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1 #include "items.qh"
2
3 #include <common/constants.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/gamemodes/gamemode/cts/cts.qh>
6 #include <common/items/_mod.qh>
7 #include <common/mapobjects/subs.qh>
8 #include <common/mapobjects/triggers.qh>
9 #include <common/monsters/_mod.qh>
10 #include <common/mutators/mutator/buffs/buffs.qh>
11 #include <common/mutators/mutator/buffs/sv_buffs.qh>
12 #include <common/mutators/mutator/powerups/_mod.qh>
13 #include <common/mutators/mutator/status_effects/_mod.qh>
14 #include <common/notifications/all.qh>
15 #include <common/resources/resources.qh>
16 #include <common/util.qh>
17 #include <common/weapons/_all.qh>
18 #include <common/wepent.qh>
19 #include <lib/warpzone/common.qh>
20 #include <lib/warpzone/util_server.qh>
21 #include <server/bot/api.qh>
22 #include <server/command/vote.qh>
23 #include <server/damage.qh>
24 #include <server/mutators/_mod.qh>
25 #include <server/teamplay.qh>
26 #include <server/weapons/common.qh>
27 #include <server/weapons/selection.qh>
28 #include <server/weapons/weaponsystem.qh>
29 #include <server/world.qh>
30
31 bool ItemSend(entity this, entity to, int sf)
32 {
33         if(this.gravity)
34                 sf |= ISF_DROP;
35         else
36                 sf &= ~ISF_DROP;
37
38         WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
39         WriteByte(MSG_ENTITY, sf);
40
41         //WriteByte(MSG_ENTITY, this.cnt);
42         if(sf & ISF_LOCATION)
43         {
44                 WriteVector(MSG_ENTITY, this.origin);
45         }
46
47         if(sf & ISF_ANGLES)
48         {
49                 WriteAngleVector(MSG_ENTITY, this.angles);
50         }
51
52         // sets size on the client, unused on server
53         //if(sf & ISF_SIZE)
54
55         if(sf & ISF_STATUS)
56                 WriteByte(MSG_ENTITY, this.ItemStatus);
57
58         if(sf & ISF_MODEL)
59         {
60                 WriteShort(MSG_ENTITY, bound(0, this.fade_end, 32767));
61                 WriteShort(MSG_ENTITY, bound(0, this.fade_start, 32767));
62
63                 if(this.mdl == "")
64                         LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
65
66                 WriteString(MSG_ENTITY, this.mdl);
67                 WriteByte(MSG_ENTITY, bound(0, this.skin, 255));
68         }
69
70         if(sf & ISF_COLORMAP)
71         {
72                 WriteShort(MSG_ENTITY, this.colormap);
73                 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
74                 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
75                 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
76         }
77
78         if(sf & ISF_DROP)
79         {
80                 WriteVector(MSG_ENTITY, this.velocity);
81         }
82
83         return true;
84 }
85
86 void ItemUpdate(entity this)
87 {
88         this.oldorigin = this.origin;
89         this.SendFlags |= ISF_LOCATION;
90 }
91
92 void UpdateItemAfterTeleport(entity this)
93 {
94         if(getSendEntity(this) == ItemSend)
95                 ItemUpdate(this);
96 }
97
98 bool have_pickup_item(entity this)
99 {
100         if(this.itemdef.instanceOfPowerup)
101         {
102                 if(autocvar_g_powerups > 0)
103                         return true;
104                 if(autocvar_g_powerups == 0)
105                         return false;
106         }
107         else
108         {
109                 if(autocvar_g_pickup_items > 0)
110                         return true;
111                 if(autocvar_g_pickup_items == 0)
112                         return false;
113                 if(g_weaponarena)
114                         if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
115                                 return false;
116         }
117         return true;
118 }
119
120 void Item_Show(entity e, int mode)
121 {
122         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
123         e.ItemStatus &= ~ITS_STAYWEP;
124         entity def = e.itemdef;
125         if (mode > 0)
126         {
127                 // make the item look normal, and be touchable
128                 e.model = e.mdl;
129                 e.solid = SOLID_TRIGGER;
130                 e.spawnshieldtime = 1;
131                 e.ItemStatus |= ITS_AVAILABLE;
132         }
133         else if (mode < 0)
134         {
135                 // hide the item completely
136                 e.model = string_null;
137                 e.solid = SOLID_NOT;
138                 e.spawnshieldtime = 1;
139                 e.ItemStatus &= ~ITS_AVAILABLE;
140         }
141         else
142         {
143                 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
144                         || e.team // weapon stay isn't supported for teamed weapons
145                         ;
146                 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
147                 {
148                         // make the item translucent and not touchable
149                         e.model = e.mdl;
150                         e.solid = SOLID_TRIGGER; // can STILL be picked up!
151                         e.effects |= EF_STARDUST;
152                         e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
153                         e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
154                 }
155                 else
156                 {
157                         //setmodel(e, "null");
158                         e.solid = SOLID_NOT;
159                         e.colormod = '0 0 0';
160                         //e.glowmod = e.colormod;
161                         e.spawnshieldtime = 1;
162                         e.ItemStatus &= ~ITS_AVAILABLE;
163                 }
164         }
165
166         if (def.m_glow)
167                 e.ItemStatus |= ITS_GLOW;
168
169         if (autocvar_g_nodepthtestitems)
170                 e.effects |= EF_NODEPTHTEST;
171
172         if (autocvar_g_fullbrightitems)
173                 e.ItemStatus |= ITS_ALLOWFB;
174         else
175                 e.ItemStatus &= ~ITS_ALLOWFB;
176
177         if (autocvar_sv_simple_items)
178                 e.ItemStatus |= ITS_ALLOWSI;
179
180         // relink entity (because solid may have changed)
181         setorigin(e, e.origin);
182         e.SendFlags |= ISF_STATUS;
183 }
184
185 void Item_Think(entity this)
186 {
187         this.nextthink = time;
188         if(this.origin != this.oldorigin)
189                 ItemUpdate(this);
190 }
191
192 bool Item_ItemsTime_SpectatorOnly(GameItem it);
193 bool Item_ItemsTime_Allow(GameItem it);
194 float Item_ItemsTime_UpdateTime(entity e, float t);
195 void Item_ItemsTime_SetTime(entity e, float t);
196 void Item_ItemsTime_SetTimesForAllPlayers();
197
198 void Item_Respawn(entity this)
199 {
200         Item_Show(this, 1);
201         sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM);     // play respawn sound
202         setorigin(this, this.origin);
203
204         if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
205         {
206                 float t = Item_ItemsTime_UpdateTime(this, 0);
207                 Item_ItemsTime_SetTime(this, t);
208                 Item_ItemsTime_SetTimesForAllPlayers();
209         }
210
211         setthink(this, Item_Think);
212         this.nextthink = time;
213
214         //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
215         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
216 }
217
218 void Item_RespawnCountdown(entity this)
219 {
220         if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
221         {
222                 if(this.waypointsprite_attached)
223                         WaypointSprite_Kill(this.waypointsprite_attached);
224                 Item_Respawn(this);
225         }
226         else
227         {
228                 this.nextthink = time + 1;
229                 this.item_respawncounter += 1;
230                 if(this.item_respawncounter == 1)
231                 {
232                         do {
233                                 {
234                                         entity wi = REGISTRY_GET(Weapons, this.weapon);
235                                         if (wi != WEP_Null) {
236                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
