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Merge branch 'TimePath/botammo_div0' 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) && (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         this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL);
68 }
69
70 void ItemDraw(entity this)
71 {
72     if(this.gravity)
73     {
74         Movetype_Physics_MatchServer(this, false);
75         if(IS_ONGROUND(this))
76         { // For some reason avelocity gets set to '0 0 0' here ...
77             this.oldorigin = this.origin;
78             this.gravity = 0;
79
80             if(autocvar_cl_animate_items)
81             { // ... so reset it if animations are requested.
82                 if(this.ItemStatus & ITS_ANIMATE1)
83                     this.avelocity = '0 180 0';
84
85                 if(this.ItemStatus & ITS_ANIMATE2)
86                     this.avelocity = '0 -90 0';
87             }
88
89             // delay is for blocking item's position for a while;
90             // it's a workaround for dropped weapons that receive the position
91             // another time right after they spawn overriding animation position
92             this.onground_time = time + 0.5;
93         }
94     }
95     else if (autocvar_cl_animate_items)
96     {
97         if(this.ItemStatus & ITS_ANIMATE1)
98         {
99             this.angles += this.avelocity * frametime;
100             float fade_in = bound(0, time - this.onground_time, 1);
101             setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
102         }
103
104         if(this.ItemStatus & ITS_ANIMATE2)
105         {
106             this.angles += this.avelocity * frametime;
107             float fade_in = bound(0, time - this.onground_time, 1);
108             setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
109         }
110     }
111
112     Item_SetAlpha(this);
113 }
114
115 void ItemDrawSimple(entity this)
116 {
117     if(this.gravity)
118     {
119         Movetype_Physics_MatchServer(this, false);
120
121         if(IS_ONGROUND(this))
122             this.gravity = 0;
123     }
124
125     Item_SetAlpha(this);
126 }
127
128 void Item_PreDraw(entity this)
129 {
130         if(warpzone_warpzones_exist)
131         {
132                 setpredraw(this, func_null); // no need to keep running this
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; // reset by the setalpha function
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 first 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(!warpzone_warpzones_exist && 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(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3")))
231                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3"));
232             else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm")))
233                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm"));
234             else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm")))
235                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm"));
236             else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl")))
237                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl"));
238             else
239             {
240                 this.draw = ItemDraw;
241                 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
242             }
243         }
244
245         if(this.draw != ItemDrawSimple)
246             this.mdl = strzone(_fn);
247
248
249         if(this.mdl == "")
250             LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!");
251
252         precache_model(this.mdl);
253         _setmodel(this, this.mdl);
254
255         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
256     }
257
258     if(sf & ISF_COLORMAP)
259     {
260         this.colormap = ReadShort();
261         this.item_glowmod_x = ReadByte() / 255.0;
262         this.item_glowmod_y = ReadByte() / 255.0;
263         this.item_glowmod_z = ReadByte() / 255.0;
264     }
265
266     if(sf & ISF_DROP)
267     {
268         this.gravity = 1;
269         this.pushable = true;
270         //this.angles = '0 0 0';
271         set_movetype(this, MOVETYPE_TOSS);
272         this.velocity_x = ReadCoord();
273         this.velocity_y = ReadCoord();
274         this.velocity_z = ReadCoord();
275         setorigin(this, this.oldorigin);
276
277         if(!this.move_time)
278         {
279             this.move_time = time;
280             this.spawntime = time;
281         }
282         else
283             this.move_time = max(this.move_time, time);
284     }
285
286     if(autocvar_cl_animate_items)
287     {
288         if(this.ItemStatus & ITS_ANIMATE1)
289             this.avelocity = '0 180 0';
290
291         if(this.ItemStatus & ITS_ANIMATE2)
292             this.avelocity = '0 -90 0';
293     }
294
295     this.entremove = ItemRemove;
296
297     return true;
298 }
299
300 #endif
301
302 #ifdef SVQC
303 bool ItemSend(entity this, entity to, int sf)
304 {
305         if(this.gravity)
306                 sf |= ISF_DROP;
307         else
308                 sf &= ~ISF_DROP;
309
310         WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
311         WriteByte(MSG_ENTITY, sf);
312
313         //WriteByte(MSG_ENTITY, this.cnt);
314         if(sf & ISF_LOCATION)
315         {
316                 WriteCoord(MSG_ENTITY, this.origin.x);
317                 WriteCoord(MSG_ENTITY, this.origin.y);
318                 WriteCoord(MSG_ENTITY, this.origin.z);
319         }
320
321         if(sf & ISF_ANGLES)
322         {
323                 WriteAngle(MSG_ENTITY, this.angles_x);
324                 WriteAngle(MSG_ENTITY, this.angles_y);
325                 WriteAngle(MSG_ENTITY, this.angles_z);
326         }
327
328         if(sf & ISF_SIZE)
329         {
330                 Pickup p = this.itemdef;
331                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
332         }
333
334         if(sf & ISF_STATUS)
335                 WriteByte(MSG_ENTITY, this.ItemStatus);
336
337         if(sf & ISF_MODEL)
338         {
339                 Pickup p = this.itemdef;
340                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
341                 WriteShort(MSG_ENTITY, this.fade_end);
342                 WriteShort(MSG_ENTITY, this.fade_start);
343
344                 if(this.mdl == "")
345                         LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
346
347                 WriteString(MSG_ENTITY, this.mdl);
348         }
349
350
351         if(sf & ISF_COLORMAP)
352         {
353                 WriteShort(MSG_ENTITY, this.colormap);
354                 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
355         WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
356         WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
357         }
358
359         if(sf & ISF_DROP)
360         {
361                 WriteCoord(MSG_ENTITY, this.velocity.x);
362                 WriteCoord(MSG_ENTITY, this.velocity.y);
363                 WriteCoord(MSG_ENTITY, this.velocity.z);
364         }
365
366         return true;
367 }
368
369 void ItemUpdate(entity this)
370 {
371         this.oldorigin = this.origin;
372         this.SendFlags |= ISF_LOCATION;
373 }
374
375 void UpdateItemAfterTeleport(entity this)
376 {
377         if(getSendEntity(this) == ItemSend)
378                 ItemUpdate(this);
379 }
380
381 bool have_pickup_item(entity this)
382 {
383         if(this.itemdef.instanceOfPowerup)
384         {
385                 if(autocvar_g_powerups > 0)
386                         return true;
387                 if(autocvar_g_powerups == 0)
388                         return false;
389         }
390         else
391         {
392                 if(autocvar_g_pickup_items > 0)
393                         return true;
394                 if(autocvar_g_pickup_items == 0)
395                         return false;
396                 if(g_weaponarena)
397                         if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
398                                 return false;
399         }
400         return true;
401 }
402
403 /*
404 float Item_Customize()
405 {
406         if(this.spawnshieldtime)
407                 return true;
408         if(this.weapons & ~other.weapons)
409         {
410                 this.colormod = '0 0 0';
411                 this.glowmod = this.colormod;
412                 this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
413                 return true;
414         }
415         else
416         {
417                 if(g_ghost_items)
418                 {
419                         this.colormod = stov(autocvar_g_ghost_items_color);
420                         this.glowmod = this.colormod;
421                         this.alpha = g_ghost_items;
422                         return true;
423                 }
424                 else
425                         return false;
426         }
427 }
428 */
429
430 void Item_Show (entity e, float mode)
431 {
432         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
