]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/t_items.qc
Merge branch 'master' into Mario/wepent_experimental
[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 "../lib/warpzone/util_server.qh"
26 #elif defined(CSQC)
27         #include "physics/movetypes/movetypes.qh"
28         #include <common/weapons/_all.qh>
29         #include "../lib/csqcmodel/cl_model.qh"
30         #include "../lib/csqcmodel/common.qh"
31 #endif
32
33 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
34
35 #ifdef CSQC
36 bool autocvar_cl_ghost_items_vehicle = true;
37 .vector item_glowmod;
38 void Item_SetAlpha(entity this)
39 {
40         bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
41
42         if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
43         {
44                 this.alpha = 1;
45                 this.colormod = '1 1 1';
46                 this.glowmod = this.item_glowmod;
47         }
48         else
49         {
50                 if (autocvar_cl_ghost_items_color)
51                 {
52                         this.alpha = autocvar_cl_ghost_items;
53                         this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
54                 }
55                 else
56                         this.alpha = -1;
57         }
58
59         if(!veh_hud)
60         if(this.ItemStatus & ITS_STAYWEP)
61         {
62                 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
63                 this.alpha = autocvar_cl_weapon_stay_alpha;
64         }
65 }
66
67 void ItemDraw(entity this)
68 {
69     if(this.gravity)
70     {
71         Movetype_Physics_MatchServer(this, false);
72         if(IS_ONGROUND(this))
73         { // For some reason avelocity gets set to '0 0 0' here ...
74             this.oldorigin = this.origin;
75             this.gravity = 0;
76
77             if(autocvar_cl_animate_items)
78             { // ... so reset it if animations are requested.
79                 if(this.ItemStatus & ITS_ANIMATE1)
80                     this.avelocity = '0 180 0';
81
82                 if(this.ItemStatus & ITS_ANIMATE2)
83                     this.avelocity = '0 -90 0';
84             }
85
86             // delay is for blocking item's position for a while;
87             // it's a workaround for dropped weapons that receive the position
88             // another time right after they spawn overriding animation position
89             this.onground_time = time + 0.5;
90         }
91     }
92     else if (autocvar_cl_animate_items)
93     {
94         if(this.ItemStatus & ITS_ANIMATE1)
95         {
96             this.angles += this.avelocity * frametime;
97             float fade_in = bound(0, time - this.onground_time, 1);
98             setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
99         }
100
101         if(this.ItemStatus & ITS_ANIMATE2)
102         {
103             this.angles += this.avelocity * frametime;
104             float fade_in = bound(0, time - this.onground_time, 1);
105             setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
106         }
107     }
108
109     Item_SetAlpha(this);
110 }
111
112 void ItemDrawSimple(entity this)
113 {
114     if(this.gravity)
115     {
116         Movetype_Physics_MatchServer(this, false);
117
118         if(IS_ONGROUND(this))
119             this.gravity = 0;
120     }
121
122     Item_SetAlpha(this);
123 }
124
125 void Item_PreDraw(entity this)
126 {
127         if(warpzone_warpzones_exist)
128         {
129                 // just incase warpzones were initialized last, reset these
130                 //this.alpha = 1; // alpha is already set by the draw function
131                 this.drawmask = MASK_NORMAL;
132                 return;
133         }
134         float alph;
135         vector org = getpropertyvec(VF_ORIGIN);
136         if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
137                 alph = 0;
138         else if(this.fade_start)
139                 alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
140         else
141                 alph = 1;
142         //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
143         if(!hud && (this.ItemStatus & ITS_AVAILABLE))
144                 this.alpha = alph;
145         if(alph <= 0)
146                 this.drawmask = 0;
147         else
148                 this.drawmask = MASK_NORMAL;
149 }
150
151 void ItemRemove(entity this)
152 {
153         if(this.mdl)
154                 strunzone(this.mdl);
155 }
156
157 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
158 {
159     int sf = ReadByte();
160
161     if(sf & ISF_LOCATION)
162     {
163         this.origin_x = ReadCoord();
164         this.origin_y = ReadCoord();
165         this.origin_z = ReadCoord();
166         setorigin(this, this.origin);
167         this.oldorigin = this.origin;
168     }
169
170     if(sf & ISF_ANGLES)
171     {
172         this.angles_x = ReadAngle();
173         this.angles_y = ReadAngle();
174         this.angles_z = ReadAngle();
175     }
176
177     if(sf & ISF_SIZE)
178     {
179         float use_bigsize = ReadByte();
180         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
181     }
182
183     if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
184     {
185         this.ItemStatus = ReadByte();
186
187         Item_SetAlpha(this);
188
189         if(autocvar_cl_fullbright_items)
190             if(this.ItemStatus & ITS_ALLOWFB)
191                 this.effects |= EF_FULLBRIGHT;
192
193         if(this.ItemStatus & ITS_GLOW)
194         {
195             if(this.ItemStatus & ITS_AVAILABLE)
196                 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
197             else
198                  this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
199         }
200     }
201
202     if(sf & ISF_MODEL)
203     {
204         this.drawmask  = MASK_NORMAL;
205                 set_movetype(this, MOVETYPE_TOSS);
206                 if (isnew) IL_PUSH(g_drawables, this);
207         this.draw       = ItemDraw;
208         this.solid = SOLID_TRIGGER;
209         //this.flags |= FL_ITEM;
210
211         bool use_bigsize = ReadByte();
212
213         this.fade_end = ReadShort();
214         this.fade_start = ReadShort();
215         if(this.fade_start && !autocvar_cl_items_nofade)
216                 setpredraw(this, Item_PreDraw);
217
218         if(this.mdl)
219             strunzone(this.mdl);
220
221         this.mdl = "";
222         string _fn = ReadString();
223
224         if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
225         {
226             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
227             this.draw = ItemDrawSimple;
228
229             if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
230                 this.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
231             else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
232                 this.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
233             else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
234                 this.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
235             else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
236                 this.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
237             else
238             {
239                 this.draw = ItemDraw;
240                 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
241             }
242         }
243
244         if(this.draw != ItemDrawSimple)
245             this.mdl = strzone(_fn);
246
247
248         if(this.mdl == "")
249             LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!");
250
251         precache_model(this.mdl);
252         _setmodel(this, this.mdl);
253
254         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
255     }
256
257     if(sf & ISF_COLORMAP)
258     {
259         this.colormap = ReadShort();
260         this.item_glowmod_x = ReadByte() / 255.0;
261         this.item_glowmod_y = ReadByte() / 255.0;
262         this.item_glowmod_z = ReadByte() / 255.0;
263     }
264
265     if(sf & ISF_DROP)
266     {
267         this.gravity = 1;
268         this.pushable = true;
269         //this.angles = '0 0 0';
270         set_movetype(this, MOVETYPE_TOSS);
271         this.velocity_x = ReadCoord();
272         this.velocity_y = ReadCoord();
273         this.velocity_z = ReadCoord();
274         setorigin(this, this.oldorigin);
275
276         if(!this.move_time)
277         {
278             this.move_time = time;
279             this.spawntime = time;
280         }
281         else
282             this.move_time = max(this.move_time, time);
283     }
284
285     if(autocvar_cl_animate_items)
286     {
287         if(this.ItemStatus & ITS_ANIMATE1)
288             this.avelocity = '0 180 0';
289
290         if(this.ItemStatus & ITS_ANIMATE2)
291             this.avelocity = '0 -90 0';
292     }
293
294     this.entremove = ItemRemove;
295
