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