]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/t_items.qc
remove even more evil
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
index 791e2d5d656b03971831984ffae0dc303c7f0167..288f1bbb811e14c99fe558fd2e14491a1a381b55 100644 (file)
@@ -29,7 +29,7 @@ float have_pickup_item(void)
                if(g_ca)
                        return FALSE;
                if(g_weaponarena)
-                       if((self.weapons & WEPBIT_ALL) || (self.items & IT_AMMO))
+                       if(!WEPSET_EMPTY_E(self) || (self.items & IT_AMMO))
                                return FALSE;
        }
        return TRUE;
@@ -83,7 +83,7 @@ float Item_Customize()
 {
        if(self.spawnshieldtime)
                return TRUE;
-       if(self.weapons != (self.weapons & other.weapons))
+       if(!WEPSET_CONTAINS_ALL_EE(other, self))
        {
                self.colormod = '0 0 0';
                self.glowmod = self.colormod;
@@ -168,7 +168,7 @@ void Item_Show (entity e, float mode)
                e.spawnshieldtime = 1;
        }
 
-       if (e.strength_finished || e.invincible_finished)
+       if (e.items & (IT_STRENGTH | IT_INVINCIBLE))
                e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
        if (autocvar_g_nodepthtestitems)
                e.effects |= EF_NODEPTHTEST;
@@ -239,7 +239,7 @@ void Item_RespawnCountdown (void)
                                if(wi)
                                {
                                        name = wi.model2;
-                                       rgb = '0 0 0';
+                                       rgb = '1 0 0';
                                }
                        }
                        if(!name)
@@ -265,7 +265,7 @@ void Item_RespawnCountdown (void)
 
 void Item_ScheduleRespawnIn(entity e, float t)
 {
-       if((e.flags & FL_POWERUP) || (e.weapons & WEPBIT_SUPERWEAPONS))
+       if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
        {
                e.think = Item_RespawnCountdown;
                e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
@@ -348,7 +348,6 @@ float Item_GiveTo(entity item, entity player)
        float pickedup;
        float it;
        float i;
-       entity e;
 
        // if nothing happens to player, just return without taking the item
        pickedup = FALSE;
@@ -377,7 +376,7 @@ float Item_GiveTo(entity item, entity player)
                        // else if(item.items == IT_CELLS)
                        //      AnnounceTo(player, "ammo");
 
-                       if (item.weapons & WEPBIT_MINSTANEX)
+                       if (WEPSET_CONTAINS_EW(item, WEP_MINSTANEX))
                                W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
                        if (item.ammo_cells)
                                player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
@@ -428,7 +427,7 @@ float Item_GiveTo(entity item, entity player)
                if (player.switchweapon == w_getbestweapon(player))
                        _switchweapon = TRUE;
 
-               if not(player.weapons & W_WeaponBit(player.switchweapon))
+               if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
                        _switchweapon = TRUE;
 
                pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
@@ -440,14 +439,19 @@ float Item_GiveTo(entity item, entity player)
                pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
 
                if (item.flags & FL_WEAPON)
-               if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && g_pickup_weapons_anyway))
                {
-                       pickedup = TRUE;
-                       for(i = WEP_FIRST; i <= WEP_LAST; ++i)
+                       WEPSET_DECLARE_A(it);
+                       WEPSET_COPY_AE(it, item);
+                       WEPSET_ANDNOT_AE(it, player);
+
+                       if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
                        {
-                               e = get_weaponinfo(i);
-                               if(it & e.weapons)
-                                       W_GiveWeapon (player, e.weapon, item.netname);
+                               pickedup = TRUE;
+                               for(i = WEP_FIRST; i <= WEP_LAST; ++i)
+                               {
+                                       if(WEPSET_CONTAINS_AW(it, i))
+                                               W_GiveWeapon (player, i, item.netname);
+                               }
                        }
                }
 
@@ -483,7 +487,6 @@ float Item_GiveTo(entity item, entity player)
        if (!pickedup)
                return 0;
 
-       sound (player, CH_TRIGGER, item.item_pickupsound, VOL_BASE, ATTN_NORM);
        if (_switchweapon)
                if (player.switchweapon != w_getbestweapon(player))
                        W_SwitchWeapon_Force(player, w_getbestweapon(player));
@@ -510,12 +513,29 @@ void Item_Touch (void)
        if (self.owner == other)
                return;
 
+       if (self.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);
+       }
+
        if(!Item_GiveTo(self, other))
+       {
+               if (self.classname == "droppedweapon")
+               {
+                       // undo what we did above
+                       self.strength_finished += time;
+                       self.invincible_finished += time;
+                       self.superweapons_finished += time;
+               }
                return;
+       }
 
        other.last_pickup = time;
 
        pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
+       sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
 
        if (self.classname == "droppedweapon")
                remove (self);
@@ -542,6 +562,24 @@ void Item_Touch (void)
        }
 }
 
