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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         {
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                         MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
542                         do {
543                                 {
544                                         entity wi = Weapons_from(this.weapon);
545                                         if (wi != WEP_Null) {
546                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
547                                                 wp.wp_extra = wi.m_id;
548                                                 break;
549                                         }
550                                 }
551                                 {
552                                         entity ii = this.itemdef;
553                                         if (ii != NULL) {
554                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
555                                                 wp.wp_extra = ii.m_id;
556                                                 break;
557                                         }
558                                 }
559                         } while (0);
560             if(this.waypointsprite_attached)
561             {
562                 GameItem def = this.itemdef;
563                 if (Item_ItemsTime_SpectatorOnly(def))
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) && (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                 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
605                 Item_ItemsTime_SetTime(e, t);
606                 Item_ItemsTime_SetTimesForAllPlayers();
607         }
608         else
609         {
610                 setthink(e, Item_RespawnThink);
611                 e.nextthink = time;
612                 e.scheduledrespawntime = time + t;
613                 e.wait = time + t;
614         }
615 }
616
617 void Item_ScheduleRespawn(entity e)
618 {
619         if(e.respawntime > 0)
620         {
621                 Item_Show(e, 0);
622                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
623         }
624         else // if respawntime is -1, this item does not respawn
625                 Item_Show(e, -1);
626 }
627
628 void Item_ScheduleInitialRespawn(entity e)
629 {
630         Item_Show(e, 0);
631         Item_ScheduleRespawnIn(e, game_starttime - time + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
632 }
633
634 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
635 {
636         if (!item.(ammotype))
637                 return false;
638
639         if (item.spawnshieldtime)
640         {
641                 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
642                 {
643                         player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
644                         goto YEAH;
645                 }
646         }
647         else if(g_weapon_stay == 2)
648         {
649                 float mi = min(item.(ammotype), ammomax);
650                 if (player.(ammotype) < mi)
651                 {
652                         player.(ammotype) = mi;
653                         goto YEAH;
654                 }
655         }
656
657         return false;
658
659 LABEL(YEAH)
660         switch(mode)
661         {
662                 case ITEM_MODE_FUEL:
663                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
664                         break;
665                 case ITEM_MODE_HEALTH:
666                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
667                         break;
668                 case ITEM_MODE_ARMOR:
669                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
670                         break;
671                 default:
672                         break;
673         }
674         return true;
675 }
676
677 float Item_GiveTo(entity item, entity player)
678 {
679         float pickedup;
680
681         // if nothing happens to player, just return without taking the item
682         pickedup = false;
683         int _switchweapon = 0;
684         // in case the player has autoswitch enabled do the following:
685         // if the player is using their best weapon before items are given, they
686         // probably want to switch to an even better weapon after items are given
687
688         if(player.autoswitch)
689         {
690                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
691                 {
692                         .entity weaponentity = weaponentities[slot];
693                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
694                         {
695                                 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
696                                         _switchweapon |= BIT(slot);
697
698                                 if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
699                                         _switchweapon |= BIT(slot);
700                         }
701                 }
702         }
703
704         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
705         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
706         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
707         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
708         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
709         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
710         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
711         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
712
713         if (item.itemdef.instanceOfWeaponPickup)
714         {
715                 WepSet w;
716                 w = item.weapons;
717                 w &= ~player.weapons;
718
719                 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
720                 {
721                         pickedup = true;
722                         FOREACH(Weapons, it != WEP_Null, {
723                                 if(w & (it.m_wepset))
724                                 {
725                                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
726                                         {
727                                                 .entity weaponentity = weaponentities[slot];
728                                                 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
729                                                         W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
730                                         }
731                                         W_GiveWeapon(player, it.m_id);
732                                 }
733                         });
734                 }
735         }
736
737         if (item.itemdef.instanceOfPowerup)
738         {
739                 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
740                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
741                 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
