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Minor cleanups
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / items / items.qc
1 #include "items.qh"
2
3 #include <common/constants.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/gamemodes/gamemode/cts/cts.qh>
6 #include <common/items/_mod.qh>
7 #include <common/mapobjects/subs.qh>
8 #include <common/mapobjects/triggers.qh>
9 #include <common/monsters/_mod.qh>
10 #include <common/mutators/mutator/buffs/buffs.qh>
11 #include <common/mutators/mutator/buffs/sv_buffs.qh>
12 #include <common/mutators/mutator/powerups/_mod.qh>
13 #include <common/mutators/mutator/status_effects/_mod.qh>
14 #include <common/net_linked.qh>
15 #include <common/notifications/all.qh>
16 #include <common/resources/resources.qh>
17 #include <common/util.qh>
18 #include <common/weapons/_all.qh>
19 #include <common/wepent.qh>
20 #include <lib/warpzone/common.qh>
21 #include <lib/warpzone/util_server.qh>
22 #include <server/bot/api.qh>
23 #include <server/command/vote.qh>
24 #include <server/damage.qh>
25 #include <server/mutators/_mod.qh>
26 #include <server/teamplay.qh>
27 #include <server/weapons/common.qh>
28 #include <server/weapons/selection.qh>
29 #include <server/weapons/weaponsystem.qh>
30 #include <server/world.qh>
31
32 bool ItemSend(entity this, entity to, int sf)
33 {
34         if(this.gravity)
35                 sf |= ISF_DROP;
36         else
37                 sf &= ~ISF_DROP;
38
39         WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
40         WriteByte(MSG_ENTITY, sf);
41
42         //WriteByte(MSG_ENTITY, this.cnt);
43         if(sf & ISF_LOCATION)
44         {
45                 WriteVector(MSG_ENTITY, this.origin);
46         }
47
48         if(sf & ISF_ANGLES)
49         {
50                 WriteAngleVector(MSG_ENTITY, this.angles);
51         }
52
53         // sets size on the client, unused on server
54         //if(sf & ISF_SIZE)
55
56         if(sf & ISF_STATUS)
57                 WriteByte(MSG_ENTITY, this.ItemStatus);
58
59         if(sf & ISF_MODEL)
60         {
61                 WriteShort(MSG_ENTITY, bound(0, this.fade_end, 32767));
62                 WriteShort(MSG_ENTITY, bound(0, this.fade_start, 32767));
63
64                 if(this.mdl == "")
65                         LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
66
67                 WriteString(MSG_ENTITY, this.mdl);
68                 WriteByte(MSG_ENTITY, bound(0, this.skin, 255));
69         }
70
71         if(sf & ISF_COLORMAP)
72         {
73                 WriteShort(MSG_ENTITY, this.colormap);
74                 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
75                 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
76                 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
77         }
78
79         if(sf & ISF_DROP)
80         {
81                 WriteVector(MSG_ENTITY, this.velocity);
82         }
83
84         return true;
85 }
86
87 void ItemUpdate(entity this)
88 {
89         this.oldorigin = this.origin;
90         this.SendFlags |= ISF_LOCATION;
91 }
92
93 void UpdateItemAfterTeleport(entity this)
94 {
95         if(getSendEntity(this) == ItemSend)
96                 ItemUpdate(this);
97 }
98
99 bool have_pickup_item(entity this)
100 {
101         if (this.itemdef.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
102                 return false;
103
104         if(this.itemdef.instanceOfPowerup)
105         {
106                 if(autocvar_g_powerups > 0)
107                         return true;
108                 if(autocvar_g_powerups == 0)
109                         return false;
110         }
111         else
112         {
113                 if(autocvar_g_pickup_items > 0)
114                         return true;
115                 if(autocvar_g_pickup_items == 0)
116                         return false;
117                 if(g_weaponarena)
118                         if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
119                                 return false;
120         }
121         return true;
122 }
123
124 void Item_Show(entity e, int mode)
125 {
126         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
127         e.ItemStatus &= ~ITS_STAYWEP;
128         entity def = e.itemdef;
129         if (mode > 0)
130         {
131                 // make the item look normal, and be touchable
132                 e.model = e.mdl;
133                 e.solid = SOLID_TRIGGER;
134                 e.spawnshieldtime = 1;
135                 e.ItemStatus |= ITS_AVAILABLE;
136         }
137         else if (mode < 0)
138         {
139                 // hide the item completely
140                 e.model = string_null;
141                 e.solid = SOLID_NOT;
142                 e.spawnshieldtime = 1;
143                 e.ItemStatus &= ~ITS_AVAILABLE;
144         }
145         else
146         {
147                 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
148                         || e.team // weapon stay isn't supported for teamed weapons
149                         ;
150                 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
151                 {
152                         // make the item translucent and not touchable
153                         e.model = e.mdl;
154                         e.solid = SOLID_TRIGGER; // can STILL be picked up!
155                         e.effects |= EF_STARDUST;
156                         e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
157                         e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
158                 }
159                 else
160                 {
161                         //setmodel(e, "null");
162                         e.solid = SOLID_NOT;
163                         e.colormod = '0 0 0';
164                         //e.glowmod = e.colormod;
165                         e.spawnshieldtime = 1;
166                         e.ItemStatus &= ~ITS_AVAILABLE;
167                 }
168         }
169
170         if (def.m_glow)
171                 e.ItemStatus |= ITS_GLOW;
172
173         if (autocvar_g_nodepthtestitems)
174                 e.effects |= EF_NODEPTHTEST;
175
176         if (autocvar_g_fullbrightitems)
177                 e.ItemStatus |= ITS_ALLOWFB;
178         else
179                 e.ItemStatus &= ~ITS_ALLOWFB;
180
181         if (autocvar_sv_simple_items)
182                 e.ItemStatus |= ITS_ALLOWSI;
183
184         // relink entity (because solid may have changed)
185         setorigin(e, e.origin);
186         e.SendFlags |= ISF_STATUS;
187 }
188
189 void Item_Think(entity this)
190 {
191         this.nextthink = time;
192         if(this.origin != this.oldorigin)
193                 ItemUpdate(this);
194 }
195
196 bool Item_ItemsTime_SpectatorOnly(GameItem it);
197 bool Item_ItemsTime_Allow(GameItem it);
198 float Item_ItemsTime_UpdateTime(entity e, float t);
199 void Item_ItemsTime_SetTime(entity e, float t);
200 void Item_ItemsTime_SetTimesForAllPlayers();
201
202 void Item_Respawn(entity this)
203 {
204         Item_Show(this, 1);
205         sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM);     // play respawn sound
206
207         if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
208         {
209                 float t = Item_ItemsTime_UpdateTime(this, 0);
210                 Item_ItemsTime_SetTime(this, t);
211                 Item_ItemsTime_SetTimesForAllPlayers();
212         }
213
214         setthink(this, Item_Think);
215         this.nextthink = time;
216
217         //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
218         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
219 }
220
221 void Item_RespawnCountdown(entity this)
222 {
223         if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
224         {
225                 if(this.waypointsprite_attached)
226                         WaypointSprite_Kill(this.waypointsprite_attached);
227                 Item_Respawn(this);
228         }
229         else
230         {
231                 this.nextthink = time + 1;
232                 this.item_respawncounter += 1;
233                 if(this.item_respawncounter == 1)
234                 {
235                         do {
236                                 {
