Fixed GivePlayerAmmo.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / t_items.qc
1 #include "t_items.qh"
2
3 #include "items/_mod.qh"
4
5 #if defined(SVQC)
6
7     #include "../server/bot/api.qh"
8
9     #include <server/mutators/_mod.qh>
10
11     #include "../server/weapons/common.qh"
12     #include "../server/weapons/selection.qh"
13     #include "../server/weapons/weaponsystem.qh"
14
15     #include "constants.qh"
16     #include <common/deathtypes/all.qh>
17     #include <common/notifications/all.qh>
18         #include "triggers/subs.qh"
19     #include "util.qh"
20
21     #include <common/monsters/_mod.qh>
22
23     #include <common/weapons/_all.qh>
24
25     #include <common/mutators/mutator/buffs/buffs.qh>
26
27     #include "../lib/warpzone/util_server.qh"
28 #elif defined(CSQC)
29         #include "physics/movetypes/movetypes.qh"
30         #include <common/weapons/_all.qh>
31         #include "../lib/csqcmodel/cl_model.qh"
32         #include "../lib/csqcmodel/common.qh"
33 #endif
34
35 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
36
37 #ifdef CSQC
38 bool autocvar_cl_ghost_items_vehicle = true;
39 .vector item_glowmod;
40 void Item_SetAlpha(entity this)
41 {
42         bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
43
44         if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
45         {
46                 this.alpha = 1;
47                 this.colormod = '1 1 1';
48                 this.glowmod = this.item_glowmod;
49         }
50         else
51         {
52                 if (autocvar_cl_ghost_items_color)
53                 {
54                         this.alpha = autocvar_cl_ghost_items;
55                         this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
56                 }
57                 else
58                         this.alpha = -1;
59         }
60
61         if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
62         {
63                 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
64                 this.alpha = autocvar_cl_weapon_stay_alpha;
65         }
66 }
67
68 void ItemDraw(entity this)
69 {
70     if(this.gravity)
71     {
72         Movetype_Physics_MatchServer(this, false);
73         if(IS_ONGROUND(this))
74         { // For some reason avelocity gets set to '0 0 0' here ...
75             this.oldorigin = this.origin;
76             this.gravity = 0;
77
78             if(autocvar_cl_animate_items)
79             { // ... so reset it if animations are requested.
80                 if(this.ItemStatus & ITS_ANIMATE1)
81                     this.avelocity = '0 180 0';
82
83                 if(this.ItemStatus & ITS_ANIMATE2)
84                     this.avelocity = '0 -90 0';
85             }
86
87             // delay is for blocking item's position for a while;
88             // it's a workaround for dropped weapons that receive the position
89             // another time right after they spawn overriding animation position
90             this.onground_time = time + 0.5;
91         }
92     }
93     else if (autocvar_cl_animate_items)
94     {
95         if(this.ItemStatus & ITS_ANIMATE1)
96         {
97             this.angles += this.avelocity * frametime;
98             float fade_in = bound(0, time - this.onground_time, 1);
99             setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
100         }
101
102         if(this.ItemStatus & ITS_ANIMATE2)
103         {
104             this.angles += this.avelocity * frametime;
105             float fade_in = bound(0, time - this.onground_time, 1);
106             setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
107         }
108     }
109
110     Item_SetAlpha(this);
111 }
112
113 void ItemDrawSimple(entity this)
114 {
115     if(this.gravity)
116     {
117         Movetype_Physics_MatchServer(this, false);
118
119         if(IS_ONGROUND(this))
120             this.gravity = 0;
121     }
122
123     Item_SetAlpha(this);
124 }
125
126 void Item_PreDraw(entity this)
127 {
128         if(warpzone_warpzones_exist)
129         {
130                 // just incase warpzones were initialized last, reset these
131                 //this.alpha = 1; // alpha is already set by the draw function
132                 this.drawmask = MASK_NORMAL;
133                 return;
134         }
135         float alph;
136         vector org = getpropertyvec(VF_ORIGIN);
137         if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
138                 alph = 0;
139         else if(this.fade_start)
140                 alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
141         else
142                 alph = 1;
143         //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
144         if(!hud && (this.ItemStatus & ITS_AVAILABLE))
145                 this.alpha = alph;
146         if(alph <= 0)
147                 this.drawmask = 0;
148         else
149                 this.drawmask = MASK_NORMAL;
150 }
151
152 void ItemRemove(entity this)
153 {
154         if(this.mdl)
155                 strunzone(this.mdl);
156 }
157
158 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
159 {
160     int sf = ReadByte();
161
162     if(sf & ISF_LOCATION)
163     {
164         this.origin_x = ReadCoord();
165         this.origin_y = ReadCoord();
166         this.origin_z = ReadCoord();
167         setorigin(this, this.origin);
168         this.oldorigin = this.origin;
169     }
170
171     if(sf & ISF_ANGLES)
172     {
173         this.angles_x = ReadAngle();
174         this.angles_y = ReadAngle();
175         this.angles_z = ReadAngle();
176     }
177
178     if(sf & ISF_SIZE)
179     {
180         float use_bigsize = ReadByte();
181         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
182     }
183
184     if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
185     {
186         this.ItemStatus = ReadByte();
187
188         Item_SetAlpha(this);
189
190         if(autocvar_cl_fullbright_items)
191             if(this.ItemStatus & ITS_ALLOWFB)
192                 this.effects |= EF_FULLBRIGHT;
193
194         if(this.ItemStatus & ITS_GLOW)
195         {
196             if(this.ItemStatus & ITS_AVAILABLE)
197                 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
198             else
199                  this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
200         }
201     }
202
203     if(sf & ISF_MODEL)
204     {
205         this.drawmask  = MASK_NORMAL;
206                 set_movetype(this, MOVETYPE_TOSS);
207                 if (isnew) IL_PUSH(g_drawables, this);
208         this.draw       = ItemDraw;
209         this.solid = SOLID_TRIGGER;
210         //this.flags |= FL_ITEM;
211
212         bool use_bigsize = ReadByte();
213
214         this.fade_end = ReadShort();
215         this.fade_start = ReadShort();
216         if(this.fade_start && !autocvar_cl_items_nofade)
217                 setpredraw(this, Item_PreDraw);
218
219         if(this.mdl)
220             strunzone(this.mdl);
221
222         this.mdl = "";
223         string _fn = ReadString();
224
225         if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
226         {
227             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
228             this.draw = ItemDrawSimple;
229
230             if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
231                 this.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
232             else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
