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Make simple items static, for consistency (ammo and weapons are visually the same...
[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 "mapobjects/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 .bool item_simple; // probably not really needed, but better safe than sorry
41 void Item_SetAlpha(entity this)
42 {
43         bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
44
45         if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
46         {
47                 this.alpha = 1;
48                 this.colormod = '1 1 1';
49                 this.glowmod = this.item_glowmod;
50         }
51         else
52         {
53                 this.alpha = autocvar_cl_ghost_items;
54                 this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
55         }
56
57         if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
58         {
59                 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
60                 this.alpha = autocvar_cl_weapon_stay_alpha;
61         }
62
63         this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL);
64 }
65
66 void ItemDraw(entity this)
67 {
68     if(this.gravity)
69     {
70         Movetype_Physics_MatchServer(this, false);
71         if(IS_ONGROUND(this))
72         { // For some reason avelocity gets set to '0 0 0' here ...
73             this.oldorigin = this.origin;
74             this.gravity = 0;
75
76             if(autocvar_cl_animate_items)
77             { // ... so reset it if animations are requested.
78                 if(this.ItemStatus & ITS_ANIMATE1)
79                     this.avelocity = '0 180 0';
80
81                 if(this.ItemStatus & ITS_ANIMATE2)
82                     this.avelocity = '0 -90 0';
83             }
84
85             // delay is for blocking item's position for a while;
86             // it's a workaround for dropped weapons that receive the position
87             // another time right after they spawn overriding animation position
88             this.onground_time = time + 0.5;
89         }
90     }
91     else if (autocvar_cl_animate_items && !this.item_simple) // no bobbing applied to simple items, for consistency's sake (no visual difference between ammo and weapons)
92     {
93         if(this.ItemStatus & ITS_ANIMATE1)
94         {
95                 this.angles += this.avelocity * frametime;
96             float fade_in = bound(0, time - this.onground_time, 1);
97             setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
98         }
99
100         if(this.ItemStatus & ITS_ANIMATE2)
101         {
102                 this.angles += this.avelocity * frametime;
103             float fade_in = bound(0, time - this.onground_time, 1);
104             setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
105         }
106     }
107
108     Item_SetAlpha(this);
109 }
110
111 void Item_PreDraw(entity this)
112 {
113         if(warpzone_warpzones_exist)
114         {
115                 setpredraw(this, func_null); // no need to keep running this
116                 return;
117         }
118         float alph;
119         vector org = getpropertyvec(VF_ORIGIN);
120         //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
121                 //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway
122         if(this.fade_start)
123         {
124                 if(vdist(org - this.origin, >, this.fade_end))
125                         alph = 0; // save on some processing
126                 else if(vdist(org - this.origin, <, this.fade_start))
127                         alph = 1; // more processing saved
128                 else
129                         alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
130         }
131         else
132                 alph = 1;
133         //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
134         if(!hud && (this.ItemStatus & ITS_AVAILABLE))
135                 this.alpha = alph;
136         if(alph <= 0)
137                 this.drawmask = 0;
138         //else
139                 //this.drawmask = MASK_NORMAL; // reset by the setalpha function
140 }
141
142 void ItemRemove(entity this)
143 {
144         strfree(this.mdl);
145 }
146
147 HashMap ENT_CLIENT_ITEM_simple;
148 STATIC_INIT(ENT_CLIENT_ITEM_simple)
149 {
150         HM_NEW(ENT_CLIENT_ITEM_simple);
151 }
152 SHUTDOWN(ENT_CLIENT_ITEM_simple)
153 {
154         HM_DELETE(ENT_CLIENT_ITEM_simple);
155 }
156
157 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
158 {
159     int sf = ReadByte();
160
161     if(sf & ISF_LOCATION)
162     {
163         this.origin = ReadVector();
164         setorigin(this, this.origin);
165         this.oldorigin = this.origin;
166     }
167
168     if(sf & ISF_ANGLES)
169     {
170         this.angles_x = ReadAngle();
171         this.angles_y = ReadAngle();
172         this.angles_z = ReadAngle();
173     }
174
175     if(sf & ISF_SIZE)
176     {
177         float use_bigsize = ReadByte();
178         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
179     }
180
181     if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
182     {
183         this.ItemStatus = ReadByte();
184
185         Item_SetAlpha(this);
186
187         if(autocvar_cl_fullbright_items)
188             if(this.ItemStatus & ITS_ALLOWFB)
189                 this.effects |= EF_FULLBRIGHT;
190
191         if(this.ItemStatus & ITS_GLOW)
192         {
193             if(this.ItemStatus & ITS_AVAILABLE)
194                 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
195             else
196                  this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
197         }
198     }
199
200     if(sf & ISF_MODEL)
201     {
202         this.drawmask  = MASK_NORMAL;
203                 set_movetype(this, MOVETYPE_TOSS);
204                 if (isnew) IL_PUSH(g_drawables, this);
205         this.draw       = ItemDraw;
206         this.solid = SOLID_TRIGGER;
207         //this.flags |= FL_ITEM;
208
209         bool use_bigsize = ReadByte();
210
211         this.fade_end = ReadShort();
212         this.fade_start = ReadShort();
213         if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
214                 setpredraw(this, Item_PreDraw);
215
216                 strfree(this.mdl);
217
218         string _fn = ReadString();
219         this.item_simple = false; // reset it!
