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Added ITEM_COUNT_HARD_LIMIT.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / t_items.qc
1 #include "t_items.qh"
2
3 #include "items/_mod.qh"
4
5 #if defined(SVQC)
6
7     #include "../server/bot/api.qh"
8
9     #include <server/mutators/_mod.qh>
10
11     #include "../server/weapons/common.qh"
12     #include "../server/weapons/selection.qh"
13     #include "../server/weapons/weaponsystem.qh"
14
15     #include "constants.qh"
16     #include <common/deathtypes/all.qh>
17     #include <common/notifications/all.qh>
18         #include "triggers/subs.qh"
19     #include "util.qh"
20
21     #include <common/monsters/_mod.qh>
22
23     #include <common/weapons/_all.qh>
24
25     #include <common/mutators/mutator/buffs/buffs.qh>
26
27     #include "../lib/warpzone/util_server.qh"
28 #elif defined(CSQC)
29         #include "physics/movetypes/movetypes.qh"
30         #include <common/weapons/_all.qh>
31         #include "../lib/csqcmodel/cl_model.qh"
32         #include "../lib/csqcmodel/common.qh"
33 #endif
34
35 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
36
37 /// \brief Unconditional maximum amount of items the player can have.
38 const int ITEM_COUNT_HARD_LIMIT = 999; 
39
40 #ifdef CSQC
41 bool autocvar_cl_ghost_items_vehicle = true;
42 .vector item_glowmod;
43 void Item_SetAlpha(entity this)
44 {
45         bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
46
47         if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
48         {
49                 this.alpha = 1;
50                 this.colormod = '1 1 1';
51                 this.glowmod = this.item_glowmod;
52         }
53         else
54         {
55                 if (autocvar_cl_ghost_items_color)
56                 {
57                         this.alpha = autocvar_cl_ghost_items;
58                         this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
59                 }
60                 else
61                         this.alpha = -1;
62         }
63
64         if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
65         {
66                 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
67                 this.alpha = autocvar_cl_weapon_stay_alpha;
68         }
69
70         this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL);
71 }
72
73 void ItemDraw(entity this)
74 {
75     if(this.gravity)
76     {
77         Movetype_Physics_MatchServer(this, false);
78         if(IS_ONGROUND(this))
79         { // For some reason avelocity gets set to '0 0 0' here ...
80             this.oldorigin = this.origin;
81             this.gravity = 0;
82
83             if(autocvar_cl_animate_items)
84             { // ... so reset it if animations are requested.
85                 if(this.ItemStatus & ITS_ANIMATE1)
86                     this.avelocity = '0 180 0';
87
88                 if(this.ItemStatus & ITS_ANIMATE2)
89                     this.avelocity = '0 -90 0';
90             }
91
92             // delay is for blocking item's position for a while;
93             // it's a workaround for dropped weapons that receive the position
94             // another time right after they spawn overriding animation position
95             this.onground_time = time + 0.5;
96         }
97     }
98     else if (autocvar_cl_animate_items)
99     {
100         if(this.ItemStatus & ITS_ANIMATE1)
101         {
102             this.angles += this.avelocity * frametime;
103             float fade_in = bound(0, time - this.onground_time, 1);
104             setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
105         }
106
107         if(this.ItemStatus & ITS_ANIMATE2)
108         {
109             this.angles += this.avelocity * frametime;
110             float fade_in = bound(0, time - this.onground_time, 1);
111             setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
112         }
113     }
114
115     Item_SetAlpha(this);
116 }
117
118 void ItemDrawSimple(entity this)
119 {
120     if(this.gravity)
121     {
122         Movetype_Physics_MatchServer(this, false);
123
124         if(IS_ONGROUND(this))
125             this.gravity = 0;
126     }
127
128     Item_SetAlpha(this);
129 }
130
131 void Item_PreDraw(entity this)
132 {
133         if(warpzone_warpzones_exist)
134         {
135                 setpredraw(this, func_null); // no need to keep running this
136                 return;
137         }
138         float alph;
139         vector org = getpropertyvec(VF_ORIGIN);
140         //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
141                 //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway
142         if(this.fade_start)
143         {
144                 if(vdist(org - this.origin, >, this.fade_end))
145                         alph = 0; // save on some processing
146                 else if(vdist(org - this.origin, <, this.fade_start))
147                         alph = 1; // more processing saved
148                 else
149                         alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
150         }
151         else
152                 alph = 1;
153         //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
154         if(!hud && (this.ItemStatus & ITS_AVAILABLE))
155                 this.alpha = alph;
156         if(alph <= 0)
157                 this.drawmask = 0;
158         //else
159                 //this.drawmask = MASK_NORMAL; // reset by the setalpha function
160 }
161
162 void ItemRemove(entity this)
163 {
164         if(this.mdl)
165                 strunzone(this.mdl);
166 }
167
168 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
169 {
170     int sf = ReadByte();
171
172     if(sf & ISF_LOCATION)
173     {
174         this.origin_x = ReadCoord();
175         this.origin_y = ReadCoord();
176         this.origin_z = ReadCoord();
177         setorigin(this, this.origin);
178         this.oldorigin = this.origin;
179     }
180
181     if(sf & ISF_ANGLES)
182     {
183         this.angles_x = ReadAngle();
184         this.angles_y = ReadAngle();
185         this.angles_z = ReadAngle();
186     }
187
188     if(sf & ISF_SIZE)
189     {
190         float use_bigsize = ReadByte();
191         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
192     }
193
194     if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
195     {
196         this.ItemStatus = ReadByte();
197
198         Item_SetAlpha(this);
199
200         if(autocvar_cl_fullbright_items)
201             if(this.ItemStatus & ITS_ALLOWFB)
202                 this.effects |= EF_FULLBRIGHT;
203
204         if(this.ItemStatus & ITS_GLOW)
205         {
206             if(this.ItemStatus & ITS_AVAILABLE)
207                 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
208             else
209                  this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
210         }
211     }
212
213     if(sf & ISF_MODEL)
214     {
215         this.drawmask  = MASK_NORMAL;
216                 set_movetype(this, MOVETYPE_TOSS);
217                 if (isnew) IL_PUSH(g_drawables, this);
218         this.draw       = ItemDraw;
219         this.solid = SOLID_TRIGGER;
220         //this.flags |= FL_ITEM;
221
222         bool use_bigsize = ReadByte();
223
224         this.fade_end = ReadShort();
225         this.fade_start = ReadShort();
226         if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
227                 setpredraw(this, Item_PreDraw);
228
229         if(this.mdl)
230             strunzone(this.mdl);
231
232         this.mdl = "";
233         string _fn = ReadString();
234
235         if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
236         {
237             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