233                 this.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
234             else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
235                 this.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
236             else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
237                 this.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
238             else
239             {
240                 this.draw = ItemDraw;
241                 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
242             }
243         }
244
245         if(this.draw != ItemDrawSimple)
246             this.mdl = strzone(_fn);
247
248
249         if(this.mdl == "")
250             LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!");
251
252         precache_model(this.mdl);
253         _setmodel(this, this.mdl);
254
255         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
256     }
257
258     if(sf & ISF_COLORMAP)
259     {
260         this.colormap = ReadShort();
261         this.item_glowmod_x = ReadByte() / 255.0;
262         this.item_glowmod_y = ReadByte() / 255.0;
263         this.item_glowmod_z = ReadByte() / 255.0;
264     }
265
266     if(sf & ISF_DROP)
267     {
268         this.gravity = 1;
269         this.pushable = true;
270         //this.angles = '0 0 0';
271         set_movetype(this, MOVETYPE_TOSS);
272         this.velocity_x = ReadCoord();
273         this.velocity_y = ReadCoord();
274         this.velocity_z = ReadCoord();
275         setorigin(this, this.oldorigin);
276
277         if(!this.move_time)
278         {
279             this.move_time = time;
280             this.spawntime = time;
281         }
282         else
283             this.move_time = max(this.move_time, time);
284     }
285
286     if(autocvar_cl_animate_items)
287     {
288         if(this.ItemStatus & ITS_ANIMATE1)
289             this.avelocity = '0 180 0';
290
291         if(this.ItemStatus & ITS_ANIMATE2)
292             this.avelocity = '0 -90 0';
293     }
294
295     this.entremove = ItemRemove;
296
297     return true;
298 }
299
300 #endif
301
302 #ifdef SVQC
303 bool ItemSend(entity this, entity to, int sf)
304 {
305         if(this.gravity)
306                 sf |= ISF_DROP;
307         else
308                 sf &= ~ISF_DROP;
309
310         WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
311         WriteByte(MSG_ENTITY, sf);
312
313         //WriteByte(MSG_ENTITY, this.cnt);
314         if(sf & ISF_LOCATION)
315         {
316                 WriteCoord(MSG_ENTITY, this.origin.x);
317                 WriteCoord(MSG_ENTITY, this.origin.y);
318                 WriteCoord(MSG_ENTITY, this.origin.z);
319         }
320
321         if(sf & ISF_ANGLES)
322         {
323                 WriteAngle(MSG_ENTITY, this.angles_x);
324                 WriteAngle(MSG_ENTITY, this.angles_y);
325                 WriteAngle(MSG_ENTITY, this.angles_z);
326         }
327
328         if(sf & ISF_SIZE)
329         {
330                 Pickup p = this.itemdef;
331                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
332         }
333
334         if(sf & ISF_STATUS)
335                 WriteByte(MSG_ENTITY, this.ItemStatus);
336
337         if(sf & ISF_MODEL)
338         {
339                 Pickup p = this.itemdef;
340                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
341                 WriteShort(MSG_ENTITY, this.fade_end);
342                 WriteShort(MSG_ENTITY, this.fade_start);
343
344                 if(this.mdl == "")
345                         LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
346
347                 WriteString(MSG_ENTITY, this.mdl);
348         }
349
350
351         if(sf & ISF_COLORMAP)
352         {
353                 WriteShort(MSG_ENTITY, this.colormap);
354                 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
355         WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
356         WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
357         }
358
359         if(sf & ISF_DROP)
360         {
361                 WriteCoord(MSG_ENTITY, this.velocity.x);
362                 WriteCoord(MSG_ENTITY, this.velocity.y);
363                 WriteCoord(MSG_ENTITY, this.velocity.z);
364         }
365
366         return true;
367 }
368
369 void ItemUpdate(entity this)
370 {
371         this.oldorigin = this.origin;
372         this.SendFlags |= ISF_LOCATION;
373 }
374
375 void UpdateItemAfterTeleport(entity this)
376 {
377         if(getSendEntity(this) == ItemSend)
378                 ItemUpdate(this);
379 }
380
381 bool have_pickup_item(entity this)
382 {
383         if(this.itemdef.instanceOfPowerup)
384         {
385                 if(autocvar_g_powerups > 0)
386                         return true;
387                 if(autocvar_g_powerups == 0)
388                         return false;
389         }
390         else
391         {
392                 if(autocvar_g_pickup_items > 0)
393                         return true;
394                 if(autocvar_g_pickup_items == 0)
395                         return false;
396                 if(g_weaponarena)
397                         if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
398                                 return false;
399         }
400         return true;
401 }
402
403 /*
404 float Item_Customize()
405 {
406         if(this.spawnshieldtime)
407                 return true;
408         if(this.weapons & ~other.weapons)
409         {
410                 this.colormod = '0 0 0';
411                 this.glowmod = this.colormod;
412                 this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
413                 return true;
414         }
415         else
416         {
417                 if(g_ghost_items)
418                 {
419                         this.colormod = stov(autocvar_g_ghost_items_color);
420                         this.glowmod = this.colormod;
421                         this.alpha = g_ghost_items;
422                         return true;
423                 }
424                 else
425                         return false;
426         }
427 }
428 */
429
430 void Item_Show (entity e, float mode)
431 {
432         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
433         e.ItemStatus &= ~ITS_STAYWEP;
434         entity def = e.itemdef;
435         if (mode > 0)
436         {
437                 // make the item look normal, and be touchable
438                 e.model = e.mdl;
439                 e.solid = SOLID_TRIGGER;
440                 e.spawnshieldtime = 1;
441                 e.ItemStatus |= ITS_AVAILABLE;
442         }
443         else if (mode < 0)
444         {
445                 // hide the item completely
446                 e.model = string_null;
447                 e.solid = SOLID_NOT;
448                 e.spawnshieldtime = 1;
449                 e.ItemStatus &= ~ITS_AVAILABLE;
450         }
451         else
452         {
453                 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
454                         || e.team // weapon stay isn't supported for teamed weapons
455                         ;
456                 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
457                 {
458                         // make the item translucent and not touchable
459                         e.model = e.mdl;
460                         e.solid = SOLID_TRIGGER; // can STILL be picked up!