220
221         if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
222         {
223             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
224             this.item_simple = true;
225
226                         #define extensions(x) \
227                                 x(md3) \
228                                 x(dpm) \
229                                 x(iqm) \
230                                 x(mdl) \
231                                 /**/
232                         #define tryext(ext) { \
233                                 string s = strcat(_fn2, autocvar_cl_simpleitems_postfix, "." #ext); \
234                                 string cached = HM_gets(ENT_CLIENT_ITEM_simple, s); \
235                                 if (cached == "") { \
236                                         HM_sets(ENT_CLIENT_ITEM_simple, s, cached = fexists(s) ? "1" : "0"); \
237                                 } \
238                                 if (cached != "0") { \
239                                         strcpy(this.mdl, s); \
240                                         break; \
241                                 } \
242                         }
243                         do {
244                                 extensions(tryext);
245                                 this.item_simple = false;
246                 LOG_TRACEF("Simple item requested for %s but no model exists for it", _fn);
247                         } while (0);
248                         #undef tryext
249                         #undef extensions
250         }
251
252         if(!this.item_simple)
253             strcpy(this.mdl, _fn);
254
255         if(this.mdl == "")
256             LOG_WARNF("this.mdl is unset for item %s", this.classname);
257
258         precache_model(this.mdl);
259         _setmodel(this, this.mdl);
260
261         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
262     }
263
264     if(sf & ISF_COLORMAP)
265     {
266         this.colormap = ReadShort();
267         this.item_glowmod_x = ReadByte() / 255.0;
268         this.item_glowmod_y = ReadByte() / 255.0;
269         this.item_glowmod_z = ReadByte() / 255.0;
270     }
271
272     if(sf & ISF_DROP)
273     {
274         this.gravity = 1;
275         this.pushable = true;
276         //this.angles = '0 0 0';
277         set_movetype(this, MOVETYPE_TOSS);
278         this.velocity = ReadVector();
279         setorigin(this, this.oldorigin);
280
281         if(!this.move_time)
282         {
283             this.move_time = time;
284             this.spawntime = time;
285         }
286         else
287             this.move_time = max(this.move_time, time);
288     }
289
290     if(autocvar_cl_animate_items)
291     {
292         if(this.ItemStatus & ITS_ANIMATE1)
293             this.avelocity = '0 180 0';
294
295         if(this.ItemStatus & ITS_ANIMATE2)
296             this.avelocity = '0 -90 0';
297     }
298
299     this.entremove = ItemRemove;
300
301     return true;
302 }
303
304 #endif
305
306 #ifdef SVQC
307 bool ItemSend(entity this, entity to, int sf)
308 {
309         if(this.gravity)
310                 sf |= ISF_DROP;
311         else
312                 sf &= ~ISF_DROP;
313
314         WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
315         WriteByte(MSG_ENTITY, sf);
316
317         //WriteByte(MSG_ENTITY, this.cnt);
318         if(sf & ISF_LOCATION)
319         {
320                 WriteVector(MSG_ENTITY, this.origin);
321         }
322
323         if(sf & ISF_ANGLES)
324         {
325                 WriteAngle(MSG_ENTITY, this.angles_x);
326                 WriteAngle(MSG_ENTITY, this.angles_y);
327                 WriteAngle(MSG_ENTITY, this.angles_z);
328         }
329
330         if(sf & ISF_SIZE)
331         {
332                 Pickup p = this.itemdef;
333                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
334         }
335
336         if(sf & ISF_STATUS)
337                 WriteByte(MSG_ENTITY, this.ItemStatus);
338
339         if(sf & ISF_MODEL)
340         {
341                 Pickup p = this.itemdef;
342                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
343                 WriteShort(MSG_ENTITY, this.fade_end);
344                 WriteShort(MSG_ENTITY, this.fade_start);
345
346                 if(this.mdl == "")
347                         LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
348
349                 WriteString(MSG_ENTITY, this.mdl);
350         }
351
352
353         if(sf & ISF_COLORMAP)
354         {
355                 WriteShort(MSG_ENTITY, this.colormap);
356                 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
357                 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
358                 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
359         }
360
361         if(sf & ISF_DROP)
362         {
363                 WriteVector(MSG_ENTITY, this.velocity);
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(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
398                                 return false;
399         }
400         return true;
401 }
402
403 void Item_Show(entity e, int mode)
404 {
405         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
406         e.ItemStatus &= ~ITS_STAYWEP;
407         entity def = e.itemdef;
408         if (mode > 0)
409         {
410                 // make the item look normal, and be touchable
411                 e.model = e.mdl;
412                 e.solid = SOLID_TRIGGER;
413                 e.spawnshieldtime = 1;
414                 e.ItemStatus |= ITS_AVAILABLE;
415         }
416         else if (mode < 0)
417         {
418                 // hide the item completely
419                 e.model = string_null;
420                 e.solid = SOLID_NOT;
421                 e.spawnshieldtime = 1;
422                 e.ItemStatus &= ~ITS_AVAILABLE;
423         }
424         else
425         {
426                 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
427                         || e.team // weapon stay isn't supported for teamed weapons
428                         ;
429                 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
430                 {
431                         // make the item translucent and not touchable
432                         e.model = e.mdl;
433                         e.solid = SOLID_TRIGGER; // can STILL be picked up!
434                         e.effects |= EF_STARDUST;
435                         e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
436                         e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
437                 }
438                 else
439                 {
440                         //setmodel(e, "null");
441                         e.solid = SOLID_NOT;
442                         e.colormod = '0 0 0';
443                         //e.glowmod = e.colormod;
444                         e.spawnshieldtime = 1;
445                         e.ItemStatus &= ~ITS_AVAILABLE;
446                 }
447         }
448
449         if (def.m_glow)
450                 e.ItemStatus |= ITS_GLOW;
451
452         if (autocvar_g_nodepthtestitems)
453                 e.effects |= EF_NODEPTHTEST;
454
455
456         if (autocvar_g_fullbrightitems)
457                 e.ItemStatus |= ITS_ALLOWFB;
458
459         if (autocvar_sv_simple_items)
460                 e.ItemStatus |= ITS_ALLOWSI;
461
462         // relink entity (because solid may have changed)
463         setorigin(e, e.origin);
464         e.SendFlags |= ISF_STATUS;
465 }
466
467 void Item_Think(entity this)
468 {
469         this.nextthink = time;
470         if(this.origin != this.oldorigin)
471                 ItemUpdate(this);
472 }
473
474 bool Item_ItemsTime_SpectatorOnly(GameItem it);
475 bool Item_ItemsTime_Allow(GameItem it);
476 float Item_ItemsTime_UpdateTime(entity e, float t);
477 void Item_ItemsTime_SetTime(entity e, float t);
478 void Item_ItemsTime_SetTimesForAllPlayers();
479
480 void Item_Respawn(entity this)
481 {
482         Item_Show(this, 1);
483         sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM);     // play respawn sound
484         setorigin(this, this.origin);
485
486         if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
487         {
488                 float t = Item_ItemsTime_UpdateTime(this, 0);
489                 Item_ItemsTime_SetTime(this, t);
490                 Item_ItemsTime_SetTimesForAllPlayers();
491         }
492
493         setthink(this, Item_Think);
494         this.nextthink = time;
495
496         //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
497         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
498 }
499
500 void Item_RespawnCountdown(entity this)
501 {
502         if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
503         {
504                 if(this.waypointsprite_attached)
505                         WaypointSprite_Kill(this.waypointsprite_attached);
506                 Item_Respawn(this);
507         }
508         else
509         {
510                 this.nextthink = time + 1;
511                 this.item_respawncounter += 1;
512                 if(this.item_respawncounter == 1)
513                 {
514                         do {
515                                 {
516                                         entity wi = Weapons_from(this.weapon);
517                                         if (wi != WEP_Null) {
518                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
519                                                 wp.wp_extra = wi.m_id;
520                                                 break;
521                                         }
522                                 }
523                                 {
524                                         entity ii = this.itemdef;
525                                         if (ii != NULL) {
526                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
527                                                 wp.wp_extra = ii.m_id;
528                                                 break;
529                                         }
530                                 }
531                         } while (0);
532                         bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
533             if(this.waypointsprite_attached)
534             {
535                 GameItem def = this.itemdef;
536                 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
537                     WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
538                 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
539             }
540                 }
541
542                 if(this.waypointsprite_attached)
543                 {
544                         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
545                                 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
546                                 {
547                                         msg_entity = it;
548                                         soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM);    // play respawn sound
549                                 }
550                         });
551
552                         WaypointSprite_Ping(this.waypointsprite_attached);
553                         //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
554                 }
555         }
556 }
557
558 void Item_RespawnThink(entity this)
559 {
560         this.nextthink = time;
561         if(this.origin != this.oldorigin)
562                 ItemUpdate(this);
563
564         if(time >= this.wait)
565                 Item_Respawn(this);
566 }
567
568 void Item_ScheduleRespawnIn(entity e, float t)
569 {
570         // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
571         if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
572         {
573                 setthink(e, Item_RespawnCountdown);
574                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
575                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
576                 e.item_respawncounter = 0;
577                 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
578                 {
579                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
580                         Item_ItemsTime_SetTime(e, t);
581                         Item_ItemsTime_SetTimesForAllPlayers();
582                 }
583         }
584         else
585         {
586                 setthink(e, Item_RespawnThink);
587                 e.nextthink = time;
588                 e.scheduledrespawntime = time + t;
589                 e.wait = time + t;
590
591                 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
592                 {
593                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
594                         Item_ItemsTime_SetTime(e, t);
595                         Item_ItemsTime_SetTimesForAllPlayers();
596                 }
597         }
598 }
599
600 AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to 0) can be used to achieve a constant number of items spawned *per player*");
601 AUTOCVAR(g_pickup_respawntime_scaling_offset, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right - the results are not intuitive and I recommend plotting the respawn time and the number of items per player to see what's happening");
602 AUTOCVAR(g_pickup_respawntime_scaling_linear, float, 1.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly");
603
604 /// Adjust respawn time according to the number of players.