296     return true;
297 }
298
299 #endif
300
301 #ifdef SVQC
302 bool ItemSend(entity this, entity to, int sf)
303 {
304         if(this.gravity)
305                 sf |= ISF_DROP;
306         else
307                 sf &= ~ISF_DROP;
308
309         WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
310         WriteByte(MSG_ENTITY, sf);
311
312         //WriteByte(MSG_ENTITY, this.cnt);
313         if(sf & ISF_LOCATION)
314         {
315                 WriteCoord(MSG_ENTITY, this.origin.x);
316                 WriteCoord(MSG_ENTITY, this.origin.y);
317                 WriteCoord(MSG_ENTITY, this.origin.z);
318         }
319
320         if(sf & ISF_ANGLES)
321         {
322                 WriteAngle(MSG_ENTITY, this.angles_x);
323                 WriteAngle(MSG_ENTITY, this.angles_y);
324                 WriteAngle(MSG_ENTITY, this.angles_z);
325         }
326
327         if(sf & ISF_SIZE)
328         {
329                 Pickup p = this.itemdef;
330                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
331         }
332
333         if(sf & ISF_STATUS)
334                 WriteByte(MSG_ENTITY, this.ItemStatus);
335
336         if(sf & ISF_MODEL)
337         {
338                 Pickup p = this.itemdef;
339                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
340                 WriteShort(MSG_ENTITY, this.fade_end);
341                 WriteShort(MSG_ENTITY, this.fade_start);
342
343                 if(this.mdl == "")
344                         LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
345
346                 WriteString(MSG_ENTITY, this.mdl);
347         }
348
349
350         if(sf & ISF_COLORMAP)
351         {
352                 WriteShort(MSG_ENTITY, this.colormap);
353                 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
354         WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
355         WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
356         }
357
358         if(sf & ISF_DROP)
359         {
360                 WriteCoord(MSG_ENTITY, this.velocity.x);
361                 WriteCoord(MSG_ENTITY, this.velocity.y);
362                 WriteCoord(MSG_ENTITY, this.velocity.z);
363         }
364
365         return true;
366 }
367
368 void ItemUpdate(entity this)
369 {
370         this.oldorigin = this.origin;
371         this.SendFlags |= ISF_LOCATION;
372 }
373
374 void UpdateItemAfterTeleport(entity this)
375 {
376         if(getSendEntity(this) == ItemSend)
377                 ItemUpdate(this);
378 }
379
380 bool have_pickup_item(entity this)
381 {
382         if(this.itemdef.instanceOfPowerup)
383         {
384                 if(autocvar_g_powerups > 0)
385                         return true;
386                 if(autocvar_g_powerups == 0)
387                         return false;
388         }
389         else
390         {
391                 if(autocvar_g_pickup_items > 0)
392                         return true;
393                 if(autocvar_g_pickup_items == 0)
394                         return false;
395                 if(g_weaponarena)
396                         if(this.weapons || (this.items & IT_AMMO)) // no item or ammo pickups in weaponarena
397                                 return false;
398         }
399         return true;
400 }
401
402 /*
403 float Item_Customize()
404 {
405         if(this.spawnshieldtime)
406                 return true;
407         if(this.weapons & ~other.weapons)
408         {
409                 this.colormod = '0 0 0';
410                 this.glowmod = this.colormod;
411                 this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
412                 return true;
413         }
414         else
415         {
416                 if(g_ghost_items)
417                 {
418                         this.colormod = stov(autocvar_g_ghost_items_color);
419                         this.glowmod = this.colormod;
420                         this.alpha = g_ghost_items;
421                         return true;
422                 }
423                 else
424                         return false;
425         }
426 }
427 */
428
429 void Item_Show (entity e, float mode)
430 {
431         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
432         e.ItemStatus &= ~ITS_STAYWEP;
433         entity def = e.itemdef;
434         if (mode > 0)
435         {
436                 // make the item look normal, and be touchable
437                 e.model = e.mdl;
438                 e.solid = SOLID_TRIGGER;
439                 e.spawnshieldtime = 1;
440                 e.ItemStatus |= ITS_AVAILABLE;
441         }
442         else if (mode < 0)
443         {
444                 // hide the item completely
445                 e.model = string_null;
446                 e.solid = SOLID_NOT;
447                 e.spawnshieldtime = 1;
448                 e.ItemStatus &= ~ITS_AVAILABLE;
449         }
450         else {
451         bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
452                 || e.team // weapon stay isn't supported for teamed weapons
453                 ;
454         if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
455         {
456                 // make the item translucent and not touchable
457                 e.model = e.mdl;
458                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
459                 e.effects |= EF_STARDUST;
460                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
461                 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
462         }
463         else
464         {
465                 //setmodel(e, "null");
466                 e.solid = SOLID_NOT;
467                 e.colormod = '0 0 0';
468                 //e.glowmod = e.colormod;
469                 e.spawnshieldtime = 1;
470                 e.ItemStatus &= ~ITS_AVAILABLE;
471         }}
472
473         if (def.m_glow)
474                 e.ItemStatus |= ITS_GLOW;
475
476         if (autocvar_g_nodepthtestitems)
477                 e.effects |= EF_NODEPTHTEST;
478
479
480         if (autocvar_g_fullbrightitems)
481                 e.ItemStatus |= ITS_ALLOWFB;
482
483         if (autocvar_sv_simple_items)
484                 e.ItemStatus |= ITS_ALLOWSI;
485
486         // relink entity (because solid may have changed)
487         setorigin(e, e.origin);
488         e.SendFlags |= ISF_STATUS;
489 }
490
491 void Item_Think(entity this)
492 {
493         this.nextthink = time;
494         if(this.origin != this.oldorigin)
495                 ItemUpdate(this);
496 }
497
498 bool Item_ItemsTime_SpectatorOnly(GameItem it);
499 bool Item_ItemsTime_Allow(GameItem it);
500 float Item_ItemsTime_UpdateTime(entity e, float t);
501 void Item_ItemsTime_SetTime(entity e, float t);
502 void Item_ItemsTime_SetTimesForAllPlayers();
503
504 void Item_Respawn (entity this)
505 {
506         Item_Show(this, 1);
507         sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM);     // play respawn sound
508         setorigin(this, this.origin);
509
510     if (Item_ItemsTime_Allow(this.itemdef) || this.weapons & WEPSET_SUPERWEAPONS)
511         {
512                 float t = Item_ItemsTime_UpdateTime(this, 0);
513                 Item_ItemsTime_SetTime(this, t);
514                 Item_ItemsTime_SetTimesForAllPlayers();
515         }
516
517         setthink(this, Item_Think);
518         this.nextthink = time;
519
520         //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
521         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
522 }
523
524 void Item_RespawnCountdown (entity this)
525 {
526         if(this.count >= ITEM_RESPAWN_TICKS)
527         {
528                 if(this.waypointsprite_attached)
529                         WaypointSprite_Kill(this.waypointsprite_attached);
530                 Item_Respawn(this);
531         }
532         else
533         {
534                 this.nextthink = time + 1;
535                 this.count += 1;
536                 if(this.count == 1)
537                 {
538                         MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
539                         do {
540                                 {
541                                         entity wi = Weapons_from(this.weapon);
542                                         if (wi != WEP_Null) {
543                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
544                                                 wp.wp_extra = wi.m_id;
545                                                 break;
546                                         }
547                                 }
548                                 {
549                                         entity ii = this.itemdef;
550                                         if (ii != NULL) {
551                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
552                                                 wp.wp_extra = ii.m_id;
553                                                 break;