461                         e.effects |= EF_STARDUST;
462                         e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
463                         e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
464                 }
465                 else
466                 {
467                         //setmodel(e, "null");
468                         e.solid = SOLID_NOT;
469                         e.colormod = '0 0 0';
470                         //e.glowmod = e.colormod;
471                         e.spawnshieldtime = 1;
472                         e.ItemStatus &= ~ITS_AVAILABLE;
473                 }
474         }
475
476         if (def.m_glow)
477                 e.ItemStatus |= ITS_GLOW;
478
479         if (autocvar_g_nodepthtestitems)
480                 e.effects |= EF_NODEPTHTEST;
481
482
483         if (autocvar_g_fullbrightitems)
484                 e.ItemStatus |= ITS_ALLOWFB;
485
486         if (autocvar_sv_simple_items)
487                 e.ItemStatus |= ITS_ALLOWSI;
488
489         // relink entity (because solid may have changed)
490         setorigin(e, e.origin);
491         e.SendFlags |= ISF_STATUS;
492 }
493
494 void Item_Think(entity this)
495 {
496         this.nextthink = time;
497         if(this.origin != this.oldorigin)
498                 ItemUpdate(this);
499 }
500
501 bool Item_ItemsTime_SpectatorOnly(GameItem it);
502 bool Item_ItemsTime_Allow(GameItem it);
503 float Item_ItemsTime_UpdateTime(entity e, float t);
504 void Item_ItemsTime_SetTime(entity e, float t);
505 void Item_ItemsTime_SetTimesForAllPlayers();
506
507 void Item_Respawn (entity this)
508 {
509         Item_Show(this, 1);
510         sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM);     // play respawn sound
511         setorigin(this, this.origin);
512
513     if (Item_ItemsTime_Allow(this.itemdef) || (this.weapons & WEPSET_SUPERWEAPONS))
514         {
515                 float t = Item_ItemsTime_UpdateTime(this, 0);
516                 Item_ItemsTime_SetTime(this, t);
517                 Item_ItemsTime_SetTimesForAllPlayers();
518         }
519
520         setthink(this, Item_Think);
521         this.nextthink = time;
522
523         //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
524         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
525 }
526
527 void Item_RespawnCountdown (entity this)
528 {
529         if(this.count >= ITEM_RESPAWN_TICKS)
530         {
531                 if(this.waypointsprite_attached)
532                         WaypointSprite_Kill(this.waypointsprite_attached);
533                 Item_Respawn(this);
534         }
535         else
536         {
537                 this.nextthink = time + 1;
538                 this.count += 1;
539                 if(this.count == 1)
540                 {
541                         do {
542                                 {
543                                         entity wi = Weapons_from(this.weapon);
544                                         if (wi != WEP_Null) {
545                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
546                                                 wp.wp_extra = wi.m_id;
547                                                 break;
548                                         }
549                                 }
550                                 {
551                                         entity ii = this.itemdef;
552                                         if (ii != NULL) {
553                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
554                                                 wp.wp_extra = ii.m_id;
555                                                 break;
556                                         }
557                                 }
558                         } while (0);
559                         bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
560             if(this.waypointsprite_attached)
561             {
562                 GameItem def = this.itemdef;
563                 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
564                     WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
565                 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
566             }
567                 }
568
569                 if(this.waypointsprite_attached)
570                 {
571                         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
572                                 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
573                                 {
574                                         msg_entity = it;
575                                         soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM);    // play respawn sound
576                                 }
577                         });
578
579                         WaypointSprite_Ping(this.waypointsprite_attached);
580                         //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count);
581                 }
582         }
583 }
584
585 void Item_RespawnThink(entity this)
586 {
587         this.nextthink = time;
588         if(this.origin != this.oldorigin)
589                 ItemUpdate(this);
590
591         if(time >= this.wait)
592                 Item_Respawn(this);
593 }
594
595 void Item_ScheduleRespawnIn(entity e, float t)
596 {
597         // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
598         if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
599         {
600                 setthink(e, Item_RespawnCountdown);
601                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
602                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
603                 e.count = 0;
604                 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
605                 {
606                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
607                         Item_ItemsTime_SetTime(e, t);
608                         Item_ItemsTime_SetTimesForAllPlayers();
609                 }
610         }
611         else
612         {
613                 setthink(e, Item_RespawnThink);
614                 e.nextthink = time;
615                 e.scheduledrespawntime = time + t;
616                 e.wait = time + t;
617
618                 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
619                 {
620                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
621                         Item_ItemsTime_SetTime(e, t);
622                         Item_ItemsTime_SetTimesForAllPlayers();
623                 }
624         }
625 }
626
627 void Item_ScheduleRespawn(entity e)
628 {
629         if(e.respawntime > 0)
630         {
631                 Item_Show(e, 0);
632                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
633         }
634         else // if respawntime is -1, this item does not respawn
635                 Item_Show(e, -1);
636 }
637
638 void Item_ScheduleInitialRespawn(entity e)
639 {
640         Item_Show(e, 0);
641         Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
642 }
643
644 void GivePlayerHealth(entity player, float amount)
645 {
646         if (amount == 0)
647         {
648                 return;
649         }
650         player.health = bound(player.health, player.health + amount,
651                  g_pickup_healthmega_max);
652         player.pauserothealth_finished = max(player.pauserothealth_finished, time +
653                 autocvar_g_balance_pause_health_rot);
654 }
655
656 void GivePlayerArmor(entity player, float amount)
657 {
658         if (amount == 0)
659         {
660                 return;
661         }
662         player.armorvalue = bound(player.armorvalue, player.armorvalue + amount,
663                  g_pickup_armormega_max);
664         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time +
665                 autocvar_g_balance_pause_armor_rot);
666 }
667
668 void GivePlayerAmmo(entity player, .float ammotype, float amount)
669 {
670         float maxvalue = 999;
671         switch (ammotype)
672         {
673                 case ammo_shells:
674                 {
675                         maxvalue = g_pickup_shells_max;
676                         break;
677                 }
678                 case ammo_cells:
679                 {
680                         maxvalue = g_pickup_cells_max;
681                         break;
682                 }
683                 case ammo_rockets:
684                 {
685                         maxvalue = g_pickup_rockets_max;
686                         break;
687                 }
688                 case ammo_plasma:
689                 {
690                         maxvalue = g_pickup_plasma_max;
691                         break;
692                 }
693                 case ammo_nails:
694                 {
695                         maxvalue = g_pickup_nails_max;
696                         break;
697                 }
698                 case ammo_fuel:
699                 {
700                         maxvalue = g_pickup_fuel_max;
701                         break;
702                 }
703         }
704         player.(ammotype) = min(player.(ammotype) + amount, maxvalue);
705 }
706
707 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
708 {
709         if (!item.(ammotype))
710                 return false;
711
712         if (item.spawnshieldtime)
713         {
714                 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
715                 {
716                         player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
717                         goto YEAH;
718                 }
719         }
720         else if(g_weapon_stay == 2)
721         {
722                 float mi = min(item.(ammotype), ammomax);
723                 if (player.(ammotype) < mi)
724                 {
725                         player.(ammotype) = mi;
726                         goto YEAH;
727                 }
728         }
729
730         return false;
731
732 LABEL(YEAH)
733         switch(mode)
734         {
735                 case ITEM_MODE_FUEL:
736                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
737                         break;
738                 case ITEM_MODE_HEALTH:
739                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
740                         break;
741                 case ITEM_MODE_ARMOR:
742                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
743                         break;
744                 default:
745                         break;