237                                         entity wi = REGISTRY_GET(Weapons, this.weapon);
238                                         if (wi != WEP_Null) {
239                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
240                                                 wp.wp_extra = wi.m_id;
241                                                 break;
242                                         }
243                                 }
244                                 {
245                                         entity ii = this.itemdef;
246                                         if (ii != NULL) {
247                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
248                                                 wp.wp_extra = ii.m_id;
249                                                 break;
250                                         }
251                                 }
252                         } while (0);
253                         bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
254                         if(this.waypointsprite_attached)
255                         {
256                                 GameItem def = this.itemdef;
257                                 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
258                                         WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
259                                 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
260                         }
261                 }
262
263                 if(this.waypointsprite_attached)
264                 {
265                         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
266                                 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
267                                 {
268                                         msg_entity = it;
269                                         soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM, 0); // play respawn sound
270                                 }
271                         });
272
273                         WaypointSprite_Ping(this.waypointsprite_attached);
274                         //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
275                 }
276         }
277 }
278
279 void Item_RespawnThink(entity this)
280 {
281         this.nextthink = time;
282         if(this.origin != this.oldorigin)
283                 ItemUpdate(this);
284
285         if(time >= this.wait)
286                 Item_Respawn(this);
287 }
288
289 void Item_ScheduleRespawnIn(entity e, float t)
290 {
291         // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
292         if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
293         {
294                 setthink(e, Item_RespawnCountdown);
295                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
296                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
297                 e.item_respawncounter = 0;
298                 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
299                 {
300                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
301                         Item_ItemsTime_SetTime(e, t);
302                         Item_ItemsTime_SetTimesForAllPlayers();
303                 }
304         }
305         else
306         {
307                 setthink(e, Item_RespawnThink);
308                 e.nextthink = time;
309                 e.scheduledrespawntime = time + t;
310                 e.wait = time + t;
311
312                 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
313                 {
314                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
315                         Item_ItemsTime_SetTime(e, t);
316                         Item_ItemsTime_SetTimesForAllPlayers();
317                 }
318         }
319 }
320
321 AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to 0) can be used to achieve a constant number of items spawned *per player*");
322 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");
323 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");
324
325 /// Adjust respawn time according to the number of players.
326 float adjust_respawntime(float normal_respawntime) {
327         float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
328         float o = autocvar_g_pickup_respawntime_scaling_offset;
329         float l = autocvar_g_pickup_respawntime_scaling_linear;
330
331         if (r == 0 && l == 1) {
332                 return normal_respawntime;
333         }
334
335         entity balance = TeamBalance_CheckAllowedTeams(NULL);
336         TeamBalance_GetTeamCounts(balance, NULL);
337         int players = 0;
338         for (int i = 1; i <= NUM_TEAMS; ++i)
339         {
340                 if (TeamBalance_IsTeamAllowed(balance, i))
341                 {
342                         players += TeamBalance_GetNumberOfPlayers(balance, i);
343                 }
344         }
345         TeamBalance_Destroy(balance);
346
347         if (players >= 2) {
348                 return normal_respawntime * (r / (players + o) + l);
349         } else {
350                 return normal_respawntime;
351         }
352 }
353
354 void Item_ScheduleRespawn(entity e)
355 {
356         if(e.respawntime > 0)
357         {
358                 Item_Show(e, 0);
359
360                 float adjusted_respawntime = adjust_respawntime(e.respawntime);
361                 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
362
363                 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
364                 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
365                 Item_ScheduleRespawnIn(e, respawn_in);
366         }
367         else // if respawntime is -1, this item does not respawn
368                 Item_Show(e, -1);
369 }
370
371 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
372         "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");
373
374 void Item_ScheduleInitialRespawn(entity e)
375 {
376         Item_Show(e, 0);
377
378         float spawn_in;
379         if (autocvar_g_pickup_respawntime_initial_random == 0)
380         {
381                 // range: respawntime .. respawntime + respawntimejitter
382                 spawn_in = e.respawntime + random() * e.respawntimejitter;
383         }
384         else
385         {
386                 float rnd;
387                 if (autocvar_g_pickup_respawntime_initial_random == 1)
388                 {
389                         static float shared_random = 0;
390                         // NOTE this code works only if items are scheduled at the same time (normal case)
391                         // NOTE2 random() can't return exactly 1 so this check always work as intended
392                         if (!shared_random || floor(time) > shared_random)
393                                 shared_random = floor(time) + random();
394                         rnd = shared_random - floor(time);
395                 }
396                 else
397                         rnd = random();
398
399                 // range:
400                 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
401                 // else: 0 .. ITEM_RESPAWN_TICKS
402                 // this is to prevent powerups spawning unexpectedly without waypoints
403                 spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
404         }
405
406         Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
407 }
408
409 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
410         entity ammo_entity)
411 {
412         if (num_weapons == 0)
413         {
414                 return;
415         }
416         int num_potential_weapons = tokenize_console(weapon_names);
417         for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
418         {
419                 RandomSelection_Init();
420                 for (int weapon_index = 0; weapon_index < num_potential_weapons;
421                         ++weapon_index)
422                 {
423                         string weapon = argv(weapon_index);
424                         FOREACH(Weapons, it != WEP_Null,
425                         {
426                                 // Finding a weapon which player doesn't have.