742                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
743         }
744
745         int its;
746         if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
747         {
748                 pickedup = true;
749                 player.items |= its;
750                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
751         }
752
753         if (item.strength_finished)
754         {
755                 pickedup = true;
756                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
757         }
758         if (item.invincible_finished)
759         {
760                 pickedup = true;
761                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
762         }
763         if (item.superweapons_finished)
764         {
765                 pickedup = true;
766                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
767         }
768
769 LABEL(skip)
770
771         // always eat teamed entities
772         if(item.team)
773                 pickedup = true;
774
775         if (!pickedup)
776                 return 0;
777
778         // crude hack to enforce switching weapons
779         if(g_cts && item.itemdef.instanceOfWeaponPickup)
780         {
781                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
782                 {
783                         .entity weaponentity = weaponentities[slot];
784                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
785                                 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
786                 }
787                 return 1;
788         }
789
790         if(_switchweapon)
791         {
792                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
793                 {
794                         .entity weaponentity = weaponentities[slot];
795                         if(_switchweapon & BIT(slot))
796                         if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
797                                 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
798                 }
799         }
800
801         return 1;
802 }
803
804 void Item_Touch(entity this, entity toucher)
805 {
806
807         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
808         if (this.classname == "droppedweapon")
809         {
810                 if (ITEM_TOUCH_NEEDKILL())
811                 {
812                         delete(this);
813                         return;
814                 }
815         }
816
817         if(!(toucher.flags & FL_PICKUPITEMS)
818         || STAT(FROZEN, toucher)
819         || IS_DEAD(toucher)
820         || (this.solid != SOLID_TRIGGER)
821         || (this.owner == toucher)
822         || (time < this.item_spawnshieldtime)
823         ) { return; }
824
825         switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
826         {
827                 case MUT_ITEMTOUCH_RETURN: { return; }
828                 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
829         }
830
831         toucher = M_ARGV(1, entity);
832
833         if (this.classname == "droppedweapon")
834         {
835                 this.strength_finished = max(0, this.strength_finished - time);
836                 this.invincible_finished = max(0, this.invincible_finished - time);
837                 this.superweapons_finished = max(0, this.superweapons_finished - time);
838         }
839         entity it = this.itemdef;
840         bool gave = ITEM_HANDLE(Pickup, it, this, toucher);
841         if (!gave)
842         {
843                 if (this.classname == "droppedweapon")
844                 {
845                         // undo what we did above
846                         this.strength_finished += time;
847                         this.invincible_finished += time;
848                         this.superweapons_finished += time;
849                 }
850                 return;
851         }
852
853 LABEL(pickup)
854
855         toucher.last_pickup = time;
856
857         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
858         _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);
859
860         if (this.classname == "droppedweapon")
861                 delete (this);
862         else if (this.spawnshieldtime)
863         {
864                 entity e;
865                 if(this.team)
866                 {
867                         RandomSelection_Init();
868                         IL_EACH(g_items, it.team == this.team,
869                         {
870                                 if(it.itemdef) // is a registered item
871                                 {
872                                         Item_Show(it, -1);
873                                         RandomSelection_AddEnt(it, it.cnt, 0);
874                                 }
875                         });
876                         e = RandomSelection_chosen_ent;
877
878                 }
879                 else
880                         e = this;
881                 Item_ScheduleRespawn(e);
882         }
883 }
884
885 void Item_Reset(entity this)
886 {
887         Item_Show(this, !this.state);
888         setorigin(this, this.origin);
889
890         if (this.classname != "droppedweapon")
891         {
892                 setthink(this, Item_Think);
893                 this.nextthink = time;
894
895                 if (this.waypointsprite_attached)
896                         WaypointSprite_Kill(this.waypointsprite_attached);
897
898                 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
899                         Item_ScheduleInitialRespawn(this);
900         }
901 }
902
903 void Item_FindTeam(entity this)
904 {
905         entity e;
906
907         if(this.effects & EF_NODRAW)
908         {
909                 // marker for item team search
910                 LOG_TRACE("Initializing item team ", ftos(this.team));
911                 RandomSelection_Init();
912                 IL_EACH(g_items, it.team == this.team,
913                 {
914                         if(it.itemdef) // is a registered item
915                                 RandomSelection_AddEnt(it, it.cnt, 0);
916                 });
917
918                 e = RandomSelection_chosen_ent;
919                 e.state = 0;
920                 Item_Show(e, 1);
921
922                 IL_EACH(g_items, it.team == this.team,
923                 {
924                         if(it.itemdef) // is a registered item
925                         {
926                                 if(it != e)
927                                 {
928                                         // make it non-spawned
929                                         Item_Show(it, -1);
930                                         it.state = 1; // state 1 = initially hidden item, apparently
931                                 }
932                                 it.effects &= ~EF_NODRAW;
933                         }
934                 });
935
936                 Item_Reset(this);
937         }
938 }
939
940 // Savage: used for item garbage-collection