237                                                 wp.wp_extra = wi.m_id;
238                                                 break;
239                                         }
240                                 }
241                                 {
242                                         entity ii = this.itemdef;
243                                         if (ii != NULL) {
244                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
245                                                 wp.wp_extra = ii.m_id;
246                                                 break;
247                                         }
248                                 }
249                         } while (0);
250                         bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
251             if(this.waypointsprite_attached)
252             {
253                 GameItem def = this.itemdef;
254                 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
255                     WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
256                 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
257             }
258                 }
259
260                 if(this.waypointsprite_attached)
261                 {
262                         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
263                                 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
264                                 {
265                                         msg_entity = it;
266                                         soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM, 0); // play respawn sound
267                                 }
268                         });
269
270                         WaypointSprite_Ping(this.waypointsprite_attached);
271                         //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
272                 }
273         }
274 }
275
276 void Item_RespawnThink(entity this)
277 {
278         this.nextthink = time;
279         if(this.origin != this.oldorigin)
280                 ItemUpdate(this);
281
282         if(time >= this.wait)
283                 Item_Respawn(this);
284 }
285
286 void Item_ScheduleRespawnIn(entity e, float t)
287 {
288         // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
289         if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
290         {
291                 setthink(e, Item_RespawnCountdown);
292                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
293                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
294                 e.item_respawncounter = 0;
295                 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
296                 {
297                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
298                         Item_ItemsTime_SetTime(e, t);
299                         Item_ItemsTime_SetTimesForAllPlayers();
300                 }
301         }
302         else
303         {
304                 setthink(e, Item_RespawnThink);
305                 e.nextthink = time;
306                 e.scheduledrespawntime = time + t;
307                 e.wait = time + t;
308
309                 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
310                 {
311                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
312                         Item_ItemsTime_SetTime(e, t);
313                         Item_ItemsTime_SetTimesForAllPlayers();
314                 }
315         }
316 }
317
318 AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to 0) can be used to achieve a constant number of items spawned *per player*");
319 AUTOCVAR(g_pickup_respawntime_scaling_offset, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right - the results are not intuitive and I recommend plotting the respawn time and the number of items per player to see what's happening");
320 AUTOCVAR(g_pickup_respawntime_scaling_linear, float, 1.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly");
321
322 /// Adjust respawn time according to the number of players.
323 float adjust_respawntime(float normal_respawntime) {
324         float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
325         float o = autocvar_g_pickup_respawntime_scaling_offset;
326         float l = autocvar_g_pickup_respawntime_scaling_linear;
327
328         if (r == 0 && l == 1) {
329                 return normal_respawntime;
330         }
331
332         entity balance = TeamBalance_CheckAllowedTeams(NULL);
333         TeamBalance_GetTeamCounts(balance, NULL);
334         int players = 0;
335         for (int i = 1; i <= NUM_TEAMS; ++i)
336         {
337                 if (TeamBalance_IsTeamAllowed(balance, i))
338                 {
339                         players += TeamBalance_GetNumberOfPlayers(balance, i);
340                 }
341         }
342         TeamBalance_Destroy(balance);
343
344         if (players >= 2) {
345                 return normal_respawntime * (r / (players + o) + l);
346         } else {
347                 return normal_respawntime;
348         }
349 }
350
351 void Item_ScheduleRespawn(entity e)
352 {
353         if(e.respawntime > 0)
354         {
355                 Item_Show(e, 0);
356
357                 float adjusted_respawntime = adjust_respawntime(e.respawntime);
358                 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
359
360                 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
361                 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
362                 Item_ScheduleRespawnIn(e, respawn_in);
363         }
364         else // if respawntime is -1, this item does not respawn
365                 Item_Show(e, -1);
366 }
367
368 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
369         "For items that don't start spawned: 0: spawn after their normal respawntime; 1: spawn after `random * respawntime` with the *same* random; 2: same as 1 but each item has separate random");
370
371 void Item_ScheduleInitialRespawn(entity e)
372 {
373         Item_Show(e, 0);
374
375         float spawn_in;
376         if (autocvar_g_pickup_respawntime_initial_random == 0)
377         {
378                 // range: respawntime .. respawntime + respawntimejitter
379                 spawn_in = e.respawntime + random() * e.respawntimejitter;
380         }
381         else
382         {
383                 float rnd;
384                 if (autocvar_g_pickup_respawntime_initial_random == 1)
385                 {
386                         static float shared_random = 0;
387                         // NOTE this code works only if items are scheduled at the same time (normal case)
388                         // NOTE2 random() can't return exactly 1 so this check always work as intended
389                         if (!shared_random || floor(time) > shared_random)
390                                 shared_random = floor(time) + random();
391                         rnd = shared_random - floor(time);
392                 }
393                 else
394                         rnd = random();
395
396                 // range:
397                 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
398                 // else: 0 .. ITEM_RESPAWN_TICKS
399                 // this is to prevent powerups spawning unexpectedly without waypoints
400                 spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
401         }
402
403         Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
404 }
405
406 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
407         entity ammo_entity)
408 {
409         if (num_weapons == 0)
410         {
411                 return;
412         }
413         int num_potential_weapons = tokenize_console(weapon_names);
414         for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
415         {
416                 RandomSelection_Init();
417                 for (int weapon_index = 0; weapon_index < num_potential_weapons;
418                         ++weapon_index)
419                 {
420                         string weapon = argv(weapon_index);
421                         FOREACH(Weapons, it != WEP_Null,
422                         {
423                                 // Finding a weapon which player doesn't have.