238             this.draw = ItemDrawSimple;
239
240             if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3")))
241                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3"));
242             else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm")))
243                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm"));
244             else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm")))
245                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm"));
246             else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl")))
247                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl"));
248             else
249             {
250                 this.draw = ItemDraw;
251                 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
252             }
253         }
254
255         if(this.draw != ItemDrawSimple)
256             this.mdl = strzone(_fn);
257
258
259         if(this.mdl == "")
260             LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!");
261
262         precache_model(this.mdl);
263         _setmodel(this, this.mdl);
264
265         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
266     }
267
268     if(sf & ISF_COLORMAP)
269     {
270         this.colormap = ReadShort();
271         this.item_glowmod_x = ReadByte() / 255.0;
272         this.item_glowmod_y = ReadByte() / 255.0;
273         this.item_glowmod_z = ReadByte() / 255.0;
274     }
275
276     if(sf & ISF_DROP)
277     {
278         this.gravity = 1;
279         this.pushable = true;
280         //this.angles = '0 0 0';
281         set_movetype(this, MOVETYPE_TOSS);
282         this.velocity_x = ReadCoord();
283         this.velocity_y = ReadCoord();
284         this.velocity_z = ReadCoord();
285         setorigin(this, this.oldorigin);
286
287         if(!this.move_time)
288         {
289             this.move_time = time;
290             this.spawntime = time;
291         }
292         else
293             this.move_time = max(this.move_time, time);
294     }
295
296     if(autocvar_cl_animate_items)
297     {
298         if(this.ItemStatus & ITS_ANIMATE1)
299             this.avelocity = '0 180 0';
300
301         if(this.ItemStatus & ITS_ANIMATE2)
302             this.avelocity = '0 -90 0';
303     }
304
305     this.entremove = ItemRemove;
306
307     return true;
308 }
309
310 #endif
311
312 #ifdef SVQC
313 bool ItemSend(entity this, entity to, int sf)
314 {
315         if(this.gravity)
316                 sf |= ISF_DROP;
317         else
318                 sf &= ~ISF_DROP;
319
320         WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
321         WriteByte(MSG_ENTITY, sf);
322
323         //WriteByte(MSG_ENTITY, this.cnt);
324         if(sf & ISF_LOCATION)
325         {
326                 WriteCoord(MSG_ENTITY, this.origin.x);
327                 WriteCoord(MSG_ENTITY, this.origin.y);
328                 WriteCoord(MSG_ENTITY, this.origin.z);
329         }
330
331         if(sf & ISF_ANGLES)
332         {
333                 WriteAngle(MSG_ENTITY, this.angles_x);
334                 WriteAngle(MSG_ENTITY, this.angles_y);
335                 WriteAngle(MSG_ENTITY, this.angles_z);
336         }
337
338         if(sf & ISF_SIZE)
339         {
340                 Pickup p = this.itemdef;
341                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
342         }
343
344         if(sf & ISF_STATUS)
345                 WriteByte(MSG_ENTITY, this.ItemStatus);
346
347         if(sf & ISF_MODEL)
348         {
349                 Pickup p = this.itemdef;
350                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
351                 WriteShort(MSG_ENTITY, this.fade_end);
352                 WriteShort(MSG_ENTITY, this.fade_start);
353
354                 if(this.mdl == "")
355                         LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
356
357                 WriteString(MSG_ENTITY, this.mdl);
358         }
359
360
361         if(sf & ISF_COLORMAP)
362         {
363                 WriteShort(MSG_ENTITY, this.colormap);
364                 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
365         WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
366         WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
367         }
368
369         if(sf & ISF_DROP)
370         {
371                 WriteCoord(MSG_ENTITY, this.velocity.x);
372                 WriteCoord(MSG_ENTITY, this.velocity.y);
373                 WriteCoord(MSG_ENTITY, this.velocity.z);
374         }
375
376         return true;
377 }
378
379 void ItemUpdate(entity this)
380 {
381         this.oldorigin = this.origin;
382         this.SendFlags |= ISF_LOCATION;
383 }
384
385 void UpdateItemAfterTeleport(entity this)
386 {
387         if(getSendEntity(this) == ItemSend)
388                 ItemUpdate(this);
389 }
390
391 bool have_pickup_item(entity this)
392 {
393         if(this.itemdef.instanceOfPowerup)
394         {
395                 if(autocvar_g_powerups > 0)
396                         return true;
397                 if(autocvar_g_powerups == 0)
398                         return false;
399         }
400         else
401         {
402                 if(autocvar_g_pickup_items > 0)
403                         return true;
404                 if(autocvar_g_pickup_items == 0)
405                         return false;
406                 if(g_weaponarena)
407                         if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
408                                 return false;
409         }
410         return true;
411 }
412
413 /*
414 float Item_Customize()
415 {
416         if(this.spawnshieldtime)
417                 return true;
418         if(this.weapons & ~other.weapons)
419         {
420                 this.colormod = '0 0 0';
421                 this.glowmod = this.colormod;
422                 this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
423                 return true;
424         }
425         else
426         {
427                 if(g_ghost_items)
428                 {
429                         this.colormod = stov(autocvar_g_ghost_items_color);
430                         this.glowmod = this.colormod;
431                         this.alpha = g_ghost_items;
432                         return true;
433                 }
434                 else
435                         return false;
436         }
437 }
438 */
439
440 void Item_Show (entity e, float mode)
441 {
442         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
443         e.ItemStatus &= ~ITS_STAYWEP;
444         entity def = e.itemdef;
445         if (mode > 0)
446         {
447                 // make the item look normal, and be touchable
448                 e.model = e.mdl;
449                 e.solid = SOLID_TRIGGER;
450                 e.spawnshieldtime = 1;
451                 e.ItemStatus |= ITS_AVAILABLE;
452         }
453         else if (mode < 0)
454         {
455                 // hide the item completely
456                 e.model = string_null;
457                 e.solid = SOLID_NOT;
458                 e.spawnshieldtime = 1;
459                 e.ItemStatus &= ~ITS_AVAILABLE;
460         }
461         else
462         {
463                 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
464                         || e.team // weapon stay isn't supported for teamed weapons
465                         ;
466                 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
467                 {
468                         // make the item translucent and not touchable
469                         e.model = e.mdl;
470                         e.solid = SOLID_TRIGGER; // can STILL be picked up!