605 float adjust_respawntime(float normal_respawntime) {
606         float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
607         float o = autocvar_g_pickup_respawntime_scaling_offset;
608         float l = autocvar_g_pickup_respawntime_scaling_linear;
609
610         if (r == 0 && l == 1) {
611                 return normal_respawntime;
612         }
613
614         entity balance = TeamBalance_CheckAllowedTeams(NULL);
615         TeamBalance_GetTeamCounts(balance, NULL);
616         int players = 0;
617         for (int i = 1; i <= NUM_TEAMS; ++i)
618         {
619                 if (TeamBalance_IsTeamAllowed(balance, i))
620                 {
621                         players += TeamBalance_GetNumberOfPlayers(balance, i);
622                 }
623         }
624         TeamBalance_Destroy(balance);
625
626         if (players >= 2) {
627                 return normal_respawntime * (r / (players + o) + l);
628         } else {
629                 return normal_respawntime;
630         }
631 }
632
633 void Item_ScheduleRespawn(entity e)
634 {
635         if(e.respawntime > 0)
636         {
637                 Item_Show(e, 0);
638
639                 float adjusted_respawntime = adjust_respawntime(e.respawntime);
640                 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
641
642                 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
643                 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
644                 Item_ScheduleRespawnIn(e, respawn_in);
645         }
646         else // if respawntime is -1, this item does not respawn
647                 Item_Show(e, -1);
648 }
649
650 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
651         "For items that don't start spawned: 0: spawn after their normal respawntime; 1: spawn after `random * respawntime` with the *same* random; 2: same as 1 but each item has separate random");
652
653 void Item_ScheduleInitialRespawn(entity e)
654 {
655         Item_Show(e, 0);
656
657         float spawn_in;
658         if (autocvar_g_pickup_respawntime_initial_random == 0)
659         {
660                 // range: respawntime .. respawntime + respawntimejitter
661                 spawn_in = e.respawntime + random() * e.respawntimejitter;
662         }
663         else
664         {
665                 float rnd;
666                 if (autocvar_g_pickup_respawntime_initial_random == 1)
667                 {
668                         static float shared_random = 0;
669                         // NOTE this code works only if items are scheduled at the same time (normal case)
670                         // NOTE2 random() can't return exactly 1 so this check always work as intended
671                         if (!shared_random || floor(time) > shared_random)
672                                 shared_random = floor(time) + random();
673                         rnd = shared_random - floor(time);
674                 }
675                 else
676                         rnd = random();
677
678                 // range:
679                 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
680                 // else: 0 .. ITEM_RESPAWN_TICKS
681                 // this is to prevent powerups spawning unexpectedly without waypoints
682                 spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
683         }
684
685         Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
686 }
687
688 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
689         entity ammo_entity)
690 {
691         if (num_weapons == 0)
692         {
693                 return;
694         }
695         int num_potential_weapons = tokenize_console(weapon_names);
696         for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
697         {
698                 RandomSelection_Init();
699                 for (int weapon_index = 0; weapon_index < num_potential_weapons;
700                         ++weapon_index)
701                 {
702                         string weapon = argv(weapon_index);
703                         FOREACH(Weapons, it != WEP_Null,
704                         {
705                                 // Finding a weapon which player doesn't have.
706                                 if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
707                                 {
708                                         RandomSelection_AddEnt(it, 1, 1);
709                                         break;
710                                 }
711                         });
712                 }
713                 if (RandomSelection_chosen_ent == NULL)
714                 {
715                         return;
716                 }
717                 STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
718                 if (RandomSelection_chosen_ent.ammo_type == RES_NONE)
719                 {
720                         continue;
721                 }
722                 if (GetResource(receiver,
723                         RandomSelection_chosen_ent.ammo_type) != 0)
724                 {
725                         continue;
726                 }
727                 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
728                         GetResource(ammo_entity,
729                         RandomSelection_chosen_ent.ammo_type));
730         }
731 }
732
733 bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax)
734 {
735         float amount = GetResource(item, res_type);
736         if (amount == 0)
737         {
738                 return false;
739         }
740         float player_amount = GetResource(player, res_type);
741         if (item.spawnshieldtime)
742         {
743                 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
744                         return false;
745         }
746         else if (g_weapon_stay == 2)
747                 ammomax = min(amount, ammomax);
748         else
749                 return false;
750         if (amount < 0)
751                 TakeResourceWithLimit(player, res_type, -amount, ammomax);
752         else
753                 GiveResourceWithLimit(player, res_type, amount, ammomax);
754         return true;
755 }
756
757 bool Item_GiveTo(entity item, entity player)
758 {
759         // if nothing happens to player, just return without taking the item
760         int _switchweapon = 0;
761         // in case the player has autoswitch enabled do the following:
762         // if the player is using their best weapon before items are given, they
763         // probably want to switch to an even better weapon after items are given
764
765         if(CS(player).autoswitch)
766         {
767                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
768                 {
769                         .entity weaponentity = weaponentities[slot];
770                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
771                         {
772                                 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
773                                         _switchweapon |= BIT(slot);
774
775                                 if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
776                                         _switchweapon |= BIT(slot);
777                         }
778                 }
779         }
780         bool pickedup = false;
781         pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health);
782         pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue);
783         pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max);
784         pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max);
785         pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max);
786         pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max);
787         pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max);
788         pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max);
789         if (item.itemdef.instanceOfWeaponPickup)
790         {
791                 WepSet w;
792                 w = STAT(WEAPONS, item);
793                 w &= ~STAT(WEAPONS, player);
794
795                 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
796                 {
797                         pickedup = true;
798                         FOREACH(Weapons, it != WEP_Null, {
799                                 if(w & (it.m_wepset))
800                                 {
801                                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
802                                         {
803                                                 .entity weaponentity = weaponentities[slot];
804                                                 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
805                                                         W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
806                                         }
807                                         W_GiveWeapon(player, it.m_id);
808                                 }
809                         });
810                 }
811         }
812
813         if (item.itemdef.instanceOfPowerup)
814         {
815                 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
816                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
817                 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
818                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
819         }
820
821         int its;
822         if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
823         {
824                 pickedup = true;
825                 player.items |= its;
826                 // TODO: we probably want to show a message in the console, but not this one!