433         e.ItemStatus &= ~ITS_STAYWEP;
434         entity def = e.itemdef;
435         if (mode > 0)
436         {
437                 // make the item look normal, and be touchable
438                 e.model = e.mdl;
439                 e.solid = SOLID_TRIGGER;
440                 e.spawnshieldtime = 1;
441                 e.ItemStatus |= ITS_AVAILABLE;
442         }
443         else if (mode < 0)
444         {
445                 // hide the item completely
446                 e.model = string_null;
447                 e.solid = SOLID_NOT;
448                 e.spawnshieldtime = 1;
449                 e.ItemStatus &= ~ITS_AVAILABLE;
450         }
451         else
452         {
453                 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
454                         || e.team // weapon stay isn't supported for teamed weapons
455                         ;
456                 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
457                 {
458                         // make the item translucent and not touchable
459                         e.model = e.mdl;
460                         e.solid = SOLID_TRIGGER; // can STILL be picked up!
461                         e.effects |= EF_STARDUST;
462                         e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
463                         e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
464                 }
465                 else
466                 {
467                         //setmodel(e, "null");
468                         e.solid = SOLID_NOT;
469                         e.colormod = '0 0 0';
470                         //e.glowmod = e.colormod;
471                         e.spawnshieldtime = 1;
472                         e.ItemStatus &= ~ITS_AVAILABLE;
473                 }
474         }
475
476         if (def.m_glow)
477                 e.ItemStatus |= ITS_GLOW;
478
479         if (autocvar_g_nodepthtestitems)
480                 e.effects |= EF_NODEPTHTEST;
481
482
483         if (autocvar_g_fullbrightitems)
484                 e.ItemStatus |= ITS_ALLOWFB;
485
486         if (autocvar_sv_simple_items)
487                 e.ItemStatus |= ITS_ALLOWSI;
488
489         // relink entity (because solid may have changed)
490         setorigin(e, e.origin);
491         e.SendFlags |= ISF_STATUS;
492 }
493
494 void Item_Think(entity this)
495 {
496         this.nextthink = time;
497         if(this.origin != this.oldorigin)
498                 ItemUpdate(this);
499 }
500
501 bool Item_ItemsTime_SpectatorOnly(GameItem it);
502 bool Item_ItemsTime_Allow(GameItem it);
503 float Item_ItemsTime_UpdateTime(entity e, float t);
504 void Item_ItemsTime_SetTime(entity e, float t);
505 void Item_ItemsTime_SetTimesForAllPlayers();
506
507 void Item_Respawn (entity this)
508 {
509         Item_Show(this, 1);
510         sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM);     // play respawn sound
511         setorigin(this, this.origin);
512
513     if (Item_ItemsTime_Allow(this.itemdef) || (this.weapons & WEPSET_SUPERWEAPONS))
514         {
515                 float t = Item_ItemsTime_UpdateTime(this, 0);
516                 Item_ItemsTime_SetTime(this, t);
517                 Item_ItemsTime_SetTimesForAllPlayers();
518         }
519
520         setthink(this, Item_Think);
521         this.nextthink = time;
522
523         //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
524         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
525 }
526
527 void Item_RespawnCountdown (entity this)
528 {
529         if(this.count >= ITEM_RESPAWN_TICKS)
530         {
531                 if(this.waypointsprite_attached)
532                         WaypointSprite_Kill(this.waypointsprite_attached);
533                 Item_Respawn(this);
534         }
535         else
536         {
537                 this.nextthink = time + 1;
538                 this.count += 1;
539                 if(this.count == 1)
540                 {
541                         do {
542                                 {
543                                         entity wi = Weapons_from(this.weapon);
544                                         if (wi != WEP_Null) {
545                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
546                                                 wp.wp_extra = wi.m_id;
547                                                 break;
548                                         }
549                                 }
550                                 {
551                                         entity ii = this.itemdef;
552                                         if (ii != NULL) {
553                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
554                                                 wp.wp_extra = ii.m_id;
555                                                 break;
556                                         }
557                                 }
558                         } while (0);
559                         bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
560             if(this.waypointsprite_attached)
561             {
562                 GameItem def = this.itemdef;
563                 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
564                     WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
565                 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
566             }
567                 }
568
569                 if(this.waypointsprite_attached)
570                 {
571                         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
572                                 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
573                                 {
574                                         msg_entity = it;
575                                         soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM);    // play respawn sound
576                                 }
577                         });
578
579                         WaypointSprite_Ping(this.waypointsprite_attached);
580                         //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count);
581                 }
582         }
583 }
584
585 void Item_RespawnThink(entity this)
586 {
587         this.nextthink = time;
588         if(this.origin != this.oldorigin)
589                 ItemUpdate(this);
590
591         if(time >= this.wait)
592                 Item_Respawn(this);
593 }
594
595 void Item_ScheduleRespawnIn(entity e, float t)
596 {
597         // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
598         if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
599         {
600                 setthink(e, Item_RespawnCountdown);
601                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
602                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
603                 e.count = 0;
604                 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
605                 {
606                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
607                         Item_ItemsTime_SetTime(e, t);
608                         Item_ItemsTime_SetTimesForAllPlayers();
609                 }
610         }
611         else
612         {
613                 setthink(e, Item_RespawnThink);
614                 e.nextthink = time;
615                 e.scheduledrespawntime = time + t;
616                 e.wait = time + t;
617
618                 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
619                 {
620                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
621                         Item_ItemsTime_SetTime(e, t);
622                         Item_ItemsTime_SetTimesForAllPlayers();
623                 }
624         }
625 }
626
627 void Item_ScheduleRespawn(entity e)
628 {
629         if(e.respawntime > 0)
630         {
631                 Item_Show(e, 0);
632                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
633         }
634         else // if respawntime is -1, this item does not respawn
635                 Item_Show(e, -1);
636 }
637
638 void Item_ScheduleInitialRespawn(entity e)
639 {
640         Item_Show(e, 0);
641         Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
642 }
643
644 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
645 {
646         if (!item.(ammotype))
647                 return false;
648
649         if (item.spawnshieldtime)
650         {
651                 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
652                 {
653                         player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
654                         goto YEAH;
655                 }
656         }
657         else if(g_weapon_stay == 2)
658         {
659                 float mi = min(item.(ammotype), ammomax);
660                 if (player.(ammotype) < mi)
661                 {
662                         player.(ammotype) = mi;
663                         goto YEAH;
664                 }
665         }
666
667         return false;
668