471                         e.effects |= EF_STARDUST;
472                         e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
473                         e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
474                 }
475                 else
476                 {
477                         //setmodel(e, "null");
478                         e.solid = SOLID_NOT;
479                         e.colormod = '0 0 0';
480                         //e.glowmod = e.colormod;
481                         e.spawnshieldtime = 1;
482                         e.ItemStatus &= ~ITS_AVAILABLE;
483                 }
484         }
485
486         if (def.m_glow)
487                 e.ItemStatus |= ITS_GLOW;
488
489         if (autocvar_g_nodepthtestitems)
490                 e.effects |= EF_NODEPTHTEST;
491
492
493         if (autocvar_g_fullbrightitems)
494                 e.ItemStatus |= ITS_ALLOWFB;
495
496         if (autocvar_sv_simple_items)
497                 e.ItemStatus |= ITS_ALLOWSI;
498
499         // relink entity (because solid may have changed)
500         setorigin(e, e.origin);
501         e.SendFlags |= ISF_STATUS;
502 }
503
504 void Item_Think(entity this)
505 {
506         this.nextthink = time;
507         if(this.origin != this.oldorigin)
508                 ItemUpdate(this);
509 }
510
511 bool Item_ItemsTime_SpectatorOnly(GameItem it);
512 bool Item_ItemsTime_Allow(GameItem it);
513 float Item_ItemsTime_UpdateTime(entity e, float t);
514 void Item_ItemsTime_SetTime(entity e, float t);
515 void Item_ItemsTime_SetTimesForAllPlayers();
516
517 void Item_Respawn (entity this)
518 {
519         Item_Show(this, 1);
520         sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM);     // play respawn sound
521         setorigin(this, this.origin);
522
523     if (Item_ItemsTime_Allow(this.itemdef) || (this.weapons & WEPSET_SUPERWEAPONS))
524         {
525                 float t = Item_ItemsTime_UpdateTime(this, 0);
526                 Item_ItemsTime_SetTime(this, t);
527                 Item_ItemsTime_SetTimesForAllPlayers();
528         }
529
530         setthink(this, Item_Think);
531         this.nextthink = time;
532
533         //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
534         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
535 }
536
537 void Item_RespawnCountdown (entity this)
538 {
539         if(this.count >= ITEM_RESPAWN_TICKS)
540         {
541                 if(this.waypointsprite_attached)
542                         WaypointSprite_Kill(this.waypointsprite_attached);
543                 Item_Respawn(this);
544         }
545         else
546         {
547                 this.nextthink = time + 1;
548                 this.count += 1;
549                 if(this.count == 1)
550                 {
551                         do {
552                                 {
553                                         entity wi = Weapons_from(this.weapon);
554                                         if (wi != WEP_Null) {
555                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
556                                                 wp.wp_extra = wi.m_id;
557                                                 break;
558                                         }
559                                 }
560                                 {
561                                         entity ii = this.itemdef;
562                                         if (ii != NULL) {
563                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
564                                                 wp.wp_extra = ii.m_id;
565                                                 break;
566                                         }
567                                 }
568                         } while (0);
569                         bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
570             if(this.waypointsprite_attached)
571             {
572                 GameItem def = this.itemdef;
573                 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
574                     WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
575                 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
576             }
577                 }
578
579                 if(this.waypointsprite_attached)
580                 {
581                         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
582                                 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
583                                 {
584                                         msg_entity = it;
585                                         soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM);    // play respawn sound
586                                 }
587                         });
588
589                         WaypointSprite_Ping(this.waypointsprite_attached);
590                         //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count);
591                 }
592         }
593 }
594
595 void Item_RespawnThink(entity this)
596 {
597         this.nextthink = time;
598         if(this.origin != this.oldorigin)
599                 ItemUpdate(this);
600
601         if(time >= this.wait)
602                 Item_Respawn(this);
603 }
604
605 void Item_ScheduleRespawnIn(entity e, float t)
606 {
607         // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
608         if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
609         {
610                 setthink(e, Item_RespawnCountdown);
611                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
612                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
613                 e.count = 0;
614                 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
615                 {
616                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
617                         Item_ItemsTime_SetTime(e, t);
618                         Item_ItemsTime_SetTimesForAllPlayers();
619                 }
620         }
621         else
622         {
623                 setthink(e, Item_RespawnThink);
624                 e.nextthink = time;
625                 e.scheduledrespawntime = time + t;
626                 e.wait = time + t;
627
628                 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
629                 {
630                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
631                         Item_ItemsTime_SetTime(e, t);
632                         Item_ItemsTime_SetTimesForAllPlayers();
633                 }
634         }
635 }
636
637 void Item_ScheduleRespawn(entity e)
638 {
639         if(e.respawntime > 0)
640         {
641                 Item_Show(e, 0);
642                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
643         }
644         else // if respawntime is -1, this item does not respawn
645                 Item_Show(e, -1);
646 }
647
648 void Item_ScheduleInitialRespawn(entity e)
649 {
650         Item_Show(e, 0);
651         Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
652 }
653
654 void GivePlayerHealth(entity player, float amount)
655 {
656         if (amount == 0)
657         {
658                 return;
659         }
660         player.health = bound(player.health, player.health + amount,
661                  min(autocvar_g_balance_health_limit, ITEM_COUNT_HARD_LIMIT));
662         player.pauserothealth_finished = max(player.pauserothealth_finished, time +
663                 autocvar_g_balance_pause_health_rot);
664 }
665
666 void GivePlayerArmor(entity player, float amount)
667 {
668         if (amount == 0)
669         {
670                 return;
671         }
672         player.armorvalue = bound(player.armorvalue, player.armorvalue + amount,
673                  min(autocvar_g_balance_armor_limit, ITEM_COUNT_HARD_LIMIT));
674         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time +
675                 autocvar_g_balance_pause_armor_rot);
676 }
677
678 void GivePlayerAmmo(entity player, .float ammotype, float amount)
679 {
680         float maxvalue = 999;
681         switch (ammotype)
682         {
683                 case ammo_shells:
684                 {
685                         maxvalue = g_pickup_shells_max;
686                         break;
687                 }
688                 case ammo_cells:
689                 {
690                         maxvalue = g_pickup_cells_max;
691                         break;
692                 }
693                 case ammo_rockets:
694                 {
695                         maxvalue = g_pickup_rockets_max;
696                         break;
697                 }
698                 case ammo_plasma:
699                 {
700                         maxvalue = g_pickup_plasma_max;
701                         break;
702                 }
703                 case ammo_nails:
704                 {
705                         maxvalue = g_pickup_nails_max;
706                         break;
707                 }
708                 case ammo_fuel:
709                 {
710                         maxvalue = g_pickup_fuel_max;
711                         break;
712                 }
713         }
714         player.(ammotype) = min(player.(ammotype) + amount,
715                 min(maxvalue, ITEM_COUNT_HARD_LIMIT));
716 }
717
718 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
719 {
720         if (!item.(ammotype))
721                 return false;
722
723         if (item.spawnshieldtime)
724         {
725                 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
726                 {
727                         player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
728                         goto YEAH;
729                 }
730         }
731         else if(g_weapon_stay == 2)
732         {
733                 float mi = min(item.(ammotype), ammomax);
734                 if (player.(ammotype) < mi)
735                 {
736                         player.(ammotype) = mi;
737                         goto YEAH;
738                 }
739         }
740
741         return false;
742
743 LABEL(YEAH)
744         switch(mode)
745         {
746                 case ITEM_MODE_FUEL:
747                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
748                         break;
749                 case ITEM_MODE_HEALTH:
750                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
751                         break;
752                 case ITEM_MODE_ARMOR:
753                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
754                         break;
755                 default:
756                         break;
757         }
758         return true;
759 }
760
761 float Item_GiveTo(entity item, entity player)
762 {
763         float pickedup;
764
765         // if nothing happens to player, just return without taking the item
766         pickedup = false;
767         int _switchweapon = 0;
768         // in case the player has autoswitch enabled do the following:
769         // if the player is using their best weapon before items are given, they
770         // probably want to switch to an even better weapon after items are given
771
772         if(CS(player).autoswitch)
773         {
774                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
775                 {
776                         .entity weaponentity = weaponentities[slot];
777                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
778                         {
779                                 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
780                                         _switchweapon |= BIT(slot);
781
782                                 if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
783                                         _switchweapon |= BIT(slot);
784                         }
785                 }
786         }
787
788         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
789         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
790         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
791         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
792         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
793         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
794         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
795         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
796
797         if (item.itemdef.instanceOfWeaponPickup)
798         {
799                 WepSet w;
800                 w = item.weapons;
801                 w &= ~player.weapons;
802
803                 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
804                 {
805                         pickedup = true;
806                         FOREACH(Weapons, it != WEP_Null, {
807                                 if(w & (it.m_wepset))
808                                 {
809                                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
810                                         {
811                                                 .entity weaponentity = weaponentities[slot];
812                                                 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
813                                                         W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
814                                         }
815                                         W_GiveWeapon(player, it.m_id);
816                                 }
817                         });
818                 }
819         }
820
821         if (item.itemdef.instanceOfPowerup)
822         {
823                 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
824                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
825                 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
826                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
827         }
828
829         int its;
830         if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
831         {
832                 pickedup = true;
833                 player.items |= its;
834                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
835         }
836
837         if (item.strength_finished)
838         {
839                 pickedup = true;
840                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
841         }
842         if (item.invincible_finished)
843         {
844                 pickedup = true;
845                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
846         }
847         if (item.superweapons_finished)
848         {
849                 pickedup = true;
850                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
851         }
852
853 LABEL(skip)
854
855         // always eat teamed entities
856         if(item.team)
857                 pickedup = true;
858
859         if (!pickedup)
860                 return 0;
861
862         // crude hack to enforce switching weapons
863         if(g_cts && item.itemdef.instanceOfWeaponPickup)
864         {
865                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
866                 {
867                         .entity weaponentity = weaponentities[slot];
868                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
869                                 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
870                 }
871                 return 1;
872         }
873
874         if(_switchweapon)
875         {
876                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
877                 {
878                         .entity weaponentity = weaponentities[slot];
879                         if(_switchweapon & BIT(slot))
880                         if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
881                                 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
882                 }
883         }
884
885         return 1;
886 }
887
888 void Item_Touch(entity this, entity toucher)
889 {
890
891         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
892         if (this.classname == "droppedweapon")
893         {
894                 if (ITEM_TOUCH_NEEDKILL())
895                 {
896                         delete(this);
897                         return;
898                 }
899         }
900
901         if(!(toucher.flags & FL_PICKUPITEMS)
902         || STAT(FROZEN, toucher)
903         || IS_DEAD(toucher)
904         || (this.solid != SOLID_TRIGGER)
905         || (this.owner == toucher)
906         || (time < this.item_spawnshieldtime)
907         ) { return; }
908
909         switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
910         {
911                 case MUT_ITEMTOUCH_RETURN: { return; }
912                 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
913         }
914
915         toucher = M_ARGV(1, entity);
916
917         if (this.classname == "droppedweapon")
918         {
919                 this.strength_finished = max(0, this.strength_finished - time);
920                 this.invincible_finished = max(0, this.invincible_finished - time);
921                 this.superweapons_finished = max(0, this.superweapons_finished - time);
922         }
923         entity it = this.itemdef;
924         bool gave = ITEM_HANDLE(Pickup, it, this, toucher);
925         if (!gave)
926         {
927                 if (this.classname == "droppedweapon")
928                 {
929                         // undo what we did above
930                         this.strength_finished += time;
931                         this.invincible_finished += time;
932                         this.superweapons_finished += time;
933                 }
934                 return;
935         }
936
937 LABEL(pickup)
938
939         toucher.last_pickup = time;
940
941         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
942         _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);
943
944         if (this.classname == "droppedweapon")
945                 delete(this);
946         else if (this.spawnshieldtime)
947         {
948                 entity e;
949                 if(this.team)
950                 {
951                         RandomSelection_Init();
952                         IL_EACH(g_items, it.team == this.team,
953                         {
954                                 if(it.itemdef) // is a registered item
955                                 {
956                                         Item_Show(it, -1);
957                                         RandomSelection_AddEnt(it, it.cnt, 0);
958                                 }
959                         });
960                         e = RandomSelection_chosen_ent;
961                         Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
962                 }
963                 else
964                         e = this;
965                 Item_ScheduleRespawn(e);
966         }
967 }
968
969 void Item_Reset(entity this)
970 {
971         Item_Show(this, !this.state);
972         setorigin(this, this.origin);
973
974         if (this.classname != "droppedweapon")
975         {
976                 setthink(this, Item_Think);
977                 this.nextthink = time;
978
979                 if (this.waypointsprite_attached)
980                         WaypointSprite_Kill(this.waypointsprite_attached);
981
982                 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
983                         Item_ScheduleInitialRespawn(this);
984         }
985 }
986
987 void Item_FindTeam(entity this)
988 {
989         entity e;
990
991         if(this.effects & EF_NODRAW)
992         {
993                 // marker for item team search
994                 LOG_TRACE("Initializing item team ", ftos(this.team));
995                 RandomSelection_Init();
996                 IL_EACH(g_items, it.team == this.team,
997                 {
998                         if(it.itemdef) // is a registered item
999                                 RandomSelection_AddEnt(it, it.cnt, 0);
1000                 });
1001
1002                 e = RandomSelection_chosen_ent;
1003                 e.state = 0;
1004                 Item_Show(e, 1);
1005
1006                 IL_EACH(g_items, it.team == this.team,
1007                 {
1008                         if(it.itemdef) // is a registered item
1009                         {
1010                                 if(it != e)
1011                                 {
1012                                         // make it non-spawned
1013                                         Item_Show(it, -1);
1014                                         it.state = 1; // state 1 = initially hidden item, apparently
1015                                 }
1016                                 it.effects &= ~EF_NODRAW;
1017                         }
1018                 });
1019
1020                 Item_Reset(this);
1021         }
1022 }
1023
1024 // Savage: used for item garbage-collection
1025 void RemoveItem(entity this)
1026 {
1027         if(wasfreed(this) || !this) { return; }
1028         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
1029         delete(this);
1030 }
1031
1032 // pickup evaluation functions