827                 //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
828         }
829
830         if (item.strength_finished)
831         {
832                 pickedup = true;
833                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
834         }
835         if (item.invincible_finished)
836         {
837                 pickedup = true;
838                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
839         }
840         if (item.superweapons_finished)
841         {
842                 pickedup = true;
843                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
844         }
845
846         // always eat teamed entities
847         if(item.team)
848                 pickedup = true;
849
850         if (!pickedup)
851                 return false;
852
853         // crude hack to enforce switching weapons
854         if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS(player).cvar_cl_cts_noautoswitch)
855         {
856                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
857                 {
858                         .entity weaponentity = weaponentities[slot];
859                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
860                                 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
861                 }
862                 return true;
863         }
864
865         if(_switchweapon)
866         {
867                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
868                 {
869                         .entity weaponentity = weaponentities[slot];
870                         if(_switchweapon & BIT(slot))
871                         if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
872                                 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
873                 }
874         }
875
876         return true;
877 }
878
879 void Item_Touch(entity this, entity toucher)
880 {
881         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
882         if (Item_IsLoot(this))
883         {
884                 if (ITEM_TOUCH_NEEDKILL())
885                 {
886                         delete(this);
887                         return;
888                 }
889         }
890
891         if(!(toucher.flags & FL_PICKUPITEMS)
892         || STAT(FROZEN, toucher)
893         || IS_DEAD(toucher)
894         || (this.solid != SOLID_TRIGGER)
895         || (this.owner == toucher)
896         || (time < this.item_spawnshieldtime)
897         ) { return; }
898
899         switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
900         {
901                 case MUT_ITEMTOUCH_RETURN: { return; }
902                 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
903         }
904
905         toucher = M_ARGV(1, entity);
906
907         if (Item_IsExpiring(this))
908         {
909                 this.strength_finished = max(0, this.strength_finished - time);
910                 this.invincible_finished = max(0, this.invincible_finished - time);
911                 this.superweapons_finished = max(0, this.superweapons_finished - time);
912         }
913         bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
914         if (!gave)
915         {
916                 if (Item_IsExpiring(this))
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         if(this.target && this.target != "" && this.target != "###item###") // defrag support
929                 SUB_UseTargets(this, toucher, NULL);
930
931         STAT(LAST_PICKUP, toucher) = time;
932
933         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
934         _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);
935
936         MUTATOR_CALLHOOK(ItemTouched, this, toucher);
937         if (wasfreed(this))
938         {
939                 return;
940         }
941
942         if (Item_IsLoot(this))
943         {
944                 delete(this);
945                 return;
946         }
947         if (!this.spawnshieldtime)
948         {
949                 return;
950         }
951         entity e;
952         if (this.team)
953         {
954                 RandomSelection_Init();
955                 IL_EACH(g_items, it.team == this.team,
956                 {
957                         if (it.itemdef) // is a registered item
958                         {
959                                 Item_Show(it, -1);
960                                 it.scheduledrespawntime = 0;
961                                 RandomSelection_AddEnt(it, it.cnt, 0);
962                         }
963                 });
964                 e = RandomSelection_chosen_ent;
965                 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
966         }
967         else
968                 e = this;
969         Item_ScheduleRespawn(e);
970 }
971
972 void Item_Reset(entity this)
973 {
974         Item_Show(this, !this.state);
975         setorigin(this, this.origin);
976
977         if (Item_IsLoot(this))
978         {
979                 return;
980         }
981         setthink(this, Item_Think);
982         this.nextthink = time;
983         if (this.waypointsprite_attached)
984         {
985                 WaypointSprite_Kill(this.waypointsprite_attached);
986         }
987         if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
988         {
989                 Item_ScheduleInitialRespawn(this);
990         }
991 }
992
993 void Item_FindTeam(entity this)
994 {
995         entity e;
996
997         if(this.effects & EF_NODRAW)
998         {
999                 // marker for item team search
1000                 LOG_TRACE("Initializing item team ", ftos(this.team));
1001                 RandomSelection_Init();
1002                 IL_EACH(g_items, it.team == this.team,
1003                 {
1004                         if(it.itemdef) // is a registered item
1005                                 RandomSelection_AddEnt(it, it.cnt, 0);
1006                 });
1007
1008                 e = RandomSelection_chosen_ent;
1009                 if (!e)
1010                         return;
1011
1012                 IL_EACH(g_items, it.team == this.team,
1013                 {
1014                         if(it.itemdef) // is a registered item
1015                         {
1016                                 if(it != e)
1017                                 {
1018                                         // make it non-spawned
1019                                         Item_Show(it, -1);
1020                                         it.state = 1; // state 1 = initially hidden item, apparently
1021                                 }
1022                                 else
1023                                         Item_Reset(it);
1024                                 it.effects &= ~EF_NODRAW;
1025                         }
1026                 });
1027         }
1028 }
1029
1030 // Savage: used for item garbage-collection
1031 void RemoveItem(entity this)
1032 {
1033         if(wasfreed(this) || !this) { return; }
1034         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
1035         delete(this);
1036 }
1037
1038 // pickup evaluation functions
1039 // these functions decide how desirable an item is to the bots
1040
1041 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1042
1043 float weapon_pickupevalfunc(entity player, entity item)
1044 {
1045         // See if I have it already
1046         if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
1047         {
1048                 // If I can pick it up
1049                 if(!item.spawnshieldtime)
1050                         return 0;
1051                 return ammo_pickupevalfunc(player, item);
1052         }
1053
1054         // reduce weapon value if bot already got a good arsenal
1055         float c = 1;
1056         int weapons_value = 0;
1057         FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
1058                 weapons_value += it.bot_pickupbasevalue;
1059         });
1060         c -= bound(0, weapons_value / 20000, 1) * 0.5;
1061
1062         return item.bot_pickupbasevalue * c;
1063 }
1064
1065 float ammo_pickupevalfunc(entity player, entity item)
1066 {
1067         bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1068         entity wpn = NULL;
1069         float c = 0;
1070         float rating = 0;
1071
1072         // Detect needed ammo
1073         if(item.itemdef.instanceOfWeaponPickup)
1074         {
1075                 entity ammo = NULL;
1076                 if(GetResource(item, RES_SHELLS))       { need_shells  = true; ammo = ITEM_Shells;      }
1077                 else if(GetResource(item, RES_BULLETS))   { need_nails   = true; ammo = ITEM_Bullets;     }
1078                 else if(GetResource(item, RES_ROCKETS)) { need_rockets = true; ammo = ITEM_Rockets;     }
1079                 else if(GetResource(item, RES_CELLS))   { need_cells   = true; ammo = ITEM_Cells;       }
1080                 else if(GetResource(item, RES_PLASMA))  { need_plasma  = true; ammo = ITEM_Plasma;      }
1081                 else if(GetResource(item, RES_FUEL))    { need_fuel    = true; ammo = ITEM_JetpackFuel; }
1082
1083                 if(!ammo)
1084                         return 0;
