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