1033 // these functions decide how desirable an item is to the bots
1034
1035 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1036
1037 float weapon_pickupevalfunc(entity player, entity item)
1038 {
1039         // See if I have it already
1040         if(player.weapons & item.weapons)
1041         {
1042                 // If I can pick it up
1043                 if(!item.spawnshieldtime)
1044                         return 0;
1045                 return ammo_pickupevalfunc(player, item);
1046         }
1047
1048         // reduce weapon value if bot already got a good arsenal
1049         float c = 1;
1050         int weapons_value = 0;
1051         FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
1052                 weapons_value += it.bot_pickupbasevalue;
1053         });
1054         c -= bound(0, weapons_value / 20000, 1) * 0.5;
1055
1056         return item.bot_pickupbasevalue * c;
1057 }
1058
1059 float ammo_pickupevalfunc(entity player, entity item)
1060 {
1061         bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1062         entity wpn = NULL;
1063         float c = 0;
1064         float rating = 0;
1065
1066         // Detect needed ammo
1067         if(item.itemdef.instanceOfWeaponPickup)
1068         {
1069                 entity ammo = NULL;
1070                 if(item.ammo_shells)       { need_shells  = true; ammo = ITEM_Shells;      }
1071                 else if(item.ammo_nails)   { need_nails   = true; ammo = ITEM_Bullets;     }
1072                 else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets;     }
1073                 else if(item.ammo_cells)   { need_cells   = true; ammo = ITEM_Cells;       }
1074                 else if(item.ammo_plasma)  { need_plasma  = true; ammo = ITEM_Plasma;      }
1075                 else if(item.ammo_fuel)    { need_fuel    = true; ammo = ITEM_JetpackFuel; }
1076
1077                 if(!ammo)
1078                         return 0;
1079                 wpn = item;
1080                 rating = ammo.m_botvalue;
1081         }
1082         else
1083         {
1084                 FOREACH(Weapons, it != WEP_Null, {
1085                         if(!(player.weapons & (it.m_wepset)))
1086                                 continue;
1087
1088                         switch(it.ammo_field)
1089                         {
1090                                 case ammo_shells:  need_shells  = true; break;
1091                                 case ammo_nails:   need_nails   = true; break;
1092                                 case ammo_rockets: need_rockets = true; break;
1093                                 case ammo_cells:   need_cells   = true; break;
1094                                 case ammo_plasma:  need_plasma  = true; break;
1095                                 case ammo_fuel:    need_fuel    = true; break;
1096                         }
1097                 });
1098                 rating = item.bot_pickupbasevalue;
1099         }
1100
1101         float noammorating = 0.5;
1102
1103         if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
1104                 c = item.ammo_shells / max(noammorating, player.ammo_shells);
1105
1106         if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
1107                 c = item.ammo_nails / max(noammorating, player.ammo_nails);
1108
1109         if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
1110                 c = item.ammo_rockets / max(noammorating, player.ammo_rockets);
1111
1112         if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
1113                 c = item.ammo_cells / max(noammorating, player.ammo_cells);
1114
1115         if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
1116                 c = item.ammo_plasma / max(noammorating, player.ammo_plasma);
1117
1118         if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
1119                 c = item.ammo_fuel / max(noammorating, player.ammo_fuel);
1120
1121         rating *= min(c, 2);
1122         if(wpn)
1123                 rating += wpn.bot_pickupbasevalue * 0.1;
1124         return rating;
1125 }
1126
1127 .int item_group;
1128 .int item_group_count;
1129 float healtharmor_pickupevalfunc(entity player, entity item)
1130 {
1131         float c = 0;
1132         float rating = item.bot_pickupbasevalue;
1133
1134         float itemarmor = item.armorvalue;
1135         float itemhealth = item.health;
1136
1137         if(item.item_group)
1138         {
1139                 itemarmor *= min(4, item.item_group_count);
1140                 itemhealth *= min(4, item.item_group_count);
1141         }
1142
1143         if (itemarmor && (player.armorvalue < item.max_armorvalue))
1144                 c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
1145
1146         if (itemhealth && (player.health < item.max_health))
1147                 c = itemhealth / max(1, player.health);
1148
1149         rating *= min(2, c);
1150         return rating;
1151 }
1152
1153 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1154 {
1155         if(ITEM_DAMAGE_NEEDKILL(deathtype))
1156                 RemoveItem(this);
1157 }
1158
1159 void item_use(entity this, entity actor, entity trigger)
1160 {
1161         // use the touch function to handle collection
1162         gettouch(this)(this, actor);
1163 }
1164
1165 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1166 {
1167         string itemname = def.m_name;
1168         Model itemmodel = def.m_model;
1169     Sound pickupsound = def.m_sound;
1170         float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1171         float pickupbasevalue = def.m_botvalue;
1172         int itemflags = def.m_itemflags;
1173
1174         startitem_failed = false;
1175
1176         this.item_model_ent = itemmodel;
1177     this.item_pickupsound_ent = pickupsound;
1178
1179     if(def.m_iteminit)
1180         def.m_iteminit(this);
1181
1182         if(!this.respawntime) // both need to be set
1183         {
1184                 this.respawntime = defaultrespawntime;
1185                 this.respawntimejitter = defaultrespawntimejitter;
1186         }
1187
1188         if(!this.pickup_anyway && def.m_pickupanyway)
1189                 this.pickup_anyway = def.m_pickupanyway();
1190
1191         int itemid = def.m_itemid;
1192         this.items = itemid;
1193         int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1194         this.weapon = weaponid;
1195
1196         if(!this.fade_end)
1197         {
1198                 this.fade_start = autocvar_g_items_mindist;
1199                 this.fade_end = autocvar_g_items_maxdist;
1200         }
1201
1202         if(weaponid)
1203                 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1204
1205         this.flags = FL_ITEM | itemflags;
1206         IL_PUSH(g_items, this);
1207
1208         if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1209         {
1210                 startitem_failed = true;
1211                 delete(this);
1212                 return;
1213         }
1214
1215         // is it a dropped weapon?
1216         if (this.classname == "droppedweapon")
1217         {
1218                 this.reset = SUB_Remove;
1219                 // it's a dropped weapon
1220                 set_movetype(this, MOVETYPE_TOSS);
1221
1222                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1223                 setthink(this, RemoveItem);
1224                 this.nextthink = time + 20;
1225
1226                 this.takedamage = DAMAGE_YES;
1227                 this.event_damage = Item_Damage;
1228
1229                 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1230                 {
1231                         // if item is worthless after a timer, have it expire then
1232                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1233                 }
1234
1235                 // don't drop if in a NODROP zone (such as lava)
1236                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1237                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1238                 {
1239                         startitem_failed = true;
1240                         delete(this);
1241                         return;
1242                 }
1243         }
1244         else
1245         {
1246                 if(!have_pickup_item(this))
1247                 {
1248                         startitem_failed = true;
1249                         delete(this);
1250                         return;
1251                 }
1252
1253                 if(this.angles != '0 0 0')
1254                         this.SendFlags |= ISF_ANGLES;
1255
1256                 this.reset = Item_Reset;
1257                 // it's a level item
1258                 if(this.spawnflags & 1)
1259                         this.noalign = 1;
1260                 if (this.noalign > 0)
1261                         set_movetype(this, MOVETYPE_NONE);
1262                 else
1263                         set_movetype(this, MOVETYPE_TOSS);
1264                 // do item filtering according to game mode and other things
1265                 if (this.noalign <= 0)
1266                 {
1267                         // first nudge it off the floor a little bit to avoid math errors
1268                         setorigin(this, this.origin + '0 0 1');
1269                         // set item size before we spawn a spawnfunc_waypoint
1270                         setsize(this, def.m_mins, def.m_maxs);
1271                         this.SendFlags |= ISF_SIZE;
1272                         // note droptofloor returns false if stuck/or would fall too far
1273                         if (!this.noalign)
1274                                 droptofloor(this);
1275                         waypoint_spawnforitem(this);
1276                 }
1277
1278                 /*
1279                  * can't do it that way, as it would break maps
1280                  * TODO make a target_give like entity another way, that perhaps has
1281                  * the weapon name in a key
1282                 if(this.targetname)
1283                 {
1284                         // target_give not yet supported; maybe later
1285                         print("removed targeted ", this.classname, "\n");
1286                         startitem_failed = true;
1287                         delete(this);
1288                         return;
1289                 }
1290                 */
1291
1292                 if(this.targetname != "" && (this.spawnflags & 16))
1293                         this.use = item_use;
1294
1295                 if(autocvar_spawn_debug >= 2)
1296                 {
1297             // why not flags & fl_item?
