]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/t_items.qc
Experimental 'available' mode for weaponarena, includes spawn weapons and falls back...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / t_items.qc
index f4431eed2887f84e812e7bd61bcc46dac87eb6c7..8573e4af0f9ba26f37e19ed7d84fb81f552ce3eb 100644 (file)
@@ -15,7 +15,7 @@
     #include "constants.qh"
     #include <common/deathtypes/all.qh>
     #include <common/notifications/all.qh>
-       #include "triggers/subs.qh"
+       #include "mapobjects/subs.qh"
     #include "util.qh"
 
     #include <common/monsters/_mod.qh>
@@ -37,6 +37,7 @@ REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
 #ifdef CSQC
 bool autocvar_cl_ghost_items_vehicle = true;
 .vector item_glowmod;
+.bool item_simple; // probably not really needed, but better safe than sorry
 void Item_SetAlpha(entity this)
 {
        bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
@@ -49,13 +50,8 @@ void Item_SetAlpha(entity this)
        }
        else
        {
-               if (autocvar_cl_ghost_items_color)
-               {
-                       this.alpha = autocvar_cl_ghost_items;
-                       this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
-               }
-               else
-                       this.alpha = -1;
+               this.alpha = autocvar_cl_ghost_items;
+               this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
        }
 
        if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
@@ -96,14 +92,16 @@ void ItemDraw(entity this)
     {
         if(this.ItemStatus & ITS_ANIMATE1)
         {
-            this.angles += this.avelocity * frametime;
+               if(!this.item_simple)
+               this.angles += this.avelocity * frametime;
             float fade_in = bound(0, time - this.onground_time, 1);
             setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
         }
 
         if(this.ItemStatus & ITS_ANIMATE2)
         {
-            this.angles += this.avelocity * frametime;
+               if(!this.item_simple)
+               this.angles += this.avelocity * frametime;
             float fade_in = bound(0, time - this.onground_time, 1);
             setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
         }
@@ -112,19 +110,6 @@ void ItemDraw(entity this)
     Item_SetAlpha(this);
 }
 
-void ItemDrawSimple(entity this)
-{
-    if(this.gravity)
-    {
-        Movetype_Physics_MatchServer(this, false);
-
-        if(IS_ONGROUND(this))
-            this.gravity = 0;
-    }
-
-    Item_SetAlpha(this);
-}
-
 void Item_PreDraw(entity this)
 {
        if(warpzone_warpzones_exist)
@@ -158,8 +143,17 @@ void Item_PreDraw(entity this)
 
 void ItemRemove(entity this)
 {
-       if(this.mdl)
-               strunzone(this.mdl);
+       strfree(this.mdl);
+}
+
+HashMap ENT_CLIENT_ITEM_simple;
+STATIC_INIT(ENT_CLIENT_ITEM_simple)
+{
+       HM_NEW(ENT_CLIENT_ITEM_simple);
+}
+SHUTDOWN(ENT_CLIENT_ITEM_simple)
+{
+       HM_DELETE(ENT_CLIENT_ITEM_simple);
 }
 
 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
@@ -168,9 +162,7 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
 
     if(sf & ISF_LOCATION)
     {
-        this.origin_x = ReadCoord();
-        this.origin_y = ReadCoord();
-        this.origin_z = ReadCoord();
+        this.origin = ReadVector();
         setorigin(this, this.origin);
         this.oldorigin = this.origin;
     }
@@ -223,38 +215,47 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
         if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
                setpredraw(this, Item_PreDraw);
 
-        if(this.mdl)
-            strunzone(this.mdl);
+               strfree(this.mdl);
 
-        this.mdl = "";
         string _fn = ReadString();
+        this.item_simple = false; // reset it!
 
         if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
         {
             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
-            this.draw = ItemDrawSimple;
-
-            if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3")))
-                this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3"));
-            else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm")))
-                this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm"));
-            else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm")))
-                this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm"));
-            else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl")))
-                this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl"));
-            else
-            {
-                this.draw = ItemDraw;
-                LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
-            }
+            this.item_simple = true;
+
+                       #define extensions(x) \
+                               x(md3) \
+                               x(dpm) \
+                               x(iqm) \
+                               x(mdl) \
+                               /**/
+                       #define tryext(ext) { \
+                               string s = strcat(_fn2, autocvar_cl_simpleitems_postfix, "." #ext); \
+                               string cached = HM_gets(ENT_CLIENT_ITEM_simple, s); \
+                               if (cached == "") { \
+                                       HM_sets(ENT_CLIENT_ITEM_simple, s, cached = fexists(s) ? "1" : "0"); \
+                               } \
+                               if (cached != "0") { \
+                                       strcpy(this.mdl, s); \
+                                       break; \
+                               } \
+                       }
+                       do {
+                               extensions(tryext);
+                               this.item_simple = false;
+                LOG_TRACEF("Simple item requested for %s but no model exists for it", _fn);
+                       } while (0);
+                       #undef tryext
+                       #undef extensions
         }
 