941 void RemoveItem(entity this)
942 {
943         if(wasfreed(this) || !this) { return; }
944         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
945         delete(this);
946 }
947
948 // pickup evaluation functions
949 // these functions decide how desirable an item is to the bots
950
951 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
952
953 float weapon_pickupevalfunc(entity player, entity item)
954 {
955         // See if I have it already
956         if(player.weapons & item.weapons)
957         {
958                 // If I can pick it up
959                 if(!item.spawnshieldtime)
960                         return 0;
961                 return ammo_pickupevalfunc(player, item);
962         }
963
964         // reduce weapon value if bot already got a good arsenal
965         float c = 1;
966         int weapons_value = 0;
967         FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
968                 weapons_value += it.bot_pickupbasevalue;
969         });
970         c -= bound(0, weapons_value / 20000, 1) * 0.5;
971
972         return item.bot_pickupbasevalue * c;
973 }
974
975 float ammo_pickupevalfunc(entity player, entity item)
976 {
977         bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
978         entity wpn = NULL;
979         float c = 0;
980         float rating = 0;
981
982         // Detect needed ammo
983         if(item.itemdef.instanceOfWeaponPickup)
984         {
985                 entity ammo = NULL;
986                 if(item.ammo_shells)       { need_shells  = true; ammo = ITEM_Shells;      }
987                 else if(item.ammo_nails)   { need_nails   = true; ammo = ITEM_Bullets;     }
988                 else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets;     }
989                 else if(item.ammo_cells)   { need_cells   = true; ammo = ITEM_Cells;       }
990                 else if(item.ammo_plasma)  { need_plasma  = true; ammo = ITEM_Plasma;      }
991                 else if(item.ammo_fuel)    { need_fuel    = true; ammo = ITEM_JetpackFuel; }
992
993                 if(!ammo)
994                         return 0;
995                 wpn = item;
996                 rating = ammo.m_botvalue;
997         }
998         else
999         {
1000                 FOREACH(Weapons, it != WEP_Null, {
1001                         if(!(player.weapons & (it.m_wepset)))
1002                                 continue;
1003
1004                         switch(it.ammo_field)
1005                         {
1006                                 case ammo_shells:  need_shells  = true; break;
1007                                 case ammo_nails:   need_nails   = true; break;
1008                                 case ammo_rockets: need_rockets = true; break;
1009                                 case ammo_cells:   need_cells   = true; break;
1010                                 case ammo_plasma:  need_plasma  = true; break;
1011                                 case ammo_fuel:    need_fuel    = true; break;
1012                         }
1013                 });
1014                 rating = item.bot_pickupbasevalue;
1015         }
1016
1017         if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
1018                 c = item.ammo_shells / player.ammo_shells;
1019
1020         if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
1021                 c = item.ammo_nails / player.ammo_nails;
1022
1023         if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
1024                 c = item.ammo_rockets / player.ammo_rockets;
1025
1026         if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
1027                 c = item.ammo_cells / player.ammo_cells;
1028
1029         if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
1030                 c = item.ammo_plasma / player.ammo_plasma;
1031
1032         if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
1033                 c = item.ammo_fuel / player.ammo_fuel;
1034
1035         rating *= min(2, c);
1036         if(wpn)
1037                 rating += wpn.bot_pickupbasevalue * 0.1;
1038         return rating;
1039 }
1040
1041 .int item_group;
1042 .int item_group_count;
1043 float healtharmor_pickupevalfunc(entity player, entity item)
1044 {
1045         float c = 0;
1046         float rating = item.bot_pickupbasevalue;
1047
1048         float itemarmor = item.armorvalue;
1049         float itemhealth = item.health;
1050
1051         if(item.item_group)
1052         {
1053                 itemarmor *= min(4, item.item_group_count);
1054                 itemhealth *= min(4, item.item_group_count);
1055         }
1056
1057         if (itemarmor && (player.armorvalue < item.max_armorvalue))
1058                 c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
1059
1060         if (itemhealth && (player.health < item.max_health))
1061                 c = itemhealth / max(1, player.health);
1062
1063         rating *= min(2, c);
1064         return rating;
1065 }
1066
1067 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1068 {
1069         if(ITEM_DAMAGE_NEEDKILL(deathtype))
1070                 RemoveItem(this);
1071 }
1072
1073 void item_use(entity this, entity actor, entity trigger)
1074 {
1075         // use the touch function to handle collection
1076         gettouch(this)(this, actor);
1077 }
1078
1079 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1080 {
1081         string itemname = def.m_name;
1082         Model itemmodel = def.m_model;
1083     Sound pickupsound = def.m_sound;
1084         float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1085         float pickupbasevalue = def.m_botvalue;
1086         int itemflags = def.m_itemflags;
1087
1088         startitem_failed = false;
1089
1090         this.item_model_ent = itemmodel;
1091     this.item_pickupsound_ent = pickupsound;
1092
1093     if(def.m_iteminit)
1094         def.m_iteminit(this);
1095
1096         if(!this.respawntime) // both need to be set
1097         {
1098                 this.respawntime = defaultrespawntime;
1099                 this.respawntimejitter = defaultrespawntimejitter;
1100         }
1101
1102         if(!this.pickup_anyway && def.m_pickupanyway)
1103                 this.pickup_anyway = def.m_pickupanyway();
1104
1105         int itemid = def.m_itemid;
1106         this.items = itemid;
1107         int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1108         this.weapon = weaponid;
1109
1110         if(!this.fade_end)
1111         {
1112                 this.fade_start = autocvar_g_items_mindist;
1113                 this.fade_end = autocvar_g_items_maxdist;
1114         }
1115
1116         if(weaponid)
1117                 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1118
1119         this.flags = FL_ITEM | itemflags;
1120         IL_PUSH(g_items, this);
1121
1122         if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1123         {
1124                 startitem_failed = true;
1125                 delete(this);
1126                 return;
1127         }
1128
1129         // is it a dropped weapon?