669 LABEL(YEAH)
670         switch(mode)
671         {
672                 case ITEM_MODE_FUEL:
673                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
674                         break;
675                 case ITEM_MODE_HEALTH:
676                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
677                         break;
678                 case ITEM_MODE_ARMOR:
679                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
680                         break;
681                 default:
682                         break;
683         }
684         return true;
685 }
686
687 float Item_GiveTo(entity item, entity player)
688 {
689         float pickedup;
690
691         // if nothing happens to player, just return without taking the item
692         pickedup = false;
693         int _switchweapon = 0;
694         // in case the player has autoswitch enabled do the following:
695         // if the player is using their best weapon before items are given, they
696         // probably want to switch to an even better weapon after items are given
697
698         if(player.autoswitch)
699         {
700                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
701                 {
702                         .entity weaponentity = weaponentities[slot];
703                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
704                         {
705                                 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
706                                         _switchweapon |= BIT(slot);
707
708                                 if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
709                                         _switchweapon |= BIT(slot);
710                         }
711                 }
712         }
713
714         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
715         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
716         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
717         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
718         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
719         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
720         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
721         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
722
723         if (item.itemdef.instanceOfWeaponPickup)
724         {
725                 WepSet w;
726                 w = item.weapons;
727                 w &= ~player.weapons;
728
729                 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
730                 {
731                         pickedup = true;
732                         FOREACH(Weapons, it != WEP_Null, {
733                                 if(w & (it.m_wepset))
734                                 {
735                                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
736                                         {
737                                                 .entity weaponentity = weaponentities[slot];
738                                                 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
739                                                         W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
740                                         }
741                                         W_GiveWeapon(player, it.m_id);
742                                 }
743                         });
744                 }
745         }
746
747         if (item.itemdef.instanceOfPowerup)
748         {
749                 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
750                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
751                 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
752                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
753         }
754
755         int its;
756         if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
757         {
758                 pickedup = true;
759                 player.items |= its;
760                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
761         }
762
763         if (item.strength_finished)
764         {
765                 pickedup = true;
766                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
767         }
768         if (item.invincible_finished)
769         {
770                 pickedup = true;
771                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
772         }
773         if (item.superweapons_finished)
774         {
775                 pickedup = true;
776                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
777         }
778
779 LABEL(skip)
780
781         // always eat teamed entities
782         if(item.team)
783                 pickedup = true;
784
785         if (!pickedup)
786                 return 0;
787
788         // crude hack to enforce switching weapons
789         if(g_cts && item.itemdef.instanceOfWeaponPickup)
790         {
791                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
792                 {
793                         .entity weaponentity = weaponentities[slot];
794                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
795                                 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
796                 }
797                 return 1;
798         }
799
800         if(_switchweapon)
801         {
802                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
803                 {
804                         .entity weaponentity = weaponentities[slot];
805                         if(_switchweapon & BIT(slot))
806                         if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
807                                 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
808                 }
809         }
810
811         return 1;
812 }
813
814 void Item_Touch(entity this, entity toucher)
815 {
816
817         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
818         if (this.classname == "droppedweapon")
819         {
820                 if (ITEM_TOUCH_NEEDKILL())
821                 {
822                         delete(this);
823                         return;
824                 }
825         }
826
827         if(!(toucher.flags & FL_PICKUPITEMS)
828         || STAT(FROZEN, toucher)
829         || IS_DEAD(toucher)
830         || (this.solid != SOLID_TRIGGER)
831         || (this.owner == toucher)
832         || (time < this.item_spawnshieldtime)
833         ) { return; }
834
835         switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
836         {
837                 case MUT_ITEMTOUCH_RETURN: { return; }
838                 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
839         }
840
841         toucher = M_ARGV(1, entity);
842
843         if (this.classname == "droppedweapon")
844         {
845                 this.strength_finished = max(0, this.strength_finished - time);
846                 this.invincible_finished = max(0, this.invincible_finished - time);
847                 this.superweapons_finished = max(0, this.superweapons_finished - time);
848         }
849         entity it = this.itemdef;
850         bool gave = ITEM_HANDLE(Pickup, it, this, toucher);
851         if (!gave)
852         {
853                 if (this.classname == "droppedweapon")
854                 {
855                         // undo what we did above
856                         this.strength_finished += time;
857                         this.invincible_finished += time;
858                         this.superweapons_finished += time;
859                 }
860                 return;
861         }
862
863 LABEL(pickup)
864
865         toucher.last_pickup = time;
866
867         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
868         _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);
869
870         if (this.classname == "droppedweapon")
871                 delete (this);
872         else if (this.spawnshieldtime)
873         {
874                 entity e;
875                 if(this.team)
876                 {
877                         RandomSelection_Init();
878                         IL_EACH(g_items, it.team == this.team,
879                         {
880                                 if(it.itemdef) // is a registered item
881                                 {
882                                         Item_Show(it, -1);
883                                         RandomSelection_AddEnt(it, it.cnt, 0);
884                                 }
885                         });
886                         e = RandomSelection_chosen_ent;
887                         Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
888                 }
889                 else
890                         e = this;
891                 Item_ScheduleRespawn(e);
892         }
893 }
894
895 void Item_Reset(entity this)
896 {
897         Item_Show(this, !this.state);
898         setorigin(this, this.origin);
899
900         if (this.classname != "droppedweapon")