1298                     FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1299                 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1300                 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1301                 error("Mapper sucks.");
1302             });
1303                         this.is_item = true;
1304                 }
1305
1306                 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1307
1308                 precache_model(this.model);
1309                 precache_sound(this.item_pickupsound);
1310
1311                 if (   def.instanceOfPowerup
1312                         || def.instanceOfWeaponPickup
1313                         || (def.instanceOfHealth && def != ITEM_HealthSmall)
1314                         || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1315                         || (itemid & (IT_KEY1 | IT_KEY2))
1316                 ) this.target = "###item###"; // for finding the nearest item using find()
1317
1318                 Item_ItemsTime_SetTime(this, 0);
1319         }
1320
1321         this.bot_pickup = true;
1322         this.bot_pickupevalfunc = pickupevalfunc;
1323         this.bot_pickupbasevalue = pickupbasevalue;
1324         this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1325         this.netname = itemname;
1326         settouch(this, Item_Touch);
1327         setmodel(this, MDL_Null); // precision set below
1328         //this.effects |= EF_LOWPRECISION;
1329
1330         setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
1331
1332         this.SendFlags |= ISF_SIZE;
1333
1334         if (!(this.spawnflags & 1024)) {
1335                 if(def.instanceOfPowerup)
1336                         this.ItemStatus |= ITS_ANIMATE1;
1337
1338                 if(this.armorvalue || this.health)
1339                         this.ItemStatus |= ITS_ANIMATE2;
1340         }
1341
1342         if(def.instanceOfWeaponPickup)
1343         {
1344                 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1345                         this.colormap = 1024; // color shirt=0 pants=0 grey
1346                 else
1347                         this.gravity = 1;
1348                 if (!(this.spawnflags & 1024))
1349                         this.ItemStatus |= ITS_ANIMATE1;
1350                 this.SendFlags |= ISF_COLORMAP;
1351         }
1352
1353         this.state = 0;
1354         if(this.team) // broken, no idea why.
1355         {
1356                 if(!this.cnt)
1357                         this.cnt = 1; // item probability weight
1358
1359                 this.effects |= EF_NODRAW; // marker for item team search
1360                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1361         }
1362         else
1363                 Item_Reset(this);
1364
1365         Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1366
1367         // call this hook after everything else has been done
1368         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1369         {
1370                 startitem_failed = true;
1371                 delete(this);
1372                 return;
1373         }
1374
1375         setItemGroup(this);
1376 }
1377
1378 void StartItem(entity this, GameItem def)
1379 {
1380     _StartItem(
1381         this,
1382         this.itemdef = def,
1383         def.m_respawntime(), // defaultrespawntime
1384         def.m_respawntimejitter() // defaultrespawntimejitter
1385         );
1386 }
1387
1388 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1389 int group_count = 1;
1390
1391 void setItemGroup(entity this)
1392 {
1393         if(!IS_SMALL(this.itemdef))
1394                 return;
1395
1396         FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1397         {
1398                 if(!this.item_group)
1399                 {
1400                         if(!it.item_group)
1401                         {
1402                                 it.item_group = group_count;
1403                                 group_count++;
1404                         }
1405                         this.item_group = it.item_group;
1406                 }
1407                 else // spawning item is already part of a item_group X
1408                 {
1409                         if(!it.item_group)
1410                                 it.item_group = this.item_group;
1411                         else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1412                         {
1413                                 int grY = it.item_group;
1414                                 // move all items of item_group Y to item_group X
1415                                 IL_EACH(g_items, IS_SMALL(it.itemdef),
1416                                 {
1417                                         if(it.item_group == grY)
1418                                                 it.item_group = this.item_group;
1419                                 });
1420                         }
1421                 }
1422         });
1423 }
1424
1425 void setItemGroupCount()
1426 {
1427         for (int k = 1; k <= group_count; k++)
1428         {
1429                 int count = 0;
1430                 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1431                 if (count)
1432                         IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1433         }
1434 }
1435
1436 spawnfunc(item_rockets)
1437 {
1438     StartItem(this, ITEM_Rockets);
1439 }
1440
1441 spawnfunc(item_bullets)
1442 {
1443         if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
1444            (this.classname != "droppedweapon"))
1445         {
1446                 weaponswapping = true;
1447                 spawnfunc_item_shells(this);
1448                 weaponswapping = false;
1449                 return;
1450         }
1451
1452     StartItem(this, ITEM_Bullets);
1453 }
1454
1455 spawnfunc(item_cells)
1456 {
1457         StartItem(this, ITEM_Cells);
1458 }
1459
1460 spawnfunc(item_plasma)
1461 {
1462         StartItem(this, ITEM_Plasma);
1463 }
1464
1465 spawnfunc(item_shells)
1466 {
1467         if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
1468            (this.classname != "droppedweapon"))
1469         {
1470                 weaponswapping = true;
1471                 spawnfunc_item_bullets(this);
1472                 weaponswapping = false;
1473                 return;
1474         }
1475
1476         StartItem(this, ITEM_Shells);
1477 }
1478
1479 spawnfunc(item_armor_small)
1480 {
1481         StartItem(this, ITEM_ArmorSmall);
1482 }
1483
1484 spawnfunc(item_armor_medium)
1485 {
1486         StartItem(this, ITEM_ArmorMedium);
1487 }
1488
1489 spawnfunc(item_armor_big)
1490 {
1491         StartItem(this, ITEM_ArmorBig);
1492 }
1493
1494 spawnfunc(item_armor_mega)
1495 {
1496         StartItem(this, ITEM_ArmorMega);
1497 }
1498
1499 spawnfunc(item_health_small)
1500 {
1501         StartItem(this, ITEM_HealthSmall);
1502 }
1503
1504 spawnfunc(item_health_medium)
1505 {
1506     StartItem(this, ITEM_HealthMedium);
1507 }
1508
1509 spawnfunc(item_health_big)
1510 {
1511         StartItem(this, ITEM_HealthBig);
1512 }
1513
1514 spawnfunc(item_health_mega)
1515 {
1516     StartItem(this, ITEM_HealthMega);
1517 }
1518
1519 // support old misnamed entities
1520 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1521 spawnfunc(item_armor25) { spawnfunc_item_armor_mega(this); }
1522 spawnfunc(item_armor_large) { spawnfunc_item_armor_mega(this); }
1523 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1524 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1525 spawnfunc(item_health_large) { spawnfunc_item_health_big(this); }
1526 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1527
1528 spawnfunc(item_strength)
1529 {
1530         StartItem(this, ITEM_Strength);
1531 }
1532
1533 spawnfunc(item_invincible)
1534 {
1535         StartItem(this, ITEM_Shield);
1536 }
1537
1538 // compatibility:
1539 spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
1540
1541 void target_items_use(entity this, entity actor, entity trigger)
1542 {
1543         if(actor.classname == "droppedweapon")
1544         {
1545                 EXACTTRIGGER_TOUCH(this, trigger);
1546                 delete(actor);
1547                 return;
1548         }
1549
1550         if (!IS_PLAYER(actor) || IS_DEAD(actor))
1551                 return;
1552
1553         if(trigger.solid == SOLID_TRIGGER)
1554         {
1555                 EXACTTRIGGER_TOUCH(this, trigger);
1556         }
1557
1558         IL_EACH(g_items, it.enemy == actor && it.classname == "droppedweapon",
1559         {
1560                 delete(it);
1561         });
1562
1563         if(GiveItems(actor, 0, tokenize_console(this.netname)))
1564                 centerprint(actor, this.message);
1565 }
1566
1567 spawnfunc(target_items)
1568 {
1569         int n;
1570         string s;
1571
1572         this.use = target_items_use;
1573         if(!this.strength_finished)
1574                 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1575         if(!this.invincible_finished)
1576                 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1577         if(!this.superweapons_finished)
1578                 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1579
1580         n = tokenize_console(this.netname);
1581         if(argv(0) == "give")
1582         {
1583                 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1584         }
1585         else
1586         {
1587                 for(int j = 0; j < n; ++j)
1588                 {
