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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 .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                 if (autocvar_cl_ghost_items_color)
54                 {
55                         this.alpha = autocvar_cl_ghost_items;
56                         this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
57                 }
58                 else
59                         this.alpha = -1;
60         }
61
62         if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
63         {
64                 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
65                 this.alpha = autocvar_cl_weapon_stay_alpha;
66         }
67
68         this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL);
69 }
70
71 void ItemDraw(entity this)
72 {
73     if(this.gravity)
74     {
75         Movetype_Physics_MatchServer(this, false);
76         if(IS_ONGROUND(this))
77         { // For some reason avelocity gets set to '0 0 0' here ...
78             this.oldorigin = this.origin;
79             this.gravity = 0;
80
81             if(autocvar_cl_animate_items)
82             { // ... so reset it if animations are requested.
83                 if(this.ItemStatus & ITS_ANIMATE1)
84                     this.avelocity = '0 180 0';
85
86                 if(this.ItemStatus & ITS_ANIMATE2)
87                     this.avelocity = '0 -90 0';
88             }
89
90             // delay is for blocking item's position for a while;
91             // it's a workaround for dropped weapons that receive the position
92             // another time right after they spawn overriding animation position
93             this.onground_time = time + 0.5;
94         }
95     }
96     else if (autocvar_cl_animate_items)
97     {
98         if(this.ItemStatus & ITS_ANIMATE1)
99         {
100                 if(!this.item_simple)
101                 this.angles += this.avelocity * frametime;
102             float fade_in = bound(0, time - this.onground_time, 1);
103             setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
104         }
105
106         if(this.ItemStatus & ITS_ANIMATE2)
107         {
108                 if(!this.item_simple)
109                 this.angles += this.avelocity * frametime;
110             float fade_in = bound(0, time - this.onground_time, 1);
111             setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
112         }
113     }
114
115     Item_SetAlpha(this);
116 }
117
118 void Item_PreDraw(entity this)
119 {
120         if(warpzone_warpzones_exist)
121         {
122                 setpredraw(this, func_null); // no need to keep running this
123                 return;
124         }
125         float alph;
126         vector org = getpropertyvec(VF_ORIGIN);
127         //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
128                 //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway
129         if(this.fade_start)
130         {
131                 if(vdist(org - this.origin, >, this.fade_end))
132                         alph = 0; // save on some processing
133                 else if(vdist(org - this.origin, <, this.fade_start))
134                         alph = 1; // more processing saved
135                 else
136                         alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
137         }
138         else
139                 alph = 1;
140         //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
141         if(!hud && (this.ItemStatus & ITS_AVAILABLE))
142                 this.alpha = alph;
143         if(alph <= 0)
144                 this.drawmask = 0;
145         //else
146                 //this.drawmask = MASK_NORMAL; // reset by the setalpha function
147 }
148
149 void ItemRemove(entity this)
150 {
151         if(this.mdl)
152                 strunzone(this.mdl);
153 }
154
155 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
156 {
157     int sf = ReadByte();
158
159     if(sf & ISF_LOCATION)
160     {
161         this.origin_x = ReadCoord();
162         this.origin_y = ReadCoord();
163         this.origin_z = ReadCoord();
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         if(this.mdl)
217             strunzone(this.mdl);
218
219         this.mdl = "";
220         string _fn = ReadString();
221         this.item_simple = false; // reset it!
222
223         if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
224         {
225             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
226             this.item_simple = true;
227
228             if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3")))
229                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3"));
230             else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm")))
231                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm"));
232             else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm")))
233                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm"));
234             else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl")))
235                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl"));
236             else
237             {
238                 this.item_simple = false;
239                 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
240             }
241         }
242
243         if(!this.item_simple)
244             this.mdl = strzone(_fn);
245
246
247         if(this.mdl == "")
248             LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!");
249
250         precache_model(this.mdl);
251         _setmodel(this, this.mdl);
252
253         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
254     }
255
256     if(sf & ISF_COLORMAP)
257     {
258         this.colormap = ReadShort();
259         this.item_glowmod_x = ReadByte() / 255.0;
260         this.item_glowmod_y = ReadByte() / 255.0;
261         this.item_glowmod_z = ReadByte() / 255.0;
262     }
263
264     if(sf & ISF_DROP)
265     {
266         this.gravity = 1;
267         this.pushable = true;
268         //this.angles = '0 0 0';
269         set_movetype(this, MOVETYPE_TOSS);
270         this.velocity_x = ReadCoord();
271         this.velocity_y = ReadCoord();
272         this.velocity_z = ReadCoord();
273         setorigin(this, this.oldorigin);
274
275         if(!this.move_time)
276         {
277             this.move_time = time;
278             this.spawntime = time;
279         }
280         else
281             this.move_time = max(this.move_time, time);
282     }
283
284     if(autocvar_cl_animate_items)
285     {
286         if(this.ItemStatus & ITS_ANIMATE1)
287             this.avelocity = '0 180 0';
288
289         if(this.ItemStatus & ITS_ANIMATE2)
290             this.avelocity = '0 -90 0';
291     }
292
293     this.entremove = ItemRemove;
294
295     return true;
296 }
297
298 #endif
299
300 #ifdef SVQC
301 bool ItemSend(entity this, entity to, int sf)
302 {
303         if(this.gravity)
304                 sf |= ISF_DROP;
305         else
306                 sf &= ~ISF_DROP;
307
308         WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
309         WriteByte(MSG_ENTITY, sf);
310
311         //WriteByte(MSG_ENTITY, this.cnt);
312         if(sf & ISF_LOCATION)
313         {
314                 WriteCoord(MSG_ENTITY, this.origin.x);
315                 WriteCoord(MSG_ENTITY, this.origin.y);
316                 WriteCoord(MSG_ENTITY, this.origin.z);
317         }
318
319         if(sf & ISF_ANGLES)
320         {
321                 WriteAngle(MSG_ENTITY, this.angles_x);
322                 WriteAngle(MSG_ENTITY, this.angles_y);
323                 WriteAngle(MSG_ENTITY, this.angles_z);
324         }
325
326         if(sf & ISF_SIZE)
327         {
328                 Pickup p = this.itemdef;
329                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
330         }
331
332         if(sf & ISF_STATUS)
333                 WriteByte(MSG_ENTITY, this.ItemStatus);
334
335         if(sf & ISF_MODEL)
336         {
337                 Pickup p = this.itemdef;
338                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
339                 WriteShort(MSG_ENTITY, this.fade_end);
340                 WriteShort(MSG_ENTITY, this.fade_start);
341
342                 if(this.mdl == "")
343                         LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
344
345                 WriteString(MSG_ENTITY, this.mdl);
346         }
347
348
349         if(sf & ISF_COLORMAP)
350         {
351                 WriteShort(MSG_ENTITY, this.colormap);
352                 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
353         WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
354         WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
355         }
356
357         if(sf & ISF_DROP)
358         {
359                 WriteCoord(MSG_ENTITY, this.velocity.x);
360                 WriteCoord(MSG_ENTITY, this.velocity.y);
361                 WriteCoord(MSG_ENTITY, this.velocity.z);
362         }
363
364         return true;
365 }
366
367 void ItemUpdate(entity this)
368 {
369         this.oldorigin = this.origin;
370         this.SendFlags |= ISF_LOCATION;
371 }
372
373 void UpdateItemAfterTeleport(entity this)
374 {
375         if(getSendEntity(this) == ItemSend)
376                 ItemUpdate(this);
377 }
378
379 bool have_pickup_item(entity this)
380 {
381         if(this.itemdef.instanceOfPowerup)
382         {
383                 if(autocvar_g_powerups > 0)
384                         return true;