554                                         }
555                                 }
556                         } while (0);
557             if(this.waypointsprite_attached)
558             {
559                 GameItem def = this.itemdef;
560                 if (Item_ItemsTime_SpectatorOnly(def))
561                     WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
562                 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
563             }
564                 }
565
566                 if(this.waypointsprite_attached)
567                 {
568                         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
569                                 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
570                                 {
571                                         msg_entity = it;
572                                         soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM);    // play respawn sound
573                                 }
574                         });
575
576                         WaypointSprite_Ping(this.waypointsprite_attached);
577                         //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count);
578                 }
579         }
580 }
581
582 void Item_RespawnThink(entity this)
583 {
584         this.nextthink = time;
585         if(this.origin != this.oldorigin)
586                 ItemUpdate(this);
587
588         if(time >= this.wait)
589                 Item_Respawn(this);
590 }
591
592 void Item_ScheduleRespawnIn(entity e, float t)
593 {
594         // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
595         if ((Item_ItemsTime_Allow(e.itemdef) || e.weapons & WEPSET_SUPERWEAPONS) && (t - ITEM_RESPAWN_TICKS) > 0)
596         {
597                 setthink(e, Item_RespawnCountdown);
598                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
599                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
600                 e.count = 0;
601                 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
602                 Item_ItemsTime_SetTime(e, t);
603                 Item_ItemsTime_SetTimesForAllPlayers();
604         }
605         else
606         {
607                 setthink(e, Item_RespawnThink);
608                 e.nextthink = time;
609                 e.scheduledrespawntime = time + t;
610                 e.wait = time + t;
611         }
612 }
613
614 void Item_ScheduleRespawn(entity e)
615 {
616         if(e.respawntime > 0)
617         {
618                 Item_Show(e, 0);
619                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
620         }
621         else // if respawntime is -1, this item does not respawn
622                 Item_Show(e, -1);
623 }
624
625 void Item_ScheduleInitialRespawn(entity e)
626 {
627         Item_Show(e, 0);
628         Item_ScheduleRespawnIn(e, game_starttime - time + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
629 }
630
631 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
632 {
633         if (!item.(ammotype))
634                 return false;
635
636         if (item.spawnshieldtime)
637         {
638                 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
639                 {
640                         player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
641                         goto YEAH;
642                 }
643         }
644         else if(g_weapon_stay == 2)
645         {
646                 float mi = min(item.(ammotype), ammomax);
647                 if (player.(ammotype) < mi)
648                 {
649                         player.(ammotype) = mi;
650                         goto YEAH;
651                 }
652         }
653
654         return false;
655
656 LABEL(YEAH)
657         switch(mode)
658         {
659                 case ITEM_MODE_FUEL:
660                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
661                         break;
662                 case ITEM_MODE_HEALTH:
663                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
664                         break;
665                 case ITEM_MODE_ARMOR:
666                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
667                         break;
668                 default:
669                         break;
670         }
671         return true;
672 }
673
674 float Item_GiveTo(entity item, entity player)
675 {
676         float pickedup;
677
678         // if nothing happens to player, just return without taking the item
679         pickedup = false;
680         int _switchweapon = 0;
681         // in case the player has autoswitch enabled do the following:
682         // if the player is using their best weapon before items are given, they
683         // probably want to switch to an even better weapon after items are given
684
685         if(player.autoswitch)
686         {
687                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
688                 {
689                         .entity weaponentity = weaponentities[slot];
690                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
691                         {
692                                 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
693                                         _switchweapon |= BIT(slot);
694
695                                 if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
696                                         _switchweapon |= BIT(slot);
697                         }
698                 }
699         }
700
701         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
702         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
703         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
704         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
705         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
706         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
707         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
708         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
709
710         if (item.itemdef.instanceOfWeaponPickup)
711         {
712                 WepSet w;
713                 w = item.weapons;
714                 w &= ~player.weapons;
715
716                 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
717                 {
718                         pickedup = true;
719                         FOREACH(Weapons, it != WEP_Null, {
720                                 if(w & (it.m_wepset))
721                                 {
722                                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
723                                         {
724                                                 .entity weaponentity = weaponentities[slot];
725                                                 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
726                                                         W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
727                                         }
728                                         W_GiveWeapon(player, it.m_id);
729                                 }
730                         });
731                 }
732         }
733
734         if (item.itemdef.instanceOfPowerup)
735         {
736                 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
737                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
738                 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
739                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
740         }
741
742         int its;
743         if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
744         {
745                 pickedup = true;
746                 player.items |= its;
747                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
748         }
749
750         if (item.strength_finished)
751         {
752                 pickedup = true;
753                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
754         }
755         if (item.invincible_finished)
756         {
757                 pickedup = true;
758                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
759         }
760         if (item.superweapons_finished)
761         {
762                 pickedup = true;
763                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
764         }
765
766 LABEL(skip)
767
768         // always eat teamed entities
769         if(item.team)
770                 pickedup = true;
771
772         if (!pickedup)
773                 return 0;
774
775         // crude hack to enforce switching weapons
776         if(g_cts && item.itemdef.instanceOfWeaponPickup)
777         {
778                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
779                 {
780                         .entity weaponentity = weaponentities[slot];
781                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
