]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/t_items.qc
Weapons: store switchweapon as direct weapon reference
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
index 015d4aeb2cae9d50b22bd734a824a48e150b2e34..2511c69dcad69696cf46686ded6ac3692cdd1871 100644 (file)
@@ -3,19 +3,18 @@
 #include "../common/items/all.qc"
 
 #if defined(SVQC)
-    #include "_all.qh"
 
     #include "bot/bot.qh"
     #include "bot/waypoints.qh"
 
-    #include "mutators/mutators_include.qh"
+    #include "mutators/all.qh"
 
     #include "weapons/common.qh"
     #include "weapons/selection.qh"
     #include "weapons/weaponsystem.qh"
 
     #include "../common/constants.qh"
-    #include "../common/deathtypes.qh"
+    #include "../common/deathtypes/all.qh"
     #include "../common/notifications.qh"
        #include "../common/triggers/subs.qh"
     #include "../common/util.qh"
 
     #include "../common/weapons/all.qh"
 
-    #include "../warpzonelib/util_server.qh"
+    #include "../lib/warpzone/util_server.qh"
 #endif
 
+REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
+
 #ifdef CSQC
-void ItemDraw()
-{SELFPARAM();
+void ItemDraw(entity self)
+{
     if(self.gravity)
     {
-        Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
+        Movetype_Physics_MatchServer(self, autocvar_cl_projectiles_sloppy);
         if(self.move_flags & FL_ONGROUND)
         { // For some reason move_avelocity gets set to '0 0 0' here ...
             self.oldorigin = self.origin;
@@ -64,11 +65,11 @@ void ItemDraw()
     }
 }
 
-void ItemDrawSimple()
-{SELFPARAM();
+void ItemDrawSimple(entity this)
+{
     if(self.gravity)
     {
-        Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
+        Movetype_Physics_MatchServer(self, autocvar_cl_projectiles_sloppy);
 
         if(self.move_flags & FL_ONGROUND)
             self.gravity = 0;
@@ -95,8 +96,14 @@ void Item_PreDraw()
                self.drawmask = MASK_NORMAL;
 }
 
-void ItemRead(float _IsNew)
+void ItemRemove()
 {SELFPARAM();
+       if (self.mdl)
+               strunzone(self.mdl);
+}
+
+NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
+{
     int sf = ReadByte();
 
     if(sf & ISF_LOCATION)
@@ -241,19 +248,23 @@ void ItemRead(float _IsNew)
         if(self.ItemStatus & ITS_ANIMATE2)
             self.move_avelocity = '0 -90 0';
     }
+
+    self.entremove = ItemRemove;
+
+    return true;
 }
 
 #endif
 
 #ifdef SVQC
-bool ItemSend(entity to, int sf)
-{SELFPARAM();
+bool ItemSend(entity this, entity to, int sf)
+{
        if(self.gravity)
                sf |= ISF_DROP;
        else
                sf &= ~ISF_DROP;
 
-       WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
+       WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
        WriteByte(MSG_ENTITY, sf);
 
        //WriteByte(MSG_ENTITY, self.cnt);
@@ -273,7 +284,8 @@ bool ItemSend(entity to, int sf)
 
        if(sf & ISF_SIZE)
        {
-               WriteByte(MSG_ENTITY, ((self.flags & FL_POWERUP) || self.health || self.armorvalue));
+               Pickup p = this.itemdef;
+               WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
        }
 
        if(sf & ISF_STATUS)
@@ -309,9 +321,9 @@ void ItemUpdate(entity item)
        item.SendFlags |= ISF_LOCATION;
 }
 
-float have_pickup_item(void)
-{SELFPARAM();
-       if(self.flags & FL_POWERUP)
+bool have_pickup_item(entity this)
+{
+       if(this.itemdef.instanceOfPowerup)
        {
                if(autocvar_g_powerups > 0)
                        return true;
@@ -325,7 +337,7 @@ float have_pickup_item(void)
                if(autocvar_g_pickup_items == 0)
                        return false;
                if(g_weaponarena)
-                       if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
+                       if(this.weapons || (this.items & IT_AMMO)) // no item or ammo pickups in weaponarena
                                return false;
        }
        return true;
@@ -378,7 +390,12 @@ void Item_Show (entity e, float mode)
                e.spawnshieldtime = 1;
                e.ItemStatus &= ~ITS_AVAILABLE;
        }
-       else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
+       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;
@@ -395,7 +412,7 @@ void Item_Show (entity e, float mode)
                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;
@@ -431,7 +448,7 @@ float Item_ItemsTime_UpdateTime(entity e, float t);
 void Item_ItemsTime_SetTime(entity e, float t);
 void Item_ItemsTime_SetTimesForAllPlayers();
 