385                 if(autocvar_g_powerups == 0)
386                         return false;
387         }
388         else
389         {
390                 if(autocvar_g_pickup_items > 0)
391                         return true;
392                 if(autocvar_g_pickup_items == 0)
393                         return false;
394                 if(g_weaponarena)
395                         if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
396                                 return false;
397         }
398         return true;
399 }
400
401 /*
402 float Item_Customize()
403 {
404         if(this.spawnshieldtime)
405                 return true;
406         if(this.weapons & ~other.weapons)
407         {
408                 this.colormod = '0 0 0';
409                 this.glowmod = this.colormod;
410                 this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
411                 return true;
412         }
413         else
414         {
415                 if(g_ghost_items)
416                 {
417                         this.colormod = stov(autocvar_g_ghost_items_color);
418                         this.glowmod = this.colormod;
419                         this.alpha = g_ghost_items;
420                         return true;
421                 }
422                 else
423                         return false;
424         }
425 }
426 */
427
428 void Item_Show (entity e, float mode)
429 {
430         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
431         e.ItemStatus &= ~ITS_STAYWEP;
432         entity def = e.itemdef;
433         if (mode > 0)
434         {
435                 // make the item look normal, and be touchable
436                 e.model = e.mdl;
437                 e.solid = SOLID_TRIGGER;
438                 e.spawnshieldtime = 1;
439                 e.ItemStatus |= ITS_AVAILABLE;
440         }
441         else if (mode < 0)
442         {
443                 // hide the item completely
444                 e.model = string_null;
445                 e.solid = SOLID_NOT;
446                 e.spawnshieldtime = 1;
447                 e.ItemStatus &= ~ITS_AVAILABLE;
448         }
449         else
450         {
451                 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
452                         || e.team // weapon stay isn't supported for teamed weapons
453                         ;
454                 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
455                 {
456                         // make the item translucent and not touchable
457                         e.model = e.mdl;
458                         e.solid = SOLID_TRIGGER; // can STILL be picked up!
459                         e.effects |= EF_STARDUST;
460                         e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
461                         e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
462                 }
463                 else
464                 {
465                         //setmodel(e, "null");
466                         e.solid = SOLID_NOT;
467                         e.colormod = '0 0 0';
468                         //e.glowmod = e.colormod;
469                         e.spawnshieldtime = 1;
470                         e.ItemStatus &= ~ITS_AVAILABLE;
471                 }
472         }
473
474         if (def.m_glow)
475                 e.ItemStatus |= ITS_GLOW;
476
477         if (autocvar_g_nodepthtestitems)
478                 e.effects |= EF_NODEPTHTEST;
479
480
481         if (autocvar_g_fullbrightitems)
482                 e.ItemStatus |= ITS_ALLOWFB;
483
484         if (autocvar_sv_simple_items)
485                 e.ItemStatus |= ITS_ALLOWSI;
486
487         // relink entity (because solid may have changed)
488         setorigin(e, e.origin);
489         e.SendFlags |= ISF_STATUS;
490 }
491
492 void Item_Think(entity this)
493 {
494         this.nextthink = time;
495         if(this.origin != this.oldorigin)
496                 ItemUpdate(this);
497 }
498
499 bool Item_ItemsTime_SpectatorOnly(GameItem it);
500 bool Item_ItemsTime_Allow(GameItem it);
501 float Item_ItemsTime_UpdateTime(entity e, float t);
502 void Item_ItemsTime_SetTime(entity e, float t);
503 void Item_ItemsTime_SetTimesForAllPlayers();
504
505 void Item_Respawn (entity this)
506 {
507         Item_Show(this, 1);
508         sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM);     // play respawn sound
509         setorigin(this, this.origin);
510
511     if (Item_ItemsTime_Allow(this.itemdef) || (this.weapons & WEPSET_SUPERWEAPONS))
512         {
513                 float t = Item_ItemsTime_UpdateTime(this, 0);
514                 Item_ItemsTime_SetTime(this, t);
515                 Item_ItemsTime_SetTimesForAllPlayers();
516         }
517
518         setthink(this, Item_Think);
519         this.nextthink = time;
520
521         //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
522         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
523 }
524
525 void Item_RespawnCountdown (entity this)
526 {
527         if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
528         {
529                 if(this.waypointsprite_attached)
530                         WaypointSprite_Kill(this.waypointsprite_attached);
531                 Item_Respawn(this);
532         }
533         else
534         {
535                 this.nextthink = time + 1;
536                 this.item_respawncounter += 1;
537                 if(this.item_respawncounter == 1)
538                 {
539                         do {
540                                 {
541                                         entity wi = Weapons_from(this.weapon);
542                                         if (wi != WEP_Null) {
543                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
544                                                 wp.wp_extra = wi.m_id;
545                                                 break;
546                                         }
547                                 }
548                                 {
549                                         entity ii = this.itemdef;
550                                         if (ii != NULL) {
551                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
552                                                 wp.wp_extra = ii.m_id;
553                                                 break;
554                                         }
555                                 }
556                         } while (0);
557                         bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
558             if(this.waypointsprite_attached)
559             {
560                 GameItem def = this.itemdef;
561                 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
562                     WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
563                 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
564             }
565                 }
566
567                 if(this.waypointsprite_attached)
568                 {
569                         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
570                                 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
571                                 {
572                                         msg_entity = it;
573                                         soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM);    // play respawn sound
574                                 }
575                         });
576
577                         WaypointSprite_Ping(this.waypointsprite_attached);
578                         //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
579                 }
580         }
581 }
582
583 void Item_RespawnThink(entity this)
584 {
585         this.nextthink = time;
586         if(this.origin != this.oldorigin)
587                 ItemUpdate(this);
588
589         if(time >= this.wait)
590                 Item_Respawn(this);
591 }
592
593 void Item_ScheduleRespawnIn(entity e, float t)
594 {
595         // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
596         if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
597         {
598                 setthink(e, Item_RespawnCountdown);
599                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
600                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
601                 e.item_respawncounter = 0;
602                 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
603                 {
604                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
605                         Item_ItemsTime_SetTime(e, t);
606                         Item_ItemsTime_SetTimesForAllPlayers();
607                 }
608         }
609         else
610         {
611                 setthink(e, Item_RespawnThink);
612                 e.nextthink = time;
613                 e.scheduledrespawntime = time + t;
614                 e.wait = time + t;
615
616                 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
617                 {
618                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
619                         Item_ItemsTime_SetTime(e, t);
620                         Item_ItemsTime_SetTimesForAllPlayers();
621                 }
622         }
623 }
624
625 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*");
626 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");
627 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");
628
629 /// Adjust respawn time according to the number of players.