424                                 if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
425                                 {
426                                         RandomSelection_AddEnt(it, 1, 1);
427                                         break;
428                                 }
429                         });
430                 }
431                 if (RandomSelection_chosen_ent == NULL)
432                 {
433                         return;
434                 }
435                 STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
436                 if (RandomSelection_chosen_ent.ammo_type == RES_NONE)
437                 {
438                         continue;
439                 }
440                 if (GetResource(receiver,
441                         RandomSelection_chosen_ent.ammo_type) != 0)
442                 {
443                         continue;
444                 }
445                 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
446                         GetResource(ammo_entity,
447                         RandomSelection_chosen_ent.ammo_type));
448         }
449 }
450
451 bool Item_GiveAmmoTo(entity item, entity player, Resource res_type, float ammomax)
452 {
453         float amount = GetResource(item, res_type);
454         if (amount == 0)
455         {
456                 return false;
457         }
458         float player_amount = GetResource(player, res_type);
459         if (item.spawnshieldtime)
460         {
461                 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
462                         return false;
463         }
464         else if (g_weapon_stay == 2)
465         {
466                 ammomax = min(amount, ammomax);
467                 if(player_amount >= ammomax)
468                         return false;
469         }
470         else
471                 return false;
472         if (amount < 0)
473                 TakeResourceWithLimit(player, res_type, -amount, ammomax);
474         else
475                 GiveResourceWithLimit(player, res_type, amount, ammomax);
476         return true;
477 }
478
479 bool Item_GiveTo(entity item, entity player)
480 {
481         // if nothing happens to player, just return without taking the item
482         int _switchweapon = 0;
483         // in case the player has autoswitch enabled do the following:
484         // if the player is using their best weapon before items are given, they
485         // probably want to switch to an even better weapon after items are given
486
487         if(CS_CVAR(player).cvar_cl_autoswitch)
488         {
489                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
490                 {
491                         .entity weaponentity = weaponentities[slot];
492                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
493                         {
494                                 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
495                                         _switchweapon |= BIT(slot);
496
497                                 if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
498                                         _switchweapon |= BIT(slot);
499                         }
500                 }
501         }
502         bool pickedup = false;
503         pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health);
504         pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue);
505         pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max);
506         pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max);
507         pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max);
508         pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max);
509         pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max);
510         pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max);
511         if (item.itemdef.instanceOfWeaponPickup)
512         {
513                 WepSet w;
514                 w = STAT(WEAPONS, item);
515                 w &= ~STAT(WEAPONS, player);
516
517                 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
518                 {
519                         pickedup = true;
520                         FOREACH(Weapons, it != WEP_Null, {
521                                 if(w & (it.m_wepset))
522                                 {
523                                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
524                                         {
525                                                 .entity weaponentity = weaponentities[slot];
526                                                 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
527                                                         W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
528                                         }
529                                         W_GiveWeapon(player, it.m_id);
530                                 }
531                         });
532                 }
533         }
534
535         if (item.itemdef.instanceOfPowerup)
536         {
537                 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
538                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
539                 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
540                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
541         }
542
543         int its;
544         if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
545         {
546                 pickedup = true;
547                 player.items |= its;
548                 // TODO: we probably want to show a message in the console, but not this one!
549                 //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
550         }
551
552         if (item.strength_finished)
553         {
554                 pickedup = true;
555                 float t = max(StatusEffects_gettime(STATUSEFFECT_Strength, player), time);
556                 if (autocvar_g_powerups_stack)
557                         t += item.strength_finished;
558                 else
559                         t = max(t, time + item.strength_finished);
560                 StatusEffects_apply(STATUSEFFECT_Strength, player, t, 0);
561         }
562         if (item.invincible_finished)
563         {
564                 pickedup = true;
565                 float t = max(StatusEffects_gettime(STATUSEFFECT_Shield, player), time);
566                 if (autocvar_g_powerups_stack)
567                         t += item.invincible_finished;
568                 else
569                         t = max(t, time + item.invincible_finished);
570                 StatusEffects_apply(STATUSEFFECT_Shield, player, t, 0);
571         }
572         if (item.speed_finished)
573         {
574                 pickedup = true;
575                 float t = max(StatusEffects_gettime(STATUSEFFECT_Speed, player), time);
576                 if (autocvar_g_powerups_stack)
577                         t += item.speed_finished;
578                 else
579                         t = max(t, time + item.speed_finished);
580                 StatusEffects_apply(STATUSEFFECT_Speed, player, t, 0);
581         }
582         if (item.invisibility_finished)
583         {
584                 pickedup = true;
585                 float t = max(StatusEffects_gettime(STATUSEFFECT_Invisibility, player), time);
586                 if (autocvar_g_powerups_stack)
587                         t += item.invisibility_finished;
588                 else
589                         t = max(t, time + item.invisibility_finished);
590                 StatusEffects_apply(STATUSEFFECT_Invisibility, player, t, 0);
591         }
592         if (item.superweapons_finished)
593         {
594                 pickedup = true;
595                 StatusEffects_apply(STATUSEFFECT_Superweapons, player, max(StatusEffects_gettime(STATUSEFFECT_Superweapons, player), time) + item.superweapons_finished, 0);
596         }
597
598         // always eat teamed entities
599         if(item.team)
600                 pickedup = true;
601
602         if (!pickedup)
603                 return false;
604
605         // crude hack to enforce switching weapons
606         if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS_CVAR(player).cvar_cl_cts_noautoswitch)
607         {
608                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
609                 {
610                         .entity weaponentity = weaponentities[slot];
611                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
612                                 W_SwitchWeapon_Force(player, REGISTRY_GET(Weapons, item.weapon), weaponentity);
613                 }
614                 return true;
615         }
616
617         if(_switchweapon)
618         {
619                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
620                 {
621                         .entity weaponentity = weaponentities[slot];
622                         if(_switchweapon & BIT(slot))
623                         if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
624                                 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
625                 }
626         }
627
628         return true;
629 }
630
631 void Item_Touch(entity this, entity toucher)
632 {
633         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
634         if (Item_IsLoot(this))
635         {
636                 if (ITEM_TOUCH_NEEDKILL())
637                 {
638                         delete(this);
639                         return;
640                 }
641         }
642
643         if(!(toucher.flags & FL_PICKUPITEMS)
644         || STAT(FROZEN, toucher)
645         || IS_DEAD(toucher)
646         || (this.solid != SOLID_TRIGGER)
647         || (this.owner == toucher)
648         || (time < this.item_spawnshieldtime)
649         ) { return; }
650