-void Item_Respawn (void)
+void Item_Respawn ()
 {SELFPARAM();
        Item_Show(self, 1);
        // this is ugly...
@@ -457,7 +474,7 @@ void Item_Respawn (void)
        Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
 }
 
-void Item_RespawnCountdown (void)
+void Item_RespawnCountdown ()
 {SELFPARAM();
        if(self.count >= ITEM_RESPAWN_TICKS)
        {
@@ -474,9 +491,9 @@ void Item_RespawnCountdown (void)
                        MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
                        do {
                                {
-                                       entity wi = get_weaponinfo(self.weapon);
+                                       entity wi = Weapons_from(self.weapon);
                                        if (wi.m_id) {
-                                               entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP);
+                                               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;
                                        }
@@ -484,7 +501,7 @@ void Item_RespawnCountdown (void)
                                {
                                        entity ii = self.itemdef;
                                        if (ii.m_id) {
-                                               entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP);
+                                               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;
                                        }
@@ -514,8 +531,6 @@ void Item_RespawnCountdown (void)
                        WaypointSprite_Ping(self.waypointsprite_attached);
                        //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
                }
-               else
-                       sound(self, CH_TRIGGER, SND_ITEMRESPAWNCOUNTDOWN, VOL_BASE, ATTEN_NORM);        // play respawn sound
        }
 }
 
@@ -577,7 +592,7 @@ float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax
 
        if (item.spawnshieldtime)
        {
-               if ((player.(ammotype) < ammomax) || item.pickup_anyway)
+               if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
                {
                        player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
                        goto YEAH;
@@ -627,10 +642,10 @@ float Item_GiveTo(entity item, entity player)
        // if the player is using their best weapon before items are given, they
        // probably want to switch to an even better weapon after items are given
        if (player.autoswitch)
-       if (player.switchweapon == w_getbestweapon(player))
+       if (PS(player).m_switchweapon == w_getbestweapon(player))
                _switchweapon = true;
 
-       if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
+       if (!(player.weapons & WepSet_FromWeapon(PS(player).m_switchweapon)))
                _switchweapon = true;
 
        pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
@@ -642,19 +657,19 @@ float Item_GiveTo(entity item, entity player)
        pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
        pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
 
-       if (item.flags & FL_WEAPON)
+       if (item.itemdef.instanceOfWeaponPickup)
        {
                WepSet it;
                it = item.weapons;
                it &= ~player.weapons;
 
-               if (it || (item.spawnshieldtime && item.pickup_anyway))
+               if (it || (item.spawnshieldtime && item.pickup_anyway > 0))
                {
                        pickedup = true;
                        for(i = WEP_FIRST; i <= WEP_LAST; ++i)
-                       if(it & WepSet_FromWeapon(i))
+                       if(it & WepSet_FromWeapon(Weapons_from(i)))
                        {
-                               W_DropEvent(WR_PICKUP, player, i, item);
+                               W_DropEvent(wr_pickup, player, i, item);
                                W_GiveWeapon(player, i);
                        }
                }
@@ -693,29 +708,29 @@ float Item_GiveTo(entity item, entity player)
                return 0;
 
        // crude hack to enforce switching weapons
-       if(g_cts && (item.flags & FL_WEAPON))
+       if(g_cts && item.itemdef.instanceOfWeaponPickup)
        {
-               W_SwitchWeapon_Force(player, item.weapon);
+               W_SwitchWeapon_Force(player, Weapons_from(item.weapon));
                return 1;
        }
 
        if (_switchweapon)
-               if (player.switchweapon != w_getbestweapon(player))
+               if (PS(player).m_switchweapon != w_getbestweapon(player))
                        W_SwitchWeapon_Force(player, w_getbestweapon(player));
 
        return 1;
 }
 
-void Item_Touch (void)
-{SELFPARAM();
-       entity e, head;
+void Item_Touch()
+{
+       SELFPARAM();
 
        // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
-       if(self.classname == "droppedweapon")
+       if (this.classname == "droppedweapon")
        {
                if (ITEM_TOUCH_NEEDKILL())
                {
-                       remove(self);
+                       remove(this);
                        return;
                }
        }
@@ -723,33 +738,33 @@ void Item_Touch (void)
        if(!(other.flags & FL_PICKUPITEMS)
        || other.frozen
        || other.deadflag
-       || (self.solid != SOLID_TRIGGER)
-       || (self.owner == other)
-       || (time < self.item_spawnshieldtime)
-       ) { return;}
+       || (this.solid != SOLID_TRIGGER)
+       || (this.owner == other)
+       || (time < this.item_spawnshieldtime)
+       ) { return; }
 
-       switch(MUTATOR_CALLHOOK(ItemTouch, self, other))
+       switch (MUTATOR_CALLHOOK(ItemTouch, this, other))
        {
                case MUT_ITEMTOUCH_RETURN: { return; }
                case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
        }
 