-        if(this.draw != ItemDrawSimple)
-            this.mdl = strzone(_fn);
-
+        if(!this.item_simple)
+            strcpy(this.mdl, _fn);
 
         if(this.mdl == "")
-            LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!");
+            LOG_WARNF("this.mdl is unset for item %s", this.classname);
 
         precache_model(this.mdl);
         _setmodel(this, this.mdl);
@@ -276,9 +277,7 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
         this.pushable = true;
         //this.angles = '0 0 0';
         set_movetype(this, MOVETYPE_TOSS);
-        this.velocity_x = ReadCoord();
-        this.velocity_y = ReadCoord();
-        this.velocity_z = ReadCoord();
+        this.velocity = ReadVector();
         setorigin(this, this.oldorigin);
 
         if(!this.move_time)
@@ -320,9 +319,7 @@ bool ItemSend(entity this, entity to, int sf)
        //WriteByte(MSG_ENTITY, this.cnt);
        if(sf & ISF_LOCATION)
        {
-               WriteCoord(MSG_ENTITY, this.origin.x);
-               WriteCoord(MSG_ENTITY, this.origin.y);
-               WriteCoord(MSG_ENTITY, this.origin.z);
+               WriteVector(MSG_ENTITY, this.origin);
        }
 
        if(sf & ISF_ANGLES)
@@ -365,9 +362,7 @@ bool ItemSend(entity this, entity to, int sf)
 
        if(sf & ISF_DROP)
        {
-               WriteCoord(MSG_ENTITY, this.velocity.x);
-               WriteCoord(MSG_ENTITY, this.velocity.y);
-               WriteCoord(MSG_ENTITY, this.velocity.z);
+               WriteVector(MSG_ENTITY, this.velocity);
        }
 
        return true;
@@ -401,40 +396,13 @@ bool have_pickup_item(entity this)
                if(autocvar_g_pickup_items == 0)
                        return false;
                if(g_weaponarena)
-                       if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
+                       if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
                                return false;
        }
        return true;
 }
 
-/*
-float Item_Customize()
-{
-       if(this.spawnshieldtime)
-               return true;
-       if(this.weapons & ~other.weapons)
-       {
-               this.colormod = '0 0 0';
-               this.glowmod = this.colormod;
-               this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
-               return true;
-       }
-       else
-       {
-               if(g_ghost_items)
-               {
-                       this.colormod = stov(autocvar_g_ghost_items_color);
-                       this.glowmod = this.colormod;
-                       this.alpha = g_ghost_items;
-                       return true;
-               }
-               else
-                       return false;
-       }
-}
-*/
-
-void Item_Show (entity e, float mode)
+void Item_Show (entity e, int mode)
 {
        e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
        e.ItemStatus &= ~ITS_STAYWEP;
@@ -457,7 +425,7 @@ void Item_Show (entity e, float mode)
        }
        else
        {
-               bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
+               bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
                        || e.team // weapon stay isn't supported for teamed weapons
                        ;
                if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
@@ -517,7 +485,7 @@ void Item_Respawn (entity this)
        sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM);     // play respawn sound
        setorigin(this, this.origin);
 
-    if (Item_ItemsTime_Allow(this.itemdef) || (this.weapons & WEPSET_SUPERWEAPONS))
+    if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
        {
                float t = Item_ItemsTime_UpdateTime(this, 0);
                Item_ItemsTime_SetTime(this, t);
@@ -533,7 +501,7 @@ void Item_Respawn (entity this)
 
 void Item_RespawnCountdown (entity this)
 {
-       if(this.count >= ITEM_RESPAWN_TICKS)
+       if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
        {
                if(this.waypointsprite_attached)
                        WaypointSprite_Kill(this.waypointsprite_attached);
@@ -542,8 +510,8 @@ void Item_RespawnCountdown (entity this)
        else
        {
                this.nextthink = time + 1;
-               this.count += 1;
-               if(this.count == 1)
+               this.item_respawncounter += 1;
+               if(this.item_respawncounter == 1)
                {
                        do {
                                {
@@ -584,7 +552,7 @@ void Item_RespawnCountdown (entity this)
                        });
 
                        WaypointSprite_Ping(this.waypointsprite_attached);
-                       //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count);
+                       //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
                }
        }
 }
@@ -602,13 +570,13 @@ void Item_RespawnThink(entity this)
 void Item_ScheduleRespawnIn(entity e, float t)
 {
        // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
-       if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
+       if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
        {
                setthink(e, Item_RespawnCountdown);
                e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
                e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
-               e.count = 0;
-               if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
+               e.item_respawncounter = 0;
+               if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
                {
                        t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
                        Item_ItemsTime_SetTime(e, t);
@@ -622,7 +590,7 @@ void Item_ScheduleRespawnIn(entity e, float t)
                e.scheduledrespawntime = time + t;
                e.wait = time + t;
 