746         }
747         return true;
748 }
749
750 float Item_GiveTo(entity item, entity player)
751 {
752         float pickedup;
753
754         // if nothing happens to player, just return without taking the item
755         pickedup = false;
756         int _switchweapon = 0;
757         // in case the player has autoswitch enabled do the following:
758         // if the player is using their best weapon before items are given, they
759         // probably want to switch to an even better weapon after items are given
760
761         if(player.autoswitch)
762         {
763                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
764                 {
765                         .entity weaponentity = weaponentities[slot];
766                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
767                         {
768                                 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
769                                         _switchweapon |= BIT(slot);
770
771                                 if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
772                                         _switchweapon |= BIT(slot);
773                         }
774                 }
775         }
776
777         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
778         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
779         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
780         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
781         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
782         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
783         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
784         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
785
786         if (item.itemdef.instanceOfWeaponPickup)
787         {
788                 WepSet w;
789                 w = item.weapons;
790                 w &= ~player.weapons;
791
792                 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
793                 {
794                         pickedup = true;
795                         FOREACH(Weapons, it != WEP_Null, {
796                                 if(w & (it.m_wepset))
797                                 {
798                                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
799                                         {
800                                                 .entity weaponentity = weaponentities[slot];
801                                                 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
802                                                         W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
803                                         }
804                                         W_GiveWeapon(player, it.m_id);
805                                 }
806                         });
807                 }
808         }
809
810         if (item.itemdef.instanceOfPowerup)
811         {
812                 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
813                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
814                 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
815                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
816         }
817
818         int its;
819         if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
820         {
821                 pickedup = true;
822                 player.items |= its;
823                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
824         }
825
826         if (item.strength_finished)
827         {
828                 pickedup = true;
829                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
830         }
831         if (item.invincible_finished)
832         {
833                 pickedup = true;
834                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
835         }
836         if (item.superweapons_finished)
837         {
838                 pickedup = true;
839                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
840         }
841
842 LABEL(skip)
843
844         // always eat teamed entities
845         if(item.team)
846                 pickedup = true;
847
848         if (!pickedup)
849                 return 0;
850
851         // crude hack to enforce switching weapons
852         if(g_cts && item.itemdef.instanceOfWeaponPickup)
853         {
854                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
855                 {
856                         .entity weaponentity = weaponentities[slot];
857                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
858                                 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
859                 }
860                 return 1;
861         }
862
863         if(_switchweapon)
864         {
865                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
866                 {
867                         .entity weaponentity = weaponentities[slot];
868                         if(_switchweapon & BIT(slot))
869                         if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
870                                 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
871                 }
872         }
873
874         return 1;
875 }
876
877 void Item_Touch(entity this, entity toucher)
878 {
879
880         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
881         if (this.classname == "droppedweapon")
882         {
883                 if (ITEM_TOUCH_NEEDKILL())
884                 {
885                         delete(this);
886                         return;
887                 }
888         }
889
890         if(!(toucher.flags & FL_PICKUPITEMS)
891         || STAT(FROZEN, toucher)
892         || IS_DEAD(toucher)
893         || (this.solid != SOLID_TRIGGER)
894         || (this.owner == toucher)
895         || (time < this.item_spawnshieldtime)
896         ) { return; }
897
898         switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
899         {
900                 case MUT_ITEMTOUCH_RETURN: { return; }
901                 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
902         }
903
904         toucher = M_ARGV(1, entity);
905
906         if (this.classname == "droppedweapon")
907         {
908                 this.strength_finished = max(0, this.strength_finished - time);
909                 this.invincible_finished = max(0, this.invincible_finished - time);
910                 this.superweapons_finished = max(0, this.superweapons_finished - time);
911         }
912         entity it = this.itemdef;
913         bool gave = ITEM_HANDLE(Pickup, it, this, toucher);
914         if (!gave)
915         {
916                 if (this.classname == "droppedweapon")
917                 {
918                         // undo what we did above
919                         this.strength_finished += time;
920                         this.invincible_finished += time;
921                         this.superweapons_finished += time;
922                 }
923                 return;
924         }
925
926 LABEL(pickup)
927
928         toucher.last_pickup = time;
929
930         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
931         _sound (toucher, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
932
933         if (this.classname == "droppedweapon")
934                 delete (this);
935         else if (this.spawnshieldtime)
936         {
937                 entity e;
938                 if(this.team)
939                 {
940                         RandomSelection_Init();
941                         IL_EACH(g_items, it.team == this.team,
942                         {
943                                 if(it.itemdef) // is a registered item
944                                 {
945                                         Item_Show(it, -1);
946                                         RandomSelection_AddEnt(it, it.cnt, 0);
947                                 }
948                         });
949                         e = RandomSelection_chosen_ent;
950                         Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
951                 }
952                 else
953                         e = this;
954                 Item_ScheduleRespawn(e);
955         }
956 }
957
958 void Item_Reset(entity this)
959 {
960         Item_Show(this, !this.state);
961         setorigin(this, this.origin);
962
963         if (this.classname != "droppedweapon")
964         {
965                 setthink(this, Item_Think);
966                 this.nextthink = time;
967
968                 if (this.waypointsprite_attached)
969                         WaypointSprite_Kill(this.waypointsprite_attached);
970
971                 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
972                         Item_ScheduleInitialRespawn(this);
973         }
974 }
975
976 void Item_FindTeam(entity this)
977 {
978         entity e;
979
980         if(this.effects & EF_NODRAW)
981         {
982                 // marker for item team search
983                 LOG_TRACE("Initializing item team ", ftos(this.team));
984                 RandomSelection_Init();
985                 IL_EACH(g_items, it.team == this.team,
986                 {
987                         if(it.itemdef) // is a registered item
988                                 RandomSelection_AddEnt(it, it.cnt, 0);
989                 });
990
991                 e = RandomSelection_chosen_ent;
992                 e.state = 0;
993                 Item_Show(e, 1);
994
995                 IL_EACH(g_items, it.team == this.team,
996                 {
997                         if(it.itemdef) // is a registered item
998                         {
999                                 if(it != e)
1000                                 {
1001                                         // make it non-spawned
1002                                         Item_Show(it, -1);
1003                                         it.state = 1; // state 1 = initially hidden item, apparently
1004                                 }
1005                                 it.effects &= ~EF_NODRAW;
1006                         }
1007                 });
1008
1009                 Item_Reset(this);
1010         }
1011 }
1012
1013 // Savage: used for item garbage-collection
1014 void RemoveItem(entity this)
1015 {
1016         if(wasfreed(this) || !this) { return; }
1017         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
1018         delete(this);