1085                 wpn = item;
1086                 rating = ammo.m_botvalue;
1087         }
1088         else
1089         {
1090                 FOREACH(Weapons, it != WEP_Null, {
1091                         if(!(STAT(WEAPONS, player) & (it.m_wepset)))
1092                                 continue;
1093
1094                         switch(it.ammo_type)
1095                         {
1096                                 case RES_SHELLS:  need_shells  = true; break;
1097                                 case RES_BULLETS: need_nails   = true; break;
1098                                 case RES_ROCKETS: need_rockets = true; break;
1099                                 case RES_CELLS:   need_cells   = true; break;
1100                                 case RES_PLASMA:  need_plasma  = true; break;
1101                                 case RES_FUEL:    need_fuel    = true; break;
1102                         }
1103                 });
1104                 rating = item.bot_pickupbasevalue;
1105         }
1106
1107         float noammorating = 0.5;
1108
1109         if ((need_shells) && GetResource(item, RES_SHELLS) && (GetResource(player, RES_SHELLS) < g_pickup_shells_max))
1110                 c = GetResource(item, RES_SHELLS) / max(noammorating, GetResource(player, RES_SHELLS));
1111
1112         if ((need_nails) && GetResource(item, RES_BULLETS) && (GetResource(player, RES_BULLETS) < g_pickup_nails_max))
1113                 c = GetResource(item, RES_BULLETS) / max(noammorating, GetResource(player, RES_BULLETS));
1114
1115         if ((need_rockets) && GetResource(item, RES_ROCKETS) && (GetResource(player, RES_ROCKETS) < g_pickup_rockets_max))
1116                 c = GetResource(item, RES_ROCKETS) / max(noammorating, GetResource(player, RES_ROCKETS));
1117
1118         if ((need_cells) && GetResource(item, RES_CELLS) && (GetResource(player, RES_CELLS) < g_pickup_cells_max))
1119                 c = GetResource(item, RES_CELLS) / max(noammorating, GetResource(player, RES_CELLS));
1120
1121         if ((need_plasma) && GetResource(item, RES_PLASMA) && (GetResource(player, RES_PLASMA) < g_pickup_plasma_max))
1122                 c = GetResource(item, RES_PLASMA) / max(noammorating, GetResource(player, RES_PLASMA));
1123
1124         if ((need_fuel) && GetResource(item, RES_FUEL) && (GetResource(player, RES_FUEL) < g_pickup_fuel_max))
1125                 c = GetResource(item, RES_FUEL) / max(noammorating, GetResource(player, RES_FUEL));
1126
1127         rating *= min(c, 2);
1128         if(wpn)
1129                 rating += wpn.bot_pickupbasevalue * 0.1;
1130         return rating;
1131 }
1132
1133 float healtharmor_pickupevalfunc(entity player, entity item)
1134 {
1135         float c = 0;
1136         float rating = item.bot_pickupbasevalue;
1137
1138         float itemarmor = GetResource(item, RES_ARMOR);
1139         float itemhealth = GetResource(item, RES_HEALTH);
1140
1141         if(item.item_group)
1142         {
1143                 itemarmor *= min(4, item.item_group_count);
1144                 itemhealth *= min(4, item.item_group_count);
1145         }
1146
1147         if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue))
1148                 c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3);
1149
1150         if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health))
1151                 c = itemhealth / max(1, GetResource(player, RES_HEALTH));
1152
1153         rating *= min(2, c);
1154         return rating;
1155 }
1156
1157 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
1158 {
1159         if(ITEM_DAMAGE_NEEDKILL(deathtype))
1160                 RemoveItem(this);
1161 }
1162
1163 void item_use(entity this, entity actor, entity trigger)
1164 {
1165         // use the touch function to handle collection
1166         gettouch(this)(this, actor);
1167 }
1168
1169 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1170 {
1171         string itemname = def.m_name;
1172         Model itemmodel = def.m_model;
1173         Sound pickupsound = def.m_sound;
1174         float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1175         float pickupbasevalue = def.m_botvalue;
1176         int itemflags = def.m_itemflags;
1177
1178         startitem_failed = false;
1179
1180         this.item_model_ent = itemmodel;
1181         this.item_pickupsound_ent = pickupsound;
1182
1183         if(def.m_iteminit)
1184                 def.m_iteminit(def, this);
1185
1186         if(!this.respawntime) // both need to be set
1187         {
1188                 this.respawntime = defaultrespawntime;
1189                 this.respawntimejitter = defaultrespawntimejitter;
1190         }
1191
1192         if(!this.pickup_anyway && def.m_pickupanyway)
1193                 this.pickup_anyway = def.m_pickupanyway();
1194
1195         int itemid = def.m_itemid;
1196         this.items = itemid;
1197         int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1198         this.weapon = weaponid;
1199
1200         if(!this.fade_end)
1201         {
1202                 this.fade_start = autocvar_g_items_mindist;
1203                 this.fade_end = autocvar_g_items_maxdist;
1204         }
1205
1206         if(weaponid)
1207                 STAT(WEAPONS, this) = WepSet_FromWeapon(Weapons_from(weaponid));
1208
1209         this.flags = FL_ITEM | itemflags;
1210         IL_PUSH(g_items, this);
1211
1212         if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1213         {
1214                 startitem_failed = true;
1215                 delete(this);
1216                 return;
1217         }
1218
1219         precache_model(this.model);
1220         precache_sound(this.item_pickupsound);
1221
1222         if (Item_IsLoot(this))
1223         {
1224                 this.reset = SUB_Remove;
1225                 set_movetype(this, MOVETYPE_TOSS);
1226
1227                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1228                 setthink(this, RemoveItem);
1229                 this.nextthink = time + 20;
1230
1231                 this.takedamage = DAMAGE_YES;
1232                 this.event_damage = Item_Damage;
1233
1234                 if (Item_IsExpiring(this))
1235                 {
1236                         // if item is worthless after a timer, have it expire then
1237                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1238                 }
1239
1240                 // don't drop if in a NODROP zone (such as lava)
1241                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1242                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1243                 {
1244                         startitem_failed = true;
1245                         delete(this);
1246                         return;
1247                 }
1248         }
1249         else
1250         {
1251                 if(!have_pickup_item(this))
1252                 {
1253                         startitem_failed = true;
1254                         delete(this);
1255                         return;
1256                 }
1257
1258                 if(this.angles != '0 0 0')
1259                         this.SendFlags |= ISF_ANGLES;
1260
1261                 this.reset = Item_Reset;
1262                 // it's a level item
1263                 if(this.spawnflags & 1)
1264                         this.noalign = 1;
1265                 if (this.noalign > 0)
1266                         set_movetype(this, MOVETYPE_NONE);
1267                 else
1268                         set_movetype(this, MOVETYPE_TOSS);
1269                 // do item filtering according to game mode and other things
1270                 if (this.noalign <= 0)
1271                 {
1272                         // first nudge it off the floor a little bit to avoid math errors
1273                         setorigin(this, this.origin + '0 0 1');
1274                         // set item size before we spawn a spawnfunc_waypoint
1275                         setsize(this, def.m_mins, def.m_maxs);
1276                         this.SendFlags |= ISF_SIZE;
1277                         // note droptofloor returns false if stuck/or would fall too far
1278                         if (!this.noalign)
1279                                 droptofloor(this);
1280                         waypoint_spawnforitem(this);
1281                 }
1282
1283                 /*
1284                  * can't do it that way, as it would break maps
1285                  * TODO make a target_give like entity another way, that perhaps has
1286                  * the weapon name in a key
1287                 if(this.targetname)
1288                 {
1289                         // target_give not yet supported; maybe later
1290                         print("removed targeted ", this.classname, "\n");
1291                         startitem_failed = true;
1292                         delete(this);
1293                         return;
1294                 }
1295                 */
1296
1297                 if(this.targetname != "" && (this.spawnflags & 16))
1298                         this.use = item_use;
1299
1300                 if(autocvar_spawn_debug >= 2)
1301                 {
1302             // why not flags & fl_item?