-       if (self.classname == "droppedweapon")
+       if (this.classname == "droppedweapon")
        {
-               self.strength_finished = max(0, self.strength_finished - time);
-               self.invincible_finished = max(0, self.invincible_finished - time);
-               self.superweapons_finished = max(0, self.superweapons_finished - time);
+               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 = self.itemdef;
-       bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
+       entity it = this.itemdef;
+       bool gave = ITEM_HANDLE(Pickup, it, this, other);
        if (!gave)
        {
-               if (self.classname == "droppedweapon")
+               if (this.classname == "droppedweapon")
                {
                        // undo what we did above
-                       self.strength_finished += time;
-                       self.invincible_finished += time;
-                       self.superweapons_finished += time;
+                       this.strength_finished += time;
+                       this.invincible_finished += time;
+                       this.superweapons_finished += time;
                }
                return;
        }
@@ -758,17 +773,18 @@ void Item_Touch (void)
 
        other.last_pickup = time;
 
-       Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
-       _sound (other, CH_TRIGGER, (self.item_pickupsound ? self.item_pickupsound : self.item_pickupsound_ent.sound_str()), VOL_BASE, ATTEN_NORM);
+       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 (self.classname == "droppedweapon")
-               remove (self);
-       else if (self.spawnshieldtime)
+       if (this.classname == "droppedweapon")
+               remove (this);
+       else if (this.spawnshieldtime)
        {
-               if(self.team)
+               entity e;
+               if(this.team)
                {
                        RandomSelection_Init();
-                       for(head = world; (head = findfloat(head, team, self.team)); )
+                       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")
@@ -781,28 +797,29 @@ void Item_Touch (void)
 
                }
                else
-                       e = self;
+                       e = this;
                Item_ScheduleRespawn(e);
        }
 }
 
-void Item_Reset()
-{SELFPARAM();
-       Item_Show(self, !self.state);
-       setorigin (self, self.origin);
+void Item_Reset(entity this)
+{
+       Item_Show(this, !this.state);
+       setorigin(this, this.origin);
 
-       if(self.classname != "droppedweapon")
+       if (this.classname != "droppedweapon")
        {
-               self.think = Item_Think;
-               self.nextthink = time;
+               this.think = Item_Think;
+               this.nextthink = time;
 
-               if(self.waypointsprite_attached)
-                       WaypointSprite_Kill(self.waypointsprite_attached);
+               if (this.waypointsprite_attached)
+                       WaypointSprite_Kill(this.waypointsprite_attached);
 
-               if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
-                       Item_ScheduleInitialRespawn(self);
+               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();
@@ -834,13 +851,13 @@ void Item_FindTeam()
                        head.effects &= ~EF_NODRAW;
                }
 
-               Item_Reset();
+               Item_Reset(self);
        }
 }
 
 // Savage: used for item garbage-collection
 // TODO: perhaps nice special effect?
-void RemoveItem(void)
+void RemoveItem()
 {SELFPARAM();
        if(wasfreed(self) || !self) { return; }
        Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
@@ -912,9 +929,9 @@ float commodity_pickupevalfunc(entity player, entity item)
        // Detect needed ammo
        for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
        {
-               wi = get_weaponinfo(i);
+               wi = Weapons_from(i);
 
-               if (!(player.weapons & WepSet_FromWeapon(i)))
+               if (!(player.weapons & (wi.m_wepset)))
                        continue;
 
                if(wi.items & ITEM_Shells.m_itemid)
@@ -974,249 +991,235 @@ void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype,
                RemoveItem();
 }
 
-void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
-{SELFPARAM();
-       startitem_failed = false;
-
-       if(self.model == "")
-               self.model = itemmodel;
+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;
 
-       if(self.model == "")
-    {
-        error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
-        return;
-    }
+       startitem_failed = false;
 
-       if(self.item_pickupsound == "")
-               self.item_pickupsound = pickupsound;
+       this.item_model_ent = itemmodel;
+    this.item_pickupsound_ent = pickupsound;
 
-       if(!self.respawntime) // both need to be set
+       if(!this.respawntime) // both need to be set
        {
-               self.respawntime = defaultrespawntime;
-               self.respawntimejitter = defaultrespawntimejitter;
+               this.respawntime = defaultrespawntime;
+               this.respawntimejitter = defaultrespawntimejitter;
        }
 
-       self.items = itemid;
-       self.weapon = weaponid;
+       int itemid = def.m_itemid;
+       this.items = itemid;
+       int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
+       this.weapon = weaponid;
 
-       if(!self.fade_end)
+       if(!this.fade_end)
        {
-               self.fade_start = autocvar_g_items_mindist;
-               self.fade_end = autocvar_g_items_maxdist;
+               this.fade_start = autocvar_g_items_mindist;
+               this.fade_end = autocvar_g_items_maxdist;
        }
 
        if(weaponid)
-               self.weapons = WepSet_FromWeapon(weaponid);
+               this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
 