651         switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
652         {
653                 case MUT_ITEMTOUCH_RETURN: { return; }
654                 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
655         }
656
657         toucher = M_ARGV(1, entity);
658
659         if (Item_IsExpiring(this))
660         {
661                 this.strength_finished = max(0, this.strength_finished - time);
662                 this.invincible_finished = max(0, this.invincible_finished - time);
663                 this.speed_finished = max(0, this.speed_finished - time);
664                 this.invisibility_finished = max(0, this.invisibility_finished - time);
665                 this.superweapons_finished = max(0, this.superweapons_finished - time);
666         }
667         bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
668         if (!gave)
669         {
670                 if (Item_IsExpiring(this))
671                 {
672                         // undo what we did above
673                         this.strength_finished += time;
674                         this.invincible_finished += time;
675                         this.speed_finished += time;
676                         this.invisibility_finished += time;
677                         this.superweapons_finished += time;
678                 }
679                 return;
680         }
681
682 LABEL(pickup)
683
684         if(this.target && this.target != "" && this.target != "###item###") // defrag support
685                 SUB_UseTargets(this, toucher, NULL);
686
687         STAT(LAST_PICKUP, toucher) = time;
688
689         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
690         _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);
691
692         MUTATOR_CALLHOOK(ItemTouched, this, toucher);
693         if (wasfreed(this))
694         {
695                 return;
696         }
697
698         if (Item_IsLoot(this))
699         {
700                 delete(this);
701                 return;
702         }
703         if (!this.spawnshieldtime)
704         {
705                 return;
706         }
707         entity e;
708         if (this.team)
709         {
710                 RandomSelection_Init();
711                 IL_EACH(g_items, it.team == this.team,
712                 {
713                         if (it.itemdef) // is a registered item
714                         {
715                                 Item_Show(it, -1);
716                                 it.scheduledrespawntime = 0;
717                                 RandomSelection_AddEnt(it, it.cnt, 0);
718                         }
719                 });
720                 e = RandomSelection_chosen_ent;
721                 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
722         }
723         else
724                 e = this;
725         Item_ScheduleRespawn(e);
726 }
727
728 void Item_Reset(entity this)
729 {
730         Item_Show(this, !this.state);
731         setorigin(this, this.origin);
732
733         if (Item_IsLoot(this))
734         {
735                 return;
736         }
737         setthink(this, Item_Think);
738         this.nextthink = time;
739         if (this.waypointsprite_attached)
740         {
741                 WaypointSprite_Kill(this.waypointsprite_attached);
742         }
743         if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
744         {
745                 Item_ScheduleInitialRespawn(this);
746         }
747 }
748
749 void Item_FindTeam(entity this)
750 {
751         entity e;
752
753         if(this.effects & EF_NODRAW)
754         {
755                 // marker for item team search
756                 LOG_TRACE("Initializing item team ", ftos(this.team));
757                 RandomSelection_Init();
758                 IL_EACH(g_items, it.team == this.team,
759                 {
760                         if(it.itemdef) // is a registered item
761                                 RandomSelection_AddEnt(it, it.cnt, 0);
762                 });
763
764                 e = RandomSelection_chosen_ent;
765                 if (!e)
766                         return;
767
768                 IL_EACH(g_items, it.team == this.team,
769                 {
770                         if(it.itemdef) // is a registered item
771                         {
772                                 if(it != e)
773                                 {
774                                         // make it non-spawned
775                                         Item_Show(it, -1);
776                                         it.state = 1; // state 1 = initially hidden item, apparently
777                                 }
778                                 else
779                                         Item_Reset(it);
780                                 it.effects &= ~EF_NODRAW;
781                         }
782                 });
783         }
784 }
785
786 // Savage: used for item garbage-collection
787 void RemoveItem(entity this)
788 {
789         if(wasfreed(this) || !this) { return; }
790         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
791         delete(this);
792 }
793
794 // pickup evaluation functions
795 // these functions decide how desirable an item is to the bots
796
797 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
798
799 float weapon_pickupevalfunc(entity player, entity item)
800 {
801         // See if I have it already
802         if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
803         {
804                 // If I can pick it up
805                 if(!item.spawnshieldtime)
806                         return 0;
807                 return ammo_pickupevalfunc(player, item);
808         }
809
810         // reduce weapon value if bot already got a good arsenal
811         float c = 1;
812         int weapons_value = 0;
813         FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
814                 weapons_value += it.bot_pickupbasevalue;
815         });
816         c -= bound(0, weapons_value / 20000, 1) * 0.5;
817
818         return item.bot_pickupbasevalue * c;
819 }
820
821 float ammo_pickupevalfunc(entity player, entity item)
822 {
823         bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
824         entity wpn = NULL;
825         float c = 0;
826         float rating = 0;
827
828         // Detect needed ammo
829         if(item.itemdef.instanceOfWeaponPickup)
830         {
831                 entity ammo = NULL;
832                 if(GetResource(item, RES_SHELLS))       { need_shells  = true; ammo = ITEM_Shells;      }
833                 else if(GetResource(item, RES_BULLETS))   { need_nails   = true; ammo = ITEM_Bullets;     }
834                 else if(GetResource(item, RES_ROCKETS)) { need_rockets = true; ammo = ITEM_Rockets;     }
835                 else if(GetResource(item, RES_CELLS))   { need_cells   = true; ammo = ITEM_Cells;       }
836                 else if(GetResource(item, RES_PLASMA))  { need_plasma  = true; ammo = ITEM_Plasma;      }
837                 else if(GetResource(item, RES_FUEL))    { need_fuel    = true; ammo = ITEM_JetpackFuel; }
838
839                 if(!ammo)
840                         return 0;
841                 wpn = item;
842                 rating = ammo.m_botvalue;
843         }
844         else
845         {
846                 FOREACH(Weapons, it != WEP_Null, {
847                         if(!(STAT(WEAPONS, player) & (it.m_wepset)))
848                                 continue;
849
850                         switch(it.ammo_type)
851                         {
852                                 case RES_SHELLS:  need_shells  = true; break;
853                                 case RES_BULLETS: need_nails   = true; break;
854                                 case RES_ROCKETS: need_rockets = true; break;
855                                 case RES_CELLS:   need_cells   = true; break;
856                                 case RES_PLASMA:  need_plasma  = true; break;
857                                 case RES_FUEL:    need_fuel    = true; break;
858                         }
859                 });
860                 rating = item.bot_pickupbasevalue;
861         }
862
863         float noammorating = 0.5;
864
865         if ((need_shells) && GetResource(item, RES_SHELLS) && (GetResource(player, RES_SHELLS) < g_pickup_shells_max))
866                 c = GetResource(item, RES_SHELLS) / max(noammorating, GetResource(player, RES_SHELLS));
867
868         if ((need_nails) && GetResource(item, RES_BULLETS) && (GetResource(player, RES_BULLETS) < g_pickup_nails_max))
869                 c = GetResource(item, RES_BULLETS) / max(noammorating, GetResource(player, RES_BULLETS));
870
871         if ((need_rockets) && GetResource(item, RES_ROCKETS) && (GetResource(player, RES_ROCKETS) < g_pickup_rockets_max))
872                 c = GetResource(item, RES_ROCKETS) / max(noammorating, GetResource(player, RES_ROCKETS));
873
874         if ((need_cells) && GetResource(item, RES_CELLS) && (GetResource(player, RES_CELLS) < g_pickup_cells_max))
875                 c = GetResource(item, RES_CELLS) / max(noammorating, GetResource(player, RES_CELLS));
876
877         if ((need_plasma) && GetResource(item, RES_PLASMA) && (GetResource(player, RES_PLASMA) < g_pickup_plasma_max))
878                 c = GetResource(item, RES_PLASMA) / max(noammorating, GetResource(player, RES_PLASMA));
879
880         if ((need_fuel) && GetResource(item, RES_FUEL) && (GetResource(player, RES_FUEL) < g_pickup_fuel_max))
881                 c = GetResource(item, RES_FUEL) / max(noammorating, GetResource(player, RES_FUEL));
882
883         rating *= min(c, 2);
884         if(wpn)
885                 rating += wpn.bot_pickupbasevalue * 0.1;
886         return rating;
887 }
888
889 float healtharmor_pickupevalfunc(entity player, entity item)
890 {
891         float c = 0;
892         float rating = item.bot_pickupbasevalue;
893
894         float itemarmor = GetResource(item, RES_ARMOR);