427                                 if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
428                                 {
429                                         RandomSelection_AddEnt(it, 1, 1);
430                                         break;
431                                 }
432                         });
433                 }
434                 if (RandomSelection_chosen_ent == NULL)
435                 {
436                         return;
437                 }
438                 STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
439                 if (RandomSelection_chosen_ent.ammo_type == RES_NONE)
440                 {
441                         continue;
442                 }
443                 if (GetResource(receiver,
444                         RandomSelection_chosen_ent.ammo_type) != 0)
445                 {
446                         continue;
447                 }
448                 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
449                         GetResource(ammo_entity,
450                         RandomSelection_chosen_ent.ammo_type));
451         }
452 }
453
454 bool Item_GiveAmmoTo(entity item, entity player, Resource res_type, float ammomax)
455 {
456         float amount = GetResource(item, res_type);
457         if (amount == 0)
458         {
459                 return false;
460         }
461         float player_amount = GetResource(player, res_type);
462         if (item.spawnshieldtime)
463         {
464                 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
465                         return false;
466         }
467         else if (g_weapon_stay == 2)
468         {
469                 ammomax = min(amount, ammomax);
470                 if(player_amount >= ammomax)
471                         return false;
472         }
473         else
474                 return false;
475         if (amount < 0)
476                 TakeResourceWithLimit(player, res_type, -amount, ammomax);
477         else
478                 GiveResourceWithLimit(player, res_type, amount, ammomax);
479         return true;
480 }
481
482 void Item_NotifyWeapon(entity player, int wep)
483 {
484         FOREACH_CLIENT(IS_REAL_CLIENT(it) && (it == player || (IS_SPEC(it) && it.enemy == player)), {
485                 msg_entity = it;
486                 WriteHeader(MSG_ONE, TE_CSQC_WEAPONPICKUP);
487                 WriteByte(MSG_ONE, wep);
488         });
489 }
490
491 bool Item_GiveTo(entity item, entity player)
492 {
493         // if nothing happens to player, just return without taking the item
494         int _switchweapon = 0;
495         // in case the player has autoswitch enabled do the following:
496         // if the player is using their best weapon before items are given, they
497         // probably want to switch to an even better weapon after items are given
498
499         if(CS_CVAR(player).cvar_cl_autoswitch)
500         {
501                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
502                 {
503                         .entity weaponentity = weaponentities[slot];
504                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
505                         {
506                                 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
507                                         _switchweapon |= BIT(slot);
508
509                                 if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
510                                         _switchweapon |= BIT(slot);
511                         }
512                 }
513         }
514         bool pickedup = false;
515         pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health);
516         pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue);
517         pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max);
518         pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max);
519         pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max);
520         pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max);
521         pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max);
522         pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max);
523         if (item.itemdef.instanceOfWeaponPickup)
524         {
525                 WepSet w, wp;
526                 w = STAT(WEAPONS, item);
527                 wp = w & ~STAT(WEAPONS, player);
528
529                 if (wp || (item.spawnshieldtime && item.pickup_anyway > 0))
530                 {
531                         pickedup = true;
532                         FOREACH(Weapons, it != WEP_Null, {
533                                 if(w & (it.m_wepset))
534                                         Item_NotifyWeapon(player, it.m_id);
535
536                                 if(wp & (it.m_wepset))
537                                 {
538                                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
539                                         {
540                                                 .entity weaponentity = weaponentities[slot];
541                                                 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
542                                                         W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
543                                         }
544                                         W_GiveWeapon(player, it.m_id);
545                                 }
546                         });
547                 }
548         }
549
550         if (item.itemdef.instanceOfPowerup)
551         {
552                 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
553                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
554                 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
555                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
556         }
557
558         int its;
559         if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
560         {
561                 pickedup = true;
562                 player.items |= its;
563                 // TODO: we probably want to show a message in the console, but not this one!
564                 //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
565         }
566
567         if (item.strength_finished)
568         {
569                 pickedup = true;
570                 float t = max(StatusEffects_gettime(STATUSEFFECT_Strength, player), time);
571                 if (autocvar_g_powerups_stack)
572                         t += item.strength_finished;
573                 else
574                         t = max(t, time + item.strength_finished);
575                 StatusEffects_apply(STATUSEFFECT_Strength, player, t, 0);
576         }
577         if (item.invincible_finished)
578         {
579                 pickedup = true;
580                 float t = max(StatusEffects_gettime(STATUSEFFECT_Shield, player), time);
581                 if (autocvar_g_powerups_stack)
582                         t += item.invincible_finished;
583                 else
584                         t = max(t, time + item.invincible_finished);
585                 StatusEffects_apply(STATUSEFFECT_Shield, player, t, 0);
586         }
587         if (item.speed_finished)
588         {
589                 pickedup = true;
590                 float t = max(StatusEffects_gettime(STATUSEFFECT_Speed, player), time);
591                 if (autocvar_g_powerups_stack)
592                         t += item.speed_finished;
593                 else
594                         t = max(t, time + item.speed_finished);
595                 StatusEffects_apply(STATUSEFFECT_Speed, player, t, 0);
596         }
597         if (item.invisibility_finished)
598         {
599                 pickedup = true;
600                 float t = max(StatusEffects_gettime(STATUSEFFECT_Invisibility, player), time);
601                 if (autocvar_g_powerups_stack)
602                         t += item.invisibility_finished;
603                 else
604                         t = max(t, time + item.invisibility_finished);
605                 StatusEffects_apply(STATUSEFFECT_Invisibility, player, t, 0);
606         }
607         if (item.superweapons_finished)
608         {
609                 pickedup = true;
610                 StatusEffects_apply(STATUSEFFECT_Superweapons, player, max(StatusEffects_gettime(STATUSEFFECT_Superweapons, player), time) + item.superweapons_finished, 0);
611         }
612
613         // always eat teamed entities
614         if(item.team)
615                 pickedup = true;
616
617         if (!pickedup)
618                 return false;
619
620         // crude hack to enforce switching weapons
621         if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS_CVAR(player).cvar_cl_cts_noautoswitch)
622         {
623                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
624                 {
625                         .entity weaponentity = weaponentities[slot];
626                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
627                                 W_SwitchWeapon_Force(player, REGISTRY_GET(Weapons, item.weapon), weaponentity);
