]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/random_items/sv_random_items.qc
Added ITEM_FLAG_OVERKILL.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / random_items / sv_random_items.qc
index 38958cdaffd62164214740f73399a8a930736359..3e11d3af5bc63ac386d97fbd475611207fbfe7cd 100644 (file)
@@ -1,3 +1,5 @@
+#include "sv_random_items.qh"
+
 /// \file
 /// \brief Source file that contains implementation of the random items mutator.
 /// \author Lyberta
 
 enum
 {
-       RANDOM_ITEM_TYPE_HEALTH,
+       RANDOM_ITEM_TYPE_HEALTH = 1,
        RANDOM_ITEM_TYPE_ARMOR,
        RANDOM_ITEM_TYPE_RESOURCE,
        RANDOM_ITEM_TYPE_WEAPON,
        RANDOM_ITEM_TYPE_POWERUP
 };
 
-enum
-{
-       RANDOM_ITEM_SUBTYPE_HEALTH_SMALL,
-       RANDOM_ITEM_SUBTYPE_HEALTH_MEDIUM,
-       RANDOM_ITEM_SUBTYPE_HEALTH_BIG,
-       RANDOM_ITEM_SUBTYPE_HEALTH_MEGA
-};
-
-enum
-{
-       RANDOM_ITEM_SUBTYPE_ARMOR_SMALL,
-       RANDOM_ITEM_SUBTYPE_ARMOR_MEDIUM,
-       RANDOM_ITEM_SUBTYPE_ARMOR_BIG,
-       RANDOM_ITEM_SUBTYPE_ARMOR_MEGA
-};
-
-enum
-{
-       RANDOM_ITEM_SUBTYPE_RESOURCE_SHELLS,
-       RANDOM_ITEM_SUBTYPE_RESOURCE_BULLETS,
-       RANDOM_ITEM_SUBTYPE_RESOURCE_ROCKETS,
-       RANDOM_ITEM_SUBTYPE_RESOURCE_CELLS,
-       RANDOM_ITEM_SUBTYPE_RESOURCE_PLASMA,
-       RANDOM_ITEM_SUBTYPE_RESOURCE_FUEL,
-};
-
-enum
-{
-       RANDOM_ITEM_SUBTYPE_WEAPON_BLASTER,
-       RANDOM_ITEM_SUBTYPE_WEAPON_SHOTGUN,
-       RANDOM_ITEM_SUBTYPE_WEAPON_MACHINEGUN,
-       RANDOM_ITEM_SUBTYPE_WEAPON_MORTAR,
-       RANDOM_ITEM_SUBTYPE_WEAPON_ELECTRO,
-       RANDOM_ITEM_SUBTYPE_WEAPON_CRYLINK,
-       RANDOM_ITEM_SUBTYPE_WEAPON_VORTEX,
-       RANDOM_ITEM_SUBTYPE_WEAPON_HAGAR,
-       RANDOM_ITEM_SUBTYPE_WEAPON_DEVASTATOR,
-       RANDOM_ITEM_SUBTYPE_WEAPON_SHOCKWAVE,
-       RANDOM_ITEM_SUBTYPE_WEAPON_ARC,
-       RANDOM_ITEM_SUBTYPE_WEAPON_HOOK,
-       RANDOM_ITEM_SUBTYPE_WEAPON_TUBA,
-       RANDOM_ITEM_SUBTYPE_WEAPON_PORTO,
-       RANDOM_ITEM_SUBTYPE_WEAPON_FIREBALL,
-       RANDOM_ITEM_SUBTYPE_WEAPON_MINELAYER,
-       RANDOM_ITEM_SUBTYPE_WEAPON_HLAC,
-       RANDOM_ITEM_SUBTYPE_WEAPON_RIFLE,
-       RANDOM_ITEM_SUBTYPE_WEAPON_SEEKER,
-       RANDOM_ITEM_SUBTYPE_WEAPON_VAPORIZER
-};
-
-enum
-{
-       RANDOM_ITEM_SUBTYPE_POWERUP_STRENGTH,
-       RANDOM_ITEM_SUBTYPE_POWERUP_SHIELD,
-       RANDOM_ITEM_SUBTYPE_POWERUP_FUEL_REGEN,
-       RANDOM_ITEM_SUBTYPE_POWERUP_JETPACK
-};
-
 //======================= Global variables ====================================
 
-bool autocvar_g_random_items; ///< Whether to enable random items.
-
 // Replace cvars
 