1130         if (this.classname == "droppedweapon")
1131         {
1132                 this.reset = SUB_Remove;
1133                 // it's a dropped weapon
1134                 set_movetype(this, MOVETYPE_TOSS);
1135
1136                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1137                 setthink(this, RemoveItem);
1138                 this.nextthink = time + 20;
1139
1140                 this.takedamage = DAMAGE_YES;
1141                 this.event_damage = Item_Damage;
1142
1143                 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1144                 {
1145                         // if item is worthless after a timer, have it expire then
1146                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1147                 }
1148
1149                 // don't drop if in a NODROP zone (such as lava)
1150                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1151                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1152                 {
1153                         startitem_failed = true;
1154                         delete(this);
1155                         return;
1156                 }
1157         }
1158         else
1159         {
1160                 if(!have_pickup_item(this))
1161                 {
1162                         startitem_failed = true;
1163                         delete (this);
1164                         return;
1165                 }
1166
1167                 if(this.angles != '0 0 0')
1168                         this.SendFlags |= ISF_ANGLES;
1169
1170                 this.reset = Item_Reset;
1171                 // it's a level item
1172                 if(this.spawnflags & 1)
1173                         this.noalign = 1;
1174                 if (this.noalign > 0)
1175                         set_movetype(this, MOVETYPE_NONE);
1176                 else
1177                         set_movetype(this, MOVETYPE_TOSS);
1178                 // do item filtering according to game mode and other things
1179                 if (this.noalign <= 0)
1180                 {
1181                         // first nudge it off the floor a little bit to avoid math errors
1182                         setorigin(this, this.origin + '0 0 1');
1183                         // set item size before we spawn a spawnfunc_waypoint
1184                         setsize(this, def.m_mins, def.m_maxs);
1185                         this.SendFlags |= ISF_SIZE;
1186                         // note droptofloor returns false if stuck/or would fall too far
1187                         if (!this.noalign)
1188                                 droptofloor(this);
1189                         waypoint_spawnforitem(this);
1190                 }
1191
1192                 /*
1193                  * can't do it that way, as it would break maps
1194                  * TODO make a target_give like entity another way, that perhaps has
1195                  * the weapon name in a key
1196                 if(this.targetname)
1197                 {
1198                         // target_give not yet supported; maybe later
1199                         print("removed targeted ", this.classname, "\n");
1200                         startitem_failed = true;
1201                         remove (this);
1202                         return;
1203                 }
1204                 */
1205
1206                 if(this.targetname != "" && (this.spawnflags & 16))
1207                         this.use = item_use;
1208
1209                 if(autocvar_spawn_debug >= 2)
1210                 {
1211             // why not flags & fl_item?
1212                     FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1213                 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1214                 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1215                 error("Mapper sucks.");
1216             });
1217                         this.is_item = true;
1218                 }
1219
1220                 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1221
1222                 precache_model(this.model);
1223                 precache_sound(this.item_pickupsound);
1224
1225                 if (   def.instanceOfPowerup
1226                         || def.instanceOfWeaponPickup
1227                         || (def.instanceOfHealth && def != ITEM_HealthSmall)
1228                         || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1229                         || (itemid & (IT_KEY1 | IT_KEY2))
1230                 ) this.target = "###item###"; // for finding the nearest item using find()
1231
1232                 Item_ItemsTime_SetTime(this, 0);
1233         }
1234
1235         this.bot_pickup = true;
1236         this.bot_pickupevalfunc = pickupevalfunc;
1237         this.bot_pickupbasevalue = pickupbasevalue;
1238         this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1239         this.netname = itemname;
1240         settouch(this, Item_Touch);
1241         setmodel(this, MDL_Null); // precision set below
1242         //this.effects |= EF_LOWPRECISION;
1243
1244         setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
1245
1246         this.SendFlags |= ISF_SIZE;
1247
1248         if (!(this.spawnflags & 1024)) {
1249                 if(def.instanceOfPowerup)
1250                         this.ItemStatus |= ITS_ANIMATE1;
1251
1252                 if(this.armorvalue || this.health)
1253                         this.ItemStatus |= ITS_ANIMATE2;
1254         }
1255
1256         if(def.instanceOfWeaponPickup)
1257         {
1258                 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1259                         this.colormap = 1024; // color shirt=0 pants=0 grey
1260                 else
1261                         this.gravity = 1;
1262                 if (!(this.spawnflags & 1024))
1263                         this.ItemStatus |= ITS_ANIMATE1;
1264                 this.SendFlags |= ISF_COLORMAP;
1265         }
1266
1267         this.state = 0;
1268         if(this.team) // broken, no idea why.