1019 }
1020
1021 // pickup evaluation functions
1022 // these functions decide how desirable an item is to the bots
1023
1024 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1025
1026 float weapon_pickupevalfunc(entity player, entity item)
1027 {
1028         // See if I have it already
1029         if(player.weapons & item.weapons)
1030         {
1031                 // If I can pick it up
1032                 if(!item.spawnshieldtime)
1033                         return 0;
1034                 return ammo_pickupevalfunc(player, item);
1035         }
1036
1037         // reduce weapon value if bot already got a good arsenal
1038         float c = 1;
1039         int weapons_value = 0;
1040         FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
1041                 weapons_value += it.bot_pickupbasevalue;
1042         });
1043         c -= bound(0, weapons_value / 20000, 1) * 0.5;
1044
1045         return item.bot_pickupbasevalue * c;
1046 }
1047
1048 float ammo_pickupevalfunc(entity player, entity item)
1049 {
1050         bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1051         entity wpn = NULL;
1052         float c = 0;
1053         float rating = 0;
1054
1055         // Detect needed ammo
1056         if(item.itemdef.instanceOfWeaponPickup)
1057         {
1058                 entity ammo = NULL;
1059                 if(item.ammo_shells)       { need_shells  = true; ammo = ITEM_Shells;      }
1060                 else if(item.ammo_nails)   { need_nails   = true; ammo = ITEM_Bullets;     }
1061                 else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets;     }
1062                 else if(item.ammo_cells)   { need_cells   = true; ammo = ITEM_Cells;       }
1063                 else if(item.ammo_plasma)  { need_plasma  = true; ammo = ITEM_Plasma;      }
1064                 else if(item.ammo_fuel)    { need_fuel    = true; ammo = ITEM_JetpackFuel; }
1065
1066                 if(!ammo)
1067                         return 0;
1068                 wpn = item;
1069                 rating = ammo.m_botvalue;
1070         }
1071         else
1072         {
1073                 FOREACH(Weapons, it != WEP_Null, {
1074                         if(!(player.weapons & (it.m_wepset)))
1075                                 continue;
1076
1077                         switch(it.ammo_field)
1078                         {
1079                                 case ammo_shells:  need_shells  = true; break;
1080                                 case ammo_nails:   need_nails   = true; break;
1081                                 case ammo_rockets: need_rockets = true; break;
1082                                 case ammo_cells:   need_cells   = true; break;
1083                                 case ammo_plasma:  need_plasma  = true; break;
1084                                 case ammo_fuel:    need_fuel    = true; break;
1085                         }
1086                 });
1087                 rating = item.bot_pickupbasevalue;
1088         }
1089
1090         if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
1091                 c = item.ammo_shells / player.ammo_shells;
1092
1093         if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
1094                 c = item.ammo_nails / player.ammo_nails;
1095
1096         if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
1097                 c = item.ammo_rockets / player.ammo_rockets;
1098
1099         if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
1100                 c = item.ammo_cells / player.ammo_cells;
1101
1102         if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
1103                 c = item.ammo_plasma / player.ammo_plasma;
1104
1105         if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
1106                 c = item.ammo_fuel / player.ammo_fuel;
1107
1108         rating *= min(2, c);
1109         if(wpn)
1110                 rating += wpn.bot_pickupbasevalue * 0.1;
1111         return rating;
1112 }
1113
1114 .int item_group;
1115 .int item_group_count;
1116 float healtharmor_pickupevalfunc(entity player, entity item)
1117 {
1118         float c = 0;
1119         float rating = item.bot_pickupbasevalue;
1120
1121         float itemarmor = item.armorvalue;
1122         float itemhealth = item.health;
1123
1124         if(item.item_group)
1125         {
1126                 itemarmor *= min(4, item.item_group_count);
1127                 itemhealth *= min(4, item.item_group_count);
1128         }
1129
1130         if (itemarmor && (player.armorvalue < item.max_armorvalue))
1131                 c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
1132
1133         if (itemhealth && (player.health < item.max_health))
1134                 c = itemhealth / max(1, player.health);
1135
1136         rating *= min(2, c);
1137         return rating;
1138 }
1139
1140 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1141 {
1142         if(ITEM_DAMAGE_NEEDKILL(deathtype))
1143                 RemoveItem(this);
1144 }
1145
1146 void item_use(entity this, entity actor, entity trigger)
1147 {
1148         // use the touch function to handle collection
1149         gettouch(this)(this, actor);
1150 }
1151
1152 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1153 {
1154         string itemname = def.m_name;
1155         Model itemmodel = def.m_model;
1156     Sound pickupsound = def.m_sound;
1157         float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1158         float pickupbasevalue = def.m_botvalue;
1159         int itemflags = def.m_itemflags;
1160
1161         startitem_failed = false;
1162
1163         this.item_model_ent = itemmodel;
1164     this.item_pickupsound_ent = pickupsound;
1165
1166     if(def.m_iteminit)
1167         def.m_iteminit(this);
1168
1169         if(!this.respawntime) // both need to be set
1170         {
1171                 this.respawntime = defaultrespawntime;
1172                 this.respawntimejitter = defaultrespawntimejitter;
1173         }
1174
1175         if(!this.pickup_anyway && def.m_pickupanyway)
1176                 this.pickup_anyway = def.m_pickupanyway();
1177
1178         int itemid = def.m_itemid;
1179         this.items = itemid;
1180         int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1181         this.weapon = weaponid;
1182
1183         if(!this.fade_end)
1184         {
1185                 this.fade_start = autocvar_g_items_mindist;
1186                 this.fade_end = autocvar_g_items_maxdist;
1187         }
1188
1189         if(weaponid)
1190                 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1191
1192         this.flags = FL_ITEM | itemflags;
1193         IL_PUSH(g_items, this);
1194
1195         if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1196         {
1197                 startitem_failed = true;
1198                 delete(this);
1199                 return;
1200         }
1201
1202         // is it a dropped weapon?
1203         if (this.classname == "droppedweapon")
1204         {
1205                 this.reset = SUB_Remove;
1206                 // it's a dropped weapon
1207                 set_movetype(this, MOVETYPE_TOSS);
1208
1209                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1210                 setthink(this, RemoveItem);
1211                 this.nextthink = time + 20;
1212
1213                 this.takedamage = DAMAGE_YES;
1214                 this.event_damage = Item_Damage;
1215
1216                 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1217                 {
1218                         // if item is worthless after a timer, have it expire then
1219                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1220                 }
1221
1222                 // don't drop if in a NODROP zone (such as lava)
1223                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1224                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1225                 {
1226                         startitem_failed = true;
1227                         delete(this);
1228                         return;
1229                 }
1230         }
1231         else
1232         {
1233                 if(!have_pickup_item(this))
1234                 {
1235                         startitem_failed = true;
1236                         delete (this);
1237                         return;
1238                 }
1239
1240                 if(this.angles != '0 0 0')
1241                         this.SendFlags |= ISF_ANGLES;
1242
1243                 this.reset = Item_Reset;
1244                 // it's a level item
1245                 if(this.spawnflags & 1)
1246                         this.noalign = 1;
1247                 if (this.noalign > 0)
1248                         set_movetype(this, MOVETYPE_NONE);
1249                 else
1250                         set_movetype(this, MOVETYPE_TOSS);
1251                 // do item filtering according to game mode and other things
1252                 if (this.noalign <= 0)
1253                 {
1254                         // first nudge it off the floor a little bit to avoid math errors
1255                         setorigin(this, this.origin + '0 0 1');
1256                         // set item size before we spawn a spawnfunc_waypoint
1257                         setsize(this, def.m_mins, def.m_maxs);
1258                         this.SendFlags |= ISF_SIZE;
1259                         // note droptofloor returns false if stuck/or would fall too far
1260                         if (!this.noalign)
1261                                 droptofloor(this);
1262                         waypoint_spawnforitem(this);
1263                 }
1264
1265                 /*
1266                  * can't do it that way, as it would break maps
1267                  * TODO make a target_give like entity another way, that perhaps has
1268                  * the weapon name in a key
1269                 if(this.targetname)
1270                 {
1271                         // target_give not yet supported; maybe later
1272                         print("removed targeted ", this.classname, "\n");
1273                         startitem_failed = true;
1274                         remove (this);
1275                         return;
1276                 }
1277                 */
1278
1279                 if(this.targetname != "" && (this.spawnflags & 16))
1280                         this.use = item_use;
1281
1282                 if(autocvar_spawn_debug >= 2)
1283                 {
1284             // why not flags & fl_item?