-/// \brief Whether to randomly replace small health.
-bool autocvar_g_random_items_replace_health_small;
-/// \brief Whether to randomly replace medium health.
-bool autocvar_g_random_items_replace_health_medium;
-/// \brief Whether to randomly replace big health.
-bool autocvar_g_random_items_replace_health_big;
-/// \brief Whether to randomly replace mega health.
-bool autocvar_g_random_items_replace_health_mega;
-
-/// \brief Whether to randomly replace small armor.
-bool autocvar_g_random_items_replace_armor_small;
-/// \brief Whether to randomly replace medium armor.
-bool autocvar_g_random_items_replace_armor_medium;
-/// \brief Whether to randomly replace big armor.
-bool autocvar_g_random_items_replace_armor_big;
-/// \brief Whether to randomly replace mega armor.
-bool autocvar_g_random_items_replace_armor_mega;
-
-/// \brief Whether to randomly replace shells.
-bool autocvar_g_random_items_replace_item_shells;
-/// \brief Whether to randomly replace bullets.
-bool autocvar_g_random_items_replace_item_bullets;
-/// \brief Whether to randomly replace rockets.
-bool autocvar_g_random_items_replace_item_rockets;
-/// \brief Whether to randomly replace cells.
-bool autocvar_g_random_items_replace_item_cells;
-/// \brief Whether to randomly replace plasma.
-bool autocvar_g_random_items_replace_item_plasma;
-/// \brief Whether to randomly replace fuel.
-bool autocvar_g_random_items_replace_item_fuel;
-
-/// \brief Whether to randomly replace blaster.
-bool autocvar_g_random_items_replace_weapon_blaster;
-/// \brief Whether to randomly replace shotgun.
-bool autocvar_g_random_items_replace_weapon_shotgun;
-/// \brief Whether to randomly replace machinegun.
-bool autocvar_g_random_items_replace_weapon_machinegun;
-/// \brief Whether to randomly replace mortar.
-bool autocvar_g_random_items_replace_weapon_mortar;
-/// \brief Whether to randomly replace electro.
-bool autocvar_g_random_items_replace_weapon_electro;
-/// \brief Whether to randomly replace crylink.
-bool autocvar_g_random_items_replace_weapon_crylink;
-/// \brief Whether to randomly replace vortex.
-bool autocvar_g_random_items_replace_weapon_vortex;
-/// \brief Whether to randomly replace hagar.
-bool autocvar_g_random_items_replace_weapon_hagar;
-/// \brief Whether to randomly replace devastator.
-bool autocvar_g_random_items_replace_weapon_devastator;
-/// \brief Whether to randomly replace shockwave.
-bool autocvar_g_random_items_replace_weapon_shockwave;
-/// \brief Whether to randomly replace arc.
-bool autocvar_g_random_items_replace_weapon_arc;
-/// \brief Whether to randomly replace hook.
-bool autocvar_g_random_items_replace_weapon_hook;
-/// \brief Whether to randomly replace tuba.
-bool autocvar_g_random_items_replace_weapon_tuba;
-/// \brief Whether to randomly replace port-o-launch.
-bool autocvar_g_random_items_replace_weapon_porto;
-/// \brief Whether to randomly replace fireball.
-bool autocvar_g_random_items_replace_weapon_fireball;
-/// \brief Whether to randomly replace mine layer.
-bool autocvar_g_random_items_replace_weapon_minelayer;
-/// \brief Whether to randomly replace HLAC.
-bool autocvar_g_random_items_replace_weapon_hlac;
-/// \brief Whether to randomly replace rifle.
-bool autocvar_g_random_items_replace_weapon_rifle;
-/// \brief Whether to randomly replace TAG seeker.
-bool autocvar_g_random_items_replace_weapon_seeker;
-/// \brief Whether to randomly replace vaporizer.
-bool autocvar_g_random_items_replace_weapon_vaporizer;
-
-/// \brief Whether to randomly replace strength.
-bool autocvar_g_random_items_replace_item_strength;
-/// \brief Whether to randomly replace shield.
-bool autocvar_g_random_items_replace_item_shield;
-/// \brief Whether to randomly replace fuel regeneration.
-bool autocvar_g_random_items_replace_item_fuel_regen;
-/// \brief Whether to randomly replace jetpack.
-bool autocvar_g_random_items_replace_item_jetpack;
-
-bool autocvar_g_random_items_replace_item_minst_cells;
-bool autocvar_g_random_items_replace_item_invisibility;
-bool autocvar_g_random_items_replace_item_extralife;
-bool autocvar_g_random_items_replace_item_speed;
+/// \brief Classnames to replace %s with.
+/// string autocvar_g_random_items_replace_%s;
 
 // Map probability cvars
 
-/// \brief Probability of random health items spawning in the map.
-float autocvar_g_random_items_health_probability;
-/// \brief Probability of random armor items spawning in the map.
-float autocvar_g_random_items_armor_probability;
-/// \brief Probability of random resource items spawning in the map.
-float autocvar_g_random_items_resource_probability;
-/// \brief Probability of random weapons spawning in the map.
-float autocvar_g_random_items_weapon_probability;
-/// \brief Probability of random powerups spawning in the map.
-float autocvar_g_random_items_powerup_probability;
+/// \brief Probability of random %s spawning in the map.
+/// float autocvar_g_random_items_%s_probability;
 
-/// \brief Probability of random small health spawning in the map.
-float autocvar_g_random_items_health_small_probability;
-/// \brief Probability of random medium health spawning in the map.
-float autocvar_g_random_items_health_medium_probability;
-/// \brief Probability of random big health spawning in the map.
-float autocvar_g_random_items_health_big_probability;
-/// \brief Probability of random mega health spawning in the map.
-float autocvar_g_random_items_health_mega_probability;
-
-/// \brief Probability of random small armor spawning in the map.
-float autocvar_g_random_items_armor_small_probability;
-/// \brief Probability of random medium armor.spawning in the map.
-float autocvar_g_random_items_armor_medium_probability;
-/// \brief Probability of random big armor spawning in the map.
-float autocvar_g_random_items_armor_big_probability;
-/// \brief Probability of random mega armor spawning in the map.
-float autocvar_g_random_items_armor_mega_probability;
-
-/// \brief Probability of random shells spawning in the map.
-float autocvar_g_random_items_resource_shells_probability;
-/// \brief Probability of random bullets spawning in the map.
-float autocvar_g_random_items_resource_bullets_probability;
-/// \brief Probability of random rockets spawning in the map.
-float autocvar_g_random_items_resource_rockets_probability;
-/// \brief Probability of random cells spawning in the map.
-float autocvar_g_random_items_resource_cells_probability;
-/// \brief Probability of random plasma spawning in the map.
-float autocvar_g_random_items_resource_plasma_probability;
-/// \brief Probability of random fuel spawning in the map.
-float autocvar_g_random_items_resource_fuel_probability;
-
-/// \brief Probability of random blaster spawning in the map.
-float autocvar_g_random_items_weapon_blaster_probability;
-/// \brief Probability of random shotgun spawning in the map.
-float autocvar_g_random_items_weapon_shotgun_probability;
-/// \brief Probability of random machinegun spawning in the map.
-float autocvar_g_random_items_weapon_machinegun_probability;
-/// \brief Probability of random mortar spawning in the map.
-float autocvar_g_random_items_weapon_mortar_probability;
-/// \brief Probability of random electro spawning in the map.
-float autocvar_g_random_items_weapon_electro_probability;
-/// \brief Probability of random crylink spawning in the map.
-float autocvar_g_random_items_weapon_crylink_probability;
-/// \brief Probability of random vortex spawning in the map.
-float autocvar_g_random_items_weapon_vortex_probability;
-/// \brief Probability of random hagar spawning in the map.
-float autocvar_g_random_items_weapon_hagar_probability;
-/// \brief Probability of random devastator spawning in the map.
-float autocvar_g_random_items_weapon_devastator_probability;
-/// \brief Probability of random shockwave spawning in the map.
-float autocvar_g_random_items_weapon_shockwave_probability;
-/// \brief Probability of random arc spawning in the map.
-float autocvar_g_random_items_weapon_arc_probability;
-/// \brief Probability of random hook spawning in the map.
-float autocvar_g_random_items_weapon_hook_probability;
-/// \brief Probability of random tuba spawning in the map.
-float autocvar_g_random_items_weapon_tuba_probability;
-/// \brief Probability of random port-o-launch spawning in the map.
-float autocvar_g_random_items_weapon_porto_probability;
-/// \brief Probability of random fireball spawning in the map.
-float autocvar_g_random_items_weapon_fireball_probability;
-/// \brief Probability of random mine layer spawning in the map.
-float autocvar_g_random_items_weapon_minelayer_probability;
-/// \brief Probability of random HLAC spawning in the map.
-float autocvar_g_random_items_weapon_hlac_probability;
-/// \brief Probability of random rifle spawning in the map.
-float autocvar_g_random_items_weapon_rifle_probability;
-/// \brief Probability of random TAG seeker spawning in the map.
-float autocvar_g_random_items_weapon_seeker_probability;
-/// \brief Probability of random vaporizer spawning in the map.
-float autocvar_g_random_items_weapon_vaporizer_probability;
-
-/// \brief Probability of random strength spawning in the map.
-float autocvar_g_random_items_strength_probability;
-/// \brief Probability of random shield spawning in the map.
-float autocvar_g_random_items_shield_probability;
-/// \brief Probability of random fuel regeneration spawning in the map.
-float autocvar_g_random_items_fuel_regen_probability;
-/// \brief Probability of random jetpack spawning in the map.
-float autocvar_g_random_items_jetpack_probability;
-
-//float autocvar_g_random_items_minst_cells_probability;
-//float autocvar_g_random_items_invisibility_probability;
-//float autocvar_g_random_items_extralife_probability;
-//float autocvar_g_random_items_speed_probability;
+/// \brief Probability of random %s spawning in the map during overkill.
+/// float autocvar_g_random_items_overkill_%s_probability;
 