782                                 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
783                 }
784                 return 1;
785         }
786
787         if(_switchweapon)
788         {
789                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
790                 {
791                         .entity weaponentity = weaponentities[slot];
792                         if(_switchweapon & BIT(slot))
793                         if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
794                                 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
795                 }
796         }
797
798         return 1;
799 }
800
801 void Item_Touch(entity this, entity toucher)
802 {
803
804         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
805         if (this.classname == "droppedweapon")
806         {
807                 if (ITEM_TOUCH_NEEDKILL())
808                 {
809                         delete(this);
810                         return;
811                 }
812         }
813
814         if(!(toucher.flags & FL_PICKUPITEMS)
815         || STAT(FROZEN, toucher)
816         || IS_DEAD(toucher)
817         || (this.solid != SOLID_TRIGGER)
818         || (this.owner == toucher)
819         || (time < this.item_spawnshieldtime)
820         ) { return; }
821
822         switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
823         {
824                 case MUT_ITEMTOUCH_RETURN: { return; }
825                 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
826         }
827
828         toucher = M_ARGV(1, entity);
829
830         if (this.classname == "droppedweapon")
831         {
832                 this.strength_finished = max(0, this.strength_finished - time);
833                 this.invincible_finished = max(0, this.invincible_finished - time);
834                 this.superweapons_finished = max(0, this.superweapons_finished - time);
835         }
836         entity it = this.itemdef;
837         bool gave = ITEM_HANDLE(Pickup, it, this, toucher);
838         if (!gave)
839         {
840                 if (this.classname == "droppedweapon")
841                 {
842                         // undo what we did above
843                         this.strength_finished += time;
844                         this.invincible_finished += time;
845                         this.superweapons_finished += time;
846                 }
847                 return;
848         }
849
850 LABEL(pickup)
851
852         toucher.last_pickup = time;
853
854         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
855         _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);
856
857         if (this.classname == "droppedweapon")
858                 delete (this);
859         else if (this.spawnshieldtime)
860         {
861                 entity e;
862                 if(this.team)
863                 {
864                         RandomSelection_Init();
865                         IL_EACH(g_items, it.team == this.team,
866                         {
867                                 if(it.itemdef) // is a registered item
868                                 {
869                                         Item_Show(it, -1);
870                                         RandomSelection_AddEnt(it, it.cnt, 0);
871                                 }
872                         });
873                         e = RandomSelection_chosen_ent;
874
875                 }
876                 else
877                         e = this;
878                 Item_ScheduleRespawn(e);
879         }
880 }
881
882 void Item_Reset(entity this)
883 {
884         Item_Show(this, !this.state);
885         setorigin(this, this.origin);
886
887         if (this.classname != "droppedweapon")
888         {
889                 setthink(this, Item_Think);
890                 this.nextthink = time;
891
892                 if (this.waypointsprite_attached)
893                         WaypointSprite_Kill(this.waypointsprite_attached);
894
895                 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
896                         Item_ScheduleInitialRespawn(this);
897         }
898 }
899
900 void Item_FindTeam(entity this)
901 {
902         entity e;
903
904         if(this.effects & EF_NODRAW)
905         {
906                 // marker for item team search
907                 LOG_TRACE("Initializing item team ", ftos(this.team));
908                 RandomSelection_Init();
909                 IL_EACH(g_items, it.team == this.team,
910                 {
911                         if(it.itemdef) // is a registered item
912                                 RandomSelection_AddEnt(it, it.cnt, 0);
913                 });
914
915                 e = RandomSelection_chosen_ent;
916                 e.state = 0;
917                 Item_Show(e, 1);
918
919                 IL_EACH(g_items, it.team == this.team,
920                 {
921                         if(it.itemdef) // is a registered item
922                         {
923                                 if(it != e)
924                                 {
925                                         // make it non-spawned
926                                         Item_Show(it, -1);
927                                         it.state = 1; // state 1 = initially hidden item, apparently
928                                 }
929                                 it.effects &= ~EF_NODRAW;
930                         }
931                 });
932
933                 Item_Reset(this);
934         }
935 }
936
937 // Savage: used for item garbage-collection
938 void RemoveItem(entity this)
939 {
940         if(wasfreed(this) || !this) { return; }
941         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
942         delete(this);
943 }
944
945 // pickup evaluation functions
946 // these functions decide how desirable an item is to the bots
947
948 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
949
950 float weapon_pickupevalfunc(entity player, entity item)
951 {
952         float c;
953
954         // See if I have it already
955         if(item.weapons & ~player.weapons)
956         {
957                 // If I can pick it up
958                 if(!item.spawnshieldtime)
959                         c = 0;
960                 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
961                 {
962                         // Skilled bots will grab more
963                         c = bound(0, skill / 10, 1) * 0.5;
964                 }
965                 else
966                         c = 0;
967         }
968         else
969                 c = 1;
970
971         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
972         if( bot_custom_weapon && c )
973         {
974                 // Find the highest position on any range
975                 int position = -1;
976                 for (int j = 0; j < WEP_LAST ; ++j){
977                         if(
978                                         bot_weapons_far[j] == item.weapon ||
979                                         bot_weapons_mid[j] == item.weapon ||
980                                         bot_weapons_close[j] == item.weapon
981                           )
982                         {
983                                 position = j;
984                                 break;
985                         }
986                 }
987
988                 // Rate it
989                 if (position >= 0 )
990                 {
991                         position = WEP_LAST - position;
992                         // item.bot_pickupbasevalue is overwritten here
993                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
994                 }
995         }
996
997         return item.bot_pickupbasevalue * c;
998 }
999
1000 float commodity_pickupevalfunc(entity player, entity item)
1001 {
1002         float c;
1003         float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1004         c = 0;
1005
1006         // Detect needed ammo
1007         FOREACH(Weapons, it != WEP_Null, {
1008                 if(!(player.weapons & (it.m_wepset)))
1009                         continue;
1010
1011                 if(it.items & ITEM_Shells.m_itemid)
1012                         need_shells = true;
1013                 else if(it.items & ITEM_Bullets.m_itemid)
1014                         need_nails = true;
1015                 else if(it.items & ITEM_Rockets.m_itemid)
1016                         need_rockets = true;
1017                 else if(it.items & ITEM_Cells.m_itemid)
1018                         need_cells = true;
1019                 else if(it.items & ITEM_Plasma.m_itemid)
1020                         need_plasma = true;
1021                 else if(it.items & ITEM_JetpackFuel.m_itemid)
1022                         need_fuel = true;
1023         });
1024
1025         // TODO: figure out if the player even has the weapon this ammo is for?
