-const float BOT_PICKUP_RATING_LOW = 2500;
-const float BOT_PICKUP_RATING_MID = 5000;
-const float BOT_PICKUP_RATING_HIGH = 10000;
-
-const float WEP_TYPE_OTHER = 0x00; // not for damaging people
-const float WEP_TYPE_SPLASH = 0x01; // splash damage
-const float WEP_TYPE_HITSCAN = 0x02; // hitscan
-const float WEP_TYPEMASK = 0x0F;
-const float WEP_FLAG_CANCLIMB = 0x10; // can be used for movement
-const float WEP_FLAG_NORMAL = 0x20; // in "most weapons" set
-const float WEP_FLAG_HIDDEN = 0x40; // hides from menu
-const float WEP_FLAG_RELOADABLE = 0x80; // can has reload
-const float WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
-const float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
-
-const float IT_UNLIMITED_WEAPON_AMMO = 1;
-// when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
-const float IT_UNLIMITED_SUPERWEAPONS = 2;
-// when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
-const float IT_CTF_SHIELDED = 4; // set for the flag shield
-const float IT_USING_JETPACK = 8; // confirmation that button is pressed
-const float IT_JETPACK = 16; // actual item
-const float IT_FUEL_REGEN = 32; // fuel regeneration trigger
-WANT_CONST float IT_SHELLS = 256;
-WANT_CONST float IT_NAILS = 512;
-WANT_CONST float IT_ROCKETS = 1024;
-WANT_CONST float IT_CELLS = 2048;
-const float IT_SUPERWEAPON = 4096;
-const float IT_FUEL = 128;
-const float IT_STRENGTH = 8192;
-const float IT_INVINCIBLE = 16384;
-const float IT_HEALTH = 32768;
-// union:
- // for items:
- WANT_CONST float IT_KEY1 = 131072;
- WANT_CONST float IT_KEY2 = 262144;
- // for players:
- const float IT_RED_FLAG_TAKEN = 32768;
- const float IT_RED_FLAG_LOST = 65536;
- const float IT_RED_FLAG_CARRYING = 98304;
- const float IT_BLUE_FLAG_TAKEN = 131072;
- const float IT_BLUE_FLAG_LOST = 262144;
- const float IT_BLUE_FLAG_CARRYING = 393216;
-// end
-const float IT_5HP = 524288;
-const float IT_25HP = 1048576;
-const float IT_ARMOR_SHARD = 2097152;
-const float IT_ARMOR = 4194304;
-
-const float IT_AMMO = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL;
-const float IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
-const float IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
-
-// variables:
-string weaponorder_byid;
-
-// functions:
-entity get_weaponinfo(float id);
-string W_FixWeaponOrder(string order, float complete);
-string W_NameWeaponOrder(string order);
-string W_NumberWeaponOrder(string order);
-
-// ammo types
-.float ammo_shells;
-.float ammo_nails;
-.float ammo_rockets;
-.float ammo_cells;
-.float ammo_fuel;
-.float ammo_batteries; // dummy
-
-// Weapon sets
-typedef vector WepSet;
-WepSet WepSet_FromWeapon(float a);
+#pragma once
+
+const int AMMO_COUNT = 4; // amount of ammo types to show in the ammo panel
+
+// item networking
+const int ISF_LOCATION = BIT(1);
+const int ISF_MODEL = BIT(2);
+const int ISF_STATUS = BIT(3);
+ const int ITS_STAYWEP = BIT(0);
+ const int ITS_ANIMATE1 = BIT(1);
+ const int ITS_ANIMATE2 = BIT(2);
+ const int ITS_AVAILABLE = BIT(3);
+ const int ITS_ALLOWFB = BIT(4);
+ const int ITS_ALLOWSI = BIT(5);
+ const int ITS_GLOW = BIT(6);
+const int ISF_COLORMAP = BIT(4);
+const int ISF_DROP = BIT(5);
+const int ISF_ANGLES = BIT(6);
+const int ISF_SIZE = BIT(7);
+
+.int ItemStatus;
+
+.float onground_time;
+.float fade_start;
+.float fade_end;
+
#ifdef SVQC
-void WepSet_AddStat();
-void WriteWepSet(float dest, WepSet w);
+void StartItem(entity this, entity a);
+.int item_group;
+.int item_group_count;
#endif
+
#ifdef CSQC
-WepSet WepSet_GetFromStat();
-WepSet ReadWepSet();
-#endif
-// Weapon name macros
-#define WEP_FIRST 1
-#define WEP_MAXCOUNT 24 // Increase as needed. Can be up to three times as much.
-float WEP_COUNT;
-float WEP_LAST;
-WepSet WEPSET_ALL;
-WepSet WEPSET_SUPERWEAPONS;
-
-// entity properties of weaponinfo:
-.float weapon; // WEP_...
-.WepSet weapons; // WEPSET_...
-.string netname; // short name
-.string message; // human readable name
-.float items; // IT_...
-.float(float) weapon_func; // w_...