-       self.flags = FL_ITEM | itemflags;
+       this.flags = FL_ITEM | itemflags;
 
-       if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
+       if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
        {
                startitem_failed = true;
-               remove(self);
+               remove(this);
                return;
        }
 
        // is it a dropped weapon?
-       if (self.classname == "droppedweapon")
+       if (this.classname == "droppedweapon")
        {
-               self.reset = SUB_Remove;
+               this.reset = SUB_Remove;
                // it's a dropped weapon
-               self.movetype = MOVETYPE_TOSS;
+               this.movetype = MOVETYPE_TOSS;
 
                // Savage: remove thrown items after a certain period of time ("garbage collection")
-               self.think = RemoveItem;
-               self.nextthink = time + 20;
+               this.think = RemoveItem;
+               this.nextthink = time + 20;
 
-               self.takedamage = DAMAGE_YES;
-               self.event_damage = Item_Damage;
+               this.takedamage = DAMAGE_YES;
+               this.event_damage = Item_Damage;
 
-               if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
-               /*
-               if(self.items == 0)
-               if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
-               if(self.ammo_nails == 0)
-               if(self.ammo_cells == 0)
-               if(self.ammo_rockets == 0)
-               if(self.ammo_shells == 0)
-               if(self.ammo_fuel == 0)
-               if(self.health == 0)
-               if(self.armorvalue == 0)
-               */
+               if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
                {
                        // if item is worthless after a timer, have it expire then
-                       self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
+                       this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
                }
 
                // don't drop if in a NODROP zone (such as lava)
-               traceline(self.origin, self.origin, MOVE_NORMAL, self);
+               traceline(this.origin, this.origin, MOVE_NORMAL, this);
                if (trace_dpstartcontents & DPCONTENTS_NODROP)
                {
                        startitem_failed = true;
-                       remove(self);
+                       remove(this);
                        return;
                }
        }
        else
        {
-               if(!have_pickup_item())
+               if(!have_pickup_item(this))
                {
                        startitem_failed = true;
-                       remove (self);
+                       remove (this);
                        return;
                }
 
-               if(self.angles != '0 0 0')
-                       self.SendFlags |= ISF_ANGLES;
+               if(this.angles != '0 0 0')
+                       this.SendFlags |= ISF_ANGLES;
 
-               self.reset = Item_Reset;
+               this.reset = Item_Reset;
                // it's a level item
-               if(self.spawnflags & 1)
-                       self.noalign = 1;
-               if (self.noalign)
-                       self.movetype = MOVETYPE_NONE;
+               if(this.spawnflags & 1)
+                       this.noalign = 1;
+               if (this.noalign > 0)
+                       this.movetype = MOVETYPE_NONE;
                else
-                       self.movetype = MOVETYPE_TOSS;
+                       this.movetype = MOVETYPE_TOSS;
                // do item filtering according to game mode and other things
-               if (!self.noalign)
+               if (this.noalign <= 0)
                {
                        // first nudge it off the floor a little bit to avoid math errors
-                       setorigin(self, self.origin + '0 0 1');
+                       setorigin(this, this.origin + '0 0 1');
                        // set item size before we spawn a spawnfunc_waypoint
-                       if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
-                               setsize (self, '-16 -16 0', '16 16 48');
-                       else
-                               setsize (self, '-16 -16 0', '16 16 32');
-                       self.SendFlags |= ISF_SIZE;
+                       setsize(this, def.m_mins, def.m_maxs);
+                       this.SendFlags |= ISF_SIZE;
                        // note droptofloor returns false if stuck/or would fall too far
-                       droptofloor();
-                       waypoint_spawnforitem(self);
+                       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(self.targetname)
+               if(this.targetname)
                {
                        // target_give not yet supported; maybe later
-                       print("removed targeted ", self.classname, "\n");
+                       print("removed targeted ", this.classname, "\n");
                        startitem_failed = true;
-                       remove (self);
+                       remove (this);
                        return;
                }
                */
 
                if(autocvar_spawn_debug >= 2)
                {
-                       entity otheritem;
-                       for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
+                       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(self.origin));
+                                       LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
                                        LOG_TRACE(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
                                        error("Mapper sucks.");
                                }
                        }
-                       self.is_item = true;
+                       this.is_item = true;
                }
 
-               weaponsInMap |= WepSet_FromWeapon(weaponid);
+               weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
 
-               precache_model (self.model);
-               precache_sound (self.item_pickupsound);
+               precache_model(this.model);
+               precache_sound(this.item_pickupsound);
 
-               if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
-                       self.target = "###item###"; // for finding the nearest item using find()
+               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(self, 0);
+               Item_ItemsTime_SetTime(this, 0);
        }
 