628                 }
629                 return true;
630         }
631
632         if(_switchweapon)
633         {
634                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
635                 {
636                         .entity weaponentity = weaponentities[slot];
637                         if(_switchweapon & BIT(slot))
638                         if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
639                                 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
640                 }
641         }
642
643         return true;
644 }
645
646 void Item_Touch(entity this, entity toucher)
647 {
648         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
649         if (Item_IsLoot(this))
650         {
651                 if (ITEM_TOUCH_NEEDKILL())
652                 {
653                         RemoveItem(this);
654                         return;
655                 }
656         }
657
658         if(!(toucher.flags & FL_PICKUPITEMS)
659         || STAT(FROZEN, toucher)
660         || IS_DEAD(toucher)
661         || (this.solid != SOLID_TRIGGER)
662         || (this.owner == toucher)
663         || (time < this.item_spawnshieldtime)
664         ) { return; }
665
666         switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
667         {
668                 case MUT_ITEMTOUCH_RETURN: { return; }
669                 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
670         }
671
672         toucher = M_ARGV(1, entity);
673
674         if (Item_IsExpiring(this))
675         {
676                 this.strength_finished = max(0, this.strength_finished - time);
677                 this.invincible_finished = max(0, this.invincible_finished - time);
678                 this.speed_finished = max(0, this.speed_finished - time);
679                 this.invisibility_finished = max(0, this.invisibility_finished - time);
680                 this.superweapons_finished = max(0, this.superweapons_finished - time);
681         }
682         bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
683         if (!gave)
684         {
685                 if (Item_IsExpiring(this))
686                 {
687                         // undo what we did above
688                         this.strength_finished += time;
689                         this.invincible_finished += time;
690                         this.speed_finished += time;
691                         this.invisibility_finished += time;
692                         this.superweapons_finished += time;
693                 }
694                 return;
695         }
696
697 LABEL(pickup)
698
699         if(this.target && this.target != "" && this.target != "###item###") // defrag support
700                 SUB_UseTargets(this, toucher, NULL);
701
702         STAT(LAST_PICKUP, toucher) = time;
703
704         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
705         _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);
706
707         MUTATOR_CALLHOOK(ItemTouched, this, toucher);
708         if (wasfreed(this))
709         {
710                 return;
711         }
712
713         if (Item_IsLoot(this))
714         {
715                 delete(this);
716                 return;
717         }
718         if (!this.spawnshieldtime)
719         {
720                 return;
721         }
722         entity e;
723         if (this.team)
724         {
725                 RandomSelection_Init();
726                 IL_EACH(g_items, it.team == this.team,
727                 {
728                         if (it.itemdef) // is a registered item
729                         {
730                                 Item_Show(it, -1);
731                                 it.scheduledrespawntime = 0;
732                                 RandomSelection_AddEnt(it, it.cnt, 0);
733                         }
734                 });
735                 e = RandomSelection_chosen_ent;
736                 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
737         }
738         else
739                 e = this;
740         Item_ScheduleRespawn(e);
741 }
742
743 void Item_Reset(entity this)
744 {
745         Item_Show(this, !this.state);
746
747         if (Item_IsLoot(this))
748         {
749                 return;
750         }
751         setthink(this, Item_Think);
752         this.nextthink = time;
753         if (this.waypointsprite_attached)
754         {
755                 WaypointSprite_Kill(this.waypointsprite_attached);
756         }
757         if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
758         {
759                 Item_ScheduleInitialRespawn(this);
760         }
761 }
762
763 void Item_FindTeam(entity this)
764 {
765         if(!(this.effects & EF_NOGUNBOB)) // marker for item team search
766                 return;
767
768         LOG_TRACE("Initializing item team ", ftos(this.team));
769         RandomSelection_Init();
770         IL_EACH(g_items, it.team == this.team,
771         {
772                 if(it.itemdef) // is a registered item
773                         RandomSelection_AddEnt(it, it.cnt, 0);
774         });
775
776         entity e = RandomSelection_chosen_ent;
777         if (!e)
778                 return;
779
780         IL_EACH(g_items, it.team == this.team,
781         {
782                 if(it.itemdef) // is a registered item
783                 {
784                         if(it != e)
785                         {
786                                 Item_Show(it, -1); // make it non-spawned
787                                 if (it.waypointsprite_attached)
788                                         WaypointSprite_Kill(it.waypointsprite_attached);
789                                 it.nextthink = 0; // disable any scheduled powerup spawn
790                         }
791                         else
792                                 Item_Reset(it);
793
794                         // leave 'this' marked so Item_FindTeam() works when called again via this.reset
795                         if(it != this)
796                                 it.effects &= ~EF_NOGUNBOB;
797                 }
798         });
799 }
800
801 void Item_CopyFields(entity this, entity to)
802 {
803         setorigin(to, this.origin);
804         to.spawnflags = this.spawnflags;
805         to.noalign = Item_ShouldKeepPosition(this);
806         to.cnt = this.cnt;
807         to.team = this.team;
808         to.spawnfunc_checked = true;
809         // TODO: copy respawn times? this may not be desirable in some cases
810         //to.respawntime = this.respawntime;
811         //to.respawntimejitter = this.respawntimejitter;
812 }
813
814 // Savage: used for item garbage-collection
815 void RemoveItem(entity this)
816 {
817         if(wasfreed(this) || !this) { return; }
818         if(this.waypointsprite_attached)
819                 WaypointSprite_Kill(this.waypointsprite_attached);
820         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
821         delete(this);
822 }
823
824 // pickup evaluation functions
825 // these functions decide how desirable an item is to the bots
826
827 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
828
829 float weapon_pickupevalfunc(entity player, entity item)
830 {
831         // See if I have it already
832         if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
833         {
834                 // If I can pick it up
835                 if(!item.spawnshieldtime)
836                         return 0;
837                 return ammo_pickupevalfunc(player, item);
838         }
839
840         // reduce weapon value if bot already got a good arsenal
841         float c = 1;
842         int weapons_value = 0;
843         FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
844                 weapons_value += it.bot_pickupbasevalue;
845         });
846         c -= bound(0, weapons_value / 20000, 1) * 0.5;
847
848         return item.bot_pickupbasevalue * c;
849 }
850
851 float ammo_pickupevalfunc(entity player, entity item)
852 {
853         entity item_resource = NULL; // pointer to the resource that may be associated with the given item
854         entity wpn = NULL;
855         float c = 0;
856         float rating = 0;
857
858         // detect needed ammo
859         if(item.itemdef.instanceOfWeaponPickup)
860         {
861                 entity res = item.itemdef.m_weapon.ammo_type;
862                 entity ammo = (res != RES_NONE) ? GetAmmoItem(res) : NULL;
863                 if(!ammo)
864                         return 0;
865                 if(res != RES_NONE && GetResource(item, res))
866                         item_resource = res;
867
868                 wpn = item;
869                 rating = ammo.m_botvalue;
870         }
871         else
872         {
873                 FOREACH(Weapons, it != WEP_Null, {
874                         if(!(STAT(WEAPONS, player) & (it.m_wepset)))
875                                 continue;
876                         if(it.ammo_type == RES_NONE)
877                                 continue;
878
879                         if(GetResource(item, it.ammo_type))