901         {
902                 setthink(this, Item_Think);
903                 this.nextthink = time;
904
905                 if (this.waypointsprite_attached)
906                         WaypointSprite_Kill(this.waypointsprite_attached);
907
908                 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
909                         Item_ScheduleInitialRespawn(this);
910         }
911 }
912
913 void Item_FindTeam(entity this)
914 {
915         entity e;
916
917         if(this.effects & EF_NODRAW)
918         {
919                 // marker for item team search
920                 LOG_TRACE("Initializing item team ", ftos(this.team));
921                 RandomSelection_Init();
922                 IL_EACH(g_items, it.team == this.team,
923                 {
924                         if(it.itemdef) // is a registered item
925                                 RandomSelection_AddEnt(it, it.cnt, 0);
926                 });
927
928                 e = RandomSelection_chosen_ent;
929                 e.state = 0;
930                 Item_Show(e, 1);
931
932                 IL_EACH(g_items, it.team == this.team,
933                 {
934                         if(it.itemdef) // is a registered item
935                         {
936                                 if(it != e)
937                                 {
938                                         // make it non-spawned
939                                         Item_Show(it, -1);
940                                         it.state = 1; // state 1 = initially hidden item, apparently
941                                 }
942                                 it.effects &= ~EF_NODRAW;
943                         }
944                 });
945
946                 Item_Reset(this);
947         }
948 }
949
950 // Savage: used for item garbage-collection
951 void RemoveItem(entity this)
952 {
953         if(wasfreed(this) || !this) { return; }
954         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
955         delete(this);
956 }
957
958 // pickup evaluation functions
959 // these functions decide how desirable an item is to the bots
960
961 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
962
963 float weapon_pickupevalfunc(entity player, entity item)
964 {
965         // See if I have it already
966         if(player.weapons & item.weapons)
967         {
968                 // If I can pick it up
969                 if(!item.spawnshieldtime)
970                         return 0;
971                 return ammo_pickupevalfunc(player, item);
972         }
973
974         // reduce weapon value if bot already got a good arsenal
975         float c = 1;
976         int weapons_value = 0;
977         FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
978                 weapons_value += it.bot_pickupbasevalue;
979         });
980         c -= bound(0, weapons_value / 20000, 1) * 0.5;
981
982         return item.bot_pickupbasevalue * c;
983 }
984
985 float ammo_pickupevalfunc(entity player, entity item)
986 {
987         bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
988         entity wpn = NULL;
989         float c = 0;
990         float rating = 0;
991
992         // Detect needed ammo
993         if(item.itemdef.instanceOfWeaponPickup)
994         {
995                 entity ammo = NULL;
996                 if(item.ammo_shells)       { need_shells  = true; ammo = ITEM_Shells;      }
997                 else if(item.ammo_nails)   { need_nails   = true; ammo = ITEM_Bullets;     }
998                 else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets;     }
999                 else if(item.ammo_cells)   { need_cells   = true; ammo = ITEM_Cells;       }
1000                 else if(item.ammo_plasma)  { need_plasma  = true; ammo = ITEM_Plasma;      }
1001                 else if(item.ammo_fuel)    { need_fuel    = true; ammo = ITEM_JetpackFuel; }
1002
1003                 if(!ammo)
1004                         return 0;
1005                 wpn = item;
1006                 rating = ammo.m_botvalue;
1007         }
1008         else
1009         {
1010                 FOREACH(Weapons, it != WEP_Null, {
1011                         if(!(player.weapons & (it.m_wepset)))
1012                                 continue;
1013
1014                         switch(it.ammo_field)
1015                         {
1016                                 case ammo_shells:  need_shells  = true; break;
1017                                 case ammo_nails:   need_nails   = true; break;
1018                                 case ammo_rockets: need_rockets = true; break;
1019                                 case ammo_cells:   need_cells   = true; break;
1020                                 case ammo_plasma:  need_plasma  = true; break;
1021                                 case ammo_fuel:    need_fuel    = true; break;
1022                         }
1023                 });
1024                 rating = item.bot_pickupbasevalue;
1025         }
1026
1027         float noammorating = 0.5;
1028
1029         if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
1030                 c = item.ammo_shells / max(noammorating, player.ammo_shells);
1031
1032         if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
1033                 c = item.ammo_nails / max(noammorating, player.ammo_nails);
1034
1035         if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
1036                 c = item.ammo_rockets / max(noammorating, player.ammo_rockets);
1037
1038         if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
1039                 c = item.ammo_cells / max(noammorating, player.ammo_cells);
1040
1041         if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
1042                 c = item.ammo_plasma / max(noammorating, player.ammo_plasma);
1043
1044         if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
1045                 c = item.ammo_fuel / max(noammorating, player.ammo_fuel);
1046
1047         rating *= min(c, 2);
1048         if(wpn)
1049                 rating += wpn.bot_pickupbasevalue * 0.1;
1050         return rating;
1051 }
1052
1053 .int item_group;
1054 .int item_group_count;
1055 float healtharmor_pickupevalfunc(entity player, entity item)
1056 {
1057         float c = 0;
1058         float rating = item.bot_pickupbasevalue;
1059
1060         float itemarmor = item.armorvalue;
1061         float itemhealth = item.health;
1062
1063         if(item.item_group)
1064         {
1065                 itemarmor *= min(4, item.item_group_count);
1066                 itemhealth *= min(4, item.item_group_count);
1067         }
1068
1069         if (itemarmor && (player.armorvalue < item.max_armorvalue))
1070                 c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
1071
1072         if (itemhealth && (player.health < item.max_health))
1073                 c = itemhealth / max(1, player.health);
1074
1075         rating *= min(2, c);
1076         return rating;
1077 }
1078
1079 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1080 {
1081         if(ITEM_DAMAGE_NEEDKILL(deathtype))
1082                 RemoveItem(this);
1083 }
1084
1085 void item_use(entity this, entity actor, entity trigger)
1086 {
1087         // use the touch function to handle collection
1088         gettouch(this)(this, actor);
1089 }
1090
1091 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1092 {
1093         string itemname = def.m_name;
1094         Model itemmodel = def.m_model;
1095     Sound pickupsound = def.m_sound;
1096         float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1097         float pickupbasevalue = def.m_botvalue;
1098         int itemflags = def.m_itemflags;
1099
1100         startitem_failed = false;
1101
1102         this.item_model_ent = itemmodel;
1103     this.item_pickupsound_ent = pickupsound;
1104
1105     if(def.m_iteminit)
1106         def.m_iteminit(this);
1107
1108         if(!this.respawntime) // both need to be set
1109         {
1110                 this.respawntime = defaultrespawntime;
1111                 this.respawntimejitter = defaultrespawntimejitter;
1112         }
1113
1114         if(!this.pickup_anyway && def.m_pickupanyway)
1115                 this.pickup_anyway = def.m_pickupanyway();
1116
1117         int itemid = def.m_itemid;
1118         this.items = itemid;
1119         int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1120         this.weapon = weaponid;
1121
1122         if(!this.fade_end)
1123         {
1124                 this.fade_start = autocvar_g_items_mindist;
1125                 this.fade_end = autocvar_g_items_maxdist;
1126         }
1127
1128         if(weaponid)
1129                 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1130
1131         this.flags = FL_ITEM | itemflags;
1132         IL_PUSH(g_items, this);
1133
1134         if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1135         {
1136                 startitem_failed = true;
1137                 delete(this);
1138                 return;
1139         }
1140
1141         // is it a dropped weapon?