895         float itemhealth = GetResource(item, RES_HEALTH);
896
897         if(item.item_group)
898         {
899                 itemarmor *= min(4, item.item_group_count);
900                 itemhealth *= min(4, item.item_group_count);
901         }
902
903         if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue))
904                 c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3);
905
906         if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health))
907                 c = itemhealth / max(1, GetResource(player, RES_HEALTH));
908
909         rating *= min(2, c);
910         return rating;
911 }
912
913 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
914 {
915         if(ITEM_DAMAGE_NEEDKILL(deathtype))
916                 RemoveItem(this);
917 }
918
919 void item_use(entity this, entity actor, entity trigger)
920 {
921         // use the touch function to handle collection
922         gettouch(this)(this, actor);
923 }
924
925 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
926 {
927         string itemname = def.m_name;
928         Model itemmodel = def.m_model;
929         Sound pickupsound = def.m_sound;
930         float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
931         float pickupbasevalue = def.m_botvalue;
932         int itemflags = def.m_itemflags;
933
934         startitem_failed = false;
935
936         this.item_model_ent = itemmodel;
937         this.item_pickupsound_ent = pickupsound;
938
939         if(def.m_iteminit)
940                 def.m_iteminit(def, this);
941
942         if(!this.respawntime) // both need to be set
943         {
944                 this.respawntime = defaultrespawntime;
945                 this.respawntimejitter = defaultrespawntimejitter;
946         }
947
948         if(!this.pickup_anyway && def.m_pickupanyway)
949                 this.pickup_anyway = def.m_pickupanyway();
950
951         int itemid = def.m_itemid;
952         this.items = itemid;
953         int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
954         this.weapon = weaponid;
955
956         if(!this.fade_end)
957         {
958                 this.fade_start = autocvar_g_items_mindist;
959                 this.fade_end = autocvar_g_items_maxdist;
960         }
961
962         if(weaponid)
963                 STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
964
965         this.flags = FL_ITEM | itemflags;
966         IL_PUSH(g_items, this);
967
968         if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
969         {
970                 startitem_failed = true;
971                 delete(this);
972                 return;
973         }
974
975         precache_model(this.model);
976         precache_sound(this.item_pickupsound);
977
978         if (Item_IsLoot(this))
979         {
980                 this.reset = SUB_Remove;
981                 set_movetype(this, MOVETYPE_TOSS);
982
983                 // Savage: remove thrown items after a certain period of time ("garbage collection")
984                 setthink(this, RemoveItem);
985                 this.nextthink = time + autocvar_g_items_dropped_lifetime;
986
987                 this.takedamage = DAMAGE_YES;
988                 this.event_damage = Item_Damage;
989                 // enable this to have thrown items burn in lava
990                 //this.damagedbycontents = true;
991                 //IL_PUSH(g_damagedbycontents, this);
992
993                 if (Item_IsExpiring(this))
994                 {
995                         // if item is worthless after a timer, have it expire then
996                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
997                 }
998
999                 // don't drop if in a NODROP zone (such as lava)
1000                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1001                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1002                 {
1003                         startitem_failed = true;
1004                         delete(this);
1005                         return;
1006                 }
1007         }
1008         else
1009         {
1010                 if(!have_pickup_item(this))
1011                 {
1012                         startitem_failed = true;
1013                         delete(this);
1014                         return;
1015                 }
1016
1017                 if(this.angles != '0 0 0')
1018                         this.SendFlags |= ISF_ANGLES;
1019
1020                 this.reset = Item_Reset;
1021                 // it's a level item
1022                 if(this.spawnflags & 1)
1023                         this.noalign = 1;
1024                 if (this.noalign > 0)
1025                         set_movetype(this, MOVETYPE_NONE);
1026                 else
1027                         set_movetype(this, MOVETYPE_TOSS);
1028                 // do item filtering according to game mode and other things
1029                 if (this.noalign <= 0)
1030                 {
1031                         // first nudge it off the floor a little bit to avoid math errors
1032                         setorigin(this, this.origin + '0 0 1');
1033                         // set item size before we spawn a spawnfunc_waypoint
1034                         setsize(this, def.m_mins, def.m_maxs);
1035                         this.SendFlags |= ISF_SIZE;
1036                         // note droptofloor returns false if stuck/or would fall too far
1037                         if (!this.noalign)
1038                                 droptofloor(this);
1039                         waypoint_spawnforitem(this);
1040                 }
1041
1042                 /*
1043                  * can't do it that way, as it would break maps
1044                  * TODO make a target_give like entity another way, that perhaps has
1045                  * the weapon name in a key
1046                 if(this.targetname)
1047                 {
1048                         // target_give not yet supported; maybe later
1049                         print("removed targeted ", this.classname, "\n");
1050                         startitem_failed = true;
1051                         delete(this);
1052                         return;
1053                 }
1054                 */
1055
1056                 if(this.targetname != "" && (this.spawnflags & 16))
1057                         this.use = item_use;
1058
1059                 if(autocvar_spawn_debug >= 2)
1060                 {
1061                         // why not flags & fl_item?
1062                         FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1063                                 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1064                                 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1065                                 error("Mapper sucks.");
1066                         });
1067                         this.is_item = true;
1068                 }
1069
1070                 weaponsInMap |= WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
1071
1072                 if (        def.instanceOfPowerup
1073                         ||  def.instanceOfWeaponPickup
1074                         || (def.instanceOfHealth && def != ITEM_HealthSmall)
1075                         || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1076                         || (itemid & (IT_KEY1 | IT_KEY2))
1077                 )
1078                 {
1079                         if(!this.target || this.target == "")
1080                                 this.target = "###item###"; // for finding the nearest item using findnearest
1081                 }
1082
1083                 Item_ItemsTime_SetTime(this, 0);
1084         }
1085
1086         this.bot_pickup = true;
1087         this.bot_pickupevalfunc = pickupevalfunc;
1088         this.bot_pickupbasevalue = pickupbasevalue;
1089         this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1090         this.netname = itemname;
1091         settouch(this, Item_Touch);
1092         setmodel(this, MDL_Null); // precision set below
1093         //this.effects |= EF_LOWPRECISION;
1094
1095         // support skinned models for powerups
1096         this.skin = def.m_skin;
1097         this.glowmod = def.m_color;
1098
1099         setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
1100
1101         this.SendFlags |= ISF_SIZE;
1102
1103         if (!(this.spawnflags & 1024)) {
1104                 if(def.instanceOfPowerup)
1105                         this.ItemStatus |= ITS_ANIMATE1;
1106
1107                 if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH))
1108                         this.ItemStatus |= ITS_ANIMATE2;
1109         }
1110
1111         if(Item_IsLoot(this))
1112                 this.gravity = 1;
1113
1114         if(def.instanceOfWeaponPickup)
1115         {
1116                 if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
1117                         this.colormap = 1024; // color shirt=0 pants=0 grey
1118                 if (!(this.spawnflags & 1024))
1119                         this.ItemStatus |= ITS_ANIMATE1;
1120                 this.SendFlags |= ISF_COLORMAP;
1121         }
1122
1123         this.state = 0;
1124         if(this.team)
1125         {
1126                 if(!this.cnt)
1127                         this.cnt = 1; // item probability weight
1128
1129                 this.effects |= EF_NODRAW; // marker for item team search
1130                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1131         }
1132         else
1133                 Item_Reset(this);
1134
1135         Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1136
1137         // call this hook after everything else has been done
1138         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1139         {
1140                 startitem_failed = true;
1141                 delete(this);
1142                 return;