-       self.bot_pickup = true;
-       self.bot_pickupevalfunc = pickupevalfunc;
-       self.bot_pickupbasevalue = pickupbasevalue;
-       self.mdl = self.model;
-       self.netname = itemname;
-       self.touch = Item_Touch;
-       setmodel(self, MDL_Null); // precision set below
-       //self.effects |= EF_LOWPRECISION;
-
-       if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
-       {
-               self.pos1 = '-16 -16 0';
-               self.pos2 = '16 16 48';
-       }
-       else
-       {
-               self.pos1 = '-16 -16 0';
-               self.pos2 = '16 16 32';
-       }
-       setsize (self, self.pos1, self.pos2);
+       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;
 
-       self.SendFlags |= ISF_SIZE;
+       setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
 
-       if(itemflags & FL_POWERUP)
-               self.ItemStatus |= ITS_ANIMATE1;
+       this.SendFlags |= ISF_SIZE;
 
-       if(self.armorvalue || self.health)
-               self.ItemStatus |= ITS_ANIMATE2;
+       if (!(this.spawnflags & 1024)) {
+               if(def.instanceOfPowerup)
+                       this.ItemStatus |= ITS_ANIMATE1;
+       
+               if(this.armorvalue || this.health)
+                       this.ItemStatus |= ITS_ANIMATE2;
+       }
 
-       if(itemflags & FL_WEAPON)
+       if(def.instanceOfWeaponPickup)
        {
-               if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
-                       self.colormap = 1024; // color shirt=0 pants=0 grey
+               if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
+                       this.colormap = 1024; // color shirt=0 pants=0 grey
                else
-                       self.gravity = 1;
-
-               self.ItemStatus |= ITS_ANIMATE1;
-               self.ItemStatus |= ISF_COLORMAP;
+                       this.gravity = 1;
+               if (!(this.spawnflags & 1024))
+                       this.ItemStatus |= ITS_ANIMATE1;
+               this.ItemStatus |= ISF_COLORMAP;
        }
 
-       self.state = 0;
-       if(self.team) // broken, no idea why.
+       this.state = 0;
+       if(this.team) // broken, no idea why.
        {
-               if(!self.cnt)
-                       self.cnt = 1; // item probability weight
+               if(!this.cnt)
+                       this.cnt = 1; // item probability weight
 
-               self.effects |= EF_NODRAW; // marker for item team search
-               InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
+               this.effects |= EF_NODRAW; // marker for item team search
+               InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
        }
        else
-               Item_Reset();
+               Item_Reset(this);
 
-       Net_LinkEntity(self, !((itemflags & FL_POWERUP) || self.health || self.armorvalue), 0, ItemSend);
+       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, self))
+       if (MUTATOR_CALLHOOK(Item_Spawn, this))
        {
                startitem_failed = true;
-               remove(self);
+               remove(this);
                return;
        }
 }
 
-void StartItemA (entity a)
-{SELFPARAM();
-    self.itemdef = a;
-    StartItem(strzone(a.m_model.model_str()), a.m_sound, a.m_respawntime(), a.m_respawntimejitter(), a.m_name, a.m_itemid, 0, a.m_itemflags, a.m_pickupevalfunc, a.m_botvalue);
+void StartItem(entity this, GameItem def)
+{
+    _StartItem(
+       this,
+       this.itemdef = def,
+       def.m_respawntime(), // defaultrespawntime
+       def.m_respawntimejitter() // defaultrespawntimejitter
+       );
 }
 
 spawnfunc(item_rockets)
 {
-       if(!self.ammo_rockets)
-               self.ammo_rockets = g_pickup_rockets;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_ammo_anyway;
-    StartItemA (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(self.classname != "droppedweapon")
+       if(this.classname != "droppedweapon")
        {
                weaponswapping = true;
                spawnfunc_item_shells(this);
@@ -1224,36 +1227,36 @@ spawnfunc(item_bullets)
                return;
        }
 
-       if(!self.ammo_nails)
-               self.ammo_nails = g_pickup_nails;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_ammo_anyway;
-    StartItemA (ITEM_Bullets);
+       if(!this.ammo_nails)
+               this.ammo_nails = g_pickup_nails;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_ammo_anyway;
+    StartItem(this, ITEM_Bullets);
 }
 
 spawnfunc(item_cells)
 {
-       if(!self.ammo_cells)
-               self.ammo_cells = g_pickup_cells;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_ammo_anyway;
-       StartItemA (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(!self.ammo_plasma)
-               self.ammo_plasma = g_pickup_plasma;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_ammo_anyway;
-       StartItemA (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(self.classname != "droppedweapon")
+       if(this.classname != "droppedweapon")
        {
                weaponswapping = true;
                spawnfunc_item_bullets(this);
@@ -1261,99 +1264,99 @@ spawnfunc(item_shells)
                return;
        }
 