+void Item_Reset()
+{
+       Item_Show(self, !self.state);
+       setorigin (self, self.origin);
+
+       if(self.classname != "droppedweapon")
+       {
+               self.think = SUB_Null;
+               self.nextthink = 0;
+
+               if(self.waypointsprite_attached)
+                       WaypointSprite_Kill(self.waypointsprite_attached);
+
+               if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
+                       Item_ScheduleInitialRespawn(self);
+       }
+}
+
 void Item_FindTeam()
 {
        entity head, e;
@@ -568,22 +606,10 @@ void Item_FindTeam()
                        head.effects &~= EF_NODRAW;
                }
 
-               if(e.flags & FL_POWERUP) // do not spawn powerups initially!
-                       Item_ScheduleInitialRespawn(e);
+               Item_Reset();
        }
 }
 
-void Item_Reset()
-{
-       Item_Show(self, !self.state);
-       setorigin (self, self.origin);
-       self.think = SUB_Null;
-       self.nextthink = 0;
-
-       if(self.flags & FL_POWERUP) // do not spawn powerups initially!
-               Item_ScheduleInitialRespawn(self);
-}
-
 // Savage: used for item garbage-collection
 // TODO: perhaps nice special effect?
 void RemoveItem(void)
@@ -598,10 +624,10 @@ float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickup
 
 float weapon_pickupevalfunc(entity player, entity item)
 {
-       float c, i, j, position;
+       float c, j, position;
 
        // See if I have it already
-       if(player.weapons & item.weapons == item.weapons)
+       if(!WEPSET_CONTAINS_ALL_EE(player, item))
        {
                // If I can pick it up
                if(!item.spawnshieldtime)
@@ -620,34 +646,27 @@ float weapon_pickupevalfunc(entity player, entity item)
        // If custom weapon priorities for bots is enabled rate most wanted weapons higher
        if( bot_custom_weapon && c )
        {
-               for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
-               {
-                       // Find weapon
-                       if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )
-                               continue;
-
-                       // Find the highest position on any range
-                       position = -1;
-                       for(j = 0; j < WEP_LAST ; ++j){
-                               if(
-                                               bot_weapons_far[j] == i ||
-                                               bot_weapons_mid[j] == i ||
-                                               bot_weapons_close[j] == i
-                                 )
-                               {
-                                       position = j;
-                                       break;
-                               }
-                       }
-
-                       // Rate it
-                       if (position >= 0 )
+               // Find the highest position on any range
+               position = -1;
+               for(j = 0; j < WEP_LAST ; ++j){
+                       if(
+                                       bot_weapons_far[j] == item.weapon ||
+                                       bot_weapons_mid[j] == item.weapon ||
+                                       bot_weapons_close[j] == item.weapon
+                         )
                        {
-                               position = WEP_LAST - position;
-                               // item.bot_pickupbasevalue is overwritten here
-                               return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
+                               position = j;
+                               break;
                        }
                }
+
+               // Rate it
+               if (position >= 0 )
+               {
+                       position = WEP_LAST - position;
+                       // item.bot_pickupbasevalue is overwritten here
+                       return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
+               }
        }
 
        return item.bot_pickupbasevalue * c;
@@ -655,7 +674,7 @@ float weapon_pickupevalfunc(entity player, entity item)
 
 float commodity_pickupevalfunc(entity player, entity item)
 {
-       float c, i, need_shells, need_nails, need_rockets, need_cells;
+       float c, i, need_shells, need_nails, need_rockets, need_cells, need_fuel;
        entity wi;
        c = 0;
 
@@ -664,7 +683,7 @@ float commodity_pickupevalfunc(entity player, entity item)
        {
                wi = get_weaponinfo(i);
 
-               if not(wi.weapons & player.weapons)
+               if not(WEPSET_CONTAINS_EW(player, i))
                        continue;
 
                if(wi.items & IT_SHELLS)
@@ -675,6 +694,8 @@ float commodity_pickupevalfunc(entity player, entity item)
                        need_rockets = TRUE;
                else if(wi.items & IT_CELLS)
                        need_cells = TRUE;
+               else if(wi.items & IT_FUEL)
+                       need_cells = TRUE;
        }
 
        // TODO: figure out if the player even has the weapon this ammo is for?
@@ -696,6 +717,10 @@ float commodity_pickupevalfunc(entity player, entity item)
        if (item.ammo_cells)
        if (player.ammo_cells < g_pickup_cells_max)
                c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
+       if (need_fuel)
+       if (item.ammo_fuel)
+       if (player.ammo_fuel < g_pickup_fuel_max)
+               c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
        if (item.armorvalue)
        if (player.armorvalue < item.max_armorvalue)
                c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
@@ -713,7 +738,9 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
        startitem_failed = FALSE;
 
        self.items = itemid;
-       self.weapons = weaponid;
+       self.weapon = weaponid;
+       if(weaponid)
+               WEPSET_COPY_EW(self, weaponid);
        self.flags = FL_ITEM | itemflags;
 