1143         }
1144
1145         setItemGroup(this);
1146 }
1147
1148 void StartItem(entity this, GameItem def)
1149 {
1150         def = def.m_spawnfunc_hookreplace(def, this);
1151
1152         if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
1153         {
1154                 delete(this);
1155                 return;
1156         }
1157
1158         this.classname = def.m_canonical_spawnfunc;
1159
1160         _StartItem(
1161                 this,
1162                 this.itemdef = def,
1163                 def.m_respawntime(), // defaultrespawntime
1164                 def.m_respawntimejitter() // defaultrespawntimejitter
1165         );
1166 }
1167
1168 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1169 int group_count = 1;
1170
1171 void setItemGroup(entity this)
1172 {
1173         if(!IS_SMALL(this.itemdef) || Item_IsLoot(this))
1174                 return;
1175
1176         FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1177         {
1178                 if(!this.item_group)
1179                 {
1180                         if(!it.item_group)
1181                         {
1182                                 it.item_group = group_count;
1183                                 group_count++;
1184                         }
1185                         this.item_group = it.item_group;
1186                 }
1187                 else // spawning item is already part of a item_group X
1188                 {
1189                         if(!it.item_group)
1190                                 it.item_group = this.item_group;
1191                         else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1192                         {
1193                                 int grY = it.item_group;
1194                                 // move all items of item_group Y to item_group X
1195                                 IL_EACH(g_items, IS_SMALL(it.itemdef),
1196                                 {
1197                                         if(it.item_group == grY)
1198                                                 it.item_group = this.item_group;
1199                                 });
1200                         }
1201                 }
1202         });
1203 }
1204
1205 void setItemGroupCount()
1206 {
1207         for (int k = 1; k <= group_count; k++)
1208         {
1209                 int count = 0;
1210                 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1211                 if (count)
1212                         IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1213         }
1214 }
1215
1216 void target_items_use(entity this, entity actor, entity trigger)
1217 {
1218         if(Item_IsLoot(actor))
1219         {
1220                 EXACTTRIGGER_TOUCH(this, trigger);
1221                 delete(actor);
1222                 return;
1223         }
1224
1225         if (!IS_PLAYER(actor) || IS_DEAD(actor))
1226                 return;
1227
1228         if(trigger.solid == SOLID_TRIGGER)
1229         {
1230                 EXACTTRIGGER_TOUCH(this, trigger);
1231         }
1232
1233         IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
1234         {
1235                 delete(it);
1236         });
1237
1238         if(GiveItems(actor, 0, tokenize_console(this.netname)))
1239                 centerprint(actor, this.message);
1240 }
1241
1242 spawnfunc(target_items)
1243 {
1244         this.use = target_items_use;
1245         if(!this.strength_finished)
1246                 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1247         if(!this.invincible_finished)
1248                 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1249         if(!this.speed_finished)
1250                 this.speed_finished = autocvar_g_balance_powerup_speed_time;
1251         if(!this.invisibility_finished)
1252                 this.invisibility_finished = autocvar_g_balance_powerup_invisibility_time;
1253         if(!this.superweapons_finished)
1254                 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1255
1256         string str;
1257         int n = tokenize_console(this.netname);
1258         if(argv(0) == "give")
1259         {
1260                 str = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1261         }
1262         else
1263         {
1264                 for(int j = 0; j < n; ++j)
1265                 {
1266                         // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1267                         if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
1268                         else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_AMMO;
1269                         else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1270                         else if(argv(j) == "strength")               this.items |= ITEM_Strength.m_itemid;
1271                         else if(argv(j) == "invincible")             this.items |= ITEM_Shield.m_itemid;
1272                         else if(argv(j) == "speed")                  this.items |= ITEM_Speed.m_itemid;
1273                         else if(argv(j) == "invisibility")           this.items |= ITEM_Invisibility.m_itemid;
1274                         else if(argv(j) == "superweapons")           this.items |= IT_SUPERWEAPON;
1275                         else if(argv(j) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
1276                         else if(argv(j) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
1277                         else
1278                         {
1279                                 FOREACH(StatusEffect, it.instanceOfBuff,
1280                                 {
1281                                         string s = Buff_UndeprecateName(argv(j));
1282                                         if(s == it.netname)
1283                                         {
1284                                                 this.buffdef = it;
1285                                                 if(!this.buffs_finished)
1286                                                         this.buffs_finished = it.m_time(it);
1287                                                 break;
1288                                         }
1289                                 });
1290                                 FOREACH(Weapons, it != WEP_Null, {
1291                                         string s = W_UndeprecateName(argv(j));
1292                                         if(s == it.netname)
1293                                         {
1294                                                 STAT(WEAPONS, this) |= (it.m_wepset);
1295                                                 if(this.spawnflags == 0 || this.spawnflags == 2)
1296                                                         it.wr_init(it);
1297                                                 break;
1298                                         }
1299                                 });
1300                         }
1301                 }
1302
1303                 string itemprefix, valueprefix;
1304                 if(this.spawnflags == 0)
1305                 {
1306                         itemprefix = "";
1307                         valueprefix = "";
1308                 }
1309                 else if(this.spawnflags == 1)
1310                 {
1311                         itemprefix = "max ";
1312                         valueprefix = "max ";
1313                 }
1314                 else if(this.spawnflags == 2)
1315                 {
1316                         itemprefix = "min ";
1317                         valueprefix = "min ";
1318                 }
1319                 else if(this.spawnflags == 4)
1320                 {
1321                         itemprefix = "minus ";
1322                         valueprefix = "max ";
1323                 }
1324                 else
1325                 {
1326                         error("invalid spawnflags");
1327                         itemprefix = valueprefix = string_null;
1328                 }
1329
1330                 str = "";
1331                 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
1332                 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1333                 str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1334                 str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1335                 str = sprintf("%s %s%d %s", str, valueprefix, this.invisibility_finished * boolean(this.items & ITEM_Invisibility.m_itemid), "invisibility");
1336                 str = sprintf("%s %s%d %s", str, valueprefix, this.speed_finished * boolean(this.items & ITEM_Speed.m_itemid), "speed");
1337                 str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1338                 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1339                 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1340                 float res;
1341                 res = GetResource(this, RES_SHELLS);  if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "shells");
1342                 res = GetResource(this, RES_BULLETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "nails");
1343                 res = GetResource(this, RES_ROCKETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "rockets");
1344                 res = GetResource(this, RES_CELLS);   if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "cells");
1345                 res = GetResource(this, RES_PLASMA);  if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "plasma");
1346                 res = GetResource(this, RES_FUEL);    if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "fuel");
1347                 res = GetResource(this, RES_HEALTH);  if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "health");
1348                 res = GetResource(this, RES_ARMOR);   if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "armor");
1349                 FOREACH(StatusEffect, it.instanceOfBuff, str = sprintf("%s %s%d %s", str, valueprefix, this.buffs_finished * boolean(this.buffdef == it), it.netname));