1285                     FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1286                 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1287                 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1288                 error("Mapper sucks.");
1289             });
1290                         this.is_item = true;
1291                 }
1292
1293                 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1294
1295                 precache_model(this.model);
1296                 precache_sound(this.item_pickupsound);
1297
1298                 if (   def.instanceOfPowerup
1299                         || def.instanceOfWeaponPickup
1300                         || (def.instanceOfHealth && def != ITEM_HealthSmall)
1301                         || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1302                         || (itemid & (IT_KEY1 | IT_KEY2))
1303                 ) this.target = "###item###"; // for finding the nearest item using find()
1304
1305                 Item_ItemsTime_SetTime(this, 0);
1306         }
1307
1308         this.bot_pickup = true;
1309         this.bot_pickupevalfunc = pickupevalfunc;
1310         this.bot_pickupbasevalue = pickupbasevalue;
1311         this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1312         this.netname = itemname;
1313         settouch(this, Item_Touch);
1314         setmodel(this, MDL_Null); // precision set below
1315         //this.effects |= EF_LOWPRECISION;
1316
1317         setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
1318
1319         this.SendFlags |= ISF_SIZE;
1320
1321         if (!(this.spawnflags & 1024)) {
1322                 if(def.instanceOfPowerup)
1323                         this.ItemStatus |= ITS_ANIMATE1;
1324
1325                 if(this.armorvalue || this.health)
1326                         this.ItemStatus |= ITS_ANIMATE2;
1327         }
1328
1329         if(def.instanceOfWeaponPickup)
1330         {
1331                 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1332                         this.colormap = 1024; // color shirt=0 pants=0 grey
1333                 else
1334                         this.gravity = 1;
1335                 if (!(this.spawnflags & 1024))
1336                         this.ItemStatus |= ITS_ANIMATE1;
1337                 this.SendFlags |= ISF_COLORMAP;
1338         }
1339
1340         this.state = 0;
1341         if(this.team) // broken, no idea why.
1342         {
1343                 if(!this.cnt)
1344                         this.cnt = 1; // item probability weight
1345
1346                 this.effects |= EF_NODRAW; // marker for item team search
1347                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1348         }
1349         else
1350                 Item_Reset(this);
1351
1352         Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1353
1354         // call this hook after everything else has been done
1355         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1356         {
1357                 startitem_failed = true;
1358                 delete(this);
1359                 return;
1360         }
1361
1362         setItemGroup(this);
1363 }
1364
1365 void StartItem(entity this, GameItem def)
1366 {
1367     _StartItem(
1368         this,
1369         this.itemdef = def,
1370         def.m_respawntime(), // defaultrespawntime
1371         def.m_respawntimejitter() // defaultrespawntimejitter
1372         );
1373 }
1374
1375 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1376 int group_count = 1;
1377
1378 void setItemGroup(entity this)
1379 {
1380         if(!IS_SMALL(this.itemdef))
1381                 return;
1382
1383         FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1384         {
1385                 if(!this.item_group)
1386                 {
1387                         if(!it.item_group)
1388                         {
1389                                 it.item_group = group_count;
1390                                 group_count++;
1391                         }
1392                         this.item_group = it.item_group;
1393                 }
1394                 else // spawning item is already part of a item_group X
1395                 {
1396                         if(!it.item_group)
1397                                 it.item_group = this.item_group;
1398                         else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1399                         {
1400                                 int grY = it.item_group;
1401                                 // move all items of item_group Y to item_group X
1402                                 IL_EACH(g_items, IS_SMALL(it.itemdef),
1403                                 {
1404                                         if(it.item_group == grY)
1405                                                 it.item_group = this.item_group;
1406                                 });
1407                         }
1408                 }
1409         });
1410 }
1411
1412 void setItemGroupCount()
1413 {
1414         for (int k = 1; k <= group_count; k++)
1415         {
1416                 int count = 0;
1417                 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1418                 if (count)
1419                         IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1420         }
1421 }
1422
1423 spawnfunc(item_rockets)
1424 {
1425     StartItem(this, ITEM_Rockets);
1426 }
1427
1428 spawnfunc(item_bullets)
1429 {
1430         if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap && 
1431            (this.classname != "droppedweapon"))
1432         {
1433                 weaponswapping = true;
1434                 spawnfunc_item_shells(this);
1435                 weaponswapping = false;
1436                 return;
1437         }
1438
1439     StartItem(this, ITEM_Bullets);
1440 }
1441
1442 spawnfunc(item_cells)
1443 {
1444         StartItem(this, ITEM_Cells);
1445 }
1446
1447 spawnfunc(item_plasma)
1448 {
1449         StartItem(this, ITEM_Plasma);
1450 }
1451
1452 spawnfunc(item_shells)
1453 {
1454         if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
1455            (this.classname != "droppedweapon"))
1456         {
1457                 weaponswapping = true;
1458                 spawnfunc_item_bullets(this);
1459                 weaponswapping = false;
1460                 return;
1461         }
1462
1463         StartItem(this, ITEM_Shells);
1464 }
1465
1466 spawnfunc(item_armor_small)
1467 {
1468         StartItem(this, ITEM_ArmorSmall);
1469 }
1470
1471 spawnfunc(item_armor_medium)
1472 {
1473         StartItem(this, ITEM_ArmorMedium);
1474 }
1475
1476 spawnfunc(item_armor_big)
1477 {
1478         StartItem(this, ITEM_ArmorBig);
1479 }
1480
1481 spawnfunc(item_armor_mega)
1482 {
1483         StartItem(this, ITEM_ArmorMega);
1484 }
1485
1486 spawnfunc(item_health_small)
1487 {
1488         StartItem(this, ITEM_HealthSmall);
1489 }
1490
1491 spawnfunc(item_health_medium)
1492 {
1493     StartItem(this, ITEM_HealthMedium);
1494 }
1495
1496 spawnfunc(item_health_big)
1497 {
1498         StartItem(this, ITEM_HealthBig);
1499 }
1500
1501 spawnfunc(item_health_mega)
1502 {
1503     StartItem(this, ITEM_HealthMega);
1504 }
1505
1506 // support old misnamed entities
1507 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1508 spawnfunc(item_armor25) { spawnfunc_item_armor_mega(this); }
1509 spawnfunc(item_armor_large) { spawnfunc_item_armor_mega(this); }
1510 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1511 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1512 spawnfunc(item_health_large) { spawnfunc_item_health_big(this); }
1513 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1514
1515 spawnfunc(item_strength)
1516 {
1517         StartItem(this, ITEM_Strength);
1518 }
1519
1520 spawnfunc(item_invincible)
1521 {
1522         StartItem(this, ITEM_Shield);
1523 }
1524
1525 // compatibility:
1526 spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
1527
1528 void target_items_use(entity this, entity actor, entity trigger)
1529 {
1530         if(actor.classname == "droppedweapon")
1531         {
1532                 EXACTTRIGGER_TOUCH(this, trigger);
1533                 delete(actor);
1534                 return;
1535         }
1536
1537         if (!IS_PLAYER(actor) || IS_DEAD(actor))
1538                 return;
1539
1540         if(trigger.solid == SOLID_TRIGGER)
1541         {
1542                 EXACTTRIGGER_TOUCH(this, trigger);
1543         }
1544
1545         IL_EACH(g_items, it.enemy == actor && it.classname == "droppedweapon",
1546         {
1547                 delete(it);
1548         });
1549
1550         if(GiveItems(actor, 0, tokenize_console(this.netname)))
1551                 centerprint(actor, this.message);
1552 }
1553
1554 spawnfunc(target_items)
1555 {
1556         int n;
1557         string s;
1558
1559         this.use = target_items_use;
1560         if(!this.strength_finished)
1561                 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1562         if(!this.invincible_finished)
1563                 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1564         if(!this.superweapons_finished)
1565                 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1566
1567         n = tokenize_console(this.netname);
1568         if(argv(0) == "give")
1569         {
1570                 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1571         }
1572         else
1573         {
1574                 for(int j = 0; j < n; ++j)
1575                 {