1269         {
1270                 if(!this.cnt)
1271                         this.cnt = 1; // item probability weight
1272
1273                 this.effects |= EF_NODRAW; // marker for item team search
1274                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1275         }
1276         else
1277                 Item_Reset(this);
1278
1279         Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1280
1281         // call this hook after everything else has been done
1282         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1283         {
1284                 startitem_failed = true;
1285                 delete(this);
1286                 return;
1287         }
1288
1289         setItemGroup(this);
1290 }
1291
1292 void StartItem(entity this, GameItem def)
1293 {
1294     _StartItem(
1295         this,
1296         this.itemdef = def,
1297         def.m_respawntime(), // defaultrespawntime
1298         def.m_respawntimejitter() // defaultrespawntimejitter
1299         );
1300 }
1301
1302 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1303 int group_count = 1;
1304
1305 void setItemGroup(entity this)
1306 {
1307         if(!IS_SMALL(this.itemdef))
1308                 return;
1309
1310         FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1311         {
1312                 if(!this.item_group)
1313                 {
1314                         if(!it.item_group)
1315                         {
1316                                 it.item_group = group_count;
1317                                 group_count++;
1318                         }
1319                         this.item_group = it.item_group;
1320                 }
1321                 else // spawning item is already part of a item_group X
1322                 {
1323                         if(!it.item_group)
1324                                 it.item_group = this.item_group;
1325                         else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1326                         {
1327                                 int grY = it.item_group;
1328                                 // move all items of item_group Y to item_group X
1329                                 IL_EACH(g_items, IS_SMALL(it.itemdef),
1330                                 {
1331                                         if(it.item_group == grY)
1332                                                 it.item_group = this.item_group;
1333                                 });
1334                         }
1335                 }
1336         });
1337 }
1338
1339 void setItemGroupCount()
1340 {
1341         for (int k = 1; k <= group_count; k++)
1342         {
1343                 int count = 0;
1344                 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1345                 if (count)
1346                         IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1347         }
1348 }
1349
1350 spawnfunc(item_rockets)
1351 {
1352     StartItem(this, ITEM_Rockets);
1353 }
1354
1355 spawnfunc(item_bullets)
1356 {
1357         if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap && 
1358            (this.classname != "droppedweapon"))
1359         {
1360                 weaponswapping = true;
1361                 spawnfunc_item_shells(this);
1362                 weaponswapping = false;
1363                 return;
1364         }
1365
1366     StartItem(this, ITEM_Bullets);
1367 }
1368
1369 spawnfunc(item_cells)
1370 {
1371         StartItem(this, ITEM_Cells);
1372 }
1373
1374 spawnfunc(item_plasma)
1375 {
1376         StartItem(this, ITEM_Plasma);
1377 }
1378
1379 spawnfunc(item_shells)
1380 {
1381         if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
1382            (this.classname != "droppedweapon"))
1383         {
1384                 weaponswapping = true;
1385                 spawnfunc_item_bullets(this);
1386                 weaponswapping = false;
1387                 return;
1388         }
1389
1390         StartItem(this, ITEM_Shells);
1391 }
1392
1393 spawnfunc(item_armor_small)
1394 {
1395         StartItem(this, ITEM_ArmorSmall);
1396 }
1397
1398 spawnfunc(item_armor_medium)
1399 {
1400         StartItem(this, ITEM_ArmorMedium);
1401 }
1402
1403 spawnfunc(item_armor_big)
1404 {
1405         StartItem(this, ITEM_ArmorBig);
1406 }
1407
1408 spawnfunc(item_armor_mega)
1409 {
1410         StartItem(this, ITEM_ArmorMega);
1411 }
1412
1413 spawnfunc(item_health_small)
1414 {
1415         StartItem(this, ITEM_HealthSmall);
1416 }
1417
1418 spawnfunc(item_health_medium)
1419 {
1420     StartItem(this, ITEM_HealthMedium);
1421 }
1422
1423 spawnfunc(item_health_big)
1424 {
1425         StartItem(this, ITEM_HealthBig);
1426 }
1427
1428 spawnfunc(item_health_mega)
1429 {
1430     StartItem(this, ITEM_HealthMega);
1431 }
1432
1433 // support old misnamed entities
1434 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1435 spawnfunc(item_armor25) { spawnfunc_item_armor_mega(this); }
1436 spawnfunc(item_armor_large) { spawnfunc_item_armor_mega(this); }
1437 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1438 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1439 spawnfunc(item_health_large) { spawnfunc_item_health_big(this); }
1440 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1441
1442 spawnfunc(item_strength)
1443 {
1444         StartItem(this, ITEM_Strength);
1445 }
1446
1447 spawnfunc(item_invincible)
1448 {
1449         StartItem(this, ITEM_Shield);
1450 }
1451
1452 // compatibility:
1453 spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
1454
1455 void target_items_use(entity this, entity actor, entity trigger)
1456 {
1457         if(actor.classname == "droppedweapon")
1458         {
1459                 EXACTTRIGGER_TOUCH(this, trigger);
1460                 delete(actor);
1461                 return;
1462         }
1463
1464         if (!IS_PLAYER(actor) || IS_DEAD(actor))
1465                 return;
1466
1467         if(trigger.solid == SOLID_TRIGGER)
1468         {
1469                 EXACTTRIGGER_TOUCH(this, trigger);
1470         }
1471
1472         IL_EACH(g_items, it.enemy == actor && it.classname == "droppedweapon",
1473         {
1474                 delete(it);
1475         });
1476
1477         if(GiveItems(actor, 0, tokenize_console(this.netname)))
1478                 centerprint(actor, this.message);
1479 }
1480
1481 spawnfunc(target_items)