630 float adjust_respawntime(float normal_respawntime) {
631         float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
632         float o = autocvar_g_pickup_respawntime_scaling_offset;
633         float l = autocvar_g_pickup_respawntime_scaling_linear;
634
635         if (r == 0 && l == 1) {
636                 return normal_respawntime;
637         }
638
639         CheckAllowedTeams(NULL);
640         GetTeamCounts(NULL);
641         int players = 0;
642         if (c1 != -1) players += c1;
643         if (c2 != -1) players += c2;
644         if (c3 != -1) players += c3;
645         if (c4 != -1) players += c4;
646
647         if (players >= 2) {
648                 return normal_respawntime * (r / (players + o) + l);
649         } else {
650                 return normal_respawntime;
651         }
652 }
653
654 void Item_ScheduleRespawn(entity e)
655 {
656         if(e.respawntime > 0)
657         {
658                 Item_Show(e, 0);
659
660                 float adjusted_respawntime = adjust_respawntime(e.respawntime);
661                 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
662
663                 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
664                 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
665                 Item_ScheduleRespawnIn(e, respawn_in);
666         }
667         else // if respawntime is -1, this item does not respawn
668                 Item_Show(e, -1);
669 }
670
671 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
672         "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");
673
674 float shared_random = -1;
675 void Item_ScheduleInitialRespawn(entity e)
676 {
677         // initializing during declaration causes the compiler to segfault
678         if (shared_random == -1) {
679                 shared_random = random();
680         }
681
682         Item_Show(e, 0);
683
684         float spawn_in;
685         if (autocvar_g_pickup_respawntime_initial_random == 0)
686         {
687                 // range: respawntime .. respawntime + respawntimejitter
688                 spawn_in = e.respawntime + random() * e.respawntimejitter;
689         }
690         else if (autocvar_g_pickup_respawntime_initial_random == 1)
691         {
692                 // range:
693                 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
694                 // else: 0 .. ITEM_RESPAWN_TICKS
695                 // this is to prevent powerups spawning unexpectedly without waypoints
696                 spawn_in = ITEM_RESPAWN_TICKS + shared_random * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
697         }
698         else
699         {
700                 // range: same as 1
701                 spawn_in = ITEM_RESPAWN_TICKS + random() * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
702         }
703
704         Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
705 }
706
707 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
708         entity ammo_entity)
709 {
710         if (num_weapons == 0)
711         {
712                 return;
713         }
714         int num_potential_weapons = tokenize_console(weapon_names);
715         for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
716         {
717                 RandomSelection_Init();
718                 for (int weapon_index = 0; weapon_index < num_potential_weapons;
719                         ++weapon_index)
720                 {
721                         string weapon = argv(weapon_index);
722                         FOREACH(Weapons, it != WEP_Null,
723                         {
724                                 // Finding a weapon which player doesn't have.
725                                 if (!(receiver.weapons & it.m_wepset) && (it.netname == weapon))
726                                 {
727                                         RandomSelection_AddEnt(it, 1, 1);
728                                         break;
729                                 }
730                         });
731                 }
732                 if (RandomSelection_chosen_ent == NULL)
733                 {
734                         return;
735                 }
736                 receiver.weapons |= RandomSelection_chosen_ent.m_wepset;
737                 if (RandomSelection_chosen_ent.ammo_type == RESOURCE_NONE)
738                 {
739                         continue;
740                 }
741                 if (GetResourceAmount(receiver,
742                         RandomSelection_chosen_ent.ammo_type) != 0)
743                 {
744                         continue;
745                 }
746                 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
747                         GetResourceAmount(ammo_entity,
748                         RandomSelection_chosen_ent.ammo_type));
749         }
750 }
751
752 float Item_GiveAmmoTo(entity item, entity player, int resource_type, float ammomax)
753 {
754         float amount = GetResourceAmount(item, resource_type);
755         if (amount == 0)
756         {
757                 return false;
758         }
759         float player_amount = GetResourceAmount(player, resource_type);
760         if (item.spawnshieldtime)
761         {
762                 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
763                 {
764                         return false;
765                 }
766                 GiveResourceWithLimit(player, resource_type, amount, ammomax);
767                 return true;
768         }
769         if (g_weapon_stay != 2)
770         {
771                 return false;
772         }
773         GiveResourceWithLimit(player, resource_type, amount, min(amount, ammomax));
774         return true;
775 }
776
777 float Item_GiveTo(entity item, entity player)
778 {
779         float pickedup;
780
781         // if nothing happens to player, just return without taking the item
782         pickedup = false;
783         int _switchweapon = 0;
784         // in case the player has autoswitch enabled do the following:
785         // if the player is using their best weapon before items are given, they
786         // probably want to switch to an even better weapon after items are given
787
788         if(CS(player).autoswitch)
789         {
790                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
791                 {
792                         .entity weaponentity = weaponentities[slot];
793                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
794                         {
795                                 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
796                                         _switchweapon |= BIT(slot);
797
798                                 if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
799                                         _switchweapon |= BIT(slot);
800                         }
801                 }
802         }
803         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_HEALTH, item.max_health);
804         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ARMOR, item.max_armorvalue);
805         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_SHELLS, g_pickup_shells_max);
806         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_BULLETS, g_pickup_nails_max);
807         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ROCKETS, g_pickup_rockets_max);
808         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_CELLS, g_pickup_cells_max);
809         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_PLASMA, g_pickup_plasma_max);
810         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_FUEL, g_pickup_fuel_max);
811         if (item.itemdef.instanceOfWeaponPickup)
812         {
813                 WepSet w;
814                 w = item.weapons;
815                 w &= ~player.weapons;
816
817                 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
818                 {
819                         pickedup = true;
820                         FOREACH(Weapons, it != WEP_Null, {
821                                 if(w & (it.m_wepset))
822                                 {
823                                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
824                                         {
825                                                 .entity weaponentity = weaponentities[slot];
826                                                 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
827                                                         W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
828                                         }
829                                         W_GiveWeapon(player, it.m_id);
830                                 }
831                         });