-.string mdl; // modelname without g_, v_, w_
-.string model; // full name of g_ model
-.float spawnflags; // WEPSPAWNFLAG_... combined
-.float impulse; // weapon impulse
-.float bot_pickupbasevalue; // bot weapon priority
-.string model2; // wpn- sprite name
-..float ammo_field; // main ammo field
-
-// dynamic weapon adding
-float w_null(float dummy);
-void register_weapon(float id, WepSet bit, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname);
-void register_weapons_done();
-
-#define REGISTER_WEAPON_2(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
- float id; \
- WepSet bit; \
- float func(float); \
- void RegisterWeapons_##id() \
- { \
- WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
- bit = WepSet_FromWeapon(id); \
- WEPSET_ALL |= bit; \
- if((weapontype) & WEP_FLAG_SUPERWEAPON) \
- WEPSET_SUPERWEAPONS |= bit; \
- ++WEP_COUNT; \
- register_weapon(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \
- } \
- ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)
-#ifdef MENUQC
-#define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
- REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
-#else
-#define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
- REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
+bool autocvar_cl_items_nofade;
+float autocvar_cl_animate_items = 1;
+float autocvar_cl_ghost_items = 0.45;
+vector autocvar_cl_ghost_items_color = '-1 -1 -1';
+vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
+float autocvar_cl_weapon_stay_alpha = 0.75;
+float autocvar_cl_simple_items = 0;
+string autocvar_cl_simpleitems_postfix = "_simple";
+.float spawntime;
+.float gravity;
+.vector colormod;
+
+void ItemDraw(entity this);
+
#endif
+#ifdef SVQC
+
+float autocvar_sv_simple_items;
+bool ItemSend(entity this, entity to, int sf);
+
+bool have_pickup_item(entity this);
+
+const float ITEM_RESPAWN_TICKS = 10;
+
+.float max_armorvalue;
+.float pickup_anyway;
+
+.float item_respawncounter;
+
+void Item_Show (entity e, int mode);
+
+void Item_Respawn (entity this);
+
+void Item_RespawnCountdown(entity this);
+void Item_ScheduleRespawnIn(entity e, float t);
+
+void Item_ScheduleRespawn(entity e);
+
+void Item_ScheduleInitialRespawn(entity e);
-#include "../server/w_all.qc"
+/// \brief Give several random weapons and ammo to the entity.
+/// \param[in,out] receiver Entity to give weapons to.
+/// \param[in] num_weapons Number of weapons to give.
+/// \param[in] weapon_names Names of weapons to give separated by spaces.
+/// \param[in] ammo Entity containing the ammo amount for each possible weapon.
+/// \return No return.
+void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, entity ammo_entity);
-#undef REGISTER_WEAPON
-ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done);
+bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax);
+bool Item_GiveTo(entity item, entity player);
-string W_FixWeaponOrder(string order, float complete);
-string W_NumberWeaponOrder(string order);
-string W_NameWeaponOrder(string order);
-string W_FixWeaponOrder_BuildImpulseList(string o);
-string W_FixWeaponOrder_AllowIncomplete(string order);
-string W_FixWeaponOrder_ForceComplete(string order);
+void Item_Touch(entity this, entity toucher);
-void W_RandomWeapons(entity e, float n);
+void Item_Reset(entity this);
-string W_Name(float weaponid);
+void Item_FindTeam(entity this);
+// Savage: used for item garbage-collection
-float W_AmmoItemCode(float wpn);
+bool ItemSend(entity this, entity to, int sf);
+void ItemUpdate(entity this);
+
+void UpdateItemAfterTeleport(entity this);
+
+// pickup evaluation functions
+// these functions decide how desirable an item is to the bots
+
+float generic_pickupevalfunc(entity player, entity item);// {return item.bot_pickupbasevalue;} // WEAPONTODO
+
+float weapon_pickupevalfunc(entity player, entity item);
+float ammo_pickupevalfunc(entity player, entity item);
+float healtharmor_pickupevalfunc(entity player, entity item);
+
+.bool is_item;
+.entity itemdef;
+void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter);
+
+void setItemGroup(entity this);
+void setItemGroupCount();
+
+float GiveWeapon(entity e, float wpn, float op, float val);
+
+float GiveBit(entity e, .float fld, float bit, float op, float val);
+
+float GiveValue(entity e, .float fld, float op, float val);
+
+void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr);
+
+void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime);
+
+spawnfunc(target_items);
+
+#define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = STAT(WEAPONS, e)
+#define PREGIVE(e,f) float save_##f; save_##f = (e).f
+#define PREGIVE_RESOURCE(e,f) float save_##f = GetResource((e), (f))
+#define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(STAT(WEAPONS, e) & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr)
+#define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
+#define POSTGIVE_RESOURCE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, GetResource((e), (f)), t, snd_incr, snd_decr)
+#define POSTGIVE_RES_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e),save_##f,GetResource((e),(f)),rotfield,rottime,regenfield,regentime);GiveSound((e),save_##f,GetResource((e),(f)),t,snd_incr,snd_decr)
+#define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
+#define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
+
+float GiveItems(entity e, float beginarg, float endarg);
+#endif