1576                         if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO;
1577                         else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_WEAPON_AMMO;
1578                         else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1579                         else if(argv(j) == "strength")               this.items |= ITEM_Strength.m_itemid;
1580                         else if(argv(j) == "invincible")             this.items |= ITEM_Shield.m_itemid;
1581                         else if(argv(j) == "superweapons")           this.items |= IT_SUPERWEAPON;
1582                         else if(argv(j) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
1583                         else if(argv(j) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
1584                         else
1585                         {
1586                                 FOREACH(Buffs, it != BUFF_Null,
1587                                 {
1588                                         s = Buff_UndeprecateName(argv(j));
1589                                         if(s == it.m_name)
1590                                         {
1591                                                 this.buffs |= (it.m_itemid);
1592                                                 break;
1593                                         }
1594                                 });
1595                                 FOREACH(Weapons, it != WEP_Null, {
1596                                         s = W_UndeprecateName(argv(j));
1597                                         if(s == it.netname)
1598                                         {
1599                                                 this.weapons |= (it.m_wepset);
1600                                                 if(this.spawnflags == 0 || this.spawnflags == 2)
1601                                                         it.wr_init(it);
1602                                                 break;
1603                                         }
1604                                 });
1605                         }
1606                 }
1607
1608                 string itemprefix, valueprefix;
1609                 if(this.spawnflags == 0)
1610                 {
1611                         itemprefix = "";
1612                         valueprefix = "";
1613                 }
1614                 else if(this.spawnflags == 1)
1615                 {
1616                         itemprefix = "max ";
1617                         valueprefix = "max ";
1618                 }
1619                 else if(this.spawnflags == 2)
1620                 {
1621                         itemprefix = "min ";
1622                         valueprefix = "min ";
1623                 }
1624                 else if(this.spawnflags == 4)
1625                 {
1626                         itemprefix = "minus ";
1627                         valueprefix = "max ";
1628                 }
1629                 else
1630                 {
1631                         error("invalid spawnflags");
1632                         itemprefix = valueprefix = string_null;
1633                 }
1634
1635                 this.netname = "";
1636                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1637                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1638                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1639                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1640                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1641                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1642                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1643                 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1644                 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1645                 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1646                 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1647                 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1648                 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1649                 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1650                 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1651                 FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.buffs & (it.m_itemid)), it.m_name));
1652                 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1653         }
1654         this.netname = strzone(this.netname);
1655         //print(this.netname, "\n");
1656
1657         n = tokenize_console(this.netname);
1658         for(int j = 0; j < n; ++j)
1659         {
1660                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1661             it.wr_init(it);
1662             break;
1663                 });
1664         }
1665 }
1666
1667 spawnfunc(item_fuel)
1668 {
1669         StartItem(this, ITEM_JetpackFuel);
1670 }
1671
1672 spawnfunc(item_fuel_regen)
1673 {
1674         if(start_items & ITEM_JetpackRegen.m_itemid)
1675         {
1676                 spawnfunc_item_fuel(this);
1677                 return;
1678         }
1679         StartItem(this, ITEM_JetpackRegen);
1680 }
1681
1682 spawnfunc(item_jetpack)
1683 {
1684         if(start_items & ITEM_Jetpack.m_itemid)
1685         {
1686                 spawnfunc_item_fuel(this);
1687                 return;
1688         }
1689         StartItem(this, ITEM_Jetpack);
1690 }
1691
1692 float GiveWeapon(entity e, float wpn, float op, float val)
1693 {
1694         WepSet v0, v1;
1695         WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1696         v0 = (e.weapons & s);
1697         switch(op)
1698         {
1699                 case OP_SET:
1700                         if(val > 0)
1701                                 e.weapons |= s;
1702                         else
1703                                 e.weapons &= ~s;
1704                         break;
1705                 case OP_MIN:
1706                 case OP_PLUS:
1707                         if(val > 0)
1708                                 e.weapons |= s;
1709                         break;
1710                 case OP_MAX:
1711                         if(val <= 0)
1712                                 e.weapons &= ~s;
1713                         break;
1714                 case OP_MINUS:
1715                         if(val > 0)
1716                                 e.weapons &= ~s;
1717                         break;
1718         }
1719         v1 = (e.weapons & s);
1720         return (v0 != v1);
1721 }
1722
1723 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1724 {
1725         bool had_buff = (e.buffs & thebuff.m_itemid);
1726         switch(op)
1727         {
1728                 case OP_SET:
1729                         if(val > 0)
1730                                 e.buffs |= thebuff.m_itemid;
1731                         else
1732                                 e.buffs &= ~thebuff.m_itemid;
1733                         break;
1734                 case OP_MIN:
1735                 case OP_PLUS:
1736                         if(val > 0)
1737                                 e.buffs |= thebuff.m_itemid;
1738                         break;
1739                 case OP_MAX:
1740                         if(val <= 0)
1741                                 e.buffs &= ~thebuff.m_itemid;
1742                         break;
1743                 case OP_MINUS:
1744                         if(val > 0)
1745                                 e.buffs &= ~thebuff.m_itemid;
1746                         break;
1747         }
1748         bool have_buff = (e.buffs & thebuff.m_itemid);
1749         return (had_buff != have_buff);
1750 }
1751
1752 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1753 {
1754         if(v1 == v0)
1755                 return;
1756         if(v1 <= v0 - t)
1757         {
1758                 if(snd_decr != NULL)
1759                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1760         }
1761         else if(v0 >= v0 + t)
1762         {
1763                 if(snd_incr != NULL)
1764                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1765         }
1766 }
1767
1768 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1769 {
1770         if(v0 < v1)
1771                 e.(rotfield) = max(e.(rotfield), time + rottime);
1772         else if(v0 > v1)
1773                 e.(regenfield) = max(e.(regenfield), time + regentime);
1774 }
1775 float GiveItems(entity e, float beginarg, float endarg)
1776 {
1777         float got, i, val, op;
1778         string cmd;
1779
1780         val = 999;
1781         op = OP_SET;
1782
1783         got = 0;
1784
1785         int _switchweapon = 0;
1786
1787         if(e.autoswitch)
1788         {
1789                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1790                 {
1791                         .entity weaponentity = weaponentities[slot];
1792                         if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1793                         if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1794                                 _switchweapon |= BIT(slot);
1795                 }
1796         }
1797
1798         e.strength_finished = max(0, e.strength_finished - time);
1799         e.invincible_finished = max(0, e.invincible_finished - time);
1800         e.superweapons_finished = max(0, e.superweapons_finished - time);
1801
1802         PREGIVE(e, items);
1803         PREGIVE_WEAPONS(e);
1804         PREGIVE(e, strength_finished);