-               if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
+               if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
                {
                        t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
                        Item_ItemsTime_SetTime(e, t);
@@ -635,6 +603,7 @@ AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, float, 0.0, "Multiply respawn
 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");
 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");
 
+/// Adjust respawn time according to the number of players.
 float adjust_respawntime(float normal_respawntime) {
        float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
        float o = autocvar_g_pickup_respawntime_scaling_offset;
@@ -644,14 +613,18 @@ float adjust_respawntime(float normal_respawntime) {
                return normal_respawntime;
        }
 
-       CheckAllowedTeams(NULL);
-       GetTeamCounts(NULL);
+       entity balance = TeamBalance_CheckAllowedTeams(NULL);
+       TeamBalance_GetTeamCounts(balance, NULL);
        int players = 0;
-       if (c1 != -1) players += c1;
-       if (c2 != -1) players += c2;
-       if (c3 != -1) players += c3;
-       if (c4 != -1) players += c4;
-
+       for (int i = 1; i <= NUM_TEAMS; ++i)
+       {
+               if (TeamBalance_IsTeamAllowed(balance, i))
+               {
+                       players += TeamBalance_GetNumberOfPlayers(balance, i);
+               }
+       }
+       TeamBalance_Destroy(balance);
+       
        if (players >= 2) {
                return normal_respawntime * (r / (players + o) + l);
        } else {
@@ -669,17 +642,49 @@ void Item_ScheduleRespawn(entity e)
                //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
 
                // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
-               float actual_time = adjusted_respawntime + crandom() * e.respawntimejitter;
-               Item_ScheduleRespawnIn(e, actual_time);
+               float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
+               Item_ScheduleRespawnIn(e, respawn_in);
        }
        else // if respawntime is -1, this item does not respawn
                Item_Show(e, -1);
 }
 
+AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
+       "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");
+
 void Item_ScheduleInitialRespawn(entity e)
 {
        Item_Show(e, 0);
-       Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
+
+       float spawn_in;
+       if (autocvar_g_pickup_respawntime_initial_random == 0)
+       {
+               // range: respawntime .. respawntime + respawntimejitter
+               spawn_in = e.respawntime + random() * e.respawntimejitter;
+       }
+       else
+       {
+               float rnd;
+               if (autocvar_g_pickup_respawntime_initial_random == 1)
+               {
+                       static float shared_random = 0;
+                       // NOTE this code works only if items are scheduled at the same time (normal case)
+                       // NOTE2 random() can't return exactly 1 so this check always work as intended
+                       if (!shared_random || floor(time) > shared_random)
+                               shared_random = floor(time) + random();
+                       rnd = shared_random - floor(time);
+               }
+               else
+                       rnd = random();
+
+               // range:
+               // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
+               // else: 0 .. ITEM_RESPAWN_TICKS
+               // this is to prevent powerups spawning unexpectedly without waypoints
+               spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
+       }
+
+       Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
 }
 
 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
@@ -700,7 +705,7 @@ void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
                        FOREACH(Weapons, it != WEP_Null,
                        {
                                // Finding a weapon which player doesn't have.
-                               if (!(receiver.weapons & it.m_wepset) && (it.netname == weapon))
+                               if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
                                {
                                        RandomSelection_AddEnt(it, 1, 1);
                                        break;
@@ -711,53 +716,49 @@ void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
                {
                        return;
                }
-               receiver.weapons |= RandomSelection_chosen_ent.m_wepset;
-               if (RandomSelection_chosen_ent.ammo_type == RESOURCE_NONE)
+               STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
+               if (RandomSelection_chosen_ent.ammo_type == RES_NONE)
                {
                        continue;
                }
-               if (GetResourceAmount(receiver,
+               if (GetResource(receiver,
                        RandomSelection_chosen_ent.ammo_type) != 0)
                {
                        continue;
                }
                GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
-                       GetResourceAmount(ammo_entity,
+                       GetResource(ammo_entity,
                        RandomSelection_chosen_ent.ammo_type));
        }
 }
 