832                 }
833         }
834
835         if (item.itemdef.instanceOfPowerup)
836         {
837                 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
838                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
839                 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
840                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
841         }
842
843         int its;
844         if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
845         {
846                 pickedup = true;
847                 player.items |= its;
848                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
849         }
850
851         if (item.strength_finished)
852         {
853                 pickedup = true;
854                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
855         }
856         if (item.invincible_finished)
857         {
858                 pickedup = true;
859                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
860         }
861         if (item.superweapons_finished)
862         {
863                 pickedup = true;
864                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
865         }
866
867         // always eat teamed entities
868         if(item.team)
869                 pickedup = true;
870
871         if (!pickedup)
872                 return 0;
873
874         // crude hack to enforce switching weapons
875         if(g_cts && item.itemdef.instanceOfWeaponPickup)
876         {
877                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
878                 {
879                         .entity weaponentity = weaponentities[slot];
880                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
881                                 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
882                 }
883                 return 1;
884         }
885
886         if(_switchweapon)
887         {
888                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
889                 {
890                         .entity weaponentity = weaponentities[slot];
891                         if(_switchweapon & BIT(slot))
892                         if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
893                                 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
894                 }
895         }
896
897         return 1;
898 }
899
900 void Item_Touch(entity this, entity toucher)
901 {
902         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
903         if (Item_IsLoot(this))
904         {
905                 if (ITEM_TOUCH_NEEDKILL())
906                 {
907                         delete(this);
908                         return;
909                 }
910         }
911
912         if(!(toucher.flags & FL_PICKUPITEMS)
913         || STAT(FROZEN, toucher)
914         || IS_DEAD(toucher)
915         || (this.solid != SOLID_TRIGGER)
916         || (this.owner == toucher)
917         || (time < this.item_spawnshieldtime)
918         ) { return; }
919
920         switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
921         {
922                 case MUT_ITEMTOUCH_RETURN: { return; }
923                 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
924         }
925
926         toucher = M_ARGV(1, entity);
927
928         if (Item_IsExpiring(this))
929         {
930                 this.strength_finished = max(0, this.strength_finished - time);
931                 this.invincible_finished = max(0, this.invincible_finished - time);
932                 this.superweapons_finished = max(0, this.superweapons_finished - time);
933         }
934         bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
935         if (!gave)
936         {
937                 if (Item_IsExpiring(this))
938                 {
939                         // undo what we did above
940                         this.strength_finished += time;
941                         this.invincible_finished += time;
942                         this.superweapons_finished += time;
943                 }
944                 return;
945         }
946
947 LABEL(pickup)
948
949         toucher.last_pickup = time;
950
951         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
952         _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);
953
954         MUTATOR_CALLHOOK(ItemTouched, this, toucher);
955         if (wasfreed(this))
956         {
957                 return;
958         }
959
960         if (Item_IsLoot(this))
961         {
962                 delete(this);
963                 return;
964         }
965         if (!this.spawnshieldtime)
966         {
967                 return;
968         }
969         entity e;
970         if (this.team)
971         {
972                 RandomSelection_Init();
973                 IL_EACH(g_items, it.team == this.team,
974                 {
975                         if (it.itemdef) // is a registered item
976                         {
977                                 Item_Show(it, -1);
978                                 it.scheduledrespawntime = 0;
979                                 RandomSelection_AddEnt(it, it.cnt, 0);
980                         }
981                 });
982                 e = RandomSelection_chosen_ent;
983                 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
984         }
985         else
986                 e = this;
987         Item_ScheduleRespawn(e);
988 }
989
990 void Item_Reset(entity this)
991 {
992         Item_Show(this, !this.state);
993         setorigin(this, this.origin);
994
995         if (Item_IsLoot(this))
996         {
997                 return;
998         }
999         setthink(this, Item_Think);
1000         this.nextthink = time;
1001         if (this.waypointsprite_attached)
1002         {
1003                 WaypointSprite_Kill(this.waypointsprite_attached);
1004         }
1005         if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
1006         {
1007                 Item_ScheduleInitialRespawn(this);
1008         }
1009 }
1010
1011 void Item_FindTeam(entity this)
1012 {
1013         entity e;
1014
1015         if(this.effects & EF_NODRAW)
1016         {
1017                 // marker for item team search
1018                 LOG_TRACE("Initializing item team ", ftos(this.team));
1019                 RandomSelection_Init();
1020                 IL_EACH(g_items, it.team == this.team,
1021                 {
1022                         if(it.itemdef) // is a registered item
1023                                 RandomSelection_AddEnt(it, it.cnt, 0);
1024                 });
1025
1026                 e = RandomSelection_chosen_ent;
1027                 e.state = 0;
1028                 Item_Show(e, 1);
1029
1030                 IL_EACH(g_items, it.team == this.team,
1031                 {
1032                         if(it.itemdef) // is a registered item
1033                         {
1034                                 if(it != e)
1035                                 {
1036                                         // make it non-spawned
1037                                         Item_Show(it, -1);
1038                                         it.state = 1; // state 1 = initially hidden item, apparently
1039                                 }
1040                                 it.effects &= ~EF_NODRAW;
1041                         }
1042                 });
1043
1044                 Item_Reset(this);
1045         }
1046 }
1047
1048 // Savage: used for item garbage-collection
1049 void RemoveItem(entity this)
1050 {
1051         if(wasfreed(this) || !this) { return; }
1052         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
1053         delete(this);
1054 }
1055
1056 // pickup evaluation functions
1057 // these functions decide how desirable an item is to the bots
1058
1059 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1060
1061 float weapon_pickupevalfunc(entity player, entity item)
1062 {
1063         // See if I have it already
1064         if(player.weapons & item.weapons)
1065         {
1066                 // If I can pick it up
1067                 if(!item.spawnshieldtime)
1068                         return 0;
1069                 return ammo_pickupevalfunc(player, item);
1070         }
1071
1072         // reduce weapon value if bot already got a good arsenal
1073         float c = 1;
1074         int weapons_value = 0;
1075         FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
1076                 weapons_value += it.bot_pickupbasevalue;
1077         });
1078         c -= bound(0, weapons_value / 20000, 1) * 0.5;
1079
1080         return item.bot_pickupbasevalue * c;
1081 }
1082
1083 float ammo_pickupevalfunc(entity player, entity item)
1084 {