1142         if (this.classname == "droppedweapon")
1143         {
1144                 this.reset = SUB_Remove;
1145                 // it's a dropped weapon
1146                 set_movetype(this, MOVETYPE_TOSS);
1147
1148                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1149                 setthink(this, RemoveItem);
1150                 this.nextthink = time + 20;
1151
1152                 this.takedamage = DAMAGE_YES;
1153                 this.event_damage = Item_Damage;
1154
1155                 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1156                 {
1157                         // if item is worthless after a timer, have it expire then
1158                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1159                 }
1160
1161                 // don't drop if in a NODROP zone (such as lava)
1162                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1163                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1164                 {
1165                         startitem_failed = true;
1166                         delete(this);
1167                         return;
1168                 }
1169         }
1170         else
1171         {
1172                 if(!have_pickup_item(this))
1173                 {
1174                         startitem_failed = true;
1175                         delete (this);
1176                         return;
1177                 }
1178
1179                 if(this.angles != '0 0 0')
1180                         this.SendFlags |= ISF_ANGLES;
1181
1182                 this.reset = Item_Reset;
1183                 // it's a level item
1184                 if(this.spawnflags & 1)
1185                         this.noalign = 1;
1186                 if (this.noalign > 0)
1187                         set_movetype(this, MOVETYPE_NONE);
1188                 else
1189                         set_movetype(this, MOVETYPE_TOSS);
1190                 // do item filtering according to game mode and other things
1191                 if (this.noalign <= 0)
1192                 {
1193                         // first nudge it off the floor a little bit to avoid math errors
1194                         setorigin(this, this.origin + '0 0 1');
1195                         // set item size before we spawn a spawnfunc_waypoint
1196                         setsize(this, def.m_mins, def.m_maxs);
1197                         this.SendFlags |= ISF_SIZE;
1198                         // note droptofloor returns false if stuck/or would fall too far
1199                         if (!this.noalign)
1200                                 droptofloor(this);
1201                         waypoint_spawnforitem(this);
1202                 }
1203
1204                 /*
1205                  * can't do it that way, as it would break maps
1206                  * TODO make a target_give like entity another way, that perhaps has
1207                  * the weapon name in a key
1208                 if(this.targetname)
1209                 {
1210                         // target_give not yet supported; maybe later
1211                         print("removed targeted ", this.classname, "\n");
1212                         startitem_failed = true;
1213                         remove (this);
1214                         return;
1215                 }
1216                 */
1217
1218                 if(this.targetname != "" && (this.spawnflags & 16))
1219                         this.use = item_use;
1220
1221                 if(autocvar_spawn_debug >= 2)
1222                 {
1223             // why not flags & fl_item?
1224                     FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1225                 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1226                 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1227                 error("Mapper sucks.");
1228             });
1229                         this.is_item = true;
1230                 }
1231
1232                 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1233
1234                 precache_model(this.model);
1235                 precache_sound(this.item_pickupsound);
1236
1237                 if (   def.instanceOfPowerup
1238                         || def.instanceOfWeaponPickup
1239                         || (def.instanceOfHealth && def != ITEM_HealthSmall)
1240                         || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1241                         || (itemid & (IT_KEY1 | IT_KEY2))
1242                 ) this.target = "###item###"; // for finding the nearest item using find()
1243
1244                 Item_ItemsTime_SetTime(this, 0);
1245         }
1246
1247         this.bot_pickup = true;
1248         this.bot_pickupevalfunc = pickupevalfunc;
1249         this.bot_pickupbasevalue = pickupbasevalue;
1250         this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1251         this.netname = itemname;
1252         settouch(this, Item_Touch);
1253         setmodel(this, MDL_Null); // precision set below
1254         //this.effects |= EF_LOWPRECISION;
1255
1256         setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
1257
1258         this.SendFlags |= ISF_SIZE;
1259
1260         if (!(this.spawnflags & 1024)) {
1261                 if(def.instanceOfPowerup)
1262                         this.ItemStatus |= ITS_ANIMATE1;
1263
1264                 if(this.armorvalue || this.health)
1265                         this.ItemStatus |= ITS_ANIMATE2;
1266         }
1267
1268         if(def.instanceOfWeaponPickup)
1269         {
1270                 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1271                         this.colormap = 1024; // color shirt=0 pants=0 grey
1272                 else
1273                         this.gravity = 1;
1274                 if (!(this.spawnflags & 1024))
1275                         this.ItemStatus |= ITS_ANIMATE1;
1276                 this.SendFlags |= ISF_COLORMAP;
1277         }
1278
1279         this.state = 0;
1280         if(this.team) // broken, no idea why.