1350                 FOREACH(Weapons, it != WEP_Null, str = sprintf("%s %s%d %s", str, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
1351         }
1352         this.netname = strzone(str);
1353
1354         n = tokenize_console(this.netname);
1355         for(int j = 0; j < n; ++j)
1356         {
1357                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1358                         it.wr_init(it);
1359                         break;
1360                 });
1361         }
1362 }
1363
1364 float GiveWeapon(entity e, float wpn, float op, float val)
1365 {
1366         WepSet v0, v1;
1367         WepSet s = WepSet_FromWeapon(REGISTRY_GET(Weapons, wpn));
1368         v0 = (STAT(WEAPONS, e) & s);
1369         switch(op)
1370         {
1371                 case OP_SET:
1372                         if(val > 0)
1373                                 STAT(WEAPONS, e) |= s;
1374                         else
1375                                 STAT(WEAPONS, e) &= ~s;
1376                         break;
1377                 case OP_MIN:
1378                 case OP_PLUS:
1379                         if(val > 0)
1380                                 STAT(WEAPONS, e) |= s;
1381                         break;
1382                 case OP_MAX:
1383                         if(val <= 0)
1384                                 STAT(WEAPONS, e) &= ~s;
1385                         break;
1386                 case OP_MINUS:
1387                         if(val > 0)
1388                                 STAT(WEAPONS, e) &= ~s;
1389                         break;
1390         }
1391         v1 = (STAT(WEAPONS, e) & s);
1392         return (v0 != v1);
1393 }
1394
1395 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1396 {
1397         bool had_buff = StatusEffects_active(thebuff, e);
1398         float new_buff_time = ((had_buff) ? StatusEffects_gettime(thebuff, e) : 0);
1399         switch (op)
1400         {
1401                 case OP_SET:
1402                         new_buff_time = val;
1403                         break;
1404                 case OP_MIN:
1405                         new_buff_time = max(new_buff_time, val);
1406                         break;
1407                 case OP_MAX:
1408                         new_buff_time = min(new_buff_time, val);
1409                         break;
1410                 case OP_PLUS:
1411                         new_buff_time += val;
1412                         break;
1413                 case OP_MINUS:
1414                         new_buff_time -= val;
1415                         break;
1416         }
1417         if(new_buff_time <= 0)
1418         {
1419                 if(had_buff) // only trigger removal mechanics if there is an effect to remove!
1420                         StatusEffects_remove(thebuff, e, STATUSEFFECT_REMOVE_NORMAL);
1421         }
1422         else
1423         {
1424                 buff_RemoveAll(e, STATUSEFFECT_REMOVE_CLEAR); // clear old buffs on the player first!
1425                 StatusEffects_apply(thebuff, e, new_buff_time, 0);
1426         }
1427         bool have_buff = StatusEffects_active(thebuff, e);
1428         return (had_buff != have_buff);
1429 }
1430
1431 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1432 {
1433         if(v1 == v0)
1434                 return;
1435         if(v1 <= v0 - t)
1436         {
1437                 if(snd_decr != NULL)
1438                         sound(e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1439         }
1440         else if(v0 >= v0 + t)
1441         {
1442                 if(snd_incr != NULL)
1443                         sound(e, ((snd_incr == SND_POWERUP) ? CH_TRIGGER_SINGLE : CH_TRIGGER), snd_incr, VOL_BASE, ATTEN_NORM);
1444         }
1445 }
1446
1447 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1448 {
1449         if(v0 < v1)
1450                 e.(rotfield) = max(e.(rotfield), time + rottime);
1451         else if(v0 > v1)
1452                 e.(regenfield) = max(e.(regenfield), time + regentime);
1453 }
1454 bool GiveResourceValue(entity e, Resource res_type, int op, int val)
1455 {
1456         int v0 = GetResource(e, res_type);
1457         float new_val = 0;
1458         switch (op)
1459         {
1460                 // min 100 cells = at least 100 cells
1461                 case OP_SET: new_val = val; break;
1462                 case OP_MIN: new_val = max(v0, val); break;
1463                 case OP_MAX: new_val = min(v0, val); break;
1464                 case OP_PLUS: new_val = v0 + val; break;
1465                 case OP_MINUS: new_val = v0 - val; break;
1466                 default: return false;
1467         }
1468
1469         return SetResourceExplicit(e, res_type, new_val);
1470 }
1471 bool GiveStatusEffect(entity e, StatusEffects this, int op, float val)
1472 {
1473         bool had_eff = StatusEffects_active(this, e);
1474         float new_eff_time = ((had_eff) ? StatusEffects_gettime(this, e) : 0);
1475         switch (op)
1476         {
1477                 case OP_SET:
1478                         new_eff_time = val;
1479                         break;
1480                 case OP_MIN:
1481                         new_eff_time = max(new_eff_time, val);
1482                         break;
1483                 case OP_MAX:
1484                         new_eff_time = min(new_eff_time, val);
1485                         break;
1486                 case OP_PLUS:
1487                         new_eff_time += val;
1488                         break;
1489                 case OP_MINUS:
1490                         new_eff_time -= val;
1491                         break;
1492         }
1493         if(new_eff_time <= 0)
1494         {
1495                 if(had_eff) // only trigger removal mechanics if there is an effect to remove!
1496                         StatusEffects_remove(this, e, STATUSEFFECT_REMOVE_NORMAL);
1497         }
1498         else
1499                 StatusEffects_apply(this, e, new_eff_time, 0);
1500         bool have_eff = StatusEffects_active(this, e);
1501         return (had_eff != have_eff);
1502 }
1503
1504 float GiveItems(entity e, float beginarg, float endarg)
1505 {
1506         float got, i, val, op;
1507         string cmd;
1508
1509         val = 999;
1510         op = OP_SET;
1511
1512         got = 0;
1513
1514         int _switchweapon = 0;
1515
1516         if(CS_CVAR(e).cvar_cl_autoswitch)
1517         {
1518                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1519                 {
1520                         .entity weaponentity = weaponentities[slot];
1521                         if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1522                         if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1523                                 _switchweapon |= BIT(slot);
1524                 }
1525         }
1526
1527         if(e.statuseffects)
1528         {
1529                 FOREACH(StatusEffect, true,
1530                 {
1531                         e.statuseffects.statuseffect_time[it.m_id] = max(0, e.statuseffects.statuseffect_time[it.m_id] - time);
1532                 });
1533         }
1534
1535         PREGIVE(e, items);
1536         PREGIVE_WEAPONS(e);
1537         PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength);
1538         PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield);
1539         PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed);
1540         PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility);
1541         //PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Superweapons);
1542         PREGIVE_RESOURCE(e, RES_BULLETS);
1543         PREGIVE_RESOURCE(e, RES_CELLS);
1544         PREGIVE_RESOURCE(e, RES_PLASMA);
1545         PREGIVE_RESOURCE(e, RES_SHELLS);
1546         PREGIVE_RESOURCE(e, RES_ROCKETS);
1547         PREGIVE_RESOURCE(e, RES_FUEL);
1548         PREGIVE_RESOURCE(e, RES_ARMOR);
1549         PREGIVE_RESOURCE(e, RES_HEALTH);
1550
1551         for(i = beginarg; i < endarg; ++i)
1552         {
1553                 cmd = argv(i);
1554
1555                 if(cmd == "0" || stof(cmd))
1556                 {
1557                         val = stof(cmd);
1558                         continue;
1559                 }
1560                 switch(cmd)
1561                 {
1562                         case "no":
1563                                 op = OP_MAX;
1564                                 val = 0;
1565                                 continue;
1566                         case "max":
1567                                 op = OP_MAX;
1568                                 continue;
1569                         case "min":
1570                                 op = OP_MIN;
1571                                 continue;
1572                         case "plus":
1573                                 op = OP_PLUS;
1574                                 continue;
1575                         case "minus":
1576                                 op = OP_MINUS;
1577                                 continue;
1578                         case "ALL":
1579                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1580                                 FOREACH(StatusEffect, it.instanceOfPowerups, got += GiveStatusEffect(e, it, op, val));
1581                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1582                         case "all":
1583                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1584                                 got += GiveResourceValue(e, RES_HEALTH, op, val);
1585                                 got += GiveResourceValue(e, RES_ARMOR, op, val);
1586                         case "allweapons":
1587                                 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val));
1588                         //case "allbuffs": // all buffs makes a player god, do not want!