 // Loot
 
@@ -274,933 +42,223 @@ float autocvar_g_random_loot_spread; ///< How far can loot be thrown.
 
 // Loot probability cvars
 
-/// \brief Probability of random health items spawning as loot.
-float autocvar_g_random_loot_health_probability;
-/// \brief Probability of random armor items spawning as loot.
-float autocvar_g_random_loot_armor_probability;
-/// \brief Probability of random resource items spawning as loot.
-float autocvar_g_random_loot_resource_probability;
-/// \brief Probability of random weapons spawning as loot.
-float autocvar_g_random_loot_weapon_probability;
-/// \brief Probability of random powerups spawning as loot.
-float autocvar_g_random_loot_powerup_probability;
-
-/// \brief Probability of random small health spawning as loot.
-float autocvar_g_random_loot_health_small_probability;
-/// \brief Probability of random medium health spawning as loot.
-float autocvar_g_random_loot_health_medium_probability;
-/// \brief Probability of random big health spawning as loot.
-float autocvar_g_random_loot_health_big_probability;
-/// \brief Probability of random mega health spawning as loot.
-float autocvar_g_random_loot_health_mega_probability;
-
-/// \brief Probability of random small armor spawning as loot.
-float autocvar_g_random_loot_armor_small_probability;
-/// \brief Probability of random medium armor.spawning as loot.
-float autocvar_g_random_loot_armor_medium_probability;
-/// \brief Probability of random big armor spawning as loot.
-float autocvar_g_random_loot_armor_big_probability;
-/// \brief Probability of random mega armor spawning as loot.
-float autocvar_g_random_loot_armor_mega_probability;
+/// \brief Probability of random %s spawning as loot.
+/// float autocvar_g_random_loot_%s_probability;
 
-/// \brief Probability of random shells spawning as loot.
-float autocvar_g_random_loot_resource_shells_probability;
-/// \brief Probability of random bullets spawning as loot.
-float autocvar_g_random_loot_resource_bullets_probability;
-/// \brief Probability of random rockets spawning as loot.
-float autocvar_g_random_loot_resource_rockets_probability;
-/// \brief Probability of random cells spawning as loot.
-float autocvar_g_random_loot_resource_cells_probability;
-/// \brief Probability of random plasma spawning as loot.
-float autocvar_g_random_loot_resource_plasma_probability;
-/// \brief Probability of random fuel spawning as loot.
-float autocvar_g_random_loot_resource_fuel_probability;
-
-/// \brief Probability of random blaster spawning as loot.
-float autocvar_g_random_loot_weapon_blaster_probability;
-/// \brief Probability of random shotgun spawning as loot.
-float autocvar_g_random_loot_weapon_shotgun_probability;
-/// \brief Probability of random machinegun spawning as loot.
-float autocvar_g_random_loot_weapon_machinegun_probability;
-/// \brief Probability of random mortar spawning as loot.
-float autocvar_g_random_loot_weapon_mortar_probability;
-/// \brief Probability of random electro spawning as loot.
-float autocvar_g_random_loot_weapon_electro_probability;
-/// \brief Probability of random crylink spawning as loot.
-float autocvar_g_random_loot_weapon_crylink_probability;
-/// \brief Probability of random vortex spawning as loot.
-float autocvar_g_random_loot_weapon_vortex_probability;
-/// \brief Probability of random hagar spawning as loot.
-float autocvar_g_random_loot_weapon_hagar_probability;
-/// \brief Probability of random devastator spawning as loot.
-float autocvar_g_random_loot_weapon_devastator_probability;
-/// \brief Probability of random shockwave spawning as loot.
-float autocvar_g_random_loot_weapon_shockwave_probability;
-/// \brief Probability of random arc spawning as loot.
-float autocvar_g_random_loot_weapon_arc_probability;
-/// \brief Probability of random hook spawning as loot.
-float autocvar_g_random_loot_weapon_hook_probability;
-/// \brief Probability of random tuba spawning as loot.
-float autocvar_g_random_loot_weapon_tuba_probability;
-/// \brief Probability of random port-o-launch spawning as loot.
-float autocvar_g_random_loot_weapon_porto_probability;
-/// \brief Probability of random fireball spawning as loot.
-float autocvar_g_random_loot_weapon_fireball_probability;
-/// \brief Probability of random mine layer spawning as loot.
-float autocvar_g_random_loot_weapon_minelayer_probability;
-/// \brief Probability of random HLAC spawning as loot.
-float autocvar_g_random_loot_weapon_hlac_probability;
-/// \brief Probability of random rifle spawning as loot.
-float autocvar_g_random_loot_weapon_rifle_probability;
-/// \brief Probability of random TAG seeker spawning as loot.
-float autocvar_g_random_loot_weapon_seeker_probability;
-/// \brief Probability of random vaporizer spawning as loot.
-float autocvar_g_random_loot_weapon_vaporizer_probability;
-
-/// \brief Probability of random strength spawning as loot.
-float autocvar_g_random_loot_strength_probability;
-/// \brief Probability of random shield spawning as loot.
-float autocvar_g_random_loot_shield_probability;
-/// \brief Probability of random fuel regeneration spawning as loot.
-float autocvar_g_random_loot_fuel_regen_probability;
-/// \brief Probability of random jetpack spawning as loot.
-float autocvar_g_random_loot_jetpack_probability;
+/// \brief Probability of random %s spawning as loot during overkill.
+/// float autocvar_g_random_loot_overkill_%s_probability;
 