1026         // may not affect strategy much though...
1027         // find out how much more ammo/armor/health the player can hold
1028         if (need_shells)
1029         if (item.ammo_shells)
1030         if (player.ammo_shells < g_pickup_shells_max)
1031                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
1032         if (need_nails)
1033         if (item.ammo_nails)
1034         if (player.ammo_nails < g_pickup_nails_max)
1035                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
1036         if (need_rockets)
1037         if (item.ammo_rockets)
1038         if (player.ammo_rockets < g_pickup_rockets_max)
1039                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
1040         if (need_cells)
1041         if (item.ammo_cells)
1042         if (player.ammo_cells < g_pickup_cells_max)
1043                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
1044         if (need_plasma)
1045         if (item.ammo_plasma)
1046         if (player.ammo_plasma < g_pickup_plasma_max)
1047                 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
1048         if (need_fuel)
1049         if (item.ammo_fuel)
1050         if (player.ammo_fuel < g_pickup_fuel_max)
1051                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
1052         if (item.armorvalue)
1053         if (player.armorvalue < item.max_armorvalue)
1054                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
1055         if (item.health)
1056         if (player.health < item.max_health)
1057                 c = c + max(0, 1 - player.health / item.max_health);
1058
1059         return item.bot_pickupbasevalue * c;
1060 }
1061
1062 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1063 {
1064         if(ITEM_DAMAGE_NEEDKILL(deathtype))
1065                 RemoveItem(this);
1066 }
1067
1068 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1069 {
1070         string itemname = def.m_name;
1071         Model itemmodel = def.m_model;
1072     Sound pickupsound = def.m_sound;
1073         float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1074         float pickupbasevalue = def.m_botvalue;
1075         int itemflags = def.m_itemflags;
1076
1077         startitem_failed = false;
1078
1079         this.item_model_ent = itemmodel;
1080     this.item_pickupsound_ent = pickupsound;
1081
1082         if(!this.respawntime) // both need to be set
1083         {
1084                 this.respawntime = defaultrespawntime;
1085                 this.respawntimejitter = defaultrespawntimejitter;
1086         }
1087
1088         int itemid = def.m_itemid;
1089         this.items = itemid;
1090         int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1091         this.weapon = weaponid;
1092
1093         if(!this.fade_end)
1094         {
1095                 this.fade_start = autocvar_g_items_mindist;
1096                 this.fade_end = autocvar_g_items_maxdist;
1097         }
1098
1099         if(weaponid)
1100                 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1101
1102         this.flags = FL_ITEM | itemflags;
1103         IL_PUSH(g_items, this);
1104
1105         if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1106         {
1107                 startitem_failed = true;
1108                 delete(this);
1109                 return;
1110         }
1111
1112         // is it a dropped weapon?
1113         if (this.classname == "droppedweapon")
1114         {
1115                 this.reset = SUB_Remove;
1116                 // it's a dropped weapon
1117                 set_movetype(this, MOVETYPE_TOSS);
1118
1119                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1120                 setthink(this, RemoveItem);
1121                 this.nextthink = time + 20;
1122
1123                 this.takedamage = DAMAGE_YES;
1124                 this.event_damage = Item_Damage;
1125
1126                 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1127                 {
1128                         // if item is worthless after a timer, have it expire then
1129                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1130                 }
1131
1132                 // don't drop if in a NODROP zone (such as lava)
1133                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1134                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1135                 {
1136                         startitem_failed = true;
1137                         delete(this);
1138                         return;
1139                 }
1140         }
1141         else
1142         {
1143                 if(!have_pickup_item(this))
1144                 {
1145                         startitem_failed = true;
1146                         delete (this);
1147                         return;
1148                 }
1149
1150                 if(this.angles != '0 0 0')
1151                         this.SendFlags |= ISF_ANGLES;
1152
1153                 this.reset = Item_Reset;
1154                 // it's a level item
1155                 if(this.spawnflags & 1)
1156                         this.noalign = 1;
1157                 if (this.noalign > 0)
1158                         set_movetype(this, MOVETYPE_NONE);
1159                 else
1160                         set_movetype(this, MOVETYPE_TOSS);
1161                 // do item filtering according to game mode and other things
1162                 if (this.noalign <= 0)
1163                 {
1164                         // first nudge it off the floor a little bit to avoid math errors
1165                         setorigin(this, this.origin + '0 0 1');
1166                         // set item size before we spawn a spawnfunc_waypoint
1167                         setsize(this, def.m_mins, def.m_maxs);
1168                         this.SendFlags |= ISF_SIZE;
1169                         // note droptofloor returns false if stuck/or would fall too far
1170                         if (!this.noalign)
1171                                 droptofloor(this);
1172                         waypoint_spawnforitem(this);
1173                 }
1174
1175                 /*
1176                  * can't do it that way, as it would break maps
1177                  * TODO make a target_give like entity another way, that perhaps has
1178                  * the weapon name in a key
1179                 if(this.targetname)
1180                 {
1181                         // target_give not yet supported; maybe later
1182                         print("removed targeted ", this.classname, "\n");
1183                         startitem_failed = true;
1184                         remove (this);
1185                         return;
1186                 }
1187                 */
1188
1189                 if(autocvar_spawn_debug >= 2)
1190                 {
1191             // why not flags & fl_item?
1192                     FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1193                 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1194                 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1195                 error("Mapper sucks.");
1196             });
1197                         this.is_item = true;
1198                 }
1199
1200                 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1201
1202                 precache_model(this.model);
1203                 precache_sound(this.item_pickupsound);
1204
1205                 if (   def.instanceOfPowerup
1206                         || def.instanceOfWeaponPickup
1207                         || (def.instanceOfHealth && def != ITEM_HealthSmall)
1208                         || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1209                         || (itemid & (IT_KEY1 | IT_KEY2))
1210                 ) this.target = "###item###"; // for finding the nearest item using find()
1211
1212                 Item_ItemsTime_SetTime(this, 0);
1213         }
1214
1215         this.bot_pickup = true;
1216         this.bot_pickupevalfunc = pickupevalfunc;
1217         this.bot_pickupbasevalue = pickupbasevalue;
1218         this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1219         this.netname = itemname;
1220         settouch(this, Item_Touch);
1221         setmodel(this, MDL_Null); // precision set below
1222         //this.effects |= EF_LOWPRECISION;
1223
1224         setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
1225
1226         this.SendFlags |= ISF_SIZE;
1227
1228         if (!(this.spawnflags & 1024)) {
1229                 if(def.instanceOfPowerup)
1230                         this.ItemStatus |= ITS_ANIMATE1;
1231
1232                 if(this.armorvalue || this.health)
1233                         this.ItemStatus |= ITS_ANIMATE2;
1234         }
1235
1236         if(def.instanceOfWeaponPickup)
1237         {
1238                 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1239                         this.colormap = 1024; // color shirt=0 pants=0 grey
1240                 else
1241                         this.gravity = 1;
1242                 if (!(this.spawnflags & 1024))
1243                         this.ItemStatus |= ITS_ANIMATE1;
1244                 this.SendFlags |= ISF_COLORMAP;
1245         }
1246
1247         this.state = 0;
1248         if(this.team) // broken, no idea why.