880                         {
881                                 item_resource = it.ammo_type;
882                                 break;
883                         }
884                 });
885                 rating = item.bot_pickupbasevalue;
886         }
887
888         float noammorating = 0.5;
889
890         if(item_resource && (GetResource(player, item_resource) < GetResourceLimit(player, item_resource)))
891                 c = GetResource(item, item_resource) / max(noammorating, GetResource(player, item_resource));
892
893         rating *= min(c, 2);
894         if(wpn)
895                 rating += wpn.bot_pickupbasevalue * 0.1;
896         return rating;
897 }
898
899 float healtharmor_pickupevalfunc(entity player, entity item)
900 {
901         float c = 0;
902         float rating = item.bot_pickupbasevalue;
903
904         float itemarmor = GetResource(item, RES_ARMOR);
905         float itemhealth = GetResource(item, RES_HEALTH);
906
907         if(item.item_group)
908         {
909                 itemarmor *= min(4, item.item_group_count);
910                 itemhealth *= min(4, item.item_group_count);
911         }
912
913         if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue))
914                 c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3);
915
916         if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health))
917                 c = itemhealth / max(1, GetResource(player, RES_HEALTH));
918
919         rating *= min(2, c);
920         return rating;
921 }
922
923 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
924 {
925         if(ITEM_DAMAGE_NEEDKILL(deathtype))
926                 RemoveItem(this);
927 }
928
929 void item_use(entity this, entity actor, entity trigger)
930 {
931         // use the touch function to handle collection
932         gettouch(this)(this, actor);
933 }
934
935 // if defaultrespawntime is 0 get respawntime from the item definition
936 // if defaultrespawntimejitter is 0 get respawntimejitter from the item definition
937 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
938 {
939         string itemname = def.m_name;
940         Model itemmodel = def.m_model;
941         Sound pickupsound = def.m_sound;
942         float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
943         float pickupbasevalue = def.m_botvalue;
944         int itemflags = def.m_itemflags;
945
946         startitem_failed = false;
947
948         this.item_model_ent = itemmodel;
949         this.item_pickupsound_ent = pickupsound;
950
951         if(def.m_iteminit)
952                 def.m_iteminit(def, this);
953
954         if(!this.pickup_anyway && def.m_pickupanyway)
955                 this.pickup_anyway = def.m_pickupanyway();
956
957         int itemid = def.m_itemid;
958         this.items = itemid;
959         int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
960         this.weapon = weaponid;
961
962         if(!this.fade_end)
963         {
964                 this.fade_start = autocvar_g_items_mindist;
965                 this.fade_end = autocvar_g_items_maxdist;
966         }
967
968         if(weaponid)
969                 STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
970
971         this.flags = FL_ITEM | itemflags;
972         IL_PUSH(g_items, this);
973
974         if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
975         {
976                 startitem_failed = true;
977                 delete(this);
978                 return;
979         }
980
981         if (Item_IsLoot(this))
982         {
983                 this.reset = RemoveItem;
984                 set_movetype(this, MOVETYPE_TOSS);
985
986                 // Savage: remove thrown items after a certain period of time ("garbage collection")
987                 setthink(this, RemoveItem);
988                 this.nextthink = time + autocvar_g_items_dropped_lifetime;
989
990                 this.takedamage = DAMAGE_YES;
991                 this.event_damage = Item_Damage;
992                 // enable this to have thrown items burn in lava
993                 //this.damagedbycontents = true;
994                 //IL_PUSH(g_damagedbycontents, this);
995
996                 if (Item_IsExpiring(this))
997                 {
998                         // if item is worthless after a timer, have it expire then
999                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1000                 }
1001
1002                 // don't drop if in a NODROP zone (such as lava)
1003                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1004                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1005                 {
1006                         startitem_failed = true;
1007                         delete(this);
1008                         return;
1009                 }
1010         }
1011         else
1012         {
1013                 // must be done after def.m_iteminit() as that may set ITEM_FLAG_MUTATORBLOCKED
1014                 if(!have_pickup_item(this))
1015                 {
1016                         startitem_failed = true;
1017                         delete(this);
1018                         return;
1019                 }
1020
1021                 // must be done before Item_Reset() and after MUTATORBLOCKED check (blocked items may have null func ptrs)
1022                 if(!this.respawntime) // both need to be set
1023                 {
1024                         this.respawntime = defaultrespawntime ? defaultrespawntime : def.m_respawntime();
1025                         this.respawntimejitter = defaultrespawntimejitter ? defaultrespawntimejitter : def.m_respawntimejitter();
1026                 }
1027
1028                 if(this.angles != '0 0 0')
1029                         this.SendFlags |= ISF_ANGLES;
1030
1031                 if(q3compat && !this.team)
1032                 {
1033                         string t = GetField_fullspawndata(this, "team");
1034                         // bones_was_here: this hack is cheaper than changing to a .string strcmp()
1035                         if(t) this.team = crc16(false, t);
1036                 }
1037
1038                 this.reset = this.team ? Item_FindTeam : Item_Reset;
1039                 // it's a level item
1040                 if(this.spawnflags & 1)
1041                         this.noalign = 1;
1042                 if (this.noalign > 0)
1043                         set_movetype(this, MOVETYPE_NONE);
1044                 else
1045                         set_movetype(this, MOVETYPE_TOSS);
1046                 // do item filtering according to game mode and other things
1047                 if (this.noalign <= 0)
1048                 {
1049                         // first nudge it off the floor a little bit to avoid math errors
1050                         setorigin(this, this.origin + '0 0 1');
1051                         // set item size before we spawn a spawnfunc_waypoint
1052                         setsize(this, def.m_mins, def.m_maxs);
1053                         this.SendFlags |= ISF_SIZE;
1054                         // note droptofloor returns false if stuck/or would fall too far
1055                         if (!this.noalign)
1056                                 droptofloor(this);
1057                         waypoint_spawnforitem(this);
1058                 }
1059
1060                 /*
1061                  * can't do it that way, as it would break maps
1062                  * TODO make a target_give like entity another way, that perhaps has
1063                  * the weapon name in a key
1064                 if(this.targetname)
1065                 {
1066                         // target_give not yet supported; maybe later
1067                         print("removed targeted ", this.classname, "\n");
1068                         startitem_failed = true;
1069                         delete(this);
1070                         return;
1071                 }
1072                 */
1073
1074                 if(this.targetname != "" && (this.spawnflags & 16))
1075                         this.use = item_use;
1076
1077                 if(autocvar_spawn_debug >= 2)
1078                 {
1079                         // why not flags & fl_item?
1080                         FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1081                                 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1082                                 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1083                                 error("Mapper sucks.");
1084                         });
1085                         this.is_item = true;
1086                 }
1087
1088                 weaponsInMap |= WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
1089
1090                 if (        def.instanceOfPowerup
1091                         ||  def.instanceOfWeaponPickup
1092                         || (def.instanceOfHealth && def != ITEM_HealthSmall)
1093                         || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1094                         || (itemid & (IT_KEY1 | IT_KEY2))
1095                 )