1281         {
1282                 if(!this.cnt)
1283                         this.cnt = 1; // item probability weight
1284
1285                 this.effects |= EF_NODRAW; // marker for item team search
1286                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1287         }
1288         else
1289                 Item_Reset(this);
1290
1291         Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1292
1293         // call this hook after everything else has been done
1294         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1295         {
1296                 startitem_failed = true;
1297                 delete(this);
1298                 return;
1299         }
1300
1301         setItemGroup(this);
1302 }
1303
1304 void StartItem(entity this, GameItem def)
1305 {
1306     _StartItem(
1307         this,
1308         this.itemdef = def,
1309         def.m_respawntime(), // defaultrespawntime
1310         def.m_respawntimejitter() // defaultrespawntimejitter
1311         );
1312 }
1313
1314 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1315 int group_count = 1;
1316
1317 void setItemGroup(entity this)
1318 {
1319         if(!IS_SMALL(this.itemdef))
1320                 return;
1321
1322         FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1323         {
1324                 if(!this.item_group)
1325                 {
1326                         if(!it.item_group)
1327                         {
1328                                 it.item_group = group_count;
1329                                 group_count++;
1330                         }
1331                         this.item_group = it.item_group;
1332                 }
1333                 else // spawning item is already part of a item_group X
1334                 {
1335                         if(!it.item_group)
1336                                 it.item_group = this.item_group;
1337                         else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1338                         {
1339                                 int grY = it.item_group;
1340                                 // move all items of item_group Y to item_group X
1341                                 IL_EACH(g_items, IS_SMALL(it.itemdef),
1342                                 {
1343                                         if(it.item_group == grY)
1344                                                 it.item_group = this.item_group;
1345                                 });
1346                         }
1347                 }
1348         });
1349 }
1350
1351 void setItemGroupCount()
1352 {
1353         for (int k = 1; k <= group_count; k++)
1354         {
1355                 int count = 0;
1356                 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1357                 if (count)
1358                         IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1359         }
1360 }
1361
1362 spawnfunc(item_rockets)
1363 {
1364     StartItem(this, ITEM_Rockets);
1365 }
1366
1367 spawnfunc(item_bullets)
1368 {
1369         if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap && 
1370            (this.classname != "droppedweapon"))
1371         {
1372                 weaponswapping = true;
1373                 spawnfunc_item_shells(this);
1374                 weaponswapping = false;
1375                 return;
1376         }
1377
1378     StartItem(this, ITEM_Bullets);
1379 }
1380
1381 spawnfunc(item_cells)
1382 {
1383         StartItem(this, ITEM_Cells);
1384 }
1385
1386 spawnfunc(item_plasma)
1387 {
1388         StartItem(this, ITEM_Plasma);
1389 }
1390
1391 spawnfunc(item_shells)
1392 {
1393         if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
1394            (this.classname != "droppedweapon"))
1395         {
1396                 weaponswapping = true;
1397                 spawnfunc_item_bullets(this);
1398                 weaponswapping = false;
1399                 return;
1400         }
1401
1402         StartItem(this, ITEM_Shells);
1403 }
1404
1405 spawnfunc(item_armor_small)
1406 {
1407         StartItem(this, ITEM_ArmorSmall);
1408 }
1409
1410 spawnfunc(item_armor_medium)
1411 {
1412         StartItem(this, ITEM_ArmorMedium);
1413 }
1414
1415 spawnfunc(item_armor_big)
1416 {
1417         StartItem(this, ITEM_ArmorBig);
1418 }
1419
1420 spawnfunc(item_armor_mega)
1421 {
1422         StartItem(this, ITEM_ArmorMega);
1423 }
1424
1425 spawnfunc(item_health_small)
1426 {
1427         StartItem(this, ITEM_HealthSmall);
1428 }
1429
1430 spawnfunc(item_health_medium)
1431 {
1432     StartItem(this, ITEM_HealthMedium);
1433 }
1434
1435 spawnfunc(item_health_big)
1436 {
1437         StartItem(this, ITEM_HealthBig);
1438 }
1439
1440 spawnfunc(item_health_mega)
1441 {
1442     StartItem(this, ITEM_HealthMega);
1443 }
1444
1445 // support old misnamed entities
1446 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1447 spawnfunc(item_armor25) { spawnfunc_item_armor_mega(this); }
1448 spawnfunc(item_armor_large) { spawnfunc_item_armor_mega(this); }
1449 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1450 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1451 spawnfunc(item_health_large) { spawnfunc_item_health_big(this); }
1452 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1453
1454 spawnfunc(item_strength)
1455 {
1456         StartItem(this, ITEM_Strength);
1457 }
1458
1459 spawnfunc(item_invincible)
1460 {
1461         StartItem(this, ITEM_Shield);
1462 }
1463
1464 // compatibility:
1465 spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
1466
1467 void target_items_use(entity this, entity actor, entity trigger)
1468 {
1469         if(actor.classname == "droppedweapon")
1470         {
1471                 EXACTTRIGGER_TOUCH(this, trigger);
1472                 delete(actor);
1473                 return;
1474         }
1475
1476         if (!IS_PLAYER(actor) || IS_DEAD(actor))
1477                 return;
1478
1479         if(trigger.solid == SOLID_TRIGGER)
1480         {
1481                 EXACTTRIGGER_TOUCH(this, trigger);
1482         }
1483
1484         IL_EACH(g_items, it.enemy == actor && it.classname == "droppedweapon",
1485         {
1486                 delete(it);
1487         });
1488
1489         if(GiveItems(actor, 0, tokenize_console(this.netname)))
1490                 centerprint(actor, this.message);
1491 }
1492
1493 spawnfunc(target_items)
1494 {
1495         int n;
1496         string s;
1497
1498         this.use = target_items_use;
1499         if(!this.strength_finished)
1500                 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1501         if(!this.invincible_finished)
1502                 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1503         if(!this.superweapons_finished)
1504                 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1505
1506         n = tokenize_console(this.netname);
1507         if(argv(0) == "give")
1508         {
1509                 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1510         }
1511         else
1512         {
1513                 for(int j = 0; j < n; ++j)
1514                 {
1515                         if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO;
1516                         else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_WEAPON_AMMO;
1517                         else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1518                         else if(argv(j) == "strength")               this.items |= ITEM_Strength.m_itemid;
1519                         else if(argv(j) == "invincible")             this.items |= ITEM_Shield.m_itemid;
1520                         else if(argv(j) == "superweapons")           this.items |= IT_SUPERWEAPON;
1521                         else if(argv(j) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
1522                         else if(argv(j) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
1523                         else
1524                         {
1525                                 FOREACH(Buffs, it != BUFF_Null,
1526                                 {
1527                                         s = Buff_UndeprecateName(argv(j));
1528                                         if(s == it.m_name)
1529                                         {
1530                                                 this.buffs |= (it.m_itemid);
1531                                                 break;
1532                                         }
1533                                 });
1534                                 FOREACH(Weapons, it != WEP_Null, {
1535                                         s = W_UndeprecateName(argv(j));
1536                                         if(s == it.netname)
1537                                         {