1085         bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1086         entity wpn = NULL;
1087         float c = 0;
1088         float rating = 0;
1089
1090         // Detect needed ammo
1091         if(item.itemdef.instanceOfWeaponPickup)
1092         {
1093                 entity ammo = NULL;
1094                 if(item.ammo_shells)       { need_shells  = true; ammo = ITEM_Shells;      }
1095                 else if(item.ammo_nails)   { need_nails   = true; ammo = ITEM_Bullets;     }
1096                 else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets;     }
1097                 else if(item.ammo_cells)   { need_cells   = true; ammo = ITEM_Cells;       }
1098                 else if(item.ammo_plasma)  { need_plasma  = true; ammo = ITEM_Plasma;      }
1099                 else if(item.ammo_fuel)    { need_fuel    = true; ammo = ITEM_JetpackFuel; }
1100
1101                 if(!ammo)
1102                         return 0;
1103                 wpn = item;
1104                 rating = ammo.m_botvalue;
1105         }
1106         else
1107         {
1108                 FOREACH(Weapons, it != WEP_Null, {
1109                         if(!(player.weapons & (it.m_wepset)))
1110                                 continue;
1111
1112                         switch(it.ammo_type)
1113                         {
1114                                 case RESOURCE_SHELLS:  need_shells  = true; break;
1115                                 case RESOURCE_BULLETS: need_nails   = true; break;
1116                                 case RESOURCE_ROCKETS: need_rockets = true; break;
1117                                 case RESOURCE_CELLS:   need_cells   = true; break;
1118                                 case RESOURCE_PLASMA:  need_plasma  = true; break;
1119                                 case RESOURCE_FUEL:    need_fuel    = true; break;
1120                         }
1121                 });
1122                 rating = item.bot_pickupbasevalue;
1123         }
1124
1125         float noammorating = 0.5;
1126
1127         if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
1128                 c = item.ammo_shells / max(noammorating, player.ammo_shells);
1129
1130         if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
1131                 c = item.ammo_nails / max(noammorating, player.ammo_nails);
1132
1133         if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
1134                 c = item.ammo_rockets / max(noammorating, player.ammo_rockets);
1135
1136         if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
1137                 c = item.ammo_cells / max(noammorating, player.ammo_cells);
1138
1139         if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
1140                 c = item.ammo_plasma / max(noammorating, player.ammo_plasma);
1141
1142         if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
1143                 c = item.ammo_fuel / max(noammorating, player.ammo_fuel);
1144
1145         rating *= min(c, 2);
1146         if(wpn)
1147                 rating += wpn.bot_pickupbasevalue * 0.1;
1148         return rating;
1149 }
1150
1151 float healtharmor_pickupevalfunc(entity player, entity item)
1152 {
1153         float c = 0;
1154         float rating = item.bot_pickupbasevalue;
1155
1156         float itemarmor = item.armorvalue;
1157         float itemhealth = item.health;
1158
1159         if(item.item_group)
1160         {
1161                 itemarmor *= min(4, item.item_group_count);
1162                 itemhealth *= min(4, item.item_group_count);
1163         }
1164
1165         if (itemarmor && (player.armorvalue < item.max_armorvalue))
1166                 c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
1167
1168         if (itemhealth && (player.health < item.max_health))
1169                 c = itemhealth / max(1, player.health);
1170
1171         rating *= min(2, c);
1172         return rating;
1173 }
1174
1175 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1176 {
1177         if(ITEM_DAMAGE_NEEDKILL(deathtype))
1178                 RemoveItem(this);
1179 }
1180
1181 void item_use(entity this, entity actor, entity trigger)
1182 {
1183         // use the touch function to handle collection
1184         gettouch(this)(this, actor);
1185 }
1186
1187 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1188 {
1189         string itemname = def.m_name;
1190         Model itemmodel = def.m_model;
1191     Sound pickupsound = def.m_sound;
1192         float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1193         float pickupbasevalue = def.m_botvalue;
1194         int itemflags = def.m_itemflags;
1195
1196         startitem_failed = false;
1197
1198         this.item_model_ent = itemmodel;
1199     this.item_pickupsound_ent = pickupsound;
1200
1201     if(def.m_iteminit)
1202         def.m_iteminit(this);
1203
1204         if(!this.respawntime) // both need to be set
1205         {
1206                 this.respawntime = defaultrespawntime;
1207                 this.respawntimejitter = defaultrespawntimejitter;
1208         }
1209
1210         if(!this.pickup_anyway && def.m_pickupanyway)
1211                 this.pickup_anyway = def.m_pickupanyway();
1212
1213         int itemid = def.m_itemid;
1214         this.items = itemid;
1215         int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1216         this.weapon = weaponid;
1217
1218         if(!this.fade_end)
1219         {
1220                 this.fade_start = autocvar_g_items_mindist;
1221                 this.fade_end = autocvar_g_items_maxdist;
1222         }
1223
1224         if(weaponid)
1225                 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1226
1227         this.flags = FL_ITEM | itemflags;
1228         IL_PUSH(g_items, this);
1229
1230         if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1231         {
1232                 startitem_failed = true;
1233                 delete(this);
1234                 return;
1235         }
1236
1237         if (Item_IsLoot(this))
1238         {
1239                 this.reset = SUB_Remove;
1240                 set_movetype(this, MOVETYPE_TOSS);
1241
1242                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1243                 setthink(this, RemoveItem);
1244                 this.nextthink = time + 20;
1245
1246                 this.takedamage = DAMAGE_YES;
1247                 this.event_damage = Item_Damage;
1248
1249                 if (Item_IsExpiring(this))
1250                 {
1251                         // if item is worthless after a timer, have it expire then
1252                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1253                 }
1254
1255                 // don't drop if in a NODROP zone (such as lava)
1256                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1257                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1258                 {
1259                         startitem_failed = true;
1260                         delete(this);
1261                         return;
1262                 }
1263         }
1264         else
1265         {
1266                 if(!have_pickup_item(this))
1267                 {
1268                         startitem_failed = true;
1269                         delete(this);
1270                         return;
1271                 }
1272
1273                 if(this.angles != '0 0 0')
1274                         this.SendFlags |= ISF_ANGLES;
1275
1276                 this.reset = Item_Reset;
1277                 // it's a level item
1278                 if(this.spawnflags & 1)
1279                         this.noalign = 1;
1280                 if (this.noalign > 0)
1281                         set_movetype(this, MOVETYPE_NONE);
1282                 else
1283                         set_movetype(this, MOVETYPE_TOSS);
1284                 // do item filtering according to game mode and other things
1285                 if (this.noalign <= 0)
1286                 {
1287                         // first nudge it off the floor a little bit to avoid math errors
1288                         setorigin(this, this.origin + '0 0 1');
1289                         // set item size before we spawn a spawnfunc_waypoint
1290                         setsize(this, def.m_mins, def.m_maxs);
1291                         this.SendFlags |= ISF_SIZE;
1292                         // note droptofloor returns false if stuck/or would fall too far
1293                         if (!this.noalign)
1294                                 droptofloor(this);
1295                         waypoint_spawnforitem(this);
1296                 }
1297
1298                 /*
1299                  * can't do it that way, as it would break maps
1300                  * TODO make a target_give like entity another way, that perhaps has