1482 {
1483         int n, j;
1484         string s;
1485
1486         this.use = target_items_use;
1487         if(!this.strength_finished)
1488                 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1489         if(!this.invincible_finished)
1490                 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1491         if(!this.superweapons_finished)
1492                 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1493
1494         n = tokenize_console(this.netname);
1495         if(argv(0) == "give")
1496         {
1497                 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1498         }
1499         else
1500         {
1501                 for(j = 0; j < n; ++j)
1502                 {
1503                         if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO;
1504                         else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_WEAPON_AMMO;
1505                         else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1506                         else if(argv(j) == "strength")               this.items |= ITEM_Strength.m_itemid;
1507                         else if(argv(j) == "invincible")             this.items |= ITEM_Shield.m_itemid;
1508                         else if(argv(j) == "superweapons")           this.items |= IT_SUPERWEAPON;
1509                         else if(argv(j) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
1510                         else if(argv(j) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
1511                         else
1512                         {
1513                                 FOREACH(Buffs, it != BUFF_Null,
1514                                 {
1515                                         s = Buff_UndeprecateName(argv(j));
1516                                         if(s == it.m_name)
1517                                         {
1518                                                 this.buffs |= (it.m_itemid);
1519                                                 break;
1520                                         }
1521                                 });
1522                                 FOREACH(Weapons, it != WEP_Null, {
1523                                         s = W_UndeprecateName(argv(j));
1524                                         if(s == it.netname)
1525                                         {
1526                                                 this.weapons |= (it.m_wepset);
1527                                                 if(this.spawnflags == 0 || this.spawnflags == 2)
1528                                                         it.wr_init(it);
1529                                                 break;
1530                                         }
1531                                 });
1532                         }
1533                 }
1534
1535                 string itemprefix, valueprefix;
1536                 if(this.spawnflags == 0)
1537                 {
1538                         itemprefix = "";
1539                         valueprefix = "";
1540                 }
1541                 else if(this.spawnflags == 1)
1542                 {
1543                         itemprefix = "max ";
1544                         valueprefix = "max ";
1545                 }
1546                 else if(this.spawnflags == 2)
1547                 {
1548                         itemprefix = "min ";
1549                         valueprefix = "min ";
1550                 }
1551                 else if(this.spawnflags == 4)
1552                 {
1553                         itemprefix = "minus ";
1554                         valueprefix = "max ";
1555                 }
1556                 else
1557                 {
1558                         error("invalid spawnflags");
1559                         itemprefix = valueprefix = string_null;
1560                 }
1561
1562                 this.netname = "";
1563                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1564                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1565                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1566                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1567                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1568                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1569                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1570                 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1571                 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1572                 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1573                 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1574                 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1575                 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1576                 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1577                 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1578                 FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.buffs & (it.m_itemid)), it.m_name));
1579                 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1580         }
1581         this.netname = strzone(this.netname);
1582         //print(this.netname, "\n");
1583
1584         n = tokenize_console(this.netname);
1585         for(j = 0; j < n; ++j)
1586         {
1587                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1588             it.wr_init(it);
1589             break;
1590                 });
1591         }
1592 }
1593
1594 spawnfunc(item_fuel)
1595 {
1596         StartItem(this, ITEM_JetpackFuel);
1597 }
1598
1599 spawnfunc(item_fuel_regen)
1600 {
1601         if(start_items & ITEM_JetpackRegen.m_itemid)
1602         {
1603                 spawnfunc_item_fuel(this);
1604                 return;
1605         }
1606         StartItem(this, ITEM_JetpackRegen);
1607 }
1608
1609 spawnfunc(item_jetpack)
1610 {
1611         if(start_items & ITEM_Jetpack.m_itemid)
1612         {
1613                 spawnfunc_item_fuel(this);
1614                 return;
1615         }
1616         StartItem(this, ITEM_Jetpack);
1617 }
1618
1619 float GiveWeapon(entity e, float wpn, float op, float val)
1620 {
1621         WepSet v0, v1;