 /// \brief Holds whether random item is spawning. Used to prevent infinite
 /// recursion.
 bool random_items_is_spawning = false;
 
-//========================= Free functions ====================================
+//====================== Forward declarations =================================
 
-/// \brief Returns whether a map item should be replaced.
-/// \param[in] item Item to inspect.
-/// \return True if the item should be replaced, false otherwise.
-bool RandomItems_ShouldReplaceItem(entity item)
+/// \brief Returns a random classname of the item with specific property.
+/// \param[in] prefix Prefix of the cvars that hold probabilities.
+/// \return Random classname of the item.
+string RandomItems_GetRandomItemClassNameWithProperty(string prefix,
+       .bool item_property);
+
+//=========================== Public API ======================================
+
+string RandomItems_GetRandomItemClassName(string prefix)
 {
-       switch (item.classname)
+       if (autocvar_g_instagib)
        {
-               case "item_health_small":
-               {
-                       return autocvar_g_random_items_replace_health_small;
-               }
-               case "item_health_medium":
-               {
-                       return autocvar_g_random_items_replace_health_medium;
-               }
-               case "item_health_big":
-               case "item_health_large":
-               {
-                       return autocvar_g_random_items_replace_health_big;
-               }
-               case "item_health_mega":
-               {
-                       return autocvar_g_random_items_replace_health_mega;
-               }
-               case "item_armor_small":
-               {
-                       return autocvar_g_random_items_replace_armor_small;
-               }
-               case "item_armor_medium":
-               {
-                       return autocvar_g_random_items_replace_armor_medium;
-               }
-               case "item_armor_big":
-               case "item_armor_large":
-               {
-                       return autocvar_g_random_items_replace_armor_big;
-               }
-               case "item_armor_mega":
-               {
-                       return autocvar_g_random_items_replace_armor_mega;
-               }
-               case "item_shells":
-               {
-                       return autocvar_g_random_items_replace_item_shells;
-               }
-               case "item_bullets":
-               {
-                       return autocvar_g_random_items_replace_item_bullets;
-               }
-               case "item_rockets":
-               {
-                       return autocvar_g_random_items_replace_item_rockets;
-               }
-               case "item_cells":
-               {
-                       return autocvar_g_random_items_replace_item_cells;
-               }
-               case "item_plasma":
-               {
-                       return autocvar_g_random_items_replace_item_plasma;
-               }
-               case "item_fuel":
-               {
-                       return autocvar_g_random_items_replace_item_fuel;
-               }
-               case "weapon_blaster":
-               case "weapon_laser":
-               {
-                       return autocvar_g_random_items_replace_weapon_blaster;
-               }
-               case "weapon_shotgun":
-               {
-                       return autocvar_g_random_items_replace_weapon_shotgun;
-               }
-               case "weapon_machinegun":
-               case "weapon_uzi":
-               {
-                       return autocvar_g_random_items_replace_weapon_machinegun;
-               }
-               case "weapon_mortar":
-               case "weapon_grenadelauncher":
-               {
-                       return autocvar_g_random_items_replace_weapon_mortar;
-               }
-               case "weapon_electro":
-               {
-                       return autocvar_g_random_items_replace_weapon_electro;
-               }
-               case "weapon_crylink":
-               {
-                       return autocvar_g_random_items_replace_weapon_crylink;
-               }
-               case "weapon_vortex":
-               case "weapon_nex":
-               {
-                       return autocvar_g_random_items_replace_weapon_vortex;
-               }
-               case "weapon_hagar":
-               {
-                       return autocvar_g_random_items_replace_weapon_hagar;
-               }
-               case "weapon_devastator":
-               case "weapon_rocketlauncher":
-               {
-                       return autocvar_g_random_items_replace_weapon_devastator;
-               }
-               case "weapon_shockwave":
-               {
-                       return autocvar_g_random_items_replace_weapon_shockwave;
-               }
-               case "weapon_arc":
-               {
-                       return autocvar_g_random_items_replace_weapon_arc;
-               }
-               case "weapon_hook":
-               {
-                       return autocvar_g_random_items_replace_weapon_hook;
-               }
-               case "weapon_tuba":
-               {
-                       return autocvar_g_random_items_replace_weapon_tuba;
-               }
-               case "weapon_porto":
-               {
-                       return autocvar_g_random_items_replace_weapon_porto;
-               }
-               case "weapon_fireball":
-               {
-                       return autocvar_g_random_items_replace_weapon_fireball;
-               }
-               case "weapon_minelayer":
-               {
-                       return autocvar_g_random_items_replace_weapon_minelayer;
-               }
-               case "weapon_hlac":
-               {
-                       return autocvar_g_random_items_replace_weapon_hlac;
-               }
-               case "weapon_rifle":
-               case "weapon_campingrifle":
-               case "weapon_sniperrifle":
-               {
-                       return autocvar_g_random_items_replace_weapon_rifle;
-               }
-               case "weapon_seeker":
-               {
-                       return autocvar_g_random_items_replace_weapon_seeker;
-               }
-               case "weapon_vaporizer":
-               case "weapon_minstanex":
-               {
-                       return autocvar_g_random_items_replace_weapon_vaporizer;
-               }
-               case "item_strength":
-               {
-                       return autocvar_g_random_items_replace_item_strength;
-               }
-               case "item_invincible":
-               {
-                       return autocvar_g_random_items_replace_item_shield;
-               }
-               case "item_fuel_regen":
-               {
-                       return autocvar_g_random_items_replace_item_fuel_regen;
-               }
-               case "item_jetpack":
-               {
-                       return autocvar_g_random_items_replace_item_jetpack;
-               }
-               case "item_minst_cells":
-               {
-                       return autocvar_g_random_items_replace_item_minst_cells;
-               }
-               case "item_invisibility":
-               {
-                       return autocvar_g_random_items_replace_item_invisibility;
-               }
-               case "item_extralife":
-               {
-                       return autocvar_g_random_items_replace_item_extralife;
-               }
-               case "item_speed":
-               {
-                       return autocvar_g_random_items_replace_item_speed;
-               }
-               case "replacedweapon":
-               {
-                       switch (item.weapon)
-                       {
-                               case WEP_MINE_LAYER.m_id:
-                               {
-                                       return autocvar_g_random_items_replace_weapon_minelayer;
-                               }
-                               case WEP_HLAC.m_id:
-                               {
-                                       return autocvar_g_random_items_replace_weapon_hlac;
-                               }
-                               case WEP_RIFLE.m_id:
-                               {
-                                       return autocvar_g_random_items_replace_weapon_rifle;
-                               }
-                               case WEP_SEEKER.m_id:
-                               {
-                                       return autocvar_g_random_items_replace_weapon_seeker;
-                               }
-                               default:
-                               {
-                                       return false;
-                               }
-                       }
-               }
-               default:
-               {
-                       return false;
-               }
+               return RandomItems_GetRandomInstagibItemClassName(prefix);
+       }
+       if (expr_evaluate(autocvar_g_overkill))
+       {
+               return RandomItems_GetRandomOverkillItemClassName(prefix);
        }
+       return RandomItems_GetRandomVanillaItemClassName(prefix);
 }
 