1301                  * the weapon name in a key
1302                 if(this.targetname)
1303                 {
1304                         // target_give not yet supported; maybe later
1305                         print("removed targeted ", this.classname, "\n");
1306                         startitem_failed = true;
1307                         delete(this);
1308                         return;
1309                 }
1310                 */
1311
1312                 if(this.targetname != "" && (this.spawnflags & 16))
1313                         this.use = item_use;
1314
1315                 if(autocvar_spawn_debug >= 2)
1316                 {
1317             // why not flags & fl_item?
1318                     FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1319                 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1320                 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1321                 error("Mapper sucks.");
1322             });
1323                         this.is_item = true;
1324                 }
1325
1326                 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1327
1328                 precache_model(this.model);
1329                 precache_sound(this.item_pickupsound);
1330
1331                 if (   def.instanceOfPowerup
1332                         || def.instanceOfWeaponPickup
1333                         || (def.instanceOfHealth && def != ITEM_HealthSmall)
1334                         || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1335                         || (itemid & (IT_KEY1 | IT_KEY2))
1336                 ) this.target = "###item###"; // for finding the nearest item using find()
1337
1338                 Item_ItemsTime_SetTime(this, 0);
1339         }
1340
1341         this.bot_pickup = true;
1342         this.bot_pickupevalfunc = pickupevalfunc;
1343         this.bot_pickupbasevalue = pickupbasevalue;
1344         this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1345         this.netname = itemname;
1346         settouch(this, Item_Touch);
1347         setmodel(this, MDL_Null); // precision set below
1348         //this.effects |= EF_LOWPRECISION;
1349
1350         setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
1351
1352         this.SendFlags |= ISF_SIZE;
1353
1354         if (!(this.spawnflags & 1024)) {
1355                 if(def.instanceOfPowerup)
1356                         this.ItemStatus |= ITS_ANIMATE1;
1357
1358                 if(this.armorvalue || this.health)
1359                         this.ItemStatus |= ITS_ANIMATE2;
1360         }
1361
1362         if(def.instanceOfWeaponPickup)
1363         {
1364                 if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
1365                         this.colormap = 1024; // color shirt=0 pants=0 grey
1366                 else
1367                         this.gravity = 1;
1368                 if (!(this.spawnflags & 1024))
1369                         this.ItemStatus |= ITS_ANIMATE1;
1370                 this.SendFlags |= ISF_COLORMAP;
1371         }
1372
1373         this.state = 0;
1374         if(this.team) // broken, no idea why.
1375         {
1376                 if(!this.cnt)
1377                         this.cnt = 1; // item probability weight
1378
1379                 this.effects |= EF_NODRAW; // marker for item team search
1380                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1381         }
1382         else
1383                 Item_Reset(this);
1384
1385         Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1386
1387         // call this hook after everything else has been done
1388         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1389         {
1390                 startitem_failed = true;
1391                 delete(this);
1392                 return;
1393         }
1394
1395         setItemGroup(this);
1396 }
1397
1398 void StartItem(entity this, GameItem def)
1399 {
1400     def = def.m_spawnfunc_hookreplace(def, this);
1401     if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
1402     {
1403         delete(this);
1404         return;
1405     }
1406     this.classname = def.m_canonical_spawnfunc;
1407     _StartItem(
1408         this,
1409         this.itemdef = def,
1410         def.m_respawntime(), // defaultrespawntime
1411         def.m_respawntimejitter() // defaultrespawntimejitter
1412         );
1413 }
1414
1415 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1416 int group_count = 1;
1417
1418 void setItemGroup(entity this)
1419 {
1420         if(!IS_SMALL(this.itemdef))
1421                 return;
1422
1423         FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1424         {
1425                 if(!this.item_group)
1426                 {
1427                         if(!it.item_group)
1428                         {
1429                                 it.item_group = group_count;
1430                                 group_count++;
1431                         }
1432                         this.item_group = it.item_group;
1433                 }
1434                 else // spawning item is already part of a item_group X
1435                 {
1436                         if(!it.item_group)
1437                                 it.item_group = this.item_group;
1438                         else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1439                         {
1440                                 int grY = it.item_group;
1441                                 // move all items of item_group Y to item_group X
1442                                 IL_EACH(g_items, IS_SMALL(it.itemdef),
1443                                 {
1444                                         if(it.item_group == grY)
1445                                                 it.item_group = this.item_group;
1446                                 });
1447                         }
1448                 }
1449         });
1450 }
1451
1452 void setItemGroupCount()
1453 {
1454         for (int k = 1; k <= group_count; k++)
1455         {
1456                 int count = 0;
1457                 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1458                 if (count)
1459                         IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1460         }
1461 }
1462
1463 void target_items_use(entity this, entity actor, entity trigger)
1464 {
1465         if(Item_IsLoot(actor))
1466         {
1467                 EXACTTRIGGER_TOUCH(this, trigger);
1468                 delete(actor);
1469                 return;
1470         }
1471
1472         if (!IS_PLAYER(actor) || IS_DEAD(actor))
1473                 return;
1474
1475         if(trigger.solid == SOLID_TRIGGER)
1476         {
1477                 EXACTTRIGGER_TOUCH(this, trigger);
1478         }
1479
1480         IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
1481         {
1482                 delete(it);
1483         });
1484
1485         if(GiveItems(actor, 0, tokenize_console(this.netname)))
1486                 centerprint(actor, this.message);
1487 }
1488
1489 spawnfunc(target_items)
1490 {
1491         int n;
1492         string s;
1493
1494         this.use = target_items_use;
1495         if(!this.strength_finished)
1496                 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1497         if(!this.invincible_finished)
1498                 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1499         if(!this.superweapons_finished)
1500                 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1501
1502         n = tokenize_console(this.netname);
1503         if(argv(0) == "give")
1504         {
1505                 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1506         }
1507         else
1508         {
1509                 for(int j = 0; j < n; ++j)
1510                 {
1511                         if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO;
1512                         else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_WEAPON_AMMO;
1513                         else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1514                         else if(argv(j) == "strength")               this.items |= ITEM_Strength.m_itemid;
1515                         else if(argv(j) == "invincible")             this.items |= ITEM_Shield.m_itemid;
1516                         else if(argv(j) == "superweapons")           this.items |= IT_SUPERWEAPON;
1517                         else if(argv(j) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
1518                         else if(argv(j) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
1519                         else
1520                         {
1521                                 FOREACH(Buffs, it != BUFF_Null,