1303                     FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1304                 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1305                 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1306                 error("Mapper sucks.");
1307             });
1308                         this.is_item = true;
1309                 }
1310
1311                 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1312
1313                 if (   def.instanceOfPowerup
1314                         || def.instanceOfWeaponPickup
1315                         || (def.instanceOfHealth && def != ITEM_HealthSmall)
1316                         || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1317                         || (itemid & (IT_KEY1 | IT_KEY2))
1318                 )
1319                 {
1320                         if(!this.target || this.target == "")
1321                                 this.target = "###item###"; // for finding the nearest item using findnearest
1322                 }
1323
1324                 Item_ItemsTime_SetTime(this, 0);
1325         }
1326
1327         this.bot_pickup = true;
1328         this.bot_pickupevalfunc = pickupevalfunc;
1329         this.bot_pickupbasevalue = pickupbasevalue;
1330         this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1331         this.netname = itemname;
1332         settouch(this, Item_Touch);
1333         setmodel(this, MDL_Null); // precision set below
1334         //this.effects |= EF_LOWPRECISION;
1335
1336         setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
1337
1338         this.SendFlags |= ISF_SIZE;
1339
1340         if (!(this.spawnflags & 1024)) {
1341                 if(def.instanceOfPowerup)
1342                         this.ItemStatus |= ITS_ANIMATE1;
1343
1344                 if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH))
1345                         this.ItemStatus |= ITS_ANIMATE2;
1346         }
1347
1348         if(Item_IsLoot(this))
1349                 this.gravity = 1;
1350
1351         if(def.instanceOfWeaponPickup)
1352         {
1353                 if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
1354                         this.colormap = 1024; // color shirt=0 pants=0 grey
1355                 if (!(this.spawnflags & 1024))
1356                         this.ItemStatus |= ITS_ANIMATE1;
1357                 this.SendFlags |= ISF_COLORMAP;
1358         }
1359
1360         this.state = 0;
1361         if(this.team)
1362         {
1363                 if(!this.cnt)
1364                         this.cnt = 1; // item probability weight
1365
1366                 this.effects |= EF_NODRAW; // marker for item team search
1367                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1368         }
1369         else
1370                 Item_Reset(this);
1371
1372         Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1373
1374         // call this hook after everything else has been done
1375         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1376         {
1377                 startitem_failed = true;
1378                 delete(this);
1379                 return;
1380         }
1381
1382         setItemGroup(this);
1383 }
1384
1385 void StartItem(entity this, GameItem def)
1386 {
1387     def = def.m_spawnfunc_hookreplace(def, this);
1388     if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
1389     {
1390         delete(this);
1391         return;
1392     }
1393     this.classname = def.m_canonical_spawnfunc;
1394     _StartItem(
1395         this,
1396         this.itemdef = def,
1397         def.m_respawntime(), // defaultrespawntime
1398         def.m_respawntimejitter() // defaultrespawntimejitter
1399         );
1400 }
1401
1402 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1403 int group_count = 1;
1404
1405 void setItemGroup(entity this)
1406 {
1407         if(!IS_SMALL(this.itemdef) || Item_IsLoot(this))
1408                 return;
1409
1410         FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1411         {
1412                 if(!this.item_group)
1413                 {
1414                         if(!it.item_group)
1415                         {
1416                                 it.item_group = group_count;
1417                                 group_count++;
1418                         }
1419                         this.item_group = it.item_group;
1420                 }
1421                 else // spawning item is already part of a item_group X
1422                 {
1423                         if(!it.item_group)
1424                                 it.item_group = this.item_group;
1425                         else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1426                         {
1427                                 int grY = it.item_group;
1428                                 // move all items of item_group Y to item_group X
1429                                 IL_EACH(g_items, IS_SMALL(it.itemdef),
1430                                 {
1431                                         if(it.item_group == grY)
1432                                                 it.item_group = this.item_group;
1433                                 });
1434                         }
1435                 }
1436         });
1437 }
1438
1439 void setItemGroupCount()
1440 {
1441         for (int k = 1; k <= group_count; k++)
1442         {
1443                 int count = 0;
1444                 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1445                 if (count)
1446                         IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1447         }
1448 }
1449
1450 void target_items_use(entity this, entity actor, entity trigger)
1451 {
1452         if(Item_IsLoot(actor))
1453         {
1454                 EXACTTRIGGER_TOUCH(this, trigger);
1455                 delete(actor);
1456                 return;
1457         }
1458
1459         if (!IS_PLAYER(actor) || IS_DEAD(actor))
1460                 return;
1461
1462         if(trigger.solid == SOLID_TRIGGER)
1463         {
1464                 EXACTTRIGGER_TOUCH(this, trigger);
1465         }
1466
1467         IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
1468         {
1469                 delete(it);
1470         });
1471
1472         if(GiveItems(actor, 0, tokenize_console(this.netname)))
1473                 centerprint(actor, this.message);
1474 }
1475
1476 spawnfunc(target_items)
1477 {
1478         this.use = target_items_use;
1479         if(!this.strength_finished)
1480                 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1481         if(!this.invincible_finished)
1482                 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1483         if(!this.superweapons_finished)
1484                 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1485
1486         int n = tokenize_console(this.netname);
1487         if(argv(0) == "give")
1488         {
1489                 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1490         }
1491         else
1492         {
1493                 for(int j = 0; j < n; ++j)
1494                 {
1495                         // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1496                         if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
1497                         else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_AMMO;