-       if(!self.ammo_shells)
-               self.ammo_shells = g_pickup_shells;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_ammo_anyway;
-       StartItemA (ITEM_Shells);
+       if(!this.ammo_shells)
+               this.ammo_shells = g_pickup_shells;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_ammo_anyway;
+       StartItem(this, ITEM_Shells);
 }
 
 spawnfunc(item_armor_small)
 {
-       if(!self.armorvalue)
-               self.armorvalue = g_pickup_armorsmall;
-       if(!self.max_armorvalue)
-               self.max_armorvalue = g_pickup_armorsmall_max;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_armorsmall_anyway;
-       StartItemA (ITEM_ArmorSmall);
+       if(!this.armorvalue)
+               this.armorvalue = g_pickup_armorsmall;
+       if(!this.max_armorvalue)
+               this.max_armorvalue = g_pickup_armorsmall_max;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_armorsmall_anyway;
+       StartItem(this, ITEM_ArmorSmall);
 }
 
 spawnfunc(item_armor_medium)
 {
-       if(!self.armorvalue)
-               self.armorvalue = g_pickup_armormedium;
-       if(!self.max_armorvalue)
-               self.max_armorvalue = g_pickup_armormedium_max;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_armormedium_anyway;
-       StartItemA (ITEM_ArmorMedium);
+       if(!this.armorvalue)
+               this.armorvalue = g_pickup_armormedium;
+       if(!this.max_armorvalue)
+               this.max_armorvalue = g_pickup_armormedium_max;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_armormedium_anyway;
+       StartItem(this, ITEM_ArmorMedium);
 }
 
 spawnfunc(item_armor_big)
 {
-       if(!self.armorvalue)
-               self.armorvalue = g_pickup_armorbig;
-       if(!self.max_armorvalue)
-               self.max_armorvalue = g_pickup_armorbig_max;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_armorbig_anyway;
-       StartItemA (ITEM_ArmorLarge);
+       if(!this.armorvalue)
+               this.armorvalue = g_pickup_armorbig;
+       if(!this.max_armorvalue)
+               this.max_armorvalue = g_pickup_armorbig_max;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_armorbig_anyway;
+       StartItem(this, ITEM_ArmorLarge);
 }
 
 spawnfunc(item_armor_large)
 {
-       if(!self.armorvalue)
-               self.armorvalue = g_pickup_armorlarge;
-       if(!self.max_armorvalue)
-               self.max_armorvalue = g_pickup_armorlarge_max;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_armorlarge_anyway;
-       StartItemA (ITEM_ArmorMega);
+       if(!this.armorvalue)
+               this.armorvalue = g_pickup_armorlarge;
+       if(!this.max_armorvalue)
+               this.max_armorvalue = g_pickup_armorlarge_max;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_armorlarge_anyway;
+       StartItem(this, ITEM_ArmorMega);
 }
 
 spawnfunc(item_health_small)
 {
-       if(!self.max_health)
-               self.max_health = g_pickup_healthsmall_max;
-       if(!self.health)
-               self.health = g_pickup_healthsmall;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_healthsmall_anyway;
-       StartItemA (ITEM_HealthSmall);
+       if(!this.max_health)
+               this.max_health = g_pickup_healthsmall_max;
+       if(!this.health)
+               this.health = g_pickup_healthsmall;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_healthsmall_anyway;
+       StartItem(this, ITEM_HealthSmall);
 }
 
 spawnfunc(item_health_medium)
 {
-       if(!self.max_health)
-               self.max_health = g_pickup_healthmedium_max;
-       if(!self.health)
-               self.health = g_pickup_healthmedium;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_healthmedium_anyway;
-    StartItemA (ITEM_HealthMedium);
+       if(!this.max_health)
+               this.max_health = g_pickup_healthmedium_max;
+       if(!this.health)
+               this.health = g_pickup_healthmedium;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_healthmedium_anyway;
+    StartItem(this, ITEM_HealthMedium);
 }
 
 spawnfunc(item_health_large)
 {
-       if(!self.max_health)
-               self.max_health = g_pickup_healthlarge_max;
-       if(!self.health)
-               self.health = g_pickup_healthlarge;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_healthlarge_anyway;
-       StartItemA (ITEM_HealthLarge);
+       if(!this.max_health)
+               this.max_health = g_pickup_healthlarge_max;
+       if(!this.health)
+               this.health = g_pickup_healthlarge;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_healthlarge_anyway;
+       StartItem(this, ITEM_HealthLarge);
 }
 
 spawnfunc(item_health_mega)
 {
-    if(!self.max_health)
-        self.max_health = g_pickup_healthmega_max;
-    if(!self.health)
-        self.health = g_pickup_healthmega;
-    if(!self.pickup_anyway)
-        self.pickup_anyway = g_pickup_healthmega_anyway;
-    StartItemA (ITEM_HealthMega);
+    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
@@ -1365,20 +1368,20 @@ spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
 
 spawnfunc(item_strength)
 {
-               if(!self.strength_finished)
-                       self.strength_finished = autocvar_g_balance_powerup_strength_time;
-               StartItemA (ITEM_Strength);
+               if(!this.strength_finished)
+                       this.strength_finished = autocvar_g_balance_powerup_strength_time;
+               StartItem(this, ITEM_Strength);
 }
 
 spawnfunc(item_invincible)
 {
-               if(!self.invincible_finished)
-                       self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
-               StartItemA (ITEM_Shield);
+               if(!this.invincible_finished)
+                       this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
+               StartItem(this, ITEM_Shield);
 }
 