1249         {
1250                 if(!this.cnt)
1251                         this.cnt = 1; // item probability weight
1252
1253                 this.effects |= EF_NODRAW; // marker for item team search
1254                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1255         }
1256         else
1257                 Item_Reset(this);
1258
1259         Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1260
1261         // call this hook after everything else has been done
1262         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1263         {
1264                 startitem_failed = true;
1265                 delete(this);
1266                 return;
1267         }
1268 }
1269
1270 void StartItem(entity this, GameItem def)
1271 {
1272     _StartItem(
1273         this,
1274         this.itemdef = def,
1275         def.m_respawntime(), // defaultrespawntime
1276         def.m_respawntimejitter() // defaultrespawntimejitter
1277         );
1278 }
1279
1280 spawnfunc(item_rockets)
1281 {
1282         if(!this.ammo_rockets)
1283                 this.ammo_rockets = g_pickup_rockets;
1284         if(!this.pickup_anyway)
1285                 this.pickup_anyway = g_pickup_ammo_anyway;
1286     StartItem(this, ITEM_Rockets);
1287 }
1288
1289 spawnfunc(item_bullets)
1290 {
1291         if(!weaponswapping)
1292         if(autocvar_sv_q3acompat_machineshotgunswap)
1293         if(this.classname != "droppedweapon")
1294         {
1295                 weaponswapping = true;
1296                 spawnfunc_item_shells(this);
1297                 weaponswapping = false;
1298                 return;
1299         }
1300
1301         if(!this.ammo_nails)
1302                 this.ammo_nails = g_pickup_nails;
1303         if(!this.pickup_anyway)
1304                 this.pickup_anyway = g_pickup_ammo_anyway;
1305     StartItem(this, ITEM_Bullets);
1306 }
1307
1308 spawnfunc(item_cells)
1309 {
1310         if(!this.ammo_cells)
1311                 this.ammo_cells = g_pickup_cells;
1312         if(!this.pickup_anyway)
1313                 this.pickup_anyway = g_pickup_ammo_anyway;
1314         StartItem(this, ITEM_Cells);
1315 }
1316
1317 spawnfunc(item_plasma)
1318 {
1319         if(!this.ammo_plasma)
1320                 this.ammo_plasma = g_pickup_plasma;
1321         if(!this.pickup_anyway)
1322                 this.pickup_anyway = g_pickup_ammo_anyway;
1323         StartItem(this, ITEM_Plasma);
1324 }
1325
1326 spawnfunc(item_shells)
1327 {
1328         if(!weaponswapping)
1329         if(autocvar_sv_q3acompat_machineshotgunswap)
1330         if(this.classname != "droppedweapon")
1331         {
1332                 weaponswapping = true;
1333                 spawnfunc_item_bullets(this);
1334                 weaponswapping = false;
1335                 return;
1336         }
1337
1338         if(!this.ammo_shells)
1339                 this.ammo_shells = g_pickup_shells;
1340         if(!this.pickup_anyway)
1341                 this.pickup_anyway = g_pickup_ammo_anyway;
1342         StartItem(this, ITEM_Shells);
1343 }
1344
1345 spawnfunc(item_armor_small)
1346 {
1347         if(!this.armorvalue)
1348                 this.armorvalue = g_pickup_armorsmall;
1349         if(!this.max_armorvalue)
1350                 this.max_armorvalue = g_pickup_armorsmall_max;
1351         if(!this.pickup_anyway)
1352                 this.pickup_anyway = g_pickup_armorsmall_anyway;
1353         StartItem(this, ITEM_ArmorSmall);
1354 }
1355
1356 spawnfunc(item_armor_medium)
1357 {
1358         if(!this.armorvalue)
1359                 this.armorvalue = g_pickup_armormedium;
1360         if(!this.max_armorvalue)
1361                 this.max_armorvalue = g_pickup_armormedium_max;
1362         if(!this.pickup_anyway)
1363                 this.pickup_anyway = g_pickup_armormedium_anyway;
1364         StartItem(this, ITEM_ArmorMedium);
1365 }
1366
1367 spawnfunc(item_armor_big)
1368 {
1369         if(!this.armorvalue)
1370                 this.armorvalue = g_pickup_armorbig;
1371         if(!this.max_armorvalue)
1372                 this.max_armorvalue = g_pickup_armorbig_max;
1373         if(!this.pickup_anyway)
1374                 this.pickup_anyway = g_pickup_armorbig_anyway;
1375         StartItem(this, ITEM_ArmorBig);
1376 }
1377
1378 spawnfunc(item_armor_mega)
1379 {
1380         if(!this.armorvalue)
1381                 this.armorvalue = g_pickup_armormega;
1382         if(!this.max_armorvalue)
1383                 this.max_armorvalue = g_pickup_armormega_max;
1384         if(!this.pickup_anyway)
1385                 this.pickup_anyway = g_pickup_armormega_anyway;
1386         StartItem(this, ITEM_ArmorMega);
1387 }
1388
1389 spawnfunc(item_health_small)
1390 {
1391         if(!this.max_health)
1392                 this.max_health = g_pickup_healthsmall_max;
1393         if(!this.health)
1394                 this.health = g_pickup_healthsmall;
1395         if(!this.pickup_anyway)
1396                 this.pickup_anyway = g_pickup_healthsmall_anyway;
1397         StartItem(this, ITEM_HealthSmall);
1398 }
1399
1400 spawnfunc(item_health_medium)
1401 {
1402         if(!this.max_health)
1403                 this.max_health = g_pickup_healthmedium_max;
1404         if(!this.health)
1405                 this.health = g_pickup_healthmedium;
1406         if(!this.pickup_anyway)
1407                 this.pickup_anyway = g_pickup_healthmedium_anyway;
1408     StartItem(this, ITEM_HealthMedium);
1409 }
1410
1411 spawnfunc(item_health_big)
1412 {
1413         if(!this.max_health)
1414                 this.max_health = g_pickup_healthbig_max;
1415         if(!this.health)
1416                 this.health = g_pickup_healthbig;
1417         if(!this.pickup_anyway)
1418                 this.pickup_anyway = g_pickup_healthbig_anyway;
1419         StartItem(this, ITEM_HealthBig);
1420 }
1421
1422 spawnfunc(item_health_mega)
1423 {
1424     if(!this.max_health)
1425         this.max_health = g_pickup_healthmega_max;
1426     if(!this.health)
1427         this.health = g_pickup_healthmega;
1428     if(!this.pickup_anyway)
1429         this.pickup_anyway = g_pickup_healthmega_anyway;
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                 if(!this.strength_finished)
1445                         this.strength_finished = autocvar_g_balance_powerup_strength_time;
1446                 StartItem(this, ITEM_Strength);
1447 }
1448
1449 spawnfunc(item_invincible)
1450 {
1451                 if(!this.invincible_finished)
1452                         this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1453                 StartItem(this, ITEM_Shield);
1454 }
1455
1456 // compatibility:
1457 spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
1458
1459 void target_items_use(entity this, entity actor, entity trigger)
1460 {
1461         if(actor.classname == "droppedweapon")
1462         {
1463                 EXACTTRIGGER_TOUCH(this, trigger);
1464                 delete(actor);
1465                 return;
1466         }
1467
1468         if (!IS_PLAYER(actor))
1469                 return;
1470         if(IS_DEAD(actor))
1471                 return;
1472         if(trigger.solid == SOLID_TRIGGER)
1473         {
1474                 EXACTTRIGGER_TOUCH(this, trigger);
1475         }
1476
1477         IL_EACH(g_items, it.enemy == actor && it.classname == "droppedweapon",
1478         {
1479                 delete(it);
1480         });
1481
1482         if(GiveItems(actor, 0, tokenize_console(this.netname)))
1483                 centerprint(actor, this.message);
1484 }
1485
1486 spawnfunc(target_items)
1487 {
1488         int n, j;
1489         string s;
1490
1491         this.use = target_items_use;
1492         if(!this.strength_finished)
1493                 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1494         if(!this.invincible_finished)
1495                 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1496         if(!this.superweapons_finished)
1497                 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1498
1499         n = tokenize_console(this.netname);
1500         if(argv(0) == "give")
1501         {
1502                 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1503         }
1504         else
1505         {
1506                 for(j = 0; j < n; ++j)
1507                 {
1508                         if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO;
