvar_g_balance_superweapons_time;
-
-       if(e.strength_finished <= 0)
-               e.strength_finished = 0;
-       else
-               e.strength_finished += time;
-       if(e.invincible_finished <= 0)
-               e.invincible_finished = 0;
-       else
-               e.invincible_finished += time;
-       if(e.superweapons_finished <= 0)
-               e.superweapons_finished = 0;
-       else
-               e.superweapons_finished += time;
-
-       if (!(e.weapons & WepSet_FromWeapon(PS(e).m_switchweapon)))
-               _switchweapon = true;
-       if(_switchweapon)
-               W_SwitchWeapon_Force(e, w_getbestweapon(e));
-
-       return got;
-}
-#endif
diff --git a/qcsrc/server/t_items.qh b/qcsrc/server/t_items.qh
deleted file mode 100644 (file)
index 1dc79f8..0000000
+++ /dev/null
@@ -1,139 +0,0 @@
-#ifndef T_ITEMS_H
-#define T_ITEMS_H
-
-const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
-
-// item networking
-const int ISF_LOCATION                         = BIT(1);
-const int ISF_MODEL                            = BIT(2);
-const int ISF_STATUS                   = BIT(3);
-    const int ITS_STAYWEP                  = BIT(0);
-    const int ITS_ANIMATE1                 = BIT(1);
-    const int ITS_ANIMATE2                 = BIT(2);
-    const int ITS_AVAILABLE        = BIT(3);
-    const int ITS_ALLOWFB                  = BIT(4);
-    const int ITS_ALLOWSI                  = BIT(5);
-    const int ITS_POWERUP                  = BIT(6);
-const int ISF_COLORMAP                         = BIT(4);
-const int ISF_DROP                             = BIT(5);
-const int ISF_ANGLES                   = BIT(6);
-const int ISF_SIZE                             = BIT(7);
-
-.int ItemStatus;
-
-.float fade_start;
-.float fade_end;
-
-#ifdef SVQC
-void StartItem(entity this, entity a);
-#endif
-
-#ifdef CSQC
-
-float  autocvar_cl_animate_items = 1;
-float  autocvar_cl_ghost_items = 0.45;
-vector autocvar_cl_ghost_items_color = '-1 -1 -1';
-float  autocvar_cl_fullbright_items = 0;
-vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
-float  autocvar_cl_weapon_stay_alpha = 0.75;
-float  autocvar_cl_simple_items = 0;
-string autocvar_cl_simpleitems_postfix = "_simple";
-.float  spawntime;
-.float  gravity;
-.vector colormod;
-
-void ItemDraw(entity this);
-void ItemDrawSimple(entity this);
-
-#endif
-#ifdef SVQC
-spawnfunc(item_strength);
-spawnfunc(item_invincible);
-spawnfunc(item_armor_small);
-spawnfunc(item_shells);
-spawnfunc(item_bullets);
-spawnfunc(item_rockets);
-
-float autocvar_sv_simple_items;
-bool ItemSend(entity this, entity to, int sf);
-
-
-bool have_pickup_item(entity this);
-
-const float ITEM_RESPAWN_TICKS = 10;
-
-#define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)
-       // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
-#define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
-       // range: 10 .. respawntime + respawntimejitter
-
-.float max_armorvalue;
-.float pickup_anyway;
-
-void Item_Show (entity e, float mode);
-
-void Item_Respawn ();
-
-void Item_RespawnCountdown ();
-void Item_ScheduleRespawnIn(entity e, float t);
-
-void Item_ScheduleRespawn(entity e);
-
-void Item_ScheduleInitialRespawn(entity e);
-float ITEM_MODE_NONE = 0;
-float ITEM_MODE_HEALTH = 1;
-float ITEM_MODE_ARMOR = 2;
-float ITEM_MODE_FUEL = 3;
-float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode);
-
-float Item_GiveTo(entity item, entity player);
-
-void Item_Touch();
-
-void Item_Reset(entity this);
-
-void Item_FindTeam();
-// Savage: used for item garbage-collection
-// TODO: perhaps nice special effect?
-
-bool ItemSend(entity this, entity to, int sf);
-void ItemUpdate(entity this);
-
-void UpdateItemAfterTeleport(entity this);
-
-// pickup evaluation functions
-// these functions decide how desirable an item is to the bots
-
-float generic_pickupevalfunc(entity player, entity item);// {return item.bot_pickupbasevalue;} // WEAPONTODO
-
-float weapon_pickupevalfunc(entity player, entity item);
-
-float commodity_pickupevalfunc(entity player, entity item);
-
-.float is_item;
-.entity itemdef;
-void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter);
-
-
-void target_items_use ();
-
-float GiveWeapon(entity e, float wpn, float op, float val);
-
-float GiveBit(entity e, .float fld, float bit, float op, float val);
-
-float GiveValue(entity e, .float fld, float op, float val);
-
-void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr);
-
-void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime);
-
-#define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = e.weapons
-#define PREGIVE(e,f) float save_##f; save_##f = (e).f
-#define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(e.weapons & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr)
-#define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
-#define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
-#define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
-
-float GiveItems(entity e, float beginarg, float endarg);
-#endif
-#endif
index b100259ef541987941cda6d4a1bdf4508097940b..5efd97ae051080cb67e77f0bbb7e39572076c50e 100644 (file)
@@ -1,6 +1,6 @@
 #include "common.qh"
 