-/// \brief Returns a random classname of the map item.
-/// \return Random classname of the map item.
-string RandomItems_GetRandomMapItemClassName()
+string RandomItems_GetRandomVanillaItemClassName(string prefix)
 {
        RandomSelection_Init();
        RandomSelection_AddFloat(RANDOM_ITEM_TYPE_HEALTH,
-               autocvar_g_random_items_health_probability, 1);
+               cvar(sprintf("g_%s_health_probability", prefix)), 1);
        RandomSelection_AddFloat(RANDOM_ITEM_TYPE_ARMOR,
-               autocvar_g_random_items_armor_probability, 1);
+               cvar(sprintf("g_%s_armor_probability", prefix)), 1);
        RandomSelection_AddFloat(RANDOM_ITEM_TYPE_RESOURCE,
-               autocvar_g_random_items_resource_probability, 1);
+               cvar(sprintf("g_%s_resource_probability", prefix)), 1);
        RandomSelection_AddFloat(RANDOM_ITEM_TYPE_WEAPON,
-               autocvar_g_random_items_weapon_probability, 1);
+               cvar(sprintf("g_%s_weapon_probability", prefix)), 1);
        RandomSelection_AddFloat(RANDOM_ITEM_TYPE_POWERUP,
-               autocvar_g_random_items_powerup_probability, 1);
+               cvar(sprintf("g_%s_powerup_probability", prefix)), 1);
        int item_type = RandomSelection_chosen_float;
        switch (item_type)
        {
                case RANDOM_ITEM_TYPE_HEALTH:
                {
-                       RandomSelection_Init();
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_HEALTH_SMALL,
-                               autocvar_g_random_items_health_small_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_HEALTH_MEDIUM,
-                               autocvar_g_random_items_health_medium_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_HEALTH_BIG,
-                               autocvar_g_random_items_health_big_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_HEALTH_MEGA,
-                               autocvar_g_random_items_health_mega_probability, 1);
-                       item_type = RandomSelection_chosen_float;
-                       switch (item_type)
-                       {
-                               case RANDOM_ITEM_SUBTYPE_HEALTH_SMALL:
-                               {
-                                       return "item_health_small";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_HEALTH_MEDIUM:
-                               {
-                                       return "item_health_medium";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_HEALTH_BIG:
-                               {
-                                       return "item_health_big";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_HEALTH_MEGA:
-                               {
-                                       return "item_health_mega";
-                               }
-                       }
-                       return string_null;
+                       return RandomItems_GetRandomItemClassNameWithProperty(prefix,
+                               instanceOfHealth);
                }
                case RANDOM_ITEM_TYPE_ARMOR:
                {
-                       RandomSelection_Init();
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_ARMOR_SMALL,
-                               autocvar_g_random_items_armor_small_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_ARMOR_MEDIUM,
-                               autocvar_g_random_items_armor_medium_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_ARMOR_BIG,
-                               autocvar_g_random_items_armor_big_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_ARMOR_MEGA,
-                               autocvar_g_random_items_armor_mega_probability, 1);
-                       item_type = RandomSelection_chosen_float;
-                       switch (item_type)
-                       {
-                               case RANDOM_ITEM_SUBTYPE_ARMOR_SMALL:
-                               {
-                                       return "item_armor_small";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_ARMOR_MEDIUM:
-                               {
-                                       return "item_armor_medium";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_ARMOR_BIG:
-                               {
-                                       return "item_armor_big";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_ARMOR_MEGA:
-                               {
-                                       return "item_armor_mega";
-                               }
-                       }
-                       return string_null;
+                       return RandomItems_GetRandomItemClassNameWithProperty(prefix,
+                               instanceOfArmor);
                }
                case RANDOM_ITEM_TYPE_RESOURCE:
                {
-                       RandomSelection_Init();
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_RESOURCE_SHELLS,
-                               autocvar_g_random_items_resource_shells_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_RESOURCE_BULLETS,
-                               autocvar_g_random_items_resource_bullets_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_RESOURCE_ROCKETS,
-                               autocvar_g_random_items_resource_rockets_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_RESOURCE_CELLS,
-                               autocvar_g_random_items_resource_cells_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_RESOURCE_PLASMA,
-                               autocvar_g_random_items_resource_plasma_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_RESOURCE_FUEL,
-                               autocvar_g_random_items_resource_fuel_probability, 1);
-                       item_type = RandomSelection_chosen_float;
-                       switch (item_type)
-                       {
-                               case RANDOM_ITEM_SUBTYPE_RESOURCE_SHELLS:
-                               {
-                                       return "item_shells";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_RESOURCE_BULLETS:
-                               {
-                                       return "item_bullets";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_RESOURCE_ROCKETS:
-                               {
-                                       return "item_rockets";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_RESOURCE_CELLS:
-                               {
-                                       return "item_cells";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_RESOURCE_PLASMA:
-                               {
-                                       return "item_plasma";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_RESOURCE_FUEL:
-                               {
-                                       return "item_fuel";
-                               }
-                       }
-                       return string_null;
+                       return RandomItems_GetRandomItemClassNameWithProperty(prefix,
+                               instanceOfAmmo);
                }
                case RANDOM_ITEM_TYPE_WEAPON:
                {
                        RandomSelection_Init();
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_BLASTER,
-                               autocvar_g_random_items_weapon_blaster_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_SHOTGUN,
-                               autocvar_g_random_items_weapon_shotgun_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_MACHINEGUN,
-                               autocvar_g_random_items_weapon_machinegun_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_MORTAR,
-                               autocvar_g_random_items_weapon_mortar_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_ELECTRO,
-                               autocvar_g_random_items_weapon_electro_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_CRYLINK,
-                               autocvar_g_random_items_weapon_crylink_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_VORTEX,
-                               autocvar_g_random_items_weapon_vortex_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_HAGAR,
-                               autocvar_g_random_items_weapon_hagar_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_DEVASTATOR,
-                               autocvar_g_random_items_weapon_devastator_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_SHOCKWAVE,
-                               autocvar_g_random_items_weapon_shockwave_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_ARC,
-                               autocvar_g_random_items_weapon_arc_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_HOOK,
-                               autocvar_g_random_items_weapon_hook_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_TUBA,
-                               autocvar_g_random_items_weapon_tuba_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_PORTO,
-                               autocvar_g_random_items_weapon_porto_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_FIREBALL,
-                               autocvar_g_random_items_weapon_fireball_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_MINELAYER,
-                               autocvar_g_random_items_weapon_minelayer_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_HLAC,
-                               autocvar_g_random_items_weapon_hlac_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_RIFLE,
-                               autocvar_g_random_items_weapon_rifle_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_SEEKER,
-                               autocvar_g_random_items_weapon_seeker_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_VAPORIZER,
-                               autocvar_g_random_items_weapon_vaporizer_probability, 1);
-                       item_type = RandomSelection_chosen_float;
-                       switch (item_type)
+                       FOREACH(Weapons, it != WEP_Null &&
+                               !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED),
                        {
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_BLASTER:
-                               {
-                                       return "weapon_blaster";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_SHOTGUN:
-                               {
-                                       return "weapon_shotgun";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_MACHINEGUN:
-                               {
-                                       return "weapon_machinegun";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_MORTAR:
-                               {
-                                       return "weapon_mortar";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_ELECTRO:
-                               {
-                                       return "weapon_electro";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_CRYLINK:
-                               {
-                                       return "weapon_crylink";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_VORTEX:
-                               {
-                                       return "weapon_vortex";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_HAGAR:
-                               {
-                                       return "weapon_hagar";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_DEVASTATOR:
-                               {
-                                       return "weapon_devastator";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_SHOCKWAVE:
-                               {
-                                       return "weapon_shockwave";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_ARC:
-                               {
-                                       return "weapon_arc";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_HOOK:
-                               {
-                                       return "weapon_hook";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_TUBA:
-                               {
-                                       return "weapon_tuba";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_PORTO:
-                               {
-                                       return "weapon_porto";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_FIREBALL:
-                               {
-                                       return "weapon_fireball";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_MINELAYER:
-                               {
-                                       return "weapon_minelayer";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_HLAC:
-                               {
-                                       return "weapon_hlac";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_RIFLE:
-                               {
-                                       return "weapon_rifle";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_SEEKER:
-                               {
-                                       return "weapon_seeker";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_VAPORIZER:
-                               {
-                                       return "weapon_vaporizer";
-                               }
-                       }
-                       return string_null;
+                               string cvar_name = sprintf("g_%s_%s_probability", prefix,
+                                       it.m_canonical_spawnfunc);
+                               RandomSelection_AddString(it.m_canonical_spawnfunc,
+                                       cvar(cvar_name), 1);
+                       });
+                       return RandomSelection_chosen_string;
                }
                case RANDOM_ITEM_TYPE_POWERUP:
                {
                        RandomSelection_Init();
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_POWERUP_STRENGTH,
-                               autocvar_g_random_items_strength_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_POWERUP_SHIELD,
-                               autocvar_g_random_items_shield_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_POWERUP_FUEL_REGEN,
-                               autocvar_g_random_items_fuel_regen_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_POWERUP_JETPACK,
-                               autocvar_g_random_items_jetpack_probability, 1);
-                       item_type = RandomSelection_chosen_float;
-                       switch (item_type)
-                       {
-                               case RANDOM_ITEM_SUBTYPE_POWERUP_STRENGTH:
-                               {
-                                       return "item_strength";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_POWERUP_SHIELD:
-                               {
-                                       return "item_invincible";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_POWERUP_FUEL_REGEN:
-                               {
-                                       return "item_fuel_regen";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_POWERUP_JETPACK:
-                               {
-                                       return "item_jetpack";
-                               }
-                       }
-                       return string_null;
+                       #define X(classname) \
+                               RandomSelection_AddString( \
+                                       classname, \
+                                       cvar(sprintf("g_%s_%s_probability", prefix, classname)), \
+                                       1 \
+                               )
+                       X("item_strength");
+                       X("item_shield");
+                       X("item_fuel_regen");
+                       X("item_jetpack");
+                       #undef X
+                       return RandomSelection_chosen_string;
                }
        }
-       return string_null;
+       return "";
 }
 