1509                         else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_WEAPON_AMMO;
1510                         else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1511                         else if(argv(j) == "strength")               this.items |= ITEM_Strength.m_itemid;
1512                         else if(argv(j) == "invincible")             this.items |= ITEM_Shield.m_itemid;
1513                         else if(argv(j) == "superweapons")           this.items |= IT_SUPERWEAPON;
1514                         else if(argv(j) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
1515                         else if(argv(j) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
1516                         else
1517                         {
1518                                 FOREACH(Weapons, it != WEP_Null, {
1519                                         s = W_UndeprecateName(argv(j));
1520                                         if(s == it.netname)
1521                                         {
1522                                                 this.weapons |= (it.m_wepset);
1523                                                 if(this.spawnflags == 0 || this.spawnflags == 2)
1524                                                         it.wr_init(it);
1525                                                 break;
1526                                         }
1527                                 });
1528                         }
1529                 }
1530
1531                 string itemprefix, valueprefix;
1532                 if(this.spawnflags == 0)
1533                 {
1534                         itemprefix = "";
1535                         valueprefix = "";
1536                 }
1537                 else if(this.spawnflags == 1)
1538                 {
1539                         itemprefix = "max ";
1540                         valueprefix = "max ";
1541                 }
1542                 else if(this.spawnflags == 2)
1543                 {
1544                         itemprefix = "min ";
1545                         valueprefix = "min ";
1546                 }
1547                 else if(this.spawnflags == 4)
1548                 {
1549                         itemprefix = "minus ";
1550                         valueprefix = "max ";
1551                 }
1552                 else
1553                 {
1554                         error("invalid spawnflags");
1555                         itemprefix = valueprefix = string_null;
1556                 }
1557
1558                 this.netname = "";
1559                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1560                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1561                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1562                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1563                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1564                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1565                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1566                 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1567                 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1568                 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1569                 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1570                 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1571                 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1572                 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1573                 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1574                 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1575         }
1576         this.netname = strzone(this.netname);
1577         //print(this.netname, "\n");
1578
1579         n = tokenize_console(this.netname);
1580         for(j = 0; j < n; ++j)
1581         {
1582                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1583             it.wr_init(it);
1584             break;
1585                 });
1586         }
1587 }
1588
1589 spawnfunc(item_fuel)
1590 {
1591         if(!this.ammo_fuel)
1592                 this.ammo_fuel = g_pickup_fuel;
1593         if(!this.pickup_anyway)
1594                 this.pickup_anyway = g_pickup_ammo_anyway;
1595         StartItem(this, ITEM_JetpackFuel);
1596 }
1597
1598 spawnfunc(item_fuel_regen)
1599 {
1600         if(start_items & ITEM_JetpackRegen.m_itemid)
1601         {
1602                 spawnfunc_item_fuel(this);
1603                 return;
1604         }
1605         StartItem(this, ITEM_JetpackRegen);
1606 }
1607
1608 spawnfunc(item_jetpack)
1609 {
1610         if(!this.ammo_fuel)
1611                 this.ammo_fuel = g_pickup_fuel_jetpack;
1612         if(start_items & ITEM_Jetpack.m_itemid)
1613         {
1614                 spawnfunc_item_fuel(this);
1615                 return;
1616         }
1617         StartItem(this, ITEM_Jetpack);
1618 }
1619
1620 float GiveWeapon(entity e, float wpn, float op, float val)
1621 {
1622         WepSet v0, v1;
1623         WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1624         v0 = (e.weapons & s);
1625         switch(op)
1626         {
1627                 case OP_SET:
1628                         if(val > 0)
1629                                 e.weapons |= s;
1630                         else
1631                                 e.weapons &= ~s;
1632                         break;
1633                 case OP_MIN:
1634                 case OP_PLUS:
1635                         if(val > 0)
1636                                 e.weapons |= s;
1637                         break;
1638                 case OP_MAX:
1639                         if(val <= 0)
1640                                 e.weapons &= ~s;
1641                         break;
1642                 case OP_MINUS:
1643                         if(val > 0)
1644                                 e.weapons &= ~s;
1645                         break;
1646         }
1647         v1 = (e.weapons & s);
1648         return (v0 != v1);
1649 }
1650
1651 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1652 {
1653         if(v1 == v0)
1654                 return;
1655         if(v1 <= v0 - t)
1656         {
1657                 if(snd_decr != NULL)
1658                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1659         }
1660         else if(v0 >= v0 + t)
1661         {
1662                 if(snd_incr != NULL)
1663                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1664         }
1665 }
1666
1667 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1668 {
1669         if(v0 < v1)
1670                 e.(rotfield) = max(e.(rotfield), time + rottime);
1671         else if(v0 > v1)
1672                 e.(regenfield) = max(e.(regenfield), time + regentime);
1673 }
1674 float GiveItems(entity e, float beginarg, float endarg)
1675 {
1676         float got, i, val, op;
1677         string cmd;
1678
1679         val = 999;
1680         op = OP_SET;
1681
1682         got = 0;
1683
1684         int _switchweapon = 0;
1685
1686         if(e.autoswitch)
1687         {
1688                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1689                 {
1690                         .entity weaponentity = weaponentities[slot];
1691                         if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1692                         if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1693                                 _switchweapon |= BIT(slot);
1694                 }
1695         }
1696
1697         e.strength_finished = max(0, e.strength_finished - time);
1698         e.invincible_finished = max(0, e.invincible_finished - time);
1699         e.superweapons_finished = max(0, e.superweapons_finished - time);
1700
1701         PREGIVE(e, items);
1702         PREGIVE_WEAPONS(e);
1703         PREGIVE(e, strength_finished);
1704         PREGIVE(e, invincible_finished);
1705         PREGIVE(e, superweapons_finished);
1706         PREGIVE(e, ammo_nails);
1707         PREGIVE(e, ammo_cells);
1708         PREGIVE(e, ammo_plasma);
1709         PREGIVE(e, ammo_shells);
1710         PREGIVE(e, ammo_rockets);
1711         PREGIVE(e, ammo_fuel);
1712         PREGIVE(e, armorvalue);
1713         PREGIVE(e, health);
1714
1715         for(i = beginarg; i < endarg; ++i)
1716         {
