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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
1 float have_pickup_item(void)
2 {
3         // minstagib: only allow filtered items
4         if(g_minstagib)
5                 if(self.classname != "minstagib")
6                         return FALSE;
7
8         if(self.flags & FL_POWERUP)
9         {
10                 if(autocvar_g_powerups > 0)
11                         return TRUE;
12                 if(autocvar_g_powerups == 0)
13                         return FALSE;
14                 if(g_lms)
15                         return FALSE;
16                 if(g_ca)
17                         return FALSE;
18                 if(g_arena)
19                         return FALSE;
20         }
21         else
22         {
23                 if(autocvar_g_pickup_items > 0)
24                         return TRUE;
25                 if(autocvar_g_pickup_items == 0)
26                         return FALSE;
27                 if(g_lms)
28                         return FALSE;
29                 if(g_ca)
30                         return FALSE;
31                 if(g_weaponarena)
32                         if(!WEPSET_EMPTY_E(self) || (self.items & IT_AMMO))
33                                 return FALSE;
34         }
35         return TRUE;
36 }
37
38 #define ITEM_RESPAWN_TICKS 10
39
40 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)
41         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
42 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
43         // range: 10 .. respawntime + respawntimejitter
44
45 floatfield Item_CounterField(float it)
46 {
47         switch(it)
48         {
49                 case IT_SHELLS:      return ammo_shells;
50                 case IT_NAILS:       return ammo_nails;
51                 case IT_ROCKETS:     return ammo_rockets;
52                 case IT_CELLS:       return ammo_cells;
53                 case IT_FUEL:        return ammo_fuel;
54                 case IT_5HP:         return health;
55                 case IT_25HP:        return health;
56                 case IT_HEALTH:      return health;
57                 case IT_ARMOR_SHARD: return armorvalue;
58                 case IT_ARMOR:       return armorvalue;
59                 // add more things here (health, armor)
60                 default:             error("requested item has no counter field");
61         }
62 }
63
64 string Item_CounterFieldName(float it)
65 {
66         switch(it)
67         {
68                 case IT_SHELLS:      return "shells";
69                 case IT_NAILS:       return "nails";
70                 case IT_ROCKETS:     return "rockets";
71                 case IT_CELLS:       return "cells";
72                 case IT_FUEL:        return "fuel";
73
74                 // add more things here (health, armor)
75                 default:             error("requested item has no counter field name");
76         }
77 }
78
79 .float max_armorvalue;
80 .float pickup_anyway;
81
82 float Item_Customize()
83 {
84         if(self.spawnshieldtime)
85                 return TRUE;
86         if(!WEPSET_CONTAINS_ALL_EE(other, self))
87         {
88                 self.colormod = '0 0 0';
89                 self.glowmod = self.colormod;
90                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
91                 return TRUE;
92         }
93         else
94         {
95                 if(g_ghost_items)
96                 {
97                         self.colormod = stov(autocvar_g_ghost_items_color);
98                         self.glowmod = self.colormod;
99                         self.alpha = g_ghost_items;
100                         return TRUE;
101                 }
102                 else
103                         return FALSE;
104         }
105 }
106
107 void Item_Show (entity e, float mode)
108 {
109         e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
110         if (mode > 0)
111         {
112                 // make the item look normal, and be touchable
113                 e.model = e.mdl;
114                 e.solid = SOLID_TRIGGER;
115                 e.colormod = '0 0 0';
116                 self.glowmod = self.colormod;
117                 e.alpha = 0;
118                 e.customizeentityforclient = func_null;
119
120                 e.spawnshieldtime = 1;
121         }
122         else if (mode < 0)
123         {
124                 // hide the item completely
125                 e.model = string_null;
126                 e.solid = SOLID_NOT;
127                 e.colormod = '0 0 0';
128                 self.glowmod = self.colormod;
129                 e.alpha = 0;
130                 e.customizeentityforclient = func_null;
131
132                 e.spawnshieldtime = 1;
133         }
134         else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
135         {
136                 // make the item translucent and not touchable
137                 e.model = e.mdl;
138                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
139                 e.colormod = '0 0 0';
140                 self.glowmod = self.colormod;
141                 e.effects |= EF_STARDUST;
142                 e.customizeentityforclient = Item_Customize;
143
144                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
145         }
146         else if(g_ghost_items)
147         {
148                 // make the item translucent and not touchable
149                 e.model = e.mdl;
150                 e.solid = SOLID_NOT;
151                 e.colormod = stov(autocvar_g_ghost_items_color);
152                 e.glowmod = e.colormod;
153                 e.alpha = g_ghost_items;
154                 e.customizeentityforclient = func_null;
155
156                 e.spawnshieldtime = 1;
157         }
158         else
159         {
160                 // hide the item completely
161                 e.model = string_null;
162                 e.solid = SOLID_NOT;
163                 e.colormod = '0 0 0';
164                 e.glowmod = e.colormod;
165                 e.alpha = 0;
166                 e.customizeentityforclient = func_null;
167
168                 e.spawnshieldtime = 1;
169         }
170
171         if (e.items & (IT_STRENGTH | IT_INVINCIBLE))