1805         PREGIVE(e, invincible_finished);
1806         PREGIVE(e, superweapons_finished);
1807         PREGIVE(e, ammo_nails);
1808         PREGIVE(e, ammo_cells);
1809         PREGIVE(e, ammo_plasma);
1810         PREGIVE(e, ammo_shells);
1811         PREGIVE(e, ammo_rockets);
1812         PREGIVE(e, ammo_fuel);
1813         PREGIVE(e, armorvalue);
1814         PREGIVE(e, health);
1815
1816         for(i = beginarg; i < endarg; ++i)
1817         {
1818                 cmd = argv(i);
1819
1820                 if(cmd == "0" || stof(cmd))
1821                 {
1822                         val = stof(cmd);
1823                         continue;
1824                 }
1825                 switch(cmd)
1826                 {
1827                         case "no":
1828                                 op = OP_MAX;
1829                                 val = 0;
1830                                 continue;
1831                         case "max":
1832                                 op = OP_MAX;
1833                                 continue;
1834                         case "min":
1835                                 op = OP_MIN;
1836                                 continue;
1837                         case "plus":
1838                                 op = OP_PLUS;
1839                                 continue;
1840                         case "minus":
1841                                 op = OP_MINUS;
1842                                 continue;
1843                         case "ALL":
1844                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1845                                 got += GiveValue(e, strength_finished, op, val);
1846                                 got += GiveValue(e, invincible_finished, op, val);
1847                                 got += GiveValue(e, superweapons_finished, op, val);
1848                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1849                         case "all":
1850                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1851                                 got += GiveValue(e, health, op, val);
1852                                 got += GiveValue(e, armorvalue, op, val);
1853                         case "allweapons":
1854                                 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1855                         //case "allbuffs": // all buffs makes a player god, do not want!
1856                                 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1857                         case "allammo":
1858                                 got += GiveValue(e, ammo_cells, op, val);
1859                                 got += GiveValue(e, ammo_plasma, op, val);
1860                                 got += GiveValue(e, ammo_shells, op, val);
1861                                 got += GiveValue(e, ammo_nails, op, val);
1862                                 got += GiveValue(e, ammo_rockets, op, val);
1863                                 got += GiveValue(e, ammo_fuel, op, val);
1864                                 break;
1865                         case "unlimited_ammo":
1866                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1867                                 break;
1868                         case "unlimited_weapon_ammo":
1869                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1870                                 break;
1871                         case "unlimited_superweapons":
1872                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1873                                 break;
1874                         case "jetpack":
1875                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1876                                 break;
1877                         case "fuel_regen":
1878                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1879                                 break;
1880                         case "strength":
1881                                 got += GiveValue(e, strength_finished, op, val);
1882                                 break;
1883                         case "invincible":
1884                                 got += GiveValue(e, invincible_finished, op, val);
1885                                 break;
1886                         case "superweapons":
1887                                 got += GiveValue(e, superweapons_finished, op, val);
1888                                 break;
1889                         case "cells":
1890                                 got += GiveValue(e, ammo_cells, op, val);
1891                                 break;
1892                         case "plasma":
1893                                 got += GiveValue(e, ammo_plasma, op, val);
1894                                 break;
1895                         case "shells":
1896                                 got += GiveValue(e, ammo_shells, op, val);
1897                                 break;
1898                         case "nails":
1899                         case "bullets":
1900                                 got += GiveValue(e, ammo_nails, op, val);
1901                                 break;
1902                         case "rockets":
1903                                 got += GiveValue(e, ammo_rockets, op, val);
1904                                 break;
1905                         case "health":
1906                                 got += GiveValue(e, health, op, val);
1907                                 break;
1908                         case "armor":
1909                                 got += GiveValue(e, armorvalue, op, val);
1910                                 break;
1911                         case "fuel":
1912                                 got += GiveValue(e, ammo_fuel, op, val);
1913                                 break;
1914                         default:
1915                                 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
1916                                 {
1917                                         got += GiveBuff(e, it, op, val);
1918                                         break;
1919                                 });
1920                                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1921                     got += GiveWeapon(e, it.m_id, op, val);
1922                     break;
1923                                 });
1924                                 break;
1925                 }
1926                 val = 999;
1927                 op = OP_SET;
1928         }
1929
1930         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1931         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1932         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1933         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1934         FOREACH(Weapons, it != WEP_Null, {
1935                 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1936                 if(!(save_weapons & (it.m_wepset)))
1937                         if(e.weapons & (it.m_wepset))
1938                                 it.wr_init(it);
1939         });
1940         POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1941         POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1942         //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1943         POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1944         POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1945         POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1946         POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1947         POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1948         POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null);
1949         POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
1950         POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
1951
1952         if(e.superweapons_finished <= 0)
1953                 if(e.weapons & WEPSET_SUPERWEAPONS)
1954                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1955
1956         if(e.strength_finished <= 0)
1957                 e.strength_finished = 0;
1958         else
1959                 e.strength_finished += time;
1960         if(e.invincible_finished <= 0)
1961                 e.invincible_finished = 0;
1962         else
1963                 e.invincible_finished += time;
1964         if(e.superweapons_finished <= 0)
1965                 e.superweapons_finished = 0;
1966         else
1967                 e.superweapons_finished += time;
1968
1969         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1970         {
1971                 .entity weaponentity = weaponentities[slot];
1972                 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1973                 if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1974                         _switchweapon |= BIT(slot);
1975         }
1976
1977         if(_switchweapon)
1978         {
1979                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1980                 {
1981                         .entity weaponentity = weaponentities[slot];
1982                         if(_switchweapon & BIT(slot))
1983                         {
1984                                 Weapon wep = w_getbestweapon(e, weaponentity);
1985                                 if(wep != e.(weaponentity).m_switchweapon)
1986                                         W_SwitchWeapon_Force(e, wep, weaponentity);
1987                         }
1988                 }
1989         }
1990
1991         return got;
1992 }
1993 #endif