-float Item_GiveAmmoTo(entity item, entity player, int resource_type, float ammomax)
+bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax)
 {
-       float amount = GetResourceAmount(item, resource_type);
+       float amount = GetResource(item, res_type);
        if (amount == 0)
        {
                return false;
        }
-       float player_amount = GetResourceAmount(player, resource_type);
+       float player_amount = GetResource(player, res_type);
        if (item.spawnshieldtime)
        {
                if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
-               {
                        return false;
-               }
-               GiveResourceWithLimit(player, resource_type, amount, ammomax);
-               return true;
        }
-       if (g_weapon_stay != 2)
-       {
+       else if (g_weapon_stay == 2)
+               ammomax = min(amount, ammomax);
+       else
                return false;
-       }
-       GiveResourceWithLimit(player, resource_type, amount, min(amount, ammomax));
+       if (amount < 0)
+               TakeResourceWithLimit(player, res_type, -amount, ammomax);
+       else
+               GiveResourceWithLimit(player, res_type, amount, ammomax);
        return true;
 }
 
-float Item_GiveTo(entity item, entity player)
+bool Item_GiveTo(entity item, entity player)
 {
-       float pickedup;
-
        // if nothing happens to player, just return without taking the item
-       pickedup = false;
        int _switchweapon = 0;
        // in case the player has autoswitch enabled do the following:
        // if the player is using their best weapon before items are given, they
@@ -773,24 +774,25 @@ float Item_GiveTo(entity item, entity player)
                                if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
                                        _switchweapon |= BIT(slot);
 
-                               if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
+                               if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
                                        _switchweapon |= BIT(slot);
                        }
                }
        }
-       pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_HEALTH, item.max_health);
-       pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ARMOR, item.max_armorvalue);
-       pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_SHELLS, g_pickup_shells_max);
-       pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_BULLETS, g_pickup_nails_max);
-       pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ROCKETS, g_pickup_rockets_max);
-       pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_CELLS, g_pickup_cells_max);
-       pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_PLASMA, g_pickup_plasma_max);
-       pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_FUEL, g_pickup_fuel_max);
+       bool pickedup = false;
+       pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health));
+       pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue));
+       pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max));
+       pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max));
+       pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max));
+       pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max));
+       pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max));
+       pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max));
        if (item.itemdef.instanceOfWeaponPickup)
        {
                WepSet w;
-               w = item.weapons;
-               w &= ~player.weapons;
+               w = STAT(WEAPONS, item);
+               w &= ~STAT(WEAPONS, player);
 
                if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
                {
@@ -823,7 +825,8 @@ float Item_GiveTo(entity item, entity player)
        {
                pickedup = true;
                player.items |= its;
-               Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
+               // TODO: we probably want to show a message in the console, but not this one!
+               //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
        }
 
        if (item.strength_finished)
@@ -847,10 +850,10 @@ float Item_GiveTo(entity item, entity player)
                pickedup = true;
 
        if (!pickedup)
-               return 0;
+               return false;
 
        // crude hack to enforce switching weapons
-       if(g_cts && item.itemdef.instanceOfWeaponPickup)
+       if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS(player).cvar_cl_cts_noautoswitch)
        {
                for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
                {
@@ -858,7 +861,7 @@ float Item_GiveTo(entity item, entity player)
                        if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
                                W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
                }
-               return 1;
+               return true;
        }
 
        if(_switchweapon)
@@ -872,7 +875,7 @@ float Item_GiveTo(entity item, entity player)
                }
        }
 
-       return 1;
+       return true;
 }
 
 void Item_Touch(entity this, entity toucher)
@@ -924,7 +927,7 @@ void Item_Touch(entity this, entity toucher)
 
 LABEL(pickup)
 
-       toucher.last_pickup = time;
+       STAT(LAST_PICKUP, toucher) = time;
 
        Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
        _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);
@@ -980,7 +983,7 @@ void Item_Reset(entity this)
        {
                WaypointSprite_Kill(this.waypointsprite_attached);
        }
-       if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
+       if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
        {
                Item_ScheduleInitialRespawn(this);
        }
@@ -1039,7 +1042,7 @@ float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickup
 float weapon_pickupevalfunc(entity player, entity item)
 {
        // See if I have it already
-       if(player.weapons & item.weapons)
+       if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
        {
                // If I can pick it up
                if(!item.spawnshieldtime)
@@ -1050,7 +1053,7 @@ float weapon_pickupevalfunc(entity player, entity item)
        // reduce weapon value if bot already got a good arsenal
        float c = 1;
        int weapons_value = 0;
-       FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
+       FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
                weapons_value += it.bot_pickupbasevalue;
        });
        c -= bound(0, weapons_value / 20000, 1) * 0.5;
@@ -1069,12 +1072,12 @@ float ammo_pickupevalfunc(entity player, entity item)
        if(item.itemdef.instanceOfWeaponPickup)
        {
                entity ammo = NULL;
-               if(item.ammo_shells)       { need_shells  = true; ammo = ITEM_Shells;      }
-               else if(item.ammo_nails)   { need_nails   = true; ammo = ITEM_Bullets;     }
-               else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets;     }
-               else if(item.ammo_cells)   { need_cells   = true; ammo = ITEM_Cells;       }
-               else if(item.ammo_plasma)  { need_plasma  = true; ammo = ITEM_Plasma;      }
-               else if(item.ammo_fuel)    { need_fuel    = true; ammo = ITEM_JetpackFuel; }
+               if(GetResource(item, RES_SHELLS))       { need_shells  = true; ammo = ITEM_Shells;      }
+               else if(GetResource(item, RES_BULLETS))   { need_nails   = true; ammo = ITEM_Bullets;     }
+               else if(GetResource(item, RES_ROCKETS)) { need_rockets = true; ammo = ITEM_Rockets;     }
+               else if(GetResource(item, RES_CELLS))   { need_cells   = true; ammo = ITEM_Cells;       }
+               else if(GetResource(item, RES_PLASMA))  { need_plasma  = true; ammo = ITEM_Plasma;      }
+               else if(GetResource(item, RES_FUEL))    { need_fuel    = true; ammo = ITEM_JetpackFuel; }
 