1498                         else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1499                         else if(argv(j) == "strength")               this.items |= ITEM_Strength.m_itemid;
1500                         else if(argv(j) == "invincible")             this.items |= ITEM_Shield.m_itemid;
1501                         else if(argv(j) == "superweapons")           this.items |= IT_SUPERWEAPON;
1502                         else if(argv(j) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
1503                         else if(argv(j) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
1504                         else
1505                         {
1506                                 FOREACH(Buffs, it != BUFF_Null,
1507                                 {
1508                                         string s = Buff_UndeprecateName(argv(j));
1509                                         if(s == it.netname)
1510                                         {
1511                                                 STAT(BUFFS, this) |= (it.m_itemid);
1512                                                 if(!STAT(BUFF_TIME, this))
1513                                                         STAT(BUFF_TIME, this) = it.m_time(it);
1514                                                 break;
1515                                         }
1516                                 });
1517                                 FOREACH(Weapons, it != WEP_Null, {
1518                                         string s = W_UndeprecateName(argv(j));
1519                                         if(s == it.netname)
1520                                         {
1521                                                 STAT(WEAPONS, this) |= (it.m_wepset);
1522                                                 if(this.spawnflags == 0 || this.spawnflags == 2)
1523                                                         it.wr_init(it);
1524                                                 break;
1525                                         }
1526                                 });
1527                         }
1528                 }
1529
1530                 string itemprefix, valueprefix;
1531                 if(this.spawnflags == 0)
1532                 {
1533                         itemprefix = "";
1534                         valueprefix = "";
1535                 }
1536                 else if(this.spawnflags == 1)
1537                 {
1538                         itemprefix = "max ";
1539                         valueprefix = "max ";
1540                 }
1541                 else if(this.spawnflags == 2)
1542                 {
1543                         itemprefix = "min ";
1544                         valueprefix = "min ";
1545                 }
1546                 else if(this.spawnflags == 4)
1547                 {
1548                         itemprefix = "minus ";
1549                         valueprefix = "max ";
1550                 }
1551                 else
1552                 {
1553                         error("invalid spawnflags");
1554                         itemprefix = valueprefix = string_null;
1555                 }
1556
1557                 this.netname = "";
1558                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
1559                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1560                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1561                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1562                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1563                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1564                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1565                 if(GetResource(this, RES_SHELLS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_SHELLS)), "shells");
1566                 if(GetResource(this, RES_BULLETS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_BULLETS)), "nails");
1567                 if(GetResource(this, RES_ROCKETS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_ROCKETS)), "rockets");
1568                 if(GetResource(this, RES_CELLS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_CELLS)), "cells");
1569                 if(GetResource(this, RES_PLASMA) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_PLASMA)), "plasma");
1570                 if(GetResource(this, RES_FUEL) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_FUEL)), "fuel");
1571                 if(GetResource(this, RES_HEALTH) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_HEALTH)), "health");
1572                 if(GetResource(this, RES_ARMOR) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_ARMOR)), "armor");
1573                 FOREACH(Buffs, it != BUFF_Null && (STAT(BUFFS, this) & it.m_itemid), this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, STAT(BUFF_TIME, this)), it.netname));
1574                 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
1575         }
1576         this.netname = strzone(this.netname);
1577         //print(this.netname, "\n");
1578
1579         n = tokenize_console(this.netname);
1580         for(int j = 0; j < n; ++j)
1581         {
1582                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1583                         it.wr_init(it);
1584                         break;
1585                 });
1586         }
1587 }
1588
1589 float GiveWeapon(entity e, float wpn, float op, float val)
1590 {
1591         WepSet v0, v1;
1592         WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1593         v0 = (STAT(WEAPONS, e) & s);
1594         switch(op)
1595         {
1596                 case OP_SET:
1597                         if(val > 0)
1598                                 STAT(WEAPONS, e) |= s;
1599                         else
1600                                 STAT(WEAPONS, e) &= ~s;
1601                         break;
1602                 case OP_MIN:
1603                 case OP_PLUS:
1604                         if(val > 0)
1605                                 STAT(WEAPONS, e) |= s;
1606                         break;
1607                 case OP_MAX:
1608                         if(val <= 0)
1609                                 STAT(WEAPONS, e) &= ~s;
1610                         break;
1611                 case OP_MINUS:
1612                         if(val > 0)
1613                                 STAT(WEAPONS, e) &= ~s;
1614                         break;
1615         }
1616         v1 = (STAT(WEAPONS, e) & s);
1617         return (v0 != v1);
1618 }
1619
1620 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1621 {
1622         bool had_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
1623         switch (op)
1624         {
1625                 case OP_SET:
1626                         STAT(BUFF_TIME, e) = val;
1627                         break;
1628                 case OP_MIN:
1629                         STAT(BUFF_TIME, e) = max(STAT(BUFF_TIME, e), val);
1630                         break;
1631                 case OP_MAX:
1632                         STAT(BUFF_TIME, e) = min(STAT(BUFF_TIME, e), val);
1633                         break;
1634                 case OP_PLUS:
1635                         STAT(BUFF_TIME, e) += val;
1636                         break;
1637                 case OP_MINUS:
1638                         STAT(BUFF_TIME, e) -= val;
1639                         break;
1640         }
1641         if(STAT(BUFF_TIME, e) <= 0)