1589                         if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO;
1590                         else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_WEAPON_AMMO;
1591                         else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1592                         else if(argv(j) == "strength")               this.items |= ITEM_Strength.m_itemid;
1593                         else if(argv(j) == "invincible")             this.items |= ITEM_Shield.m_itemid;
1594                         else if(argv(j) == "superweapons")           this.items |= IT_SUPERWEAPON;
1595                         else if(argv(j) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
1596                         else if(argv(j) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
1597                         else
1598                         {
1599                                 FOREACH(Buffs, it != BUFF_Null,
1600                                 {
1601                                         s = Buff_UndeprecateName(argv(j));
1602                                         if(s == it.m_name)
1603                                         {
1604                                                 this.buffs |= (it.m_itemid);
1605                                                 break;
1606                                         }
1607                                 });
1608                                 FOREACH(Weapons, it != WEP_Null, {
1609                                         s = W_UndeprecateName(argv(j));
1610                                         if(s == it.netname)
1611                                         {
1612                                                 this.weapons |= (it.m_wepset);
1613                                                 if(this.spawnflags == 0 || this.spawnflags == 2)
1614                                                         it.wr_init(it);
1615                                                 break;
1616                                         }
1617                                 });
1618                         }
1619                 }
1620
1621                 string itemprefix, valueprefix;
1622                 if(this.spawnflags == 0)
1623                 {
1624                         itemprefix = "";
1625                         valueprefix = "";
1626                 }
1627                 else if(this.spawnflags == 1)
1628                 {
1629                         itemprefix = "max ";
1630                         valueprefix = "max ";
1631                 }
1632                 else if(this.spawnflags == 2)
1633                 {
1634                         itemprefix = "min ";
1635                         valueprefix = "min ";
1636                 }
1637                 else if(this.spawnflags == 4)
1638                 {
1639                         itemprefix = "minus ";
1640                         valueprefix = "max ";
1641                 }
1642                 else
1643                 {
1644                         error("invalid spawnflags");
1645                         itemprefix = valueprefix = string_null;
1646                 }
1647
1648                 this.netname = "";
1649                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1650                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1651                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1652                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1653                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1654                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1655                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1656                 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1657                 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1658                 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1659                 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1660                 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1661                 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1662                 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1663                 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1664                 FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.buffs & (it.m_itemid)), it.m_name));
1665                 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1666         }
1667         this.netname = strzone(this.netname);
1668         //print(this.netname, "\n");
1669
1670         n = tokenize_console(this.netname);
1671         for(int j = 0; j < n; ++j)
1672         {
1673                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1674             it.wr_init(it);
1675             break;
1676                 });
1677         }
1678 }
1679
1680 spawnfunc(item_fuel)
1681 {
1682         StartItem(this, ITEM_JetpackFuel);
1683 }
1684
1685 spawnfunc(item_fuel_regen)
1686 {
1687         if(start_items & ITEM_JetpackRegen.m_itemid)
1688         {
1689                 spawnfunc_item_fuel(this);
1690                 return;
1691         }
1692         StartItem(this, ITEM_JetpackRegen);
1693 }
1694
1695 spawnfunc(item_jetpack)
1696 {
1697         if(start_items & ITEM_Jetpack.m_itemid)
1698         {
1699                 spawnfunc_item_fuel(this);
1700                 return;
1701         }
1702         StartItem(this, ITEM_Jetpack);
1703 }
1704
1705 float GiveWeapon(entity e, float wpn, float op, float val)
1706 {
1707         WepSet v0, v1;
1708         WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1709         v0 = (e.weapons & s);
1710         switch(op)
1711         {
1712                 case OP_SET:
1713                         if(val > 0)
1714                                 e.weapons |= s;
1715                         else
1716                                 e.weapons &= ~s;
1717                         break;
1718                 case OP_MIN:
1719                 case OP_PLUS:
1720                         if(val > 0)
1721                                 e.weapons |= s;
1722                         break;
1723                 case OP_MAX:
1724                         if(val <= 0)
1725                                 e.weapons &= ~s;
1726                         break;
1727                 case OP_MINUS:
1728                         if(val > 0)
1729                                 e.weapons &= ~s;
1730                         break;
1731         }
1732         v1 = (e.weapons & s);
1733         return (v0 != v1);
1734 }
1735
1736 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1737 {
1738         bool had_buff = (e.buffs & thebuff.m_itemid);
1739         switch(op)
1740         {
1741                 case OP_SET:
1742                         if(val > 0)
1743                                 e.buffs |= thebuff.m_itemid;
1744                         else
1745                                 e.buffs &= ~thebuff.m_itemid;
1746                         break;
1747                 case OP_MIN:
1748                 case OP_PLUS:
1749                         if(val > 0)
1750                                 e.buffs |= thebuff.m_itemid;
1751                         break;
1752                 case OP_MAX:
1753                         if(val <= 0)
1754                                 e.buffs &= ~thebuff.m_itemid;
1755                         break;
1756                 case OP_MINUS:
1757                         if(val > 0)
1758                                 e.buffs &= ~thebuff.m_itemid;
1759                         break;
1760         }
1761         bool have_buff = (e.buffs & thebuff.m_itemid);
1762         return (had_buff != have_buff);
1763 }
1764
1765 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1766 {
1767         if(v1 == v0)
1768                 return;
1769         if(v1 <= v0 - t)
1770         {
1771                 if(snd_decr != NULL)
1772                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1773         }
1774         else if(v0 >= v0 + t)
1775         {
1776                 if(snd_incr != NULL)
1777                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1778         }
1779 }
1780
1781 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1782 {
1783         if(v0 < v1)
1784                 e.(rotfield) = max(e.(rotfield), time + rottime);
1785         else if(v0 > v1)
1786                 e.(regenfield) = max(e.(regenfield), time + regentime);
1787 }
1788 float GiveItems(entity e, float beginarg, float endarg)
1789 {
1790         float got, i, val, op;
1791         string cmd;
1792
1793         val = 999;
1794         op = OP_SET;
1795
1796         got = 0;
1797
1798         int _switchweapon = 0;
1799
1800         if(CS(e).autoswitch)
1801         {
1802                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1803                 {
1804                         .entity weaponentity = weaponentities[slot];
1805                         if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1806                         if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1807                                 _switchweapon |= BIT(slot);
1808                 }
1809         }
1810
1811         e.strength_finished = max(0, e.strength_finished - time);
1812         e.invincible_finished = max(0, e.invincible_finished - time);
1813         e.superweapons_finished = max(0, e.superweapons_finished - time);
1814
1815         PREGIVE(e, items);
1816         PREGIVE_WEAPONS(e);
1817         PREGIVE(e, strength_finished);