1622         WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1623         v0 = (e.weapons & s);
1624         switch(op)
1625         {
1626                 case OP_SET:
1627                         if(val > 0)
1628                                 e.weapons |= s;
1629                         else
1630                                 e.weapons &= ~s;
1631                         break;
1632                 case OP_MIN:
1633                 case OP_PLUS:
1634                         if(val > 0)
1635                                 e.weapons |= s;
1636                         break;
1637                 case OP_MAX:
1638                         if(val <= 0)
1639                                 e.weapons &= ~s;
1640                         break;
1641                 case OP_MINUS:
1642                         if(val > 0)
1643                                 e.weapons &= ~s;
1644                         break;
1645         }
1646         v1 = (e.weapons & s);
1647         return (v0 != v1);
1648 }
1649
1650 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1651 {
1652         bool had_buff = (e.buffs & thebuff.m_itemid);
1653         switch(op)
1654         {
1655                 case OP_SET:
1656                         if(val > 0)
1657                                 e.buffs |= thebuff.m_itemid;
1658                         else
1659                                 e.buffs &= ~thebuff.m_itemid;
1660                         break;
1661                 case OP_MIN:
1662                 case OP_PLUS:
1663                         if(val > 0)
1664                                 e.buffs |= thebuff.m_itemid;
1665                         break;
1666                 case OP_MAX:
1667                         if(val <= 0)
1668                                 e.buffs &= ~thebuff.m_itemid;
1669                         break;
1670                 case OP_MINUS:
1671                         if(val > 0)
1672                                 e.buffs &= ~thebuff.m_itemid;
1673                         break;
1674         }
1675         bool have_buff = (e.buffs & thebuff.m_itemid);
1676         return (had_buff != have_buff);
1677 }
1678
1679 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1680 {
1681         if(v1 == v0)
1682                 return;
1683         if(v1 <= v0 - t)
1684         {
1685                 if(snd_decr != NULL)
1686                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1687         }
1688         else if(v0 >= v0 + t)
1689         {
1690                 if(snd_incr != NULL)
1691                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1692         }
1693 }
1694
1695 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1696 {
1697         if(v0 < v1)
1698                 e.(rotfield) = max(e.(rotfield), time + rottime);
1699         else if(v0 > v1)
1700                 e.(regenfield) = max(e.(regenfield), time + regentime);
1701 }
1702 float GiveItems(entity e, float beginarg, float endarg)
1703 {
1704         float got, i, val, op;
1705         string cmd;
1706
1707         val = 999;
1708         op = OP_SET;
1709
1710         got = 0;
1711
1712         int _switchweapon = 0;
1713
1714         if(e.autoswitch)
1715         {
1716                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1717                 {
1718                         .entity weaponentity = weaponentities[slot];
1719                         if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1720                         if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1721                                 _switchweapon |= BIT(slot);
1722                 }
1723         }
1724
1725         e.strength_finished = max(0, e.strength_finished - time);
1726         e.invincible_finished = max(0, e.invincible_finished - time);
1727         e.superweapons_finished = max(0, e.superweapons_finished - time);
1728
1729         PREGIVE(e, items);
1730         PREGIVE_WEAPONS(e);
1731         PREGIVE(e, strength_finished);
1732         PREGIVE(e, invincible_finished);
1733         PREGIVE(e, superweapons_finished);
1734         PREGIVE(e, ammo_nails);
1735         PREGIVE(e, ammo_cells);
1736         PREGIVE(e, ammo_plasma);
1737         PREGIVE(e, ammo_shells);
1738         PREGIVE(e, ammo_rockets);
1739         PREGIVE(e, ammo_fuel);
1740         PREGIVE(e, armorvalue);
1741         PREGIVE(e, health);
1742
1743         for(i = beginarg; i < endarg; ++i)
1744         {
1745                 cmd = argv(i);
1746
1747                 if(cmd == "0" || stof(cmd))
1748                 {
1749                         val = stof(cmd);
1750                         continue;
1751                 }
1752                 switch(cmd)
1753                 {
1754                         case "no":
1755                                 op = OP_MAX;
1756                                 val = 0;
1757                                 continue;
1758                         case "max":
1759                                 op = OP_MAX;
1760                                 continue;
1761                         case "min":
1762                                 op = OP_MIN;
1763                                 continue;
1764                         case "plus":
1765                                 op = OP_PLUS;
1766                                 continue;
1767                         case "minus":
1768                                 op = OP_MINUS;
1769                                 continue;
1770                         case "ALL":
1771                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1772                                 got += GiveValue(e, strength_finished, op, val);
1773                                 got += GiveValue(e, invincible_finished, op, val);
1774                                 got += GiveValue(e, superweapons_finished, op, val);
1775                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1776                         case "all":
1777                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1778                                 got += GiveValue(e, health, op, val);
1779                                 got += GiveValue(e, armorvalue, op, val);
1780                         case "allweapons":
1781                                 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1782                         //case "allbuffs": // all buffs makes a player god, do not want!