1096                 {
1097                         if(!this.target || this.target == "")
1098                                 this.target = "###item###"; // for finding the nearest item using findnearest
1099                 }
1100
1101                 Item_ItemsTime_SetTime(this, 0);
1102         }
1103
1104         this.bot_pickup = true;
1105         this.bot_pickupevalfunc = pickupevalfunc;
1106         this.bot_pickupbasevalue = pickupbasevalue;
1107         this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1108         this.netname = itemname;
1109         settouch(this, Item_Touch);
1110         setmodel(this, MDL_Null); // precision set below
1111         //this.effects |= EF_LOWPRECISION;
1112
1113         // support skinned models for powerups
1114         if(!this.skin)
1115                 this.skin = def.m_skin;
1116
1117         setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
1118
1119         this.SendFlags |= ISF_SIZE;
1120
1121         if (!(this.spawnflags & 1024)) {
1122                 if(def.instanceOfPowerup)
1123                         this.ItemStatus |= ITS_ANIMATE1;
1124
1125                 if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH))
1126                         this.ItemStatus |= ITS_ANIMATE2;
1127         }
1128
1129         if(Item_IsLoot(this))
1130                 this.gravity = 1;
1131         else
1132                 this.glowmod = def.m_color;
1133
1134         if(def.instanceOfWeaponPickup)
1135         {
1136                 if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
1137                         this.colormap = 1024; // color shirt=0 pants=0 grey
1138                 if (!(this.spawnflags & 1024))
1139                         this.ItemStatus |= ITS_ANIMATE1;
1140                 this.SendFlags |= ISF_COLORMAP;
1141         }
1142
1143         this.state = 0;
1144         if(this.team)
1145         {
1146                 if(!this.cnt)
1147                         this.cnt = 1; // item probability weight
1148
1149                 this.effects |= EF_NOGUNBOB; // marker for item team search
1150                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1151         }
1152         else
1153                 Item_Reset(this);
1154
1155         Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1156
1157         // call this hook after everything else has been done
1158         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1159         {
1160                 startitem_failed = true;
1161                 delete(this);
1162                 return;
1163         }
1164
1165         // we should be sure this item will spawn before loading its assets
1166         precache_model(this.model);
1167         precache_sound(this.item_pickupsound);
1168
1169         setItemGroup(this);
1170 }
1171
1172 void StartItem(entity this, GameItem def)
1173 {
1174         def = def.m_spawnfunc_hookreplace(def, this);
1175
1176         this.classname = def.m_canonical_spawnfunc;
1177
1178         this.itemdef = def;
1179         _StartItem(this, this.itemdef, 0, 0);
1180 }
1181
1182 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1183 int group_count = 1;
1184
1185 void setItemGroup(entity this)
1186 {
1187         if(!IS_SMALL(this.itemdef) || Item_IsLoot(this))
1188                 return;
1189
1190         FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1191         {
1192                 if(!this.item_group)
1193                 {
1194                         if(!it.item_group)
1195                         {
1196                                 it.item_group = group_count;
1197                                 group_count++;
1198                         }
1199                         this.item_group = it.item_group;
1200                 }
1201                 else // spawning item is already part of a item_group X
1202                 {
1203                         if(!it.item_group)
1204                                 it.item_group = this.item_group;
1205                         else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1206                         {
1207                                 int grY = it.item_group;
1208                                 // move all items of item_group Y to item_group X
1209                                 IL_EACH(g_items, IS_SMALL(it.itemdef),
1210                                 {
1211                                         if(it.item_group == grY)
1212                                                 it.item_group = this.item_group;
1213                                 });
1214                         }
1215                 }
1216         });
1217 }
1218
1219 void setItemGroupCount()
1220 {
1221         for (int k = 1; k <= group_count; k++)
1222         {
1223                 int count = 0;
1224                 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1225                 if (count)
1226                         IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1227         }
1228 }
1229
1230 void target_items_use(entity this, entity actor, entity trigger)
1231 {
1232         if(Item_IsLoot(actor))
1233         {
1234                 EXACTTRIGGER_TOUCH(this, trigger);
1235                 delete(actor);
1236                 return;
1237         }
1238
1239         if (!IS_PLAYER(actor) || IS_DEAD(actor))
1240                 return;
1241
1242         if(trigger.solid == SOLID_TRIGGER)
1243         {
1244                 EXACTTRIGGER_TOUCH(this, trigger);
1245         }
1246
1247         IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
1248         {
1249                 delete(it);
1250         });
1251
1252         if(GiveItems(actor, 0, tokenize_console(this.netname)))
1253                 centerprint(actor, this.message);
1254 }
1255
1256 spawnfunc(target_items)
1257 {
1258         this.use = target_items_use;
1259         if(!this.strength_finished)
1260                 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1261         if(!this.invincible_finished)
1262                 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1263         if(!this.speed_finished)
1264                 this.speed_finished = autocvar_g_balance_powerup_speed_time;
1265         if(!this.invisibility_finished)
1266                 this.invisibility_finished = autocvar_g_balance_powerup_invisibility_time;
1267         if(!this.superweapons_finished)
1268                 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1269
1270         string str;
1271         int n = tokenize_console(this.netname);
1272         if(argv(0) == "give")
1273         {
1274                 str = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1275         }
1276         else
1277         {
1278                 for(int j = 0; j < n; ++j)
1279                 {
1280                         // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1281                         if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
1282                         else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_AMMO;
1283                         else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1284                         else if(argv(j) == "strength")               this.items |= ITEM_Strength.m_itemid;
1285                         else if(argv(j) == "invincible")             this.items |= ITEM_Shield.m_itemid;
1286                         else if(argv(j) == "speed")                  this.items |= ITEM_Speed.m_itemid;
1287                         else if(argv(j) == "invisibility")           this.items |= ITEM_Invisibility.m_itemid;
1288                         else if(argv(j) == "superweapons")           this.items |= IT_SUPERWEAPON;
1289                         else if(argv(j) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
1290                         else if(argv(j) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
1291                         else
1292                         {
1293                                 FOREACH(StatusEffect, it.instanceOfBuff,
1294                                 {
1295                                         string s = Buff_CompatName(argv(j));
1296                                         if(s == it.netname)
1297                                         {
1298                                                 this.buffdef = it;
1299                                                 if(!this.buffs_finished)
1300                                                         this.buffs_finished = it.m_time(it);
1301                                                 break;
1302                                         }
1303                                 });
1304                                 FOREACH(Weapons, it != WEP_Null, {
1305                                         string s = argv(j);
1306                                         if(s == it.netname || s == it.m_deprecated_netname)
1307                                         {
1308                                                 STAT(WEAPONS, this) |= (it.m_wepset);
1309                                                 if(this.spawnflags == 0 || this.spawnflags == 2)