-/// \brief Spawns a random map item.
-/// \param[in] position Position of the item.
-/// \return Spawned item on success, NULL otherwise.
-entity RandomItems_SpawnMapItem(vector position)
+string RandomItems_GetRandomInstagibItemClassName(string prefix)
 {
-       string class_name = RandomItems_GetRandomMapItemClassName();
-       if (!class_name)
+       RandomSelection_Init();
+       FOREACH(Items, it.spawnflags & ITEM_FLAG_INSTAGIB,
        {
-               return NULL;
-       }
-       random_items_is_spawning = true;
-       entity item = spawn();
-       item.classname = class_name;
-       Item_Initialize(item, class_name);
-       random_items_is_spawning = false;
-       if (wasfreed(item))
+               RandomSelection_AddString(it.m_canonical_spawnfunc,
+                       cvar(sprintf("g_%s_%s_probability", prefix,
+                       it.m_canonical_spawnfunc)), 1);
+       });
+       return RandomSelection_chosen_string;
+}
+
+string RandomItems_GetRandomOverkillItemClassName(string prefix)
+{
+       RandomSelection_Init();
+       FOREACH(Items, (it.spawnflags & ITEM_FLAG_OVERKILL) &&
+               !(it.spawnflags & ITEM_FLAG_MUTATORBLOCKED),
        {
-               return NULL;
-       }
-       setorigin(item, position);
-       return item;
+               RandomSelection_AddString(it.m_canonical_spawnfunc,
+                       cvar(sprintf("g_%s_overkill_%s_probability", prefix,
+                       it.m_canonical_spawnfunc)), 1);
+       });
+       RandomSelection_AddString("weapon_hmg",
+               cvar(sprintf("g_%s_overkill_weapon_hmg_probability", prefix)), 1);
+       RandomSelection_AddString("weapon_rpc",
+               cvar(sprintf("g_%s_overkill_weapon_rpc_probability", prefix)), 1);
+       return RandomSelection_chosen_string;
+}
+
+//========================= Free functions ====================================
+
+/// \brief Returns list of classnames to replace a map item with.
+/// \param[in] item Item to inspect.
+/// \return List of classnames to replace a map item with.
+string RandomItems_GetItemReplacementClassNames(entity item)
+{
+       return cvar_string(sprintf("g_random_items_replace_%s", item.classname));
 }
 