        // is it a dropped weapon?
@@ -722,9 +749,28 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
                self.reset = SUB_Remove;
                // it's a dropped weapon
                self.movetype = MOVETYPE_TOSS;
+
                // Savage: remove thrown items after a certain period of time ("garbage collection")
                self.think = RemoveItem;
-               self.nextthink = time + 60;
+               self.nextthink = time + 20;
+
+               if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
+               /*
+               if(self.items == 0)
+               if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
+               if(self.ammo_nails == 0)
+               if(self.ammo_cells == 0)
+               if(self.ammo_rockets == 0)
+               if(self.ammo_shells == 0)
+               if(self.ammo_fuel == 0)
+               if(self.health == 0)
+               if(self.armorvalue == 0)
+               */
+               {
+                       // if item is worthless after a timer, have it expire then
+                       self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
+               }
+
                // don't drop if in a NODROP zone (such as lava)
                traceline(self.origin, self.origin, MOVE_NORMAL, self);
                if (trace_dpstartcontents & DPCONTENTS_NODROP)
@@ -807,7 +853,7 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
                        self.is_item = TRUE;
                }
 
-               weaponsInMap |= weaponid;
+               WEPSET_OR_AW(weaponsInMap, weaponid);
 
                precache_model (itemmodel);
                precache_sound (pickupsound);
@@ -853,7 +899,6 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
                self.colormap = 1024; // color shirt=0 pants=0 grey
        }
 
-       Item_Show(self, 1);
        self.state = 0;
        if(self.team)
        {
@@ -862,8 +907,8 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
                self.effects = self.effects | EF_NODRAW; // marker for item team search
                InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
        }
-       else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
-               Item_ScheduleInitialRespawn(self);
+       else
+               Item_Reset();
 }
 
 /* replace items in minstagib
@@ -940,6 +985,7 @@ void weapon_defaultspawnfunc(float wpn)
        string s;
        entity oldself;
        float i, j;
+       float f;
 
        if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
        {
@@ -1008,7 +1054,7 @@ void weapon_defaultspawnfunc(float wpn)
 
        if(!self.respawntime)
        {
-               if(self.weapons & WEPBIT_SUPERWEAPONS)
+               if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
                {
                        self.respawntime = g_pickup_respawntime_superweapon;
                        self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
@@ -1020,7 +1066,7 @@ void weapon_defaultspawnfunc(float wpn)
                }
        }
 
-       if(self.weapons & WEPBIT_SUPERWEAPONS)
+       if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
                if(!self.superweapons_finished)
                        self.superweapons_finished = autocvar_g_balance_superweapons_time;
 
@@ -1037,15 +1083,21 @@ void weapon_defaultspawnfunc(float wpn)
                }
        }
 
+       // pickup anyway
+       if(g_pickup_weapons_anyway)
+               self.pickup_anyway = TRUE;
+
+       f = FL_WEAPON;
+
        // no weapon-stay on superweapons
-       if(self.weapons & WEPBIT_SUPERWEAPONS)
-               self.flags |= FL_NO_WEAPON_STAY;
+       if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
+               f |= FL_NO_WEAPON_STAY;
 
        // weapon stay isn't supported for teamed weapons
        if(self.team)
-               self.flags |= FL_NO_WEAPON_STAY;
+               f |= FL_NO_WEAPON_STAY;
 
-       StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
+       StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
        if (self.modelindex) // don't precache if self was removed
                weapon_action(e.weapon, WR_PRECACHE);
 }
@@ -1320,6 +1372,8 @@ void spawnfunc_target_items (void)
                self.strength_finished = autocvar_g_balance_powerup_strength_time;
        if(!self.invincible_finished)
                self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
+       if(!self.superweapons_finished)
+               self.superweapons_finished = autocvar_g_balance_superweapons_time;
 
        precache_sound("misc/itempickup.wav");
        precache_sound("misc/megahealth.wav");
@@ -1342,6 +1396,7 @@ void spawnfunc_target_items (void)
                        else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
                        else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
                        else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
+                       else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
                        else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
                        else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
                        else
@@ -1350,7 +1405,7 @@ void spawnfunc_target_items (void)
                                e = get_weaponinfo(j);
                                if(argv(i) == e.netname)
                                {
-                                       self.weapons |= e.weapons;
+                                       WEPSET_OR_EW(self, j);
                                        if(self.spawnflags == 0 || self.spawnflags == 2)
                                                weapon_action(e.weapon, WR_PRECACHE);
                                        break;
@@ -1389,6 +1444,7 @@ void spawnfunc_target_items (void)
                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 & IT_STRENGTH), "strength");
                self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "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 & IT_JETPACK), "jetpack");
                self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
                if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
@@ -1401,8 +1457,8 @@ void spawnfunc_target_items (void)
                for(j = WEP_FIRST; j <= WEP_LAST; ++j)
                {
                        e = get_weaponinfo(j);
-                       if(e.weapons)
-                               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
+                       if(e.weapon)
+                               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
                }
        }
        self.netname = strzone(self.netname);
@@ -1567,11 +1623,13 @@ float GiveItems(entity e, float beginarg, float endarg)
 