1818         PREGIVE(e, invincible_finished);
1819         PREGIVE(e, superweapons_finished);
1820         PREGIVE(e, ammo_nails);
1821         PREGIVE(e, ammo_cells);
1822         PREGIVE(e, ammo_plasma);
1823         PREGIVE(e, ammo_shells);
1824         PREGIVE(e, ammo_rockets);
1825         PREGIVE(e, ammo_fuel);
1826         PREGIVE(e, armorvalue);
1827         PREGIVE(e, health);
1828
1829         for(i = beginarg; i < endarg; ++i)
1830         {
1831                 cmd = argv(i);
1832
1833                 if(cmd == "0" || stof(cmd))
1834                 {
1835                         val = stof(cmd);
1836                         continue;
1837                 }
1838                 switch(cmd)
1839                 {
1840                         case "no":
1841                                 op = OP_MAX;
1842                                 val = 0;
1843                                 continue;
1844                         case "max":
1845                                 op = OP_MAX;
1846                                 continue;
1847                         case "min":
1848                                 op = OP_MIN;
1849                                 continue;
1850                         case "plus":
1851                                 op = OP_PLUS;
1852                                 continue;
1853                         case "minus":
1854                                 op = OP_MINUS;
1855                                 continue;
1856                         case "ALL":
1857                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1858                                 got += GiveValue(e, strength_finished, op, val);
1859                                 got += GiveValue(e, invincible_finished, op, val);
1860                                 got += GiveValue(e, superweapons_finished, op, val);
1861                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1862                         case "all":
1863                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1864                                 got += GiveValue(e, health, op, val);
1865                                 got += GiveValue(e, armorvalue, op, val);
1866                         case "allweapons":
1867                                 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1868                         //case "allbuffs": // all buffs makes a player god, do not want!
1869                                 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1870                         case "allammo":
1871                                 got += GiveValue(e, ammo_cells, op, val);
1872                                 got += GiveValue(e, ammo_plasma, op, val);
1873                                 got += GiveValue(e, ammo_shells, op, val);
1874                                 got += GiveValue(e, ammo_nails, op, val);
1875                                 got += GiveValue(e, ammo_rockets, op, val);
1876                                 got += GiveValue(e, ammo_fuel, op, val);
1877                                 break;
1878                         case "unlimited_ammo":
1879                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1880                                 break;
1881                         case "unlimited_weapon_ammo":
1882                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1883                                 break;
1884                         case "unlimited_superweapons":
1885                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1886                                 break;
1887                         case "jetpack":
1888                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1889                                 break;
1890                         case "fuel_regen":
1891                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1892                                 break;
1893                         case "strength":
1894                                 got += GiveValue(e, strength_finished, op, val);
1895                                 break;
1896                         case "invincible":
1897                                 got += GiveValue(e, invincible_finished, op, val);
1898                                 break;
1899                         case "superweapons":
1900                                 got += GiveValue(e, superweapons_finished, op, val);
1901                                 break;
1902                         case "cells":
1903                                 got += GiveValue(e, ammo_cells, op, val);
1904                                 break;
1905                         case "plasma":
1906                                 got += GiveValue(e, ammo_plasma, op, val);
1907                                 break;
1908                         case "shells":
1909                                 got += GiveValue(e, ammo_shells, op, val);
1910                                 break;
1911                         case "nails":
1912                         case "bullets":
1913                                 got += GiveValue(e, ammo_nails, op, val);
1914                                 break;
1915                         case "rockets":
1916                                 got += GiveValue(e, ammo_rockets, op, val);
1917                                 break;
1918                         case "health":
1919                                 got += GiveValue(e, health, op, val);
1920                                 break;
1921                         case "armor":
1922                                 got += GiveValue(e, armorvalue, op, val);
1923                                 break;
1924                         case "fuel":
1925                                 got += GiveValue(e, ammo_fuel, op, val);
1926                                 break;
1927                         default:
1928                                 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
1929                                 {
1930                                         got += GiveBuff(e, it, op, val);
1931                                         break;
1932                                 });
1933                                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1934                     got += GiveWeapon(e, it.m_id, op, val);
1935                     break;
1936                                 });
1937                                 break;
1938                 }
1939                 val = 999;
1940                 op = OP_SET;
1941         }
1942
1943         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1944         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1945         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1946         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1947         FOREACH(Weapons, it != WEP_Null, {
1948                 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1949                 if(!(save_weapons & (it.m_wepset)))
1950                         if(e.weapons & (it.m_wepset))
1951                                 it.wr_init(it);
1952         });
1953         POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1954         POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1955         //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1956         POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1957         POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1958         POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1959         POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1960         POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1961         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);
1962         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);
1963         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);
1964
1965         if(e.superweapons_finished <= 0)
1966                 if(e.weapons & WEPSET_SUPERWEAPONS)
1967                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1968
1969         if(e.strength_finished <= 0)
1970                 e.strength_finished = 0;
1971         else
1972                 e.strength_finished += time;
1973         if(e.invincible_finished <= 0)
1974                 e.invincible_finished = 0;
1975         else
1976                 e.invincible_finished += time;
1977         if(e.superweapons_finished <= 0)
1978                 e.superweapons_finished = 0;
1979         else
1980                 e.superweapons_finished += time;
1981
1982         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1983         {
1984                 .entity weaponentity = weaponentities[slot];
1985                 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1986                 if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1987                         _switchweapon |= BIT(slot);
1988         }
1989
1990         if(_switchweapon)
1991         {
1992                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1993                 {
1994                         .entity weaponentity = weaponentities[slot];
1995                         if(_switchweapon & BIT(slot))
1996                         {
1997                                 Weapon wep = w_getbestweapon(e, weaponentity);
1998                                 if(wep != e.(weaponentity).m_switchweapon)
1999                                         W_SwitchWeapon_Force(e, wep, weaponentity);
2000                         }
2001                 }
2002         }
2003
2004         return got;
2005 }
2006 #endif