                if(!ammo)
                        return 0;
@@ -1084,17 +1087,17 @@ float ammo_pickupevalfunc(entity player, entity item)
        else
        {
                FOREACH(Weapons, it != WEP_Null, {
-                       if(!(player.weapons & (it.m_wepset)))
+                       if(!(STAT(WEAPONS, player) & (it.m_wepset)))
                                continue;
 
                        switch(it.ammo_type)
                        {
-                               case RESOURCE_SHELLS:  need_shells  = true; break;
-                               case RESOURCE_BULLETS: need_nails   = true; break;
-                               case RESOURCE_ROCKETS: need_rockets = true; break;
-                               case RESOURCE_CELLS:   need_cells   = true; break;
-                               case RESOURCE_PLASMA:  need_plasma  = true; break;
-                               case RESOURCE_FUEL:    need_fuel    = true; break;
+                               case RES_SHELLS:  need_shells  = true; break;
+                               case RES_BULLETS: need_nails   = true; break;
+                               case RES_ROCKETS: need_rockets = true; break;
+                               case RES_CELLS:   need_cells   = true; break;
+                               case RES_PLASMA:  need_plasma  = true; break;
+                               case RES_FUEL:    need_fuel    = true; break;
                        }
                });
                rating = item.bot_pickupbasevalue;
@@ -1102,23 +1105,23 @@ float ammo_pickupevalfunc(entity player, entity item)
 
        float noammorating = 0.5;
 
-       if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
-               c = item.ammo_shells / max(noammorating, player.ammo_shells);
+       if ((need_shells) && GetResource(item, RES_SHELLS) && (GetResource(player, RES_SHELLS) < g_pickup_shells_max))
+               c = GetResource(item, RES_SHELLS) / max(noammorating, GetResource(player, RES_SHELLS));
 
-       if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
-               c = item.ammo_nails / max(noammorating, player.ammo_nails);
+       if ((need_nails) && GetResource(item, RES_BULLETS) && (GetResource(player, RES_BULLETS) < g_pickup_nails_max))
+               c = GetResource(item, RES_BULLETS) / max(noammorating, GetResource(player, RES_BULLETS));
 
-       if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
-               c = item.ammo_rockets / max(noammorating, player.ammo_rockets);
+       if ((need_rockets) && GetResource(item, RES_ROCKETS) && (GetResource(player, RES_ROCKETS) < g_pickup_rockets_max))
+               c = GetResource(item, RES_ROCKETS) / max(noammorating, GetResource(player, RES_ROCKETS));
 
-       if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
-               c = item.ammo_cells / max(noammorating, player.ammo_cells);
+       if ((need_cells) && GetResource(item, RES_CELLS) && (GetResource(player, RES_CELLS) < g_pickup_cells_max))
+               c = GetResource(item, RES_CELLS) / max(noammorating, GetResource(player, RES_CELLS));
 
-       if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
-               c = item.ammo_plasma / max(noammorating, player.ammo_plasma);
+       if ((need_plasma) && GetResource(item, RES_PLASMA) && (GetResource(player, RES_PLASMA) < g_pickup_plasma_max))
+               c = GetResource(item, RES_PLASMA) / max(noammorating, GetResource(player, RES_PLASMA));
 
-       if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
-               c = item.ammo_fuel / max(noammorating, player.ammo_fuel);
+       if ((need_fuel) && GetResource(item, RES_FUEL) && (GetResource(player, RES_FUEL) < g_pickup_fuel_max))
+               c = GetResource(item, RES_FUEL) / max(noammorating, GetResource(player, RES_FUEL));
 
        rating *= min(c, 2);
        if(wpn)
@@ -1126,15 +1129,13 @@ float ammo_pickupevalfunc(entity player, entity item)
        return rating;
 }
 
-.int item_group;
-.int item_group_count;
 float healtharmor_pickupevalfunc(entity player, entity item)
 {
        float c = 0;
        float rating = item.bot_pickupbasevalue;
 