1717                 cmd = argv(i);
1718
1719                 if(cmd == "0" || stof(cmd))
1720                 {
1721                         val = stof(cmd);
1722                         continue;
1723                 }
1724                 switch(cmd)
1725                 {
1726                         case "no":
1727                                 op = OP_MAX;
1728                                 val = 0;
1729                                 continue;
1730                         case "max":
1731                                 op = OP_MAX;
1732                                 continue;
1733                         case "min":
1734                                 op = OP_MIN;
1735                                 continue;
1736                         case "plus":
1737                                 op = OP_PLUS;
1738                                 continue;
1739                         case "minus":
1740                                 op = OP_MINUS;
1741                                 continue;
1742                         case "ALL":
1743                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1744                                 got += GiveValue(e, strength_finished, op, val);
1745                                 got += GiveValue(e, invincible_finished, op, val);
1746                                 got += GiveValue(e, superweapons_finished, op, val);
1747                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1748                         case "all":
1749                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1750                                 got += GiveValue(e, health, op, val);
1751                                 got += GiveValue(e, armorvalue, op, val);
1752                         case "allweapons":
1753                                 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1754                         case "allammo":
1755                                 got += GiveValue(e, ammo_cells, op, val);
1756                                 got += GiveValue(e, ammo_plasma, op, val);
1757                                 got += GiveValue(e, ammo_shells, op, val);
1758                                 got += GiveValue(e, ammo_nails, op, val);
1759                                 got += GiveValue(e, ammo_rockets, op, val);
1760                                 got += GiveValue(e, ammo_fuel, op, val);
1761                                 break;
1762                         case "unlimited_ammo":
1763                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1764                                 break;
1765                         case "unlimited_weapon_ammo":
1766                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1767                                 break;
1768                         case "unlimited_superweapons":
1769                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1770                                 break;
1771                         case "jetpack":
1772                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1773                                 break;
1774                         case "fuel_regen":
1775                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1776                                 break;
1777                         case "strength":
1778                                 got += GiveValue(e, strength_finished, op, val);
1779                                 break;
1780                         case "invincible":
1781                                 got += GiveValue(e, invincible_finished, op, val);
1782                                 break;
1783                         case "superweapons":
1784                                 got += GiveValue(e, superweapons_finished, op, val);
1785                                 break;
1786                         case "cells":
1787                                 got += GiveValue(e, ammo_cells, op, val);
1788                                 break;
1789                         case "plasma":
1790                                 got += GiveValue(e, ammo_plasma, op, val);
1791                                 break;
1792                         case "shells":
1793                                 got += GiveValue(e, ammo_shells, op, val);
1794                                 break;
1795                         case "nails":
1796                         case "bullets":
1797                                 got += GiveValue(e, ammo_nails, op, val);
1798                                 break;
1799                         case "rockets":
1800                                 got += GiveValue(e, ammo_rockets, op, val);
1801                                 break;
1802                         case "health":
1803                                 got += GiveValue(e, health, op, val);
1804                                 break;
1805                         case "armor":
1806                                 got += GiveValue(e, armorvalue, op, val);
1807                                 break;
1808                         case "fuel":
1809                                 got += GiveValue(e, ammo_fuel, op, val);
1810                                 break;
1811                         default:
1812                                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1813                     got += GiveWeapon(e, it.m_id, op, val);
1814                     break;
1815                                 });
1816                                 break;
1817                 }
1818                 val = 999;
1819                 op = OP_SET;
1820         }
1821
1822         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1823         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1824         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1825         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1826         FOREACH(Weapons, it != WEP_Null, {
1827                 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1828                 if(!(save_weapons & (it.m_wepset)))
1829                         if(e.weapons & (it.m_wepset))
1830                                 it.wr_init(it);
1831         });
1832         POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1833         POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1834         //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1835         POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1836         POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1837         POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1838         POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1839         POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1840         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);
1841         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);
1842         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);
1843
1844         if(e.superweapons_finished <= 0)
1845                 if(e.weapons & WEPSET_SUPERWEAPONS)
1846                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1847
1848         if(e.strength_finished <= 0)
1849                 e.strength_finished = 0;
1850         else
1851                 e.strength_finished += time;
1852         if(e.invincible_finished <= 0)
1853                 e.invincible_finished = 0;
1854         else
1855                 e.invincible_finished += time;
1856         if(e.superweapons_finished <= 0)
1857                 e.superweapons_finished = 0;
1858         else
1859                 e.superweapons_finished += time;
1860
1861         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1862         {
1863                 .entity weaponentity = weaponentities[slot];
1864                 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1865                 if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1866                         _switchweapon |= BIT(slot);
1867         }
1868
1869         if(_switchweapon)
1870         {
1871                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1872                 {
1873                         .entity weaponentity = weaponentities[slot];
1874                         if(_switchweapon & BIT(slot))
1875                                 W_SwitchWeapon_Force(e, w_getbestweapon(e, weaponentity), weaponentity);
1876                 }
1877         }
1878
1879         return got;
1880 }
1881 #endif