1642                 STAT(BUFFS, e) &= ~thebuff.m_itemid;
1643         else
1644                 STAT(BUFFS, e) = thebuff.m_itemid; // NOTE: replaces any existing buffs on the player!
1645         bool have_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
1646         return (had_buff != have_buff);
1647 }
1648
1649 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1650 {
1651         if(v1 == v0)
1652                 return;
1653         if(v1 <= v0 - t)
1654         {
1655                 if(snd_decr != NULL)
1656                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1657         }
1658         else if(v0 >= v0 + t)
1659         {
1660                 if(snd_incr != NULL)
1661                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1662         }
1663 }
1664
1665 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1666 {
1667         if(v0 < v1)
1668                 e.(rotfield) = max(e.(rotfield), time + rottime);
1669         else if(v0 > v1)
1670                 e.(regenfield) = max(e.(regenfield), time + regentime);
1671 }
1672 bool GiveResourceValue(entity e, int res_type, int op, int val)
1673 {
1674         int v0 = GetResource(e, res_type);
1675         switch (op)
1676         {
1677                 // min 100 cells = at least 100 cells
1678                 case OP_SET: SetResource(e, res_type, val); break;
1679                 case OP_MIN: SetResource(e, res_type, max(v0, val)); break;
1680                 case OP_MAX: SetResource(e, res_type, min(v0, val)); break;
1681                 case OP_PLUS: SetResource(e, res_type, v0 + val); break;
1682                 case OP_MINUS: SetResource(e, res_type, v0 - val); break;
1683         }
1684         int v1 = GetResource(e, res_type);
1685         return v0 != v1;
1686 }
1687
1688 float GiveItems(entity e, float beginarg, float endarg)
1689 {
1690         float got, i, val, op;
1691         string cmd;
1692
1693         val = 999;
1694         op = OP_SET;
1695
1696         got = 0;
1697
1698         int _switchweapon = 0;
1699
1700         if(CS(e).autoswitch)
1701         {
1702                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1703                 {
1704                         .entity weaponentity = weaponentities[slot];
1705                         if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1706                         if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1707                                 _switchweapon |= BIT(slot);
1708                 }
1709         }
1710
1711         e.strength_finished = max(0, e.strength_finished - time);
1712         e.invincible_finished = max(0, e.invincible_finished - time);
1713         e.superweapons_finished = max(0, e.superweapons_finished - time);
1714         STAT(BUFF_TIME, e) = max(0, STAT(BUFF_TIME, e) - time);
1715
1716         PREGIVE(e, items);
1717         PREGIVE_WEAPONS(e);
1718         PREGIVE(e, strength_finished);
1719         PREGIVE(e, invincible_finished);
1720         PREGIVE(e, superweapons_finished);
1721         PREGIVE_RESOURCE(e, RES_BULLETS);
1722         PREGIVE_RESOURCE(e, RES_CELLS);
1723         PREGIVE_RESOURCE(e, RES_PLASMA);
1724         PREGIVE_RESOURCE(e, RES_SHELLS);
1725         PREGIVE_RESOURCE(e, RES_ROCKETS);
1726         PREGIVE_RESOURCE(e, RES_FUEL);
1727         PREGIVE_RESOURCE(e, RES_ARMOR);
1728         PREGIVE_RESOURCE(e, RES_HEALTH);
1729
1730         for(i = beginarg; i < endarg; ++i)
1731         {
1732                 cmd = argv(i);
1733
1734                 if(cmd == "0" || stof(cmd))
1735                 {
1736                         val = stof(cmd);
1737                         continue;
1738                 }
1739                 switch(cmd)
1740                 {
1741                         case "no":
1742                                 op = OP_MAX;
1743                                 val = 0;
1744                                 continue;
1745                         case "max":
1746                                 op = OP_MAX;
1747                                 continue;
1748                         case "min":
1749                                 op = OP_MIN;
1750                                 continue;
1751                         case "plus":
1752                                 op = OP_PLUS;
1753                                 continue;
1754                         case "minus":
1755                                 op = OP_MINUS;
1756                                 continue;
1757                         case "ALL":
1758                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1759                                 got += GiveValue(e, strength_finished, op, val);
1760                                 got += GiveValue(e, invincible_finished, op, val);
1761                                 got += GiveValue(e, superweapons_finished, op, val);
1762                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1763                         case "all":
1764                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1765                                 got += GiveResourceValue(e, RES_HEALTH, op, val);
1766                                 got += GiveResourceValue(e, RES_ARMOR, op, val);
1767                         case "allweapons":
1768                                 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val));
1769                         //case "allbuffs": // all buffs makes a player god, do not want!
1770                                 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1771                         case "allammo":
1772                                 got += GiveResourceValue(e, RES_CELLS, op, val);
1773                                 got += GiveResourceValue(e, RES_PLASMA, op, val);
1774                                 got += GiveResourceValue(e, RES_SHELLS, op, val);
1775                                 got += GiveResourceValue(e, RES_BULLETS, op, val);
1776                                 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1777                                 got += GiveResourceValue(e, RES_FUEL, op, val);
1778                                 break;
1779                         case "unlimited_ammo":
1780                                 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1781                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1782                                 break;
1783                         case "unlimited_weapon_ammo":
1784                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1785                                 break;
1786                         case "unlimited_superweapons":
1787                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1788                                 break;
1789                         case "jetpack":
1790                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1791                                 break;
1792                         case "fuel_regen":
1793                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1794                                 break;
1795                         case "strength":
1796                                 got += GiveValue(e, strength_finished, op, val);
1797                                 break;
1798                         case "invincible":
1799                                 got += GiveValue(e, invincible_finished, op, val);
1800                                 break;
1801                         case "superweapons":
1802                                 got += GiveValue(e, superweapons_finished, op, val);
1803                                 break;
1804                         case "cells":
1805                                 got += GiveResourceValue(e, RES_CELLS, op, val);
1806                                 break;
1807                         case "plasma":
1808                                 got += GiveResourceValue(e, RES_PLASMA, op, val);
1809                                 break;
1810                         case "shells":
1811                                 got += GiveResourceValue(e, RES_SHELLS, op, val);
1812                                 break;
1813                         case "nails":
1814                         case "bullets":
1815                                 got += GiveResourceValue(e, RES_BULLETS, op, val);
1816                                 break;
1817                         case "rockets":
1818                                 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1819                                 break;
1820                         case "health":
1821                                 got += GiveResourceValue(e, RES_HEALTH, op, val);
1822                                 break;
1823                         case "armor":
1824                                 got += GiveResourceValue(e, RES_ARMOR, op, val);
1825                                 break;
1826                         case "fuel":
1827                                 got += GiveResourceValue(e, RES_FUEL, op, val);
1828                                 break;
1829                         default:
1830                                 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.netname,
1831                                 {
1832                                         got += GiveBuff(e, it, op, val);
1833                                         break;
1834                                 });
1835                                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1836                     got += GiveWeapon(e, it.m_id, op, val);
1837                     break;
1838                                 });
1839                                 break;
1840                 }
1841                 val = 999;
1842                 op = OP_SET;
1843         }
1844
1845         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1846         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1847         POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
1848         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1849         FOREACH(Weapons, it != WEP_Null, {
1850                 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1851                 if(!(save_weapons & (it.m_wepset)))
1852                         if(STAT(WEAPONS, e) & (it.m_wepset))
1853                                 it.wr_init(it);
1854         });
1855         POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1856         POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1857         //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1858         POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
1859         POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
1860         POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
1861         POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
1862         POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
1863         POSTGIVE_RES_ROT(e, RES_FUEL, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null);
1864         POSTGIVE_RES_ROT(e, RES_ARMOR, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
1865         POSTGIVE_RES_ROT(e, RES_HEALTH, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
1866
1867         if(e.superweapons_finished <= 0)
1868                 if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
1869                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1870
1871         if(e.strength_finished <= 0)
1872                 e.strength_finished = 0;
1873         else
1874                 e.strength_finished += time;
1875         if(e.invincible_finished <= 0)
1876                 e.invincible_finished = 0;
1877         else
1878                 e.invincible_finished += time;
1879         if(e.superweapons_finished <= 0)
1880                 e.superweapons_finished = 0;
1881         else
1882                 e.superweapons_finished += time;
1883         if(STAT(BUFF_TIME, e) <= 0)
1884                 STAT(BUFF_TIME, e) = 0;
1885         else
1886                 STAT(BUFF_TIME, e) += time;
1887
1888         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1889         {
1890                 .entity weaponentity = weaponentities[slot];
1891                 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1892                 if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1893                         _switchweapon |= BIT(slot);
1894         }
1895
1896         if(_switchweapon)
1897         {
1898                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1899                 {
1900                         .entity weaponentity = weaponentities[slot];
1901                         if(_switchweapon & BIT(slot))
1902                         {
1903                                 Weapon wep = w_getbestweapon(e, weaponentity);
1904                                 if(wep != e.(weaponentity).m_switchweapon)
1905                                         W_SwitchWeapon_Force(e, wep, weaponentity);
1906                         }
1907                 }
1908         }
1909
1910         return got;
1911 }
1912 #endif