        e.strength_finished = max(0, e.strength_finished - time);
        e.invincible_finished = max(0, e.invincible_finished - time);
+       e.superweapons_finished = max(0, e.superweapons_finished - time);
        
        PREGIVE(e, items);
        PREGIVE(e, weapons);
        PREGIVE(e, strength_finished);
        PREGIVE(e, invincible_finished);
+       PREGIVE(e, superweapons_finished);
        PREGIVE(e, ammo_nails);
        PREGIVE(e, ammo_cells);
        PREGIVE(e, ammo_shells);
@@ -1609,8 +1667,9 @@ float GiveItems(entity e, float beginarg, float endarg)
                                continue;
                        case "ALL":
                                got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
-                               got += GiveValue(e, strength_finished, op, time);
-                               got += GiveValue(e, invincible_finished, op, time);
+                               got += GiveValue(e, strength_finished, op, val);
+                               got += GiveValue(e, invincible_finished, op, val);
+                               got += GiveValue(e, superweapons_finished, op, val);
                                got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
                        case "all":
                                got += GiveBit(e, items, IT_JETPACK, op, val);
@@ -1620,8 +1679,8 @@ float GiveItems(entity e, float beginarg, float endarg)
                                for(j = WEP_FIRST; j <= WEP_LAST; ++j)
                                {
                                        wi = get_weaponinfo(j);
-                                       if(wi.weapons)
-                                               got += GiveBit(e, weapons, wi.weapons, op, val);
+                                       if(wi.weapon)
+                                               got += GiveBit(e, weapons, wi.weapons, op, val); // FIXME
                                }
                        case "allammo":
                                got += GiveValue(e, ammo_cells, op, val);
@@ -1651,6 +1710,9 @@ float GiveItems(entity e, float beginarg, float endarg)
                        case "invincible":
                                got += GiveValue(e, invincible_finished, op, val);
                                break;
+                       case "superweapons":
+                               got += GiveValue(e, superweapons_finished, op, val);
+                               break;
                        case "cells":
                                got += GiveValue(e, ammo_cells, op, val);
                                break;
@@ -1679,7 +1741,7 @@ float GiveItems(entity e, float beginarg, float endarg)
                                        wi = get_weaponinfo(j);
                                        if(cmd == wi.netname)
                                        {
-                                               got += GiveBit(e, weapons, wi.weapons, op, val);
+                                               got += GiveBit(e, weapons, wi.weapons, op, val); // FIXME
                                                break;
                                        }
                                }
@@ -1698,11 +1760,12 @@ float GiveItems(entity e, float beginarg, float endarg)
        for(j = WEP_FIRST; j <= WEP_LAST; ++j)
        {
                wi = get_weaponinfo(j);
-               if(wi.weapons)
+               if(wi.weapon)
                {
-                       POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
-                       if not(save_weapons & wi.weapons)
-                               if(e.weapons & wi.weapons)
+                       POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null); // FIXME
+#define _WS_save_weapons save_weapons
+                       if not(WEPSET_CONTAINS_AW(save_weapons, j)) // FIXME
+                               if(WEPSET_CONTAINS_EW(e, j))
                                        weapon_action(wi.weapon, WR_PRECACHE);
                }
        }
@@ -1716,6 +1779,10 @@ float GiveItems(entity e, float beginarg, float endarg)
        POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/armor25.wav", string_null);
        POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/megahealth.wav", string_null);
 
+       if(e.superweapons_finished <= 0)
+               if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
+                       e.superweapons_finished = autocvar_g_balance_superweapons_time;
+
        if (g_minstagib)
        {
                e.health = bound(0, e.health, 100);
@@ -1730,8 +1797,12 @@ float GiveItems(entity e, float beginarg, float endarg)
                e.invincible_finished = 0;
        else
                e.invincible_finished += time;
+       if(e.superweapons_finished <= 0)
+               e.superweapons_finished = 0;
+       else
+               e.superweapons_finished += time;
 
-       if not(e.weapons & W_WeaponBit(e.switchweapon))
+       if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
                _switchweapon = TRUE;
        if(_switchweapon)
                W_SwitchWeapon_Force(e, w_getbestweapon(e));