-#include "../t_items.qh"
+#include "../../common/t_items.qh"
 #include "../../common/constants.qh"
 #include "../../common/deathtypes/all.qh"
 #include "../../common/notifications.qh"
index dfee551368a4863a3718d60d7ca7fa090a0db19c..1b7bd82319de162f4129b0dd4f866d574136685b 100644 (file)
@@ -1,6 +1,6 @@
 #include "csqcprojectile.qh"
 
-#include "../t_items.qh"
+#include "../../common/t_items.qh"
 
 #include "../command/common.qh"
 
index 4b96e1f9dc85ef7e6e3a7c2775489e852bac5d4f..9a4024a6003c04605d0b080ece3363513c8e317e 100644 (file)
@@ -1,7 +1,7 @@
 #include "selection.qh"
 
 #include "weaponsystem.qh"
-#include "../t_items.qh"
+#include "../../common/t_items.qh"
 #include "../../common/constants.qh"
 #include "../../common/util.qh"
 #include "../../common/items/item.qh"
index 3732db3b9c26e252421fe497a79e568067194472..2692732878140bae805115909b55f0efc59149a6 100644 (file)
@@ -2,7 +2,7 @@
 
 #include "weaponsystem.qh"
 #include "../mutators/all.qh"
-#include "../t_items.qh"
+#include "../../common/t_items.qh"
 #include "../../common/weapons/all.qh"
 
 string W_Apply_Weaponreplace(string in)
index c703649936b5999ed3d67ff9db435445113e73ff..1e0f9c02fbbc4ebe1405bc780f92ce3fc6560ff1 100644 (file)
@@ -2,7 +2,7 @@
 
 #include "weaponsystem.qh"
 #include "../mutators/all.qh"
-#include "../t_items.qh"
+#include "../../common/t_items.qh"
 #include "../g_damage.qh"
 #include "../../common/items/item.qh"
 #include "../../common/mapinfo.qh"
index abc2ffa802b657fd87dea9ee0b9a2106ad67e72d..f762b40dc7b9bde3f02646b741c84536497ea4c1 100644 (file)
@@ -5,7 +5,7 @@
 #include "../command/common.qh"
 #include "../mutators/all.qh"
 #include "../round_handler.qh"
-#include "../t_items.qh"
+#include "../../common/t_items.qh"
 #include "../../common/animdecide.qh"
 #include "../../common/constants.qh"
 #include "../../common/monsters/all.qh"