-       float itemarmor = item.armorvalue;
-       float itemhealth = item.health;
+       float itemarmor = GetResource(item, RES_ARMOR);
+       float itemhealth = GetResource(item, RES_HEALTH);
 
        if(item.item_group)
        {
@@ -1142,17 +1143,17 @@ float healtharmor_pickupevalfunc(entity player, entity item)
                itemhealth *= min(4, item.item_group_count);
        }
 
-       if (itemarmor && (player.armorvalue < item.max_armorvalue))
-               c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
+       if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue))
+               c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3);
 
-       if (itemhealth && (player.health < item.max_health))
-               c = itemhealth / max(1, player.health);
+       if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health))
+               c = itemhealth / max(1, GetResource(player, RES_HEALTH));
 
        rating *= min(2, c);
        return rating;
 }
 
-void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
        if(ITEM_DAMAGE_NEEDKILL(deathtype))
                RemoveItem(this);
@@ -1179,7 +1180,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
     this.item_pickupsound_ent = pickupsound;
 
     if(def.m_iteminit)
-       def.m_iteminit(this);
+       def.m_iteminit(def, this);
 
        if(!this.respawntime) // both need to be set
        {
@@ -1202,7 +1203,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
        }
 
        if(weaponid)
-               this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
+               STAT(WEAPONS, this) = WepSet_FromWeapon(Weapons_from(weaponid));
 
        this.flags = FL_ITEM | itemflags;
        IL_PUSH(g_items, this);
@@ -1214,6 +1215,9 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
                return;
        }
 
+       precache_model(this.model);
+       precache_sound(this.item_pickupsound);
+
        if (Item_IsLoot(this))
        {
                this.reset = SUB_Remove;
@@ -1245,6 +1249,8 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
        {
                if(!have_pickup_item(this))
                {
+                       if(g_weaponarena == 2 && weaponid)
+                               weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
                        startitem_failed = true;
                        delete(this);
                        return;
@@ -1305,15 +1311,12 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
 
                weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
 
-               precache_model(this.model);
-               precache_sound(this.item_pickupsound);
-
                if (   def.instanceOfPowerup
                        || def.instanceOfWeaponPickup
                        || (def.instanceOfHealth && def != ITEM_HealthSmall)
                        || (def.instanceOfArmor && def != ITEM_ArmorSmall)
                        || (itemid & (IT_KEY1 | IT_KEY2))
-               ) this.target = "###item###"; // for finding the nearest item using find()
+               ) this.target = "###item###"; // for finding the nearest item using findnearest
 
                Item_ItemsTime_SetTime(this, 0);
        }
@@ -1335,16 +1338,17 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
                if(def.instanceOfPowerup)
                        this.ItemStatus |= ITS_ANIMATE1;
 
-               if(this.armorvalue || this.health)
+               if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH))
                        this.ItemStatus |= ITS_ANIMATE2;
        }
 
+       if(Item_IsLoot(this))
+               this.gravity = 1;
+
        if(def.instanceOfWeaponPickup)
        {
                if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
                        this.colormap = 1024; // color shirt=0 pants=0 grey
-               else
-                       this.gravity = 1;
                if (!(this.spawnflags & 1024))
                        this.ItemStatus |= ITS_ANIMATE1;
                this.SendFlags |= ISF_COLORMAP;
@@ -1397,7 +1401,7 @@ int group_count = 1;
 
 void setItemGroup(entity this)
 {
-       if(!IS_SMALL(this.itemdef))
+       if(!IS_SMALL(this.itemdef) || Item_IsLoot(this))
                return;
 
        FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
@@ -1503,7 +1507,7 @@ spawnfunc(target_items)
                                        s = Buff_UndeprecateName(argv(j));
                                        if(s == it.m_name)
                                        {
-                                               this.buffs |= (it.m_itemid);
+                                               STAT(BUFFS, this) |= (it.m_itemid);
                                                break;
                                        }
                                });
@@ -1511,7 +1515,7 @@ spawnfunc(target_items)
                                        s = W_UndeprecateName(argv(j));
                                        if(s == it.netname)
                                        {
-                                               this.weapons |= (it.m_wepset);
+                                               STAT(WEAPONS, this) |= (it.m_wepset);
                                                if(this.spawnflags == 0 || this.spawnflags == 2)
                                                        it.wr_init(it);
                                                break;
@@ -1555,16 +1559,16 @@ spawnfunc(target_items)
                this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
                this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
                this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
-               if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
-               if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
-               if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
-               if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
-               if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
-               if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
-               if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
-               if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
-               FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.buffs & (it.m_itemid)), it.m_name));
-               FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
+               if(GetResource(this, RES_SHELLS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_SHELLS)), "shells");
+               if(GetResource(this, RES_BULLETS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_BULLETS)), "nails");
+               if(GetResource(this, RES_ROCKETS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_ROCKETS)), "rockets");
+               if(GetResource(this, RES_CELLS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_CELLS)), "cells");
+               if(GetResource(this, RES_PLASMA) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_PLASMA)), "plasma");
+               if(GetResource(this, RES_FUEL) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_FUEL)), "fuel");
+               if(GetResource(this, RES_HEALTH) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_HEALTH)), "health");
+               if(GetResource(this, RES_ARMOR) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_ARMOR)), "armor");
+               FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(BUFFS, this) & (it.m_itemid)), it.m_name));
+               FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
        }
        this.netname = strzone(this.netname);
        //print(this.netname, "\n");
@@ -1583,59 +1587,59 @@ float GiveWeapon(entity e, float wpn, float op, float val)
 {
        WepSet v0, v1;
        WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
-       v0 = (e.weapons & s);
+       v0 = (STAT(WEAPONS, e) & s);
        switch(op)
        {
                case OP_SET:
                        if(val > 0)
-                               e.weapons |= s;
+                               STAT(WEAPONS, e) |= s;
                        else
-                               e.weapons &= ~s;
+                               STAT(WEAPONS, e) &= ~s;
                        break;
                case OP_MIN:
                case OP_PLUS:
                        if(val > 0)
-                               e.weapons |= s;
+                               STAT(WEAPONS, e) |= s;
                        break;
                case OP_MAX:
                        if(val <= 0)
-                               e.weapons &= ~s;
+                               STAT(WEAPONS, e) &= ~s;
                        break;
                case OP_MINUS:
                        if(val > 0)
-                               e.weapons &= ~s;
+                               STAT(WEAPONS, e) &= ~s;
                        break;
        }
-       v1 = (e.weapons & s);
+       v1 = (STAT(WEAPONS, e) & s);
        return (v0 != v1);
 }
 
 bool GiveBuff(entity e, Buff thebuff, int op, int val)
 {
-       bool had_buff = (e.buffs & thebuff.m_itemid);
+       bool had_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
        switch(op)
        {
                case OP_SET:
                        if(val > 0)
-                               e.buffs |= thebuff.m_itemid;
+                               STAT(BUFFS, e) |= thebuff.m_itemid;
                        else
-                               e.buffs &= ~thebuff.m_itemid;
+                               STAT(BUFFS, e) &= ~thebuff.m_itemid;
                        break;
                case OP_MIN:
                case OP_PLUS:
                        if(val > 0)
-                               e.buffs |= thebuff.m_itemid;
+                               STAT(BUFFS, e) |= thebuff.m_itemid;
                        break;
                case OP_MAX:
                        if(val <= 0)
-                               e.buffs &= ~thebuff.m_itemid;
+                               STAT(BUFFS, e) &= ~thebuff.m_itemid;
                        break;
                case OP_MINUS:
                        if(val > 0)
-                               e.buffs &= ~thebuff.m_itemid;
+                               STAT(BUFFS, e) &= ~thebuff.m_itemid;
                        break;
        }
-       bool have_buff = (e.buffs & thebuff.m_itemid);
+       bool have_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
        return (had_buff != have_buff);
 }
 
@@ -1662,6 +1666,22 @@ void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .floa
        else if(v0 > v1)
                e.(regenfield) = max(e.(regenfield), time + regentime);
 }
+bool GiveResourceValue(entity e, int res_type, int op, int val)
+{
+       int v0 = GetResource(e, res_type);
+       switch (op)
+       {
+               // min 100 cells = at least 100 cells
+               case OP_SET: SetResource(e, res_type, val); break;
+               case OP_MIN: SetResource(e, res_type, max(v0, val)); break;
+               case OP_MAX: SetResource(e, res_type, min(v0, val)); break;
+               case OP_PLUS: SetResource(e, res_type, v0 + val); break;
+               case OP_MINUS: SetResource(e, res_type, v0 - val); break;
+       }
+       int v1 = GetResource(e, res_type);
+       return v0 != v1;
+}
+
 float GiveItems(entity e, float beginarg, float endarg)
 {
        float got, i, val, op;
@@ -1694,14 +1714,14 @@ float GiveItems(entity e, float beginarg, float endarg)
        PREGIVE(e, strength_finished);
        PREGIVE(e, invincible_finished);
        PREGIVE(e, superweapons_finished);
-       PREGIVE(e, ammo_nails);
-       PREGIVE(e, ammo_cells);
-       PREGIVE(e, ammo_plasma);
-       PREGIVE(e, ammo_shells);
-       PREGIVE(e, ammo_rockets);
-       PREGIVE(e, ammo_fuel);
-       PREGIVE(e, armorvalue);
-       PREGIVE(e, health);
+       PREGIVE_RESOURCE(e, RES_BULLETS);
+       PREGIVE_RESOURCE(e, RES_CELLS);
+       PREGIVE_RESOURCE(e, RES_PLASMA);
+       PREGIVE_RESOURCE(e, RES_SHELLS);
+       PREGIVE_RESOURCE(e, RES_ROCKETS);
+       PREGIVE_RESOURCE(e, RES_FUEL);
+       PREGIVE_RESOURCE(e, RES_ARMOR);
+       PREGIVE_RESOURCE(e, RES_HEALTH);
 