1522                                 {
1523                                         s = Buff_UndeprecateName(argv(j));
1524                                         if(s == it.m_name)
1525                                         {
1526                                                 this.buffs |= (it.m_itemid);
1527                                                 break;
1528                                         }
1529                                 });
1530                                 FOREACH(Weapons, it != WEP_Null, {
1531                                         s = W_UndeprecateName(argv(j));
1532                                         if(s == it.netname)
1533                                         {
1534                                                 this.weapons |= (it.m_wepset);
1535                                                 if(this.spawnflags == 0 || this.spawnflags == 2)
1536                                                         it.wr_init(it);
1537                                                 break;
1538                                         }
1539                                 });
1540                         }
1541                 }
1542
1543                 string itemprefix, valueprefix;
1544                 if(this.spawnflags == 0)
1545                 {
1546                         itemprefix = "";
1547                         valueprefix = "";
1548                 }
1549                 else if(this.spawnflags == 1)
1550                 {
1551                         itemprefix = "max ";
1552                         valueprefix = "max ";
1553                 }
1554                 else if(this.spawnflags == 2)
1555                 {
1556                         itemprefix = "min ";
1557                         valueprefix = "min ";
1558                 }
1559                 else if(this.spawnflags == 4)
1560                 {
1561                         itemprefix = "minus ";
1562                         valueprefix = "max ";
1563                 }
1564                 else
1565                 {
1566                         error("invalid spawnflags");
1567                         itemprefix = valueprefix = string_null;
1568                 }
1569
1570                 this.netname = "";
1571                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1572                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1573                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1574                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1575                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1576                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1577                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1578                 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1579                 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1580                 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1581                 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1582                 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1583                 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1584                 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1585                 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1586                 FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.buffs & (it.m_itemid)), it.m_name));
1587                 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1588         }
1589         this.netname = strzone(this.netname);
1590         //print(this.netname, "\n");
1591
1592         n = tokenize_console(this.netname);
1593         for(int j = 0; j < n; ++j)
1594         {
1595                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1596             it.wr_init(it);
1597             break;
1598                 });
1599         }
1600 }
1601
1602 float GiveWeapon(entity e, float wpn, float op, float val)
1603 {
1604         WepSet v0, v1;
1605         WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1606         v0 = (e.weapons & s);
1607         switch(op)
1608         {
1609                 case OP_SET:
1610                         if(val > 0)
1611                                 e.weapons |= s;
1612                         else
1613                                 e.weapons &= ~s;
1614                         break;
1615                 case OP_MIN:
1616                 case OP_PLUS:
1617                         if(val > 0)
1618                                 e.weapons |= s;
1619                         break;
1620                 case OP_MAX:
1621                         if(val <= 0)
1622                                 e.weapons &= ~s;
1623                         break;
1624                 case OP_MINUS:
1625                         if(val > 0)
1626                                 e.weapons &= ~s;
1627                         break;
1628         }
1629         v1 = (e.weapons & s);
1630         return (v0 != v1);
1631 }
1632
1633 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1634 {
1635         bool had_buff = (e.buffs & thebuff.m_itemid);
1636         switch(op)
1637         {
1638                 case OP_SET:
1639                         if(val > 0)
1640                                 e.buffs |= thebuff.m_itemid;
1641                         else
1642                                 e.buffs &= ~thebuff.m_itemid;
1643                         break;
1644                 case OP_MIN:
1645                 case OP_PLUS:
1646                         if(val > 0)
1647                                 e.buffs |= thebuff.m_itemid;
1648                         break;
1649                 case OP_MAX:
1650                         if(val <= 0)
1651                                 e.buffs &= ~thebuff.m_itemid;
1652                         break;
1653                 case OP_MINUS:
1654                         if(val > 0)
1655                                 e.buffs &= ~thebuff.m_itemid;
1656                         break;
1657         }
1658         bool have_buff = (e.buffs & thebuff.m_itemid);
1659         return (had_buff != have_buff);
1660 }
1661
1662 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1663 {
1664         if(v1 == v0)
1665                 return;
1666         if(v1 <= v0 - t)
1667         {
1668                 if(snd_decr != NULL)
1669                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1670         }
1671         else if(v0 >= v0 + t)
1672         {
1673                 if(snd_incr != NULL)
1674                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1675         }
1676 }
1677
1678 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1679 {
1680         if(v0 < v1)
1681                 e.(rotfield) = max(e.(rotfield), time + rottime);
1682         else if(v0 > v1)
1683                 e.(regenfield) = max(e.(regenfield), time + regentime);
1684 }
1685 float GiveItems(entity e, float beginarg, float endarg)
1686 {
1687         float got, i, val, op;
1688         string cmd;
1689
1690         val = 999;
1691         op = OP_SET;
1692
1693         got = 0;
1694
1695         int _switchweapon = 0;
1696
1697         if(CS(e).autoswitch)
1698         {
1699                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1700                 {
1701                         .entity weaponentity = weaponentities[slot];
1702                         if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1703                         if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1704                                 _switchweapon |= BIT(slot);
1705                 }
1706         }
1707
1708         e.strength_finished = max(0, e.strength_finished - time);
1709         e.invincible_finished = max(0, e.invincible_finished - time);
1710         e.superweapons_finished = max(0, e.superweapons_finished - time);
1711
1712         PREGIVE(e, items);
1713         PREGIVE_WEAPONS(e);
1714         PREGIVE(e, strength_finished);
1715         PREGIVE(e, invincible_finished);
1716         PREGIVE(e, superweapons_finished);
1717         PREGIVE(e, ammo_nails);
1718         PREGIVE(e, ammo_cells);
1719         PREGIVE(e, ammo_plasma);
1720         PREGIVE(e, ammo_shells);
1721         PREGIVE(e, ammo_rockets);
1722         PREGIVE(e, ammo_fuel);
1723         PREGIVE(e, armorvalue);
1724         PREGIVE(e, health);
1725
1726         for(i = beginarg; i < endarg; ++i)
1727         {
1728                 cmd = argv(i);
1729
1730                 if(cmd == "0" || stof(cmd))
1731                 {
1732                         val = stof(cmd);
1733                         continue;
1734                 }
1735                 switch(cmd)
1736                 {
1737                         case "no":