1538                                                 this.weapons |= (it.m_wepset);
1539                                                 if(this.spawnflags == 0 || this.spawnflags == 2)
1540                                                         it.wr_init(it);
1541                                                 break;
1542                                         }
1543                                 });
1544                         }
1545                 }
1546
1547                 string itemprefix, valueprefix;
1548                 if(this.spawnflags == 0)
1549                 {
1550                         itemprefix = "";
1551                         valueprefix = "";
1552                 }
1553                 else if(this.spawnflags == 1)
1554                 {
1555                         itemprefix = "max ";
1556                         valueprefix = "max ";
1557                 }
1558                 else if(this.spawnflags == 2)
1559                 {
1560                         itemprefix = "min ";
1561                         valueprefix = "min ";
1562                 }
1563                 else if(this.spawnflags == 4)
1564                 {
1565                         itemprefix = "minus ";
1566                         valueprefix = "max ";
1567                 }
1568                 else
1569                 {
1570                         error("invalid spawnflags");
1571                         itemprefix = valueprefix = string_null;
1572                 }
1573
1574                 this.netname = "";
1575                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1576                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1577                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1578                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1579                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1580                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1581                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1582                 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1583                 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1584                 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1585                 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1586                 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1587                 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1588                 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1589                 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1590                 FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.buffs & (it.m_itemid)), it.m_name));
1591                 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1592         }
1593         this.netname = strzone(this.netname);
1594         //print(this.netname, "\n");
1595
1596         n = tokenize_console(this.netname);
1597         for(int j = 0; j < n; ++j)
1598         {
1599                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1600             it.wr_init(it);
1601             break;
1602                 });
1603         }
1604 }
1605
1606 spawnfunc(item_fuel)
1607 {
1608         StartItem(this, ITEM_JetpackFuel);
1609 }
1610
1611 spawnfunc(item_fuel_regen)
1612 {
1613         if(start_items & ITEM_JetpackRegen.m_itemid)
1614         {
1615                 spawnfunc_item_fuel(this);
1616                 return;
1617         }
1618         StartItem(this, ITEM_JetpackRegen);
1619 }
1620
1621 spawnfunc(item_jetpack)
1622 {
1623         if(start_items & ITEM_Jetpack.m_itemid)
1624         {
1625                 spawnfunc_item_fuel(this);
1626                 return;
1627         }
1628         StartItem(this, ITEM_Jetpack);
1629 }
1630
1631 float GiveWeapon(entity e, float wpn, float op, float val)
1632 {
1633         WepSet v0, v1;
1634         WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1635         v0 = (e.weapons & s);
1636         switch(op)
1637         {
1638                 case OP_SET:
1639                         if(val > 0)
1640                                 e.weapons |= s;
1641                         else
1642                                 e.weapons &= ~s;
1643                         break;
1644                 case OP_MIN:
1645                 case OP_PLUS:
1646                         if(val > 0)
1647                                 e.weapons |= s;
1648                         break;
1649                 case OP_MAX:
1650                         if(val <= 0)
1651                                 e.weapons &= ~s;
1652                         break;
1653                 case OP_MINUS:
1654                         if(val > 0)
1655                                 e.weapons &= ~s;
1656                         break;
1657         }
1658         v1 = (e.weapons & s);
1659         return (v0 != v1);
1660 }
1661
1662 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1663 {
1664         bool had_buff = (e.buffs & thebuff.m_itemid);
1665         switch(op)
1666         {
1667                 case OP_SET:
1668                         if(val > 0)
1669                                 e.buffs |= thebuff.m_itemid;
1670                         else
1671                                 e.buffs &= ~thebuff.m_itemid;
1672                         break;
1673                 case OP_MIN:
1674                 case OP_PLUS:
1675                         if(val > 0)
1676                                 e.buffs |= thebuff.m_itemid;
1677                         break;
1678                 case OP_MAX:
1679                         if(val <= 0)
1680                                 e.buffs &= ~thebuff.m_itemid;
1681                         break;
1682                 case OP_MINUS:
1683                         if(val > 0)
1684                                 e.buffs &= ~thebuff.m_itemid;
1685                         break;
1686         }
1687         bool have_buff = (e.buffs & thebuff.m_itemid);
1688         return (had_buff != have_buff);
1689 }
1690
1691 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1692 {
1693         if(v1 == v0)
1694                 return;
1695         if(v1 <= v0 - t)
1696         {
1697                 if(snd_decr != NULL)
1698                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1699         }
1700         else if(v0 >= v0 + t)
1701         {
1702                 if(snd_incr != NULL)
1703                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1704         }
1705 }
1706
1707 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1708 {
1709         if(v0 < v1)
1710                 e.(rotfield) = max(e.(rotfield), time + rottime);
1711         else if(v0 > v1)
1712                 e.(regenfield) = max(e.(regenfield), time + regentime);
1713 }
1714 float GiveItems(entity e, float beginarg, float endarg)
1715 {
1716         float got, i, val, op;
1717         string cmd;
1718
1719         val = 999;
1720         op = OP_SET;
1721
1722         got = 0;
1723
1724         int _switchweapon = 0;
1725
1726         if(e.autoswitch)
1727         {
1728                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1729                 {
1730                         .entity weaponentity = weaponentities[slot];
1731                         if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1732                         if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1733                                 _switchweapon |= BIT(slot);
1734                 }
1735         }
1736
1737         e.strength_finished = max(0, e.strength_finished - time);
1738         e.invincible_finished = max(0, e.invincible_finished - time);
1739         e.superweapons_finished = max(0, e.superweapons_finished - time);
1740
1741         PREGIVE(e, items);
1742         PREGIVE_WEAPONS(e);
1743         PREGIVE(e, strength_finished);
1744         PREGIVE(e, invincible_finished);
1745         PREGIVE(e, superweapons_finished);
1746         PREGIVE(e, ammo_nails);
1747         PREGIVE(e, ammo_cells);
1748         PREGIVE(e, ammo_plasma);
1749         PREGIVE(e, ammo_shells);
1750         PREGIVE(e, ammo_rockets);
1751         PREGIVE(e, ammo_fuel);
1752         PREGIVE(e, armorvalue);
1753         PREGIVE(e, health);
1754
1755         for(i = beginarg; i < endarg; ++i)
1756         {
1757                 cmd = argv(i);
1758
1759                 if(cmd == "0" || stof(cmd))
1760                 {
1761                         val = stof(cmd);
1762                         continue;
1763                 }
1764                 switch(cmd)
1765                 {
1766                         case "no":
1767                                 op = OP_MAX;