        for(i = beginarg; i < endarg; ++i)
        {
@@ -1738,19 +1758,19 @@ float GiveItems(entity e, float beginarg, float endarg)
                                got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
                        case "all":
                                got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
-                               got += GiveValue(e, health, op, val);
-                               got += GiveValue(e, armorvalue, op, val);
+                               got += GiveResourceValue(e, RES_HEALTH, op, val);
+                               got += GiveResourceValue(e, RES_ARMOR, op, val);
                        case "allweapons":
                                FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
                        //case "allbuffs": // all buffs makes a player god, do not want!
                                //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
                        case "allammo":
-                               got += GiveValue(e, ammo_cells, op, val);
-                               got += GiveValue(e, ammo_plasma, op, val);
-                               got += GiveValue(e, ammo_shells, op, val);
-                               got += GiveValue(e, ammo_nails, op, val);
-                               got += GiveValue(e, ammo_rockets, op, val);
-                               got += GiveValue(e, ammo_fuel, op, val);
+                               got += GiveResourceValue(e, RES_CELLS, op, val);
+                               got += GiveResourceValue(e, RES_PLASMA, op, val);
+                               got += GiveResourceValue(e, RES_SHELLS, op, val);
+                               got += GiveResourceValue(e, RES_BULLETS, op, val);
+                               got += GiveResourceValue(e, RES_ROCKETS, op, val);
+                               got += GiveResourceValue(e, RES_FUEL, op, val);
                                break;
                        case "unlimited_ammo":
                                got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
@@ -1777,29 +1797,29 @@ float GiveItems(entity e, float beginarg, float endarg)
                                got += GiveValue(e, superweapons_finished, op, val);
                                break;
                        case "cells":
-                               got += GiveValue(e, ammo_cells, op, val);
+                               got += GiveResourceValue(e, RES_CELLS, op, val);
                                break;
                        case "plasma":
-                               got += GiveValue(e, ammo_plasma, op, val);
+                               got += GiveResourceValue(e, RES_PLASMA, op, val);
                                break;
                        case "shells":
-                               got += GiveValue(e, ammo_shells, op, val);
+                               got += GiveResourceValue(e, RES_SHELLS, op, val);
                                break;
                        case "nails":
                        case "bullets":
-                               got += GiveValue(e, ammo_nails, op, val);
+                               got += GiveResourceValue(e, RES_BULLETS, op, val);
                                break;
                        case "rockets":
-                               got += GiveValue(e, ammo_rockets, op, val);
+                               got += GiveResourceValue(e, RES_ROCKETS, op, val);
                                break;
                        case "health":
-                               got += GiveValue(e, health, op, val);
+                               got += GiveResourceValue(e, RES_HEALTH, op, val);
                                break;
                        case "armor":
-                               got += GiveValue(e, armorvalue, op, val);
+                               got += GiveResourceValue(e, RES_ARMOR, op, val);
                                break;
                        case "fuel":
-                               got += GiveValue(e, ammo_fuel, op, val);
+                               got += GiveResourceValue(e, RES_FUEL, op, val);
                                break;
                        default:
                                FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
@@ -1824,23 +1844,23 @@ float GiveItems(entity e, float beginarg, float endarg)
        FOREACH(Weapons, it != WEP_Null, {
                POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
                if(!(save_weapons & (it.m_wepset)))
-                       if(e.weapons & (it.m_wepset))
+                       if(STAT(WEAPONS, e) & (it.m_wepset))
                                it.wr_init(it);
        });
        POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
        POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
        //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
-       POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
-       POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
-       POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
-       POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
-       POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
-       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);
-       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);
-       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);
+       POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
+       POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
+       POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
+       POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
+       POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
+       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);
+       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);
+       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);
 
        if(e.superweapons_finished <= 0)
-               if(e.weapons & WEPSET_SUPERWEAPONS)
+               if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
                        e.superweapons_finished = autocvar_g_balance_superweapons_time;
 
        if(e.strength_finished <= 0)
@@ -1860,7 +1880,7 @@ float GiveItems(entity e, float beginarg, float endarg)
        {
                .entity weaponentity = weaponentities[slot];
                if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
-               if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
+               if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
                        _switchweapon |= BIT(slot);
        }