1310                                                         it.wr_init(it);
1311                                                 break;
1312                                         }
1313                                 });
1314                         }
1315                 }
1316
1317                 string itemprefix, valueprefix;
1318                 if(this.spawnflags == 0)
1319                 {
1320                         itemprefix = "";
1321                         valueprefix = "";
1322                 }
1323                 else if(this.spawnflags == 1)
1324                 {
1325                         itemprefix = "max ";
1326                         valueprefix = "max ";
1327                 }
1328                 else if(this.spawnflags == 2)
1329                 {
1330                         itemprefix = "min ";
1331                         valueprefix = "min ";
1332                 }
1333                 else if(this.spawnflags == 4)
1334                 {
1335                         itemprefix = "minus ";
1336                         valueprefix = "max ";
1337                 }
1338                 else
1339                 {
1340                         error("invalid spawnflags");
1341                         itemprefix = valueprefix = string_null;
1342                 }
1343
1344                 str = "";
1345                 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
1346                 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1347                 str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1348                 str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1349                 str = sprintf("%s %s%d %s", str, valueprefix, this.invisibility_finished * boolean(this.items & ITEM_Invisibility.m_itemid), "invisibility");
1350                 str = sprintf("%s %s%d %s", str, valueprefix, this.speed_finished * boolean(this.items & ITEM_Speed.m_itemid), "speed");
1351                 str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1352                 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1353                 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1354                 float res;
1355                 res = GetResource(this, RES_SHELLS);  if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "shells");
1356                 res = GetResource(this, RES_BULLETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "nails");
1357                 res = GetResource(this, RES_ROCKETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "rockets");
1358                 res = GetResource(this, RES_CELLS);   if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "cells");
1359                 res = GetResource(this, RES_PLASMA);  if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "plasma");
1360                 res = GetResource(this, RES_FUEL);    if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "fuel");
1361                 res = GetResource(this, RES_HEALTH);  if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "health");
1362                 res = GetResource(this, RES_ARMOR);   if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "armor");
1363                 FOREACH(StatusEffect, it.instanceOfBuff, str = sprintf("%s %s%d %s", str, valueprefix, this.buffs_finished * boolean(this.buffdef == it), it.netname));
1364                 FOREACH(Weapons, it != WEP_Null, str = sprintf("%s %s%d %s", str, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
1365         }
1366         this.netname = strzone(str);
1367
1368         n = tokenize_console(this.netname);
1369         for(int j = 0; j < n; ++j)
1370         {
1371                 string cmd = argv(j);
1372                 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1373                         it.wr_init(it);
1374                         break;
1375                 });
1376         }
1377 }
1378
1379 float GiveWeapon(entity e, float wpn, float op, float val)
1380 {
1381         WepSet v0, v1;
1382         WepSet s = WepSet_FromWeapon(REGISTRY_GET(Weapons, wpn));
1383         v0 = (STAT(WEAPONS, e) & s);
1384         switch(op)
1385         {
1386                 case OP_SET:
1387                         if(val > 0)
1388                                 STAT(WEAPONS, e) |= s;
1389                         else
1390                                 STAT(WEAPONS, e) &= ~s;
1391                         break;
1392                 case OP_MIN:
1393                 case OP_PLUS:
1394                         if(val > 0)
1395                                 STAT(WEAPONS, e) |= s;
1396                         break;
1397                 case OP_MAX:
1398                         if(val <= 0)
1399                                 STAT(WEAPONS, e) &= ~s;
1400                         break;
1401                 case OP_MINUS:
1402                         if(val > 0)
1403                                 STAT(WEAPONS, e) &= ~s;
1404                         break;
1405         }
1406         v1 = (STAT(WEAPONS, e) & s);
1407         return (v0 != v1);
1408 }
1409
1410 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1411 {
1412         bool had_buff = StatusEffects_active(thebuff, e);
1413         float new_buff_time = ((had_buff) ? StatusEffects_gettime(thebuff, e) : 0);
1414         switch (op)
1415         {
1416                 case OP_SET:
1417                         new_buff_time = val;
1418                         break;
1419                 case OP_MIN:
1420                         new_buff_time = max(new_buff_time, val);
1421                         break;
1422                 case OP_MAX:
1423                         new_buff_time = min(new_buff_time, val);
1424                         break;
1425                 case OP_PLUS:
1426                         new_buff_time += val;
1427                         break;
1428                 case OP_MINUS:
1429                         new_buff_time -= val;
1430                         break;
1431         }
1432         if(new_buff_time <= 0)
1433         {
1434                 if(had_buff) // only trigger removal mechanics if there is an effect to remove!
1435                         StatusEffects_remove(thebuff, e, STATUSEFFECT_REMOVE_NORMAL);
1436         }
1437         else
1438         {
1439                 buff_RemoveAll(e, STATUSEFFECT_REMOVE_CLEAR); // clear old buffs on the player first!
1440                 StatusEffects_apply(thebuff, e, new_buff_time, 0);
1441         }
1442         bool have_buff = StatusEffects_active(thebuff, e);
1443         return (had_buff != have_buff);
1444 }
1445
1446 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1447 {
1448         if(v1 == v0)
1449                 return;
1450         if(v1 <= v0 - t)
1451         {
1452                 if(snd_decr != NULL)
1453                         sound(e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1454         }
1455         else if(v0 >= v0 + t)
1456         {
1457                 if(snd_incr != NULL)
1458                         sound(e, ((snd_incr == SND_POWERUP) ? CH_TRIGGER_SINGLE : CH_TRIGGER), snd_incr, VOL_BASE, ATTEN_NORM);
1459         }
1460 }
1461
1462 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1463 {
1464         if(v0 < v1)
1465                 e.(rotfield) = max(e.(rotfield), time + rottime);
1466         else if(v0 > v1)
1467                 e.(regenfield) = max(e.(regenfield), time + regentime);
1468 }
1469 bool GiveResourceValue(entity e, Resource res_type, int op, int val)
1470 {
1471         int v0 = GetResource(e, res_type);
1472         float new_val = 0;
1473         switch (op)
1474         {
1475                 // min 100 cells = at least 100 cells
1476                 case OP_SET: new_val = val; break;
1477                 case OP_MIN: new_val = max(v0, val); break;
1478                 case OP_MAX: new_val = min(v0, val); break;
1479                 case OP_PLUS: new_val = v0 + val; break;
1480                 case OP_MINUS: new_val = v0 - val; break;
1481                 default: return false;
1482         }
1483
1484         return SetResourceExplicit(e, res_type, new_val);
1485 }
1486 bool GiveStatusEffect(entity e, StatusEffects this, int op, float val)
1487 {
1488         bool had_eff = StatusEffects_active(this, e);
1489         float new_eff_time = ((had_eff) ? StatusEffects_gettime(this, e) : 0);
1490         switch (op)
1491         {
1492                 case OP_SET:
1493                         new_eff_time = val;
1494                         break;
1495                 case OP_MIN:
1496                         new_eff_time = max(new_eff_time, val);
1497                         break;
1498                 case OP_MAX:
1499                         new_eff_time = min(new_eff_time, val);
1500                         break;
1501                 case OP_PLUS:
1502                         new_eff_time += val;
1503                         break;
1504                 case OP_MINUS:
1505                         new_eff_time -= val;
1506                         break;
1507         }
1508         if(new_eff_time <= 0)
1509         {
1510                 if(had_eff) // only trigger removal mechanics if there is an effect to remove!