 // compatibility:
-spawnfunc(item_quad) { self.classname = "item_strength";spawnfunc_item_strength(this);}
+spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
 
 void target_items_use()
 {SELFPARAM();
@@ -1439,13 +1442,15 @@ spawnfunc(target_items)
                        {
                                for(j = WEP_FIRST; j <= WEP_LAST; ++j)
                                {
-                                       e = get_weaponinfo(j);
+                                       e = Weapons_from(j);
                                        s = W_UndeprecateName(argv(i));
                                        if(s == e.netname)
                                        {
-                                               self.weapons |= WepSet_FromWeapon(j);
-                                               if(self.spawnflags == 0 || self.spawnflags == 2)
-                                                       WEP_ACTION(e.weapon, WR_INIT);
+                                               self.weapons |= (e.m_wepset);
+                                               if(self.spawnflags == 0 || self.spawnflags == 2) {
+                                                       Weapon w = Weapons_from(e.weapon);
+                                                       w.wr_init(w);
+                                               }
                                                break;
                                        }
                                }
@@ -1482,13 +1487,13 @@ spawnfunc(target_items)
                }
 
                self.netname = "";
-               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
-               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
-               self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
-               self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
-               self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
-               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
-               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
+               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
+               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
+               self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * boolean(self.items & ITEM_Strength.m_itemid), "strength");
+               self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * boolean(self.items & ITEM_Shield.m_itemid), "invincible");
+               self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * boolean(self.items & IT_SUPERWEAPON), "superweapons");
+               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & ITEM_Jetpack.m_itemid), "jetpack");
+               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
                if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
                if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
                if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
@@ -1499,9 +1504,9 @@ spawnfunc(target_items)
                if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
                for(j = WEP_FIRST; j <= WEP_LAST; ++j)
                {
-                       e = get_weaponinfo(j);
+                       e = Weapons_from(j);
                        if(e.weapon)
-                               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
+                               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & (e.m_wepset)), e.netname);
                }
        }
        self.netname = strzone(self.netname);
@@ -1512,10 +1517,11 @@ spawnfunc(target_items)
        {
                for(j = WEP_FIRST; j <= WEP_LAST; ++j)
                {
-                       e = get_weaponinfo(j);
+                       e = Weapons_from(j);
                        if(argv(i) == e.netname)
                        {
-                               WEP_ACTION(e.weapon, WR_INIT);
+                               Weapon w = Weapons_from(e.weapon);
+                               w.wr_init(w);
                                break;
                        }
                }
@@ -1524,11 +1530,11 @@ spawnfunc(target_items)
 
 spawnfunc(item_fuel)
 {
-       if(!self.ammo_fuel)
-               self.ammo_fuel = g_pickup_fuel;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_ammo_anyway;
-       StartItemA (ITEM_JetpackFuel);
+       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)
@@ -1538,104 +1544,49 @@ spawnfunc(item_fuel_regen)
                spawnfunc_item_fuel(this);
                return;
        }
-       StartItemA (ITEM_JetpackRegen);
+       StartItem(this, ITEM_JetpackRegen);
 }
 
 spawnfunc(item_jetpack)
 {
-       if(!self.ammo_fuel)
-               self.ammo_fuel = g_pickup_fuel_jetpack;
+       if(!this.ammo_fuel)
+               this.ammo_fuel = g_pickup_fuel_jetpack;
        if(start_items & ITEM_Jetpack.m_itemid)
        {
                spawnfunc_item_fuel(this);
                return;
        }
-       StartItemA (ITEM_Jetpack);
+       StartItem(this, ITEM_Jetpack);
 }
 