1589                                 //FOREACH(StatusEffect, it.instanceOfBuff, got += GiveBuff(e, it, op, val));
1590                         case "allammo":
1591                                 got += GiveResourceValue(e, RES_CELLS, op, val);
1592                                 got += GiveResourceValue(e, RES_PLASMA, op, val);
1593                                 got += GiveResourceValue(e, RES_SHELLS, op, val);
1594                                 got += GiveResourceValue(e, RES_BULLETS, op, val);
1595                                 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1596                                 got += GiveResourceValue(e, RES_FUEL, op, val);
1597                                 break;
1598                         case "unlimited_ammo":
1599                                 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1600                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1601                                 break;
1602                         case "unlimited_weapon_ammo":
1603                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1604                                 break;
1605                         case "unlimited_superweapons":
1606                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1607                                 break;
1608                         case "jetpack":
1609                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1610                                 break;
1611                         case "fuel_regen":
1612                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1613                                 break;
1614                         case "strength":
1615                                 got += GiveStatusEffect(e, STATUSEFFECT_Strength, op, val);
1616                                 break;
1617                         case "invincible":
1618                         case "shield":
1619                                 got += GiveStatusEffect(e, STATUSEFFECT_Shield, op, val);
1620                                 break;
1621                         case "speed":
1622                                 got += GiveStatusEffect(e, STATUSEFFECT_Speed, op, val);
1623                                 break;
1624                         case "invisibility":
1625                                 got += GiveStatusEffect(e, STATUSEFFECT_Invisibility, op, val);
1626                                 break;
1627                         case "superweapons":
1628                                 got += GiveStatusEffect(e, STATUSEFFECT_Superweapons, op, val);
1629                                 break;
1630                         case "cells":
1631                                 got += GiveResourceValue(e, RES_CELLS, op, val);
1632                                 break;
1633                         case "plasma":
1634                                 got += GiveResourceValue(e, RES_PLASMA, op, val);
1635                                 break;
1636                         case "shells":
1637                                 got += GiveResourceValue(e, RES_SHELLS, op, val);
1638                                 break;
1639                         case "nails":
1640                         case "bullets":
1641                                 got += GiveResourceValue(e, RES_BULLETS, op, val);
1642                                 break;
1643                         case "rockets":
1644                                 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1645                                 break;
1646                         case "health":
1647                                 got += GiveResourceValue(e, RES_HEALTH, op, val);
1648                                 break;
1649                         case "armor":
1650                                 got += GiveResourceValue(e, RES_ARMOR, op, val);
1651                                 break;
1652                         case "fuel":
1653                                 got += GiveResourceValue(e, RES_FUEL, op, val);
1654                                 break;
1655                         default:
1656                                 FOREACH(StatusEffect, it.instanceOfBuff && buff_Available(it) && Buff_UndeprecateName(cmd) == it.netname,
1657                                 {
1658                                         got += GiveBuff(e, it, op, val);
1659                                         break;
1660                                 });
1661                                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1662                     got += GiveWeapon(e, it.m_id, op, val);
1663                     break;
1664                                 });
1665                                 break;
1666                 }
1667                 val = 999;
1668                 op = OP_SET;
1669         }
1670
1671         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1672         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1673         POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
1674         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1675         FOREACH(Weapons, it != WEP_Null, {
1676                 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1677                 if(!(save_weapons & (it.m_wepset)))
1678                         if(STAT(WEAPONS, e) & (it.m_wepset))
1679                                 it.wr_init(it);
1680         });
1681         POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength, SND_POWERUP, SND_POWEROFF);
1682         POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield, SND_POWERUP, SND_POWEROFF);
1683         POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed, SND_POWERUP, SND_POWEROFF);
1684         POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility, SND_POWERUP, SND_POWEROFF);
1685         POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
1686         POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
1687         POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
1688         POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
1689         POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
1690         POSTGIVE_RES_ROT(e, RES_FUEL, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null);
1691         POSTGIVE_RES_ROT(e, RES_ARMOR, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
1692         POSTGIVE_RES_ROT(e, RES_HEALTH, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
1693
1694         if(!StatusEffects_active(STATUSEFFECT_Superweapons, e))
1695         {
1696                 if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
1697                         StatusEffects_apply(STATUSEFFECT_Superweapons, e, autocvar_g_balance_superweapons_time, 0);
1698         }
1699
1700         if(e.statuseffects)
1701         {
1702                 FOREACH(StatusEffect, true,
1703                 {
1704                         if(e.statuseffects.statuseffect_time[it.m_id] <= 0)
1705                                 e.statuseffects.statuseffect_time[it.m_id] = 0;
1706                         else
1707                                 e.statuseffects.statuseffect_time[it.m_id] += time;
1708                 });
1709                         
1710                 StatusEffects_update(e);
1711         }
1712
1713         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1714         {
1715                 .entity weaponentity = weaponentities[slot];
1716                 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1717                 if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1718                         _switchweapon |= BIT(slot);
1719         }
1720
1721         if(_switchweapon)
1722         {
1723                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1724                 {
1725                         .entity weaponentity = weaponentities[slot];
1726                         if(_switchweapon & BIT(slot))
1727                         {
1728                                 Weapon wep = w_getbestweapon(e, weaponentity);
1729                                 if(wep != e.(weaponentity).m_switchweapon)
1730                                         W_SwitchWeapon_Force(e, wep, weaponentity);
1731                         }
1732                 }
1733         }
1734
1735         return got;
1736 }