1511                         StatusEffects_remove(this, e, STATUSEFFECT_REMOVE_NORMAL);
1512         }
1513         else
1514                 StatusEffects_apply(this, e, new_eff_time, 0);
1515         bool have_eff = StatusEffects_active(this, e);
1516         return (had_eff != have_eff);
1517 }
1518
1519 float GiveItems(entity e, float beginarg, float endarg)
1520 {
1521         float got, i, val, op;
1522         string cmd;
1523
1524         val = 999;
1525         op = OP_SET;
1526
1527         got = 0;
1528
1529         int _switchweapon = 0;
1530
1531         if(CS_CVAR(e).cvar_cl_autoswitch)
1532         {
1533                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1534                 {
1535                         .entity weaponentity = weaponentities[slot];
1536                         if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1537                         if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1538                                 _switchweapon |= BIT(slot);
1539                 }
1540         }
1541
1542         if(e.statuseffects)
1543         {
1544                 FOREACH(StatusEffect, true,
1545                 {
1546                         e.statuseffects.statuseffect_time[it.m_id] = max(0, e.statuseffects.statuseffect_time[it.m_id] - time);
1547                 });
1548         }
1549
1550         PREGIVE(e, items);
1551         PREGIVE_WEAPONS(e);
1552         PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength);
1553         PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield);
1554         PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed);
1555         PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility);
1556         //PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Superweapons);
1557         PREGIVE_RESOURCE(e, RES_BULLETS);
1558         PREGIVE_RESOURCE(e, RES_CELLS);
1559         PREGIVE_RESOURCE(e, RES_PLASMA);
1560         PREGIVE_RESOURCE(e, RES_SHELLS);
1561         PREGIVE_RESOURCE(e, RES_ROCKETS);
1562         PREGIVE_RESOURCE(e, RES_FUEL);
1563         PREGIVE_RESOURCE(e, RES_ARMOR);
1564         PREGIVE_RESOURCE(e, RES_HEALTH);
1565
1566         for(i = beginarg; i < endarg; ++i)
1567         {
1568                 cmd = argv(i);
1569
1570                 if(cmd == "0" || stof(cmd))
1571                 {
1572                         val = stof(cmd);
1573                         continue;
1574                 }
1575                 switch(cmd)
1576                 {
1577                         case "no":
1578                                 op = OP_MAX;
1579                                 val = 0;
1580                                 continue;
1581                         case "max":
1582                                 op = OP_MAX;
1583                                 continue;
1584                         case "min":
1585                                 op = OP_MIN;
1586                                 continue;
1587                         case "plus":
1588                                 op = OP_PLUS;
1589                                 continue;
1590                         case "minus":
1591                                 op = OP_MINUS;
1592                                 continue;
1593                         case "ALL":
1594                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1595                                 FOREACH(StatusEffect, it.instanceOfPowerups, got += GiveStatusEffect(e, it, op, val));
1596                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1597                         case "all":
1598                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1599                                 got += GiveResourceValue(e, RES_HEALTH, op, val);
1600                                 got += GiveResourceValue(e, RES_ARMOR, op, val);
1601                         case "allweapons":
1602                                 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val));
1603                         //case "allbuffs": // all buffs makes a player god, do not want!
1604                                 //FOREACH(StatusEffect, it.instanceOfBuff, got += GiveBuff(e, it, op, val));
1605                         case "allammo":
1606                                 got += GiveResourceValue(e, RES_CELLS, op, val);
1607                                 got += GiveResourceValue(e, RES_PLASMA, op, val);
1608                                 got += GiveResourceValue(e, RES_SHELLS, op, val);
1609                                 got += GiveResourceValue(e, RES_BULLETS, op, val);
1610                                 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1611                                 got += GiveResourceValue(e, RES_FUEL, op, val);
1612                                 break;
1613                         case "unlimited_ammo":
1614                                 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1615                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1616                                 break;
1617                         case "unlimited_weapon_ammo":
1618                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1619                                 break;
1620                         case "unlimited_superweapons":
1621                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1622                                 break;
1623                         case "jetpack":
1624                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1625                                 break;
1626                         case "fuel_regen":
1627                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1628                                 break;
1629                         case "strength":
1630                                 got += GiveStatusEffect(e, STATUSEFFECT_Strength, op, val);
1631                                 break;
1632                         case "invincible":
1633                         case "shield":
1634                                 got += GiveStatusEffect(e, STATUSEFFECT_Shield, op, val);
1635                                 break;
1636                         case "speed":
1637                                 got += GiveStatusEffect(e, STATUSEFFECT_Speed, op, val);
1638                                 break;
1639                         case "invisibility":
1640                                 got += GiveStatusEffect(e, STATUSEFFECT_Invisibility, op, val);
1641                                 break;
1642                         case "superweapons":
1643                                 got += GiveStatusEffect(e, STATUSEFFECT_Superweapons, op, val);
1644                                 break;
1645                         case "cells":
1646                                 got += GiveResourceValue(e, RES_CELLS, op, val);
1647                                 break;
1648                         case "plasma":
1649                                 got += GiveResourceValue(e, RES_PLASMA, op, val);
1650                                 break;
1651                         case "shells":
1652                                 got += GiveResourceValue(e, RES_SHELLS, op, val);
1653                                 break;
1654                         case "nails":
1655                         case "bullets":
1656                                 got += GiveResourceValue(e, RES_BULLETS, op, val);
1657                                 break;
1658                         case "rockets":
1659                                 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1660                                 break;
1661                         case "health":
1662                                 got += GiveResourceValue(e, RES_HEALTH, op, val);
1663                                 break;
1664                         case "armor":
1665                                 got += GiveResourceValue(e, RES_ARMOR, op, val);
1666                                 break;
1667                         case "fuel":
1668                                 got += GiveResourceValue(e, RES_FUEL, op, val);
1669                                 break;
1670                         default:
1671                                 FOREACH(StatusEffect, it.instanceOfBuff && buff_Available(it) && Buff_CompatName(cmd) == it.netname,
1672                                 {
1673                                         got += GiveBuff(e, it, op, val);
1674                                         break;
1675                                 });
1676                                 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1677                     got += GiveWeapon(e, it.m_id, op, val);
1678                     break;
1679                                 });
1680                                 break;
1681                 }
1682                 val = 999;
1683                 op = OP_SET;
1684         }
1685
1686         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1687         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1688         POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
1689         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1690         FOREACH(Weapons, it != WEP_Null, {
1691                 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1692                 if(!(save_weapons & (it.m_wepset)))
1693                         if(STAT(WEAPONS, e) & (it.m_wepset))
1694                                 it.wr_init(it);
1695         });
1696         POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength, SND_POWERUP, SND_POWEROFF);
1697         POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield, SND_POWERUP, SND_POWEROFF);
1698         POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed, SND_POWERUP, SND_POWEROFF);
1699         POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility, SND_POWERUP, SND_POWEROFF);
1700         POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
1701         POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
1702         POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
1703         POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
1704         POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
1705         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);
1706         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);
1707         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);
1708
1709         if(!StatusEffects_active(STATUSEFFECT_Superweapons, e))
1710         {
1711                 if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
1712                         StatusEffects_apply(STATUSEFFECT_Superweapons, e, autocvar_g_balance_superweapons_time, 0);
1713         }
1714
1715         if(e.statuseffects)
1716         {
1717                 FOREACH(StatusEffect, true,
1718                 {
1719                         if(e.statuseffects.statuseffect_time[it.m_id] <= 0)
1720                                 e.statuseffects.statuseffect_time[it.m_id] = 0;
1721                         else
1722                                 e.statuseffects.statuseffect_time[it.m_id] += time;
1723                 });
1724                         
1725                 StatusEffects_update(e);
1726         }
1727
1728         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1729         {
1730                 .entity weaponentity = weaponentities[slot];
1731                 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1732                 if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1733                         _switchweapon |= BIT(slot);
1734         }
1735
1736         if(_switchweapon)
1737         {
1738                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1739                 {
1740                         .entity weaponentity = weaponentities[slot];
1741                         if(_switchweapon & BIT(slot))
1742                         {
1743                                 Weapon wep = w_getbestweapon(e, weaponentity);
1744                                 if(wep != e.(weaponentity).m_switchweapon)
1745                                         W_SwitchWeapon_Force(e, wep, weaponentity);
1746                         }
1747                 }
1748         }
1749
1750         return got;
1751 }