-/// \brief Returns a random classname of the loot item.
-/// \return Random classname of the loot item.
-string RandomItems_GetRandomLootItemClassName()
+string RandomItems_GetRandomItemClassNameWithProperty(string prefix,
+       .bool item_property)
 {
        RandomSelection_Init();
-       RandomSelection_AddFloat(RANDOM_ITEM_TYPE_HEALTH,
-               autocvar_g_random_loot_health_probability, 1);
-       RandomSelection_AddFloat(RANDOM_ITEM_TYPE_ARMOR,
-               autocvar_g_random_loot_armor_probability, 1);
-       RandomSelection_AddFloat(RANDOM_ITEM_TYPE_RESOURCE,
-               autocvar_g_random_loot_resource_probability, 1);
-       RandomSelection_AddFloat(RANDOM_ITEM_TYPE_WEAPON,
-               autocvar_g_random_loot_weapon_probability, 1);
-       RandomSelection_AddFloat(RANDOM_ITEM_TYPE_POWERUP,
-               autocvar_g_random_loot_powerup_probability, 1);
-       int item_type = RandomSelection_chosen_float;
-       switch (item_type)
+       FOREACH(Items, it.item_property,
        {
-               case RANDOM_ITEM_TYPE_HEALTH:
+               RandomSelection_AddString(it.m_canonical_spawnfunc,
+                       cvar(sprintf("g_%s_%s_probability", prefix,
+                       it.m_canonical_spawnfunc)), 1);
+       });
+       return RandomSelection_chosen_string;
+}
+
+/// \brief Replaces a map item.
+/// \param[in] item Item to replace.
+/// \return Spawned item on success, NULL otherwise.
+entity RandomItems_ReplaceMapItem(entity item)
+{
+       //PrintToChatAll(strcat("Replacing ", item.classname));
+       string new_classnames = RandomItems_GetItemReplacementClassNames(item);
+       if (new_classnames == "")
+       {
+               return NULL;
+       }
+       string new_classname;
+       if (new_classnames == "random")
+       {
+               new_classname = RandomItems_GetRandomItemClassName("random_items");
+               if (new_classname == "")
                {
-                       RandomSelection_Init();
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_HEALTH_SMALL,
-                               autocvar_g_random_loot_health_small_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_HEALTH_MEDIUM,
-                               autocvar_g_random_loot_health_medium_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_HEALTH_BIG,
-                               autocvar_g_random_loot_health_big_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_HEALTH_MEGA,
-                               autocvar_g_random_loot_health_mega_probability, 1);
-                       item_type = RandomSelection_chosen_float;
-                       switch (item_type)
-                       {
-                               case RANDOM_ITEM_SUBTYPE_HEALTH_SMALL:
-                               {
-                                       return "item_health_small";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_HEALTH_MEDIUM:
-                               {
-                                       return "item_health_medium";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_HEALTH_BIG:
-                               {
-                                       return "item_health_big";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_HEALTH_MEGA:
-                               {
-                                       return "item_health_mega";
-                               }
-                       }
-                       return string_null;
+                       return NULL;
                }
-               case RANDOM_ITEM_TYPE_ARMOR:
+       }
+       else
+       {
+               int num_new_classnames = tokenize_console(new_classnames);
+               if (num_new_classnames == 1)
                {
-                       RandomSelection_Init();
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_ARMOR_SMALL,
-                               autocvar_g_random_loot_armor_small_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_ARMOR_MEDIUM,
-                               autocvar_g_random_loot_armor_medium_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_ARMOR_BIG,
-                               autocvar_g_random_loot_armor_big_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_ARMOR_MEGA,
-                               autocvar_g_random_loot_armor_mega_probability, 1);
-                       item_type = RandomSelection_chosen_float;
-                       switch (item_type)
-                       {
-                               case RANDOM_ITEM_SUBTYPE_ARMOR_SMALL:
-                               {
-                                       return "item_armor_small";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_ARMOR_MEDIUM:
-                               {
-                                       return "item_armor_medium";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_ARMOR_BIG:
-                               {
-                                       return "item_armor_big";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_ARMOR_MEGA:
-                               {
-                                       return "item_armor_mega";
-                               }
-                       }
-                       return string_null;
+                       new_classname = new_classnames;
                }
-               case RANDOM_ITEM_TYPE_RESOURCE:
+               else
                {
-                       RandomSelection_Init();
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_RESOURCE_SHELLS,
-                               autocvar_g_random_loot_resource_shells_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_RESOURCE_BULLETS,
-                               autocvar_g_random_loot_resource_bullets_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_RESOURCE_ROCKETS,
-                               autocvar_g_random_loot_resource_rockets_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_RESOURCE_CELLS,
-                               autocvar_g_random_loot_resource_cells_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_RESOURCE_PLASMA,
-                               autocvar_g_random_loot_resource_plasma_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_RESOURCE_FUEL,
-                               autocvar_g_random_loot_resource_fuel_probability, 1);
-                       item_type = RandomSelection_chosen_float;
-                       switch (item_type)
-                       {
-                               case RANDOM_ITEM_SUBTYPE_RESOURCE_SHELLS:
-                               {
-                                       return "item_shells";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_RESOURCE_BULLETS:
-                               {
-                                       return "item_bullets";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_RESOURCE_ROCKETS:
-                               {
-                                       return "item_rockets";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_RESOURCE_CELLS:
-                               {
-                                       return "item_cells";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_RESOURCE_PLASMA:
-                               {
-                                       return "item_plasma";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_RESOURCE_FUEL:
-                               {
-                                       return "item_fuel";
-                               }
-                       }
-                       return string_null;
+                       int classname_index = floor(random() * num_new_classnames);
+                       new_classname = argv(classname_index);
                }
-               case RANDOM_ITEM_TYPE_WEAPON:
+       }
+       //PrintToChatAll(strcat("Replacing with ", new_classname));
+       if (new_classname == item.classname)
+       {
+               return NULL;
+       }
+       random_items_is_spawning = true;
+       entity new_item;
+       if (!expr_evaluate(autocvar_g_overkill))
+       {
+               new_item = Item_Create(strzone(new_classname), item.origin);
+               random_items_is_spawning = false;
+               if (new_item == NULL)
                {
-                       RandomSelection_Init();
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_BLASTER,
-                               autocvar_g_random_loot_weapon_blaster_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_SHOTGUN,
-                               autocvar_g_random_loot_weapon_shotgun_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_MACHINEGUN,
-                               autocvar_g_random_loot_weapon_machinegun_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_MORTAR,
-                               autocvar_g_random_loot_weapon_mortar_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_ELECTRO,
-                               autocvar_g_random_loot_weapon_electro_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_CRYLINK,
-                               autocvar_g_random_loot_weapon_crylink_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_VORTEX,
-                               autocvar_g_random_loot_weapon_vortex_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_HAGAR,
-                               autocvar_g_random_loot_weapon_hagar_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_DEVASTATOR,
-                               autocvar_g_random_loot_weapon_devastator_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_SHOCKWAVE,
-                               autocvar_g_random_loot_weapon_shockwave_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_ARC,
-                               autocvar_g_random_loot_weapon_arc_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_HOOK,
-                               autocvar_g_random_loot_weapon_hook_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_TUBA,
-                               autocvar_g_random_loot_weapon_tuba_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_PORTO,
-                               autocvar_g_random_loot_weapon_porto_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_FIREBALL,
-                               autocvar_g_random_loot_weapon_fireball_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_MINELAYER,
-                               autocvar_g_random_loot_weapon_minelayer_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_HLAC,
-                               autocvar_g_random_loot_weapon_hlac_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_RIFLE,
-                               autocvar_g_random_loot_weapon_rifle_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_SEEKER,
-                               autocvar_g_random_loot_weapon_seeker_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_VAPORIZER,
-                               autocvar_g_random_loot_weapon_vaporizer_probability, 1);
-                       item_type = RandomSelection_chosen_float;
-                       switch (item_type)
-                       {
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_BLASTER:
-                               {
-                                       return "weapon_blaster";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_SHOTGUN:
-                               {
-                                       return "weapon_shotgun";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_MACHINEGUN:
-                               {
-                                       return "weapon_machinegun";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_MORTAR:
-                               {
-                                       return "weapon_mortar";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_ELECTRO:
-                               {
-                                       return "weapon_electro";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_CRYLINK:
-                               {
-                                       return "weapon_crylink";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_VORTEX:
-                               {
-                                       return "weapon_vortex";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_HAGAR:
-                               {
-                                       return "weapon_hagar";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_DEVASTATOR:
-                               {
-                                       return "weapon_devastator";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_SHOCKWAVE:
-                               {
-                                       return "weapon_shockwave";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_ARC:
-                               {
-                                       return "weapon_arc";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_HOOK:
-                               {
-                                       return "weapon_hook";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_TUBA:
-                               {
-                                       return "weapon_tuba";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_PORTO:
-                               {
-                                       return "weapon_porto";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_FIREBALL:
-                               {
-                                       return "weapon_fireball";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_MINELAYER:
-                               {
-                                       return "weapon_minelayer";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_HLAC:
-                               {
-                                       return "weapon_hlac";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_RIFLE:
-                               {
-                                       return "weapon_rifle";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_SEEKER:
-                               {
-                                       return "weapon_seeker";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_WEAPON_VAPORIZER:
-                               {
-                                       return "weapon_vaporizer";
-                               }
-                       }
-                       return string_null;
+                       return NULL;
                }
-               case RANDOM_ITEM_TYPE_POWERUP:
+       }
+       else
+       {
+               new_item = spawn();
+               new_item.classname = strzone(new_classname);
+               new_item.spawnfunc_checked = true;
+               new_item.ok_item = true;
+               Item_Initialize(new_item, new_classname);
+               random_items_is_spawning = false;
+               if (wasfreed(new_item))
                {
-                       RandomSelection_Init();
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_POWERUP_STRENGTH,
-                               autocvar_g_random_loot_strength_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_POWERUP_SHIELD,
-                               autocvar_g_random_loot_shield_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_POWERUP_FUEL_REGEN,
-                               autocvar_g_random_loot_fuel_regen_probability, 1);
-                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_POWERUP_JETPACK,
-                               autocvar_g_random_loot_jetpack_probability, 1);
-                       item_type = RandomSelection_chosen_float;
-                       switch (item_type)
-                       {
-                               case RANDOM_ITEM_SUBTYPE_POWERUP_STRENGTH:
-                               {
-                                       return "item_strength";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_POWERUP_SHIELD:
-                               {
-                                       return "item_invincible";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_POWERUP_FUEL_REGEN:
-                               {
-                                       return "item_fuel_regen";
-                               }
-                               case RANDOM_ITEM_SUBTYPE_POWERUP_JETPACK:
-                               {
-                                       return "item_jetpack";
-                               }
-                       }
-                       return string_null;
+                       return NULL;
                }
+               setorigin(new_item, item.origin);
+       }
+       if (item.team)
+       {
+               new_item.team = item.team;
        }
-       return string_null;
+       return new_item;
 }
 