1768                                 val = 0;
1769                                 continue;
1770                         case "max":
1771                                 op = OP_MAX;
1772                                 continue;
1773                         case "min":
1774                                 op = OP_MIN;
1775                                 continue;
1776                         case "plus":
1777                                 op = OP_PLUS;
1778                                 continue;
1779                         case "minus":
1780                                 op = OP_MINUS;
1781                                 continue;
1782                         case "ALL":
1783                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1784                                 got += GiveValue(e, strength_finished, op, val);
1785                                 got += GiveValue(e, invincible_finished, op, val);
1786                                 got += GiveValue(e, superweapons_finished, op, val);
1787                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1788                         case "all":
1789                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1790                                 got += GiveValue(e, health, op, val);
1791                                 got += GiveValue(e, armorvalue, op, val);
1792                         case "allweapons":
1793                                 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1794                         //case "allbuffs": // all buffs makes a player god, do not want!
1795                                 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1796                         case "allammo":
1797                                 got += GiveValue(e, ammo_cells, op, val);
1798                                 got += GiveValue(e, ammo_plasma, op, val);
1799                                 got += GiveValue(e, ammo_shells, op, val);
1800                                 got += GiveValue(e, ammo_nails, op, val);
1801                                 got += GiveValue(e, ammo_rockets, op, val);
1802                                 got += GiveValue(e, ammo_fuel, op, val);
1803                                 break;
1804                         case "unlimited_ammo":
1805                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1806                                 break;
1807                         case "unlimited_weapon_ammo":
1808                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1809                                 break;
1810                         case "unlimited_superweapons":
1811                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1812                                 break;
1813                         case "jetpack":
1814                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1815                                 break;
1816                         case "fuel_regen":
1817                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1818                                 break;
1819                         case "strength":
1820                                 got += GiveValue(e, strength_finished, op, val);
1821                                 break;
1822                         case "invincible":
1823                                 got += GiveValue(e, invincible_finished, op, val);
1824                                 break;
1825                         case "superweapons":
1826                                 got += GiveValue(e, superweapons_finished, op, val);
1827                                 break;
1828                         case "cells":
1829                                 got += GiveValue(e, ammo_cells, op, val);
1830                                 break;
1831                         case "plasma":
1832                                 got += GiveValue(e, ammo_plasma, op, val);
1833                                 break;
1834                         case "shells":
1835                                 got += GiveValue(e, ammo_shells, op, val);
1836                                 break;
1837                         case "nails":
1838                         case "bullets":
1839                                 got += GiveValue(e, ammo_nails, op, val);
1840                                 break;
1841                         case "rockets":
1842                                 got += GiveValue(e, ammo_rockets, op, val);
1843                                 break;
1844                         case "health":
1845                                 got += GiveValue(e, health, op, val);
1846                                 break;
1847                         case "armor":
1848                                 got += GiveValue(e, armorvalue, op, val);
1849                                 break;
1850                         case "fuel":
1851                                 got += GiveValue(e, ammo_fuel, op, val);
1852                                 break;
1853                         default:
1854                                 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
1855                                 {
1856                                         got += GiveBuff(e, it, op, val);
1857                                         break;
1858                                 });
1859                                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1860                     got += GiveWeapon(e, it.m_id, op, val);
1861                     break;
1862                                 });
1863                                 break;
1864                 }
1865                 val = 999;
1866                 op = OP_SET;
1867         }
1868
1869         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1870         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1871         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1872         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1873         FOREACH(Weapons, it != WEP_Null, {
1874                 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1875                 if(!(save_weapons & (it.m_wepset)))
1876                         if(e.weapons & (it.m_wepset))
1877                                 it.wr_init(it);
1878         });
1879         POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1880         POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1881         //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1882         POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1883         POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1884         POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1885         POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1886         POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1887         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);
1888         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);
1889         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);
1890
1891         if(e.superweapons_finished <= 0)
1892                 if(e.weapons & WEPSET_SUPERWEAPONS)
1893                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1894
1895         if(e.strength_finished <= 0)
1896                 e.strength_finished = 0;
1897         else
1898                 e.strength_finished += time;
1899         if(e.invincible_finished <= 0)
1900                 e.invincible_finished = 0;
1901         else
1902                 e.invincible_finished += time;
1903         if(e.superweapons_finished <= 0)
1904                 e.superweapons_finished = 0;
1905         else
1906                 e.superweapons_finished += time;
1907
1908         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1909         {
1910                 .entity weaponentity = weaponentities[slot];
1911                 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1912                 if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1913                         _switchweapon |= BIT(slot);
1914         }
1915
1916         if(_switchweapon)
1917         {
1918                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1919                 {
1920                         .entity weaponentity = weaponentities[slot];
1921                         if(_switchweapon & BIT(slot))
1922                         {
1923                                 Weapon wep = w_getbestweapon(e, weaponentity);
1924                                 if(wep != e.(weaponentity).m_switchweapon)
1925                                         W_SwitchWeapon_Force(e, wep, weaponentity);
1926                         }
1927                 }
1928         }
1929
1930         return got;
1931 }
1932 #endif