1738                                 op = OP_MAX;
1739                                 val = 0;
1740                                 continue;
1741                         case "max":
1742                                 op = OP_MAX;
1743                                 continue;
1744                         case "min":
1745                                 op = OP_MIN;
1746                                 continue;
1747                         case "plus":
1748                                 op = OP_PLUS;
1749                                 continue;
1750                         case "minus":
1751                                 op = OP_MINUS;
1752                                 continue;
1753                         case "ALL":
1754                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1755                                 got += GiveValue(e, strength_finished, op, val);
1756                                 got += GiveValue(e, invincible_finished, op, val);
1757                                 got += GiveValue(e, superweapons_finished, op, val);
1758                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1759                         case "all":
1760                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1761                                 got += GiveValue(e, health, op, val);
1762                                 got += GiveValue(e, armorvalue, op, val);
1763                         case "allweapons":
1764                                 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1765                         //case "allbuffs": // all buffs makes a player god, do not want!
1766                                 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1767                         case "allammo":
1768                                 got += GiveValue(e, ammo_cells, op, val);
1769                                 got += GiveValue(e, ammo_plasma, op, val);
1770                                 got += GiveValue(e, ammo_shells, op, val);
1771                                 got += GiveValue(e, ammo_nails, op, val);
1772                                 got += GiveValue(e, ammo_rockets, op, val);
1773                                 got += GiveValue(e, ammo_fuel, op, val);
1774                                 break;
1775                         case "unlimited_ammo":
1776                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1777                                 break;
1778                         case "unlimited_weapon_ammo":
1779                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1780                                 break;
1781                         case "unlimited_superweapons":
1782                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1783                                 break;
1784                         case "jetpack":
1785                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1786                                 break;
1787                         case "fuel_regen":
1788                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1789                                 break;
1790                         case "strength":
1791                                 got += GiveValue(e, strength_finished, op, val);
1792                                 break;
1793                         case "invincible":
1794                                 got += GiveValue(e, invincible_finished, op, val);
1795                                 break;
1796                         case "superweapons":
1797                                 got += GiveValue(e, superweapons_finished, op, val);
1798                                 break;
1799                         case "cells":
1800                                 got += GiveValue(e, ammo_cells, op, val);
1801                                 break;
1802                         case "plasma":
1803                                 got += GiveValue(e, ammo_plasma, op, val);
1804                                 break;
1805                         case "shells":
1806                                 got += GiveValue(e, ammo_shells, op, val);
1807                                 break;
1808                         case "nails":
1809                         case "bullets":
1810                                 got += GiveValue(e, ammo_nails, op, val);
1811                                 break;
1812                         case "rockets":
1813                                 got += GiveValue(e, ammo_rockets, op, val);
1814                                 break;
1815                         case "health":
1816                                 got += GiveValue(e, health, op, val);
1817                                 break;
1818                         case "armor":
1819                                 got += GiveValue(e, armorvalue, op, val);
1820                                 break;
1821                         case "fuel":
1822                                 got += GiveValue(e, ammo_fuel, op, val);
1823                                 break;
1824                         default:
1825                                 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
1826                                 {
1827                                         got += GiveBuff(e, it, op, val);
1828                                         break;
1829                                 });
1830                                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1831                     got += GiveWeapon(e, it.m_id, op, val);
1832                     break;
1833                                 });
1834                                 break;
1835                 }
1836                 val = 999;
1837                 op = OP_SET;
1838         }
1839
1840         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1841         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1842         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1843         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1844         FOREACH(Weapons, it != WEP_Null, {
1845                 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1846                 if(!(save_weapons & (it.m_wepset)))
1847                         if(e.weapons & (it.m_wepset))
1848                                 it.wr_init(it);
1849         });
1850         POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1851         POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1852         //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1853         POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1854         POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1855         POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1856         POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1857         POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1858         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);
1859         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);
1860         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);
1861
1862         if(e.superweapons_finished <= 0)
1863                 if(e.weapons & WEPSET_SUPERWEAPONS)
1864                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1865
1866         if(e.strength_finished <= 0)
1867                 e.strength_finished = 0;
1868         else
1869                 e.strength_finished += time;
1870         if(e.invincible_finished <= 0)
1871                 e.invincible_finished = 0;
1872         else
1873                 e.invincible_finished += time;
1874         if(e.superweapons_finished <= 0)
1875                 e.superweapons_finished = 0;
1876         else
1877                 e.superweapons_finished += time;
1878
1879         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1880         {
1881                 .entity weaponentity = weaponentities[slot];
1882                 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1883                 if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1884                         _switchweapon |= BIT(slot);
1885         }
1886
1887         if(_switchweapon)
1888         {
1889                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1890                 {
1891                         .entity weaponentity = weaponentities[slot];
1892                         if(_switchweapon & BIT(slot))
1893                         {
1894                                 Weapon wep = w_getbestweapon(e, weaponentity);
1895                                 if(wep != e.(weaponentity).m_switchweapon)
1896                                         W_SwitchWeapon_Force(e, wep, weaponentity);
1897                         }
1898                 }
1899         }
1900
1901         return got;
1902 }
1903 #endif