 /// \brief Spawns a random loot item.
@@ -1208,8 +266,8 @@ string RandomItems_GetRandomLootItemClassName()
 /// \return No return.
 void RandomItems_SpawnLootItem(vector position)
 {
-       string class_name = RandomItems_GetRandomLootItemClassName();
-       if (!class_name)
+       string class_name = RandomItems_GetRandomItemClassName("random_loot");
+       if (class_name == "")
        {
                return;
        }
@@ -1217,7 +275,19 @@ void RandomItems_SpawnLootItem(vector position)
        spread.z = autocvar_g_random_loot_spread / 2;
        spread += randomvec() * autocvar_g_random_loot_spread;
        random_items_is_spawning = true;
-       Item_CreateLoot(class_name, position, spread, autocvar_g_random_loot_time);
+       if (!expr_evaluate(autocvar_g_overkill))
+       {
+               Item_CreateLoot(class_name, position, spread,
+                       autocvar_g_random_loot_time);
+       }
+       else
+       {
+               entity item = spawn();
+               item.ok_item = true;
+               item.classname = class_name;
+               Item_InitializeLoot(item, class_name, position, spread,
+                       autocvar_g_random_loot_time);
+       }
        random_items_is_spawning = false;
 }
 
@@ -1253,11 +323,7 @@ MUTATOR_HOOKFUNCTION(random_items, FilterItem, CBC_ORDER_LAST)
        {
                return false;
        }
-       if (!RandomItems_ShouldReplaceItem(item))
-       {
-               return false;
-       }
-       if (RandomItems_SpawnMapItem(item.origin) == NULL)
+       if (RandomItems_ReplaceMapItem(item) == NULL)
        {
                return false;
        }
@@ -1277,11 +343,7 @@ MUTATOR_HOOKFUNCTION(random_items, ItemTouched, CBC_ORDER_LAST)
        {
                return;
        }
-       if (!RandomItems_ShouldReplaceItem(item))
-       {
-               return;
-       }
-       entity new_item = RandomItems_SpawnMapItem(item.origin);
+       entity new_item = RandomItems_ReplaceMapItem(item);
        if (new_item == NULL)
        {
                return;