1783                                 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1784                         case "allammo":
1785                                 got += GiveValue(e, ammo_cells, op, val);
1786                                 got += GiveValue(e, ammo_plasma, op, val);
1787                                 got += GiveValue(e, ammo_shells, op, val);
1788                                 got += GiveValue(e, ammo_nails, op, val);
1789                                 got += GiveValue(e, ammo_rockets, op, val);
1790                                 got += GiveValue(e, ammo_fuel, op, val);
1791                                 break;
1792                         case "unlimited_ammo":
1793                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1794                                 break;
1795                         case "unlimited_weapon_ammo":
1796                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1797                                 break;
1798                         case "unlimited_superweapons":
1799                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1800                                 break;
1801                         case "jetpack":
1802                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1803                                 break;
1804                         case "fuel_regen":
1805                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1806                                 break;
1807                         case "strength":
1808                                 got += GiveValue(e, strength_finished, op, val);
1809                                 break;
1810                         case "invincible":
1811                                 got += GiveValue(e, invincible_finished, op, val);
1812                                 break;
1813                         case "superweapons":
1814                                 got += GiveValue(e, superweapons_finished, op, val);
1815                                 break;
1816                         case "cells":
1817                                 got += GiveValue(e, ammo_cells, op, val);
1818                                 break;
1819                         case "plasma":
1820                                 got += GiveValue(e, ammo_plasma, op, val);
1821                                 break;
1822                         case "shells":
1823                                 got += GiveValue(e, ammo_shells, op, val);
1824                                 break;
1825                         case "nails":
1826                         case "bullets":
1827                                 got += GiveValue(e, ammo_nails, op, val);
1828                                 break;
1829                         case "rockets":
1830                                 got += GiveValue(e, ammo_rockets, op, val);
1831                                 break;
1832                         case "health":
1833                                 got += GiveValue(e, health, op, val);
1834                                 break;
1835                         case "armor":
1836                                 got += GiveValue(e, armorvalue, op, val);
1837                                 break;
1838                         case "fuel":
1839                                 got += GiveValue(e, ammo_fuel, op, val);
1840                                 break;
1841                         default:
1842                                 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
1843                                 {
1844                                         got += GiveBuff(e, it, op, val);
1845                                         break;
1846                                 });
1847                                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1848                     got += GiveWeapon(e, it.m_id, op, val);
1849                     break;
1850                                 });
1851                                 break;
1852                 }
1853                 val = 999;
1854                 op = OP_SET;
1855         }
1856
1857         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1858         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1859         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1860         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1861         FOREACH(Weapons, it != WEP_Null, {
1862                 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1863                 if(!(save_weapons & (it.m_wepset)))
1864                         if(e.weapons & (it.m_wepset))
1865                                 it.wr_init(it);
1866         });
1867         POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1868         POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1869         //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1870         POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1871         POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1872         POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1873         POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1874         POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1875         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);
1876         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);
1877         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);
1878
1879         if(e.superweapons_finished <= 0)
1880                 if(e.weapons & WEPSET_SUPERWEAPONS)
1881                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1882
1883         if(e.strength_finished <= 0)
1884                 e.strength_finished = 0;
1885         else
1886                 e.strength_finished += time;
1887         if(e.invincible_finished <= 0)
1888                 e.invincible_finished = 0;
1889         else
1890                 e.invincible_finished += time;
1891         if(e.superweapons_finished <= 0)
1892                 e.superweapons_finished = 0;
1893         else
1894                 e.superweapons_finished += time;
1895
1896         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1897         {
1898                 .entity weaponentity = weaponentities[slot];
1899                 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1900                 if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1901                         _switchweapon |= BIT(slot);
1902         }
1903
1904         if(_switchweapon)
1905         {
1906                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1907                 {
1908                         .entity weaponentity = weaponentities[slot];
1909                         if(_switchweapon & BIT(slot))
1910                                 W_SwitchWeapon_Force(e, w_getbestweapon(e, weaponentity), weaponentity);
1911                 }
1912         }
1913
1914         return got;
1915 }
1916 #endif