 float GiveWeapon(entity e, float wpn, float op, float val)
 {
        WepSet v0, v1;
-       v0 = (e.weapons & WepSet_FromWeapon(wpn));
+       WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
+       v0 = (e.weapons & s);
        switch(op)
        {
                case OP_SET:
                        if(val > 0)
-                               e.weapons |= WepSet_FromWeapon(wpn);
+                               e.weapons |= s;
                        else
-                               e.weapons &= ~WepSet_FromWeapon(wpn);
+                               e.weapons &= ~s;
                        break;
                case OP_MIN:
                case OP_PLUS:
                        if(val > 0)
-                               e.weapons |= WepSet_FromWeapon(wpn);
+                               e.weapons |= s;
                        break;
                case OP_MAX:
                        if(val <= 0)
-                               e.weapons &= ~WepSet_FromWeapon(wpn);
+                               e.weapons &= ~s;
                        break;
                case OP_MINUS:
                        if(val > 0)
-                               e.weapons &= ~WepSet_FromWeapon(wpn);
+                               e.weapons &= ~s;
                        break;
        }
-       v1 = (e.weapons & WepSet_FromWeapon(wpn));
-       return (v0 != v1);
-}
-
-float GiveBit(entity e, .float fld, float bit, float op, float val)
-{
-       float v0, v1;
-       v0 = (e.(fld) & bit);
-       switch(op)
-       {
-               case OP_SET:
-                       if(val > 0)
-                               e.(fld) |= bit;
-                       else
-                               e.(fld) &= ~bit;
-                       break;
-               case OP_MIN:
-               case OP_PLUS:
-                       if(val > 0)
-                               e.(fld) |= bit;
-                       break;
-               case OP_MAX:
-                       if(val <= 0)
-                               e.(fld) &= ~bit;
-                       break;
-               case OP_MINUS:
-                       if(val > 0)
-                               e.(fld) &= ~bit;
-                       break;
-       }
-       v1 = (e.(fld) & bit);
-       return (v0 != v1);
-}
-
-float GiveValue(entity e, .float fld, float op, float val)
-{
-       float v0, v1;
-       v0 = e.(fld);
-       switch(op)
-       {
-               case OP_SET:
-                       e.(fld) = val;
-                       break;
-               case OP_MIN:
-                       e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
-                       break;
-               case OP_MAX:
-                       e.(fld) = min(e.(fld), val);
-                       break;
-               case OP_PLUS:
-                       e.(fld) += val;
-                       break;
-               case OP_MINUS:
-                       e.(fld) -= val;
-                       break;
-       }
-       v1 = e.(fld);
+       v1 = (e.weapons & s);
        return (v0 != v1);
 }
 
@@ -1676,7 +1627,7 @@ float GiveItems(entity e, float beginarg, float endarg)
 
        _switchweapon = false;
        if (e.autoswitch)
-               if (e.switchweapon == w_getbestweapon(e))
+               if (PS(e).m_switchweapon == w_getbestweapon(e))
                        _switchweapon = true;
 
        e.strength_finished = max(0, e.strength_finished - time);
@@ -1737,7 +1688,7 @@ float GiveItems(entity e, float beginarg, float endarg)
                        case "allweapons":
                                for(j = WEP_FIRST; j <= WEP_LAST; ++j)
                                {
-                                       wi = get_weaponinfo(j);
+                                       wi = Weapons_from(j);
                                        if(wi.weapon)
                                                if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
                                                        got += GiveWeapon(e, j, op, val);
@@ -1802,7 +1753,7 @@ float GiveItems(entity e, float beginarg, float endarg)
                        default:
                                for(j = WEP_FIRST; j <= WEP_LAST; ++j)
                                {
-                                       wi = get_weaponinfo(j);
+                                       wi = Weapons_from(j);
                                        if(cmd == wi.netname)
                                        {
                                                got += GiveWeapon(e, j, op, val);
@@ -1823,13 +1774,15 @@ float GiveItems(entity e, float beginarg, float endarg)
        POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND(ITEMPICKUP), string_null);
        for(j = WEP_FIRST; j <= WEP_LAST; ++j)
        {
-               wi = get_weaponinfo(j);
+               wi = Weapons_from(j);
                if(wi.weapon)
                {
-                       POSTGIVE_WEAPON(e, j, SND(WEAPONPICKUP), string_null);
-                       if (!(save_weapons & WepSet_FromWeapon(j)))
-                               if(e.weapons & WepSet_FromWeapon(j))
-                                       WEP_ACTION(wi.weapon, WR_INIT);
+                       POSTGIVE_WEAPON(e, Weapons_from(j), SND(WEAPONPICKUP), string_null);
+                       if (!(save_weapons & (wi.m_wepset)))
+                               if(e.weapons & (wi.m_wepset)) {
+                                       Weapon w = Weapons_from(wi.weapon);
+                                       w.wr_init(w);
+                               }
                }
        }
        POSTGIVE_VALUE(e, strength_finished, 1, SND(POWERUP), SND(POWEROFF));
@@ -1860,7 +1813,7 @@ float GiveItems(entity e, float beginarg, float endarg)
        else
                e.superweapons_finished += time;
 
-       if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
+       if (!(e.weapons & WepSet_FromWeapon(PS(e).m_switchweapon)))
                _switchweapon = true;
        if(_switchweapon)
                W_SwitchWeapon_Force(e, w_getbestweapon(e));