172                 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
173         if (autocvar_g_nodepthtestitems)
174                 e.effects |= EF_NODEPTHTEST;
175         if (autocvar_g_fullbrightitems)
176                 e.effects |= EF_FULLBRIGHT;
177
178         // relink entity (because solid may have changed)
179         setorigin(e, e.origin);
180 }
181
182 void Item_Respawn (void)
183 {
184         Item_Show(self, 1);
185         if(!g_minstagib && self.items == IT_STRENGTH)
186                 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound
187         else if(!g_minstagib && self.items == IT_INVINCIBLE)
188                 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
189         else
190                 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);  // play respawn sound
191         setorigin (self, self.origin);
192
193         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
194         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
195 }
196
197 void Item_RespawnCountdown (void)
198 {
199         if(self.count >= ITEM_RESPAWN_TICKS)
200         {
201                 if(self.waypointsprite_attached)
202                         WaypointSprite_Kill(self.waypointsprite_attached);
203                 Item_Respawn();
204         }
205         else
206         {
207                 self.nextthink = time + 1;
208                 self.count += 1;
209                 if(self.count == 1)
210                 {
211                         string name;
212                         vector rgb;
213                         name = string_null;
214                         if(g_minstagib)
215                         {
216                                 switch(self.items)
217                                 {
218                                         case IT_STRENGTH:   name = "item-invis"; rgb = '0 0 1'; break;
219                                         case IT_NAILS:      name = "item-extralife"; rgb = '1 0 0'; break;
220                                         case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
221                                 }
222                         }
223                         else
224                         {
225                                 switch(self.items)
226                                 {
227                                         case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
228                                         case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
229                                 }
230                         }
231                         switch(self.items)
232                         {
233                                 case IT_FUEL_REGEN:     name = "item-fuelregen"; rgb = '1 0.5 0'; break;
234                                 case IT_JETPACK:        name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
235                         }
236                         if(self.flags & FL_WEAPON)
237                         {
238                                 entity wi = get_weaponinfo(self.weapon);
239                                 if(wi)
240                                 {
241                                         name = wi.model2;
242                                         rgb = '1 0 0';
243                                 }
244                         }
245                         if(!name)
246                         {
247                                 print("Unknown powerup-marked item is wanting to respawn\n");
248                                 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
249                         }
250                         if(name)
251                         {
252                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
253                                 if(self.waypointsprite_attached)
254                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
255                         }
256                 }
257                 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
258                 if(self.waypointsprite_attached)
259                 {
260                         WaypointSprite_Ping(self.waypointsprite_attached);
261                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
262                 }
263         }
264 }
265
266 void Item_ScheduleRespawnIn(entity e, float t)
267 {
268         if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
269         {
270                 e.think = Item_RespawnCountdown;
271                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
272                 e.count = 0;
273         }
274         else
275         {
276                 e.think = Item_Respawn;
277                 e.nextthink = time + t;
278         }
279 }
280
281 void Item_ScheduleRespawn(entity e)
282 {
283         if(e.respawntime > 0)
284         {
285                 Item_Show(e, 0);
286                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
287         }
288         else // if respawntime is -1, this item does not respawn
289                 Item_Show(e, -1);
290 }
291
292 void Item_ScheduleInitialRespawn(entity e)
293 {
294         Item_Show(e, 0);
295         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
296 }
297
298 float ITEM_MODE_NONE = 0;
299 float ITEM_MODE_HEALTH = 1;
300 float ITEM_MODE_ARMOR = 2;
301 float ITEM_MODE_FUEL = 3;
302 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
303 {
304         if (!item.ammofield)
305                 return FALSE;
306
307         if (item.spawnshieldtime)
308         {
309                 if ((player.ammofield < ammomax) || item.pickup_anyway)
310                 {
311                         player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
312                         goto YEAH;
313                 }
314         }
315         else if(g_weapon_stay == 2)
316         {
317                 float mi = min(item.ammofield, ammomax);
318                 if (player.ammofield < mi)
319                 {
320                         player.ammofield = mi;
321                         goto YEAH;
322                 }
323         }
324
325         return FALSE;
326
327 :YEAH
328         switch(mode)
329         {
330                 case ITEM_MODE_FUEL:
331                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
332                         break;
333                 case ITEM_MODE_HEALTH:
334                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
335                         break;
336                 case ITEM_MODE_ARMOR:
337                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
338                         break;
339                 default:
340                         break;
341         }
342         return TRUE;
343 }
344
345 float Item_GiveTo(entity item, entity player)
346 {
347         float _switchweapon;
348         float pickedup;
349         float it;
350         float i;
351         entity e;
352
353         // if nothing happens to player, just return without taking the item
354         pickedup = FALSE;
355         _switchweapon = FALSE;
356
357         if (g_minstagib)
358         {
359                 float prevcells = player.ammo_cells;
360
361                 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
362                 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
363
364                 if(player.ammo_cells > prevcells)
365                 {
366                         _switchweapon = TRUE;
367
368                         // play some cool sounds ;)
369                         if (clienttype(player) == CLIENTTYPE_REAL)
370                         {
371                                 if(player.health <= 5)
372                                         AnnounceTo(player, "lastsecond");
373                                 else if(player.health < 50)
374                                         AnnounceTo(player, "narrowly");
375                         }
376                         // sound not available
377                         // else if(item.items == IT_CELLS)
378                         //      AnnounceTo(player, "ammo");
379
380                         if (WEPSET_CONTAINS_EW(item, WEP_MINSTANEX))
381                                 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
382                         if (item.ammo_cells)
383                                 player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
384                         player.health = 100;
385                 }
386
387                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
388                 {
389                         pickedup = TRUE;
390                         player.items |= it;
391                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
392                 }
393
394                 // extralife powerup
395                 if (item.max_health)
396                 {
397                         pickedup = TRUE;
398                         // sound not available
399                         // AnnounceTo(player, "_lives");
400                         player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
401                         sprint(player, "^3You picked up some extra lives\n");
402                 }
403
404                 // invis powerup
405                 if (item.strength_finished)
406                 {
407                         pickedup = TRUE;
408                         // sound not available
409                         // AnnounceTo(player, "invisible");
410                         player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
411                 }
412
413                 // speed powerup
414                 if (item.invincible_finished)
415                 {
416                         pickedup = TRUE;
417                         // sound not available
418                         // AnnounceTo(player, "speed");
419                         player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
420                 }
421         }
422         else
423         {
424                 // in case the player has autoswitch enabled do the following:
425                 // if the player is using their best weapon before items are given, they
426                 // probably want to switch to an even better weapon after items are given
427                 if (player.autoswitch)
428                 if (player.switchweapon == w_getbestweapon(player))
429                         _switchweapon = TRUE;
430
431                 if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
432                         _switchweapon = TRUE;
433
434                 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
435                 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
436                 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
437                 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
438                 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
439                 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
440                 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
441
442                 if (item.flags & FL_WEAPON)
443                 {
444                         WEPSET_DECLARE_A(it);
445                         WEPSET_COPY_AE(it, item);
446                         WEPSET_ANDNOT_AE(it, player);
447
448                         if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
449                         {
450                                 pickedup = TRUE;
451                                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
452                                 {
453                                         if(WEPSET_CONTAINS_AW(it, i))
454                                                 W_GiveWeapon (player, i, item.netname);
455                                 }
456                         }
457                 }
458
459                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
460                 {
461                         pickedup = TRUE;
462                         player.items |= it;
463                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
464                 }
465
466                 if (item.strength_finished)
467                 {
468                         pickedup = TRUE;
469                         player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
470                 }
471                 if (item.invincible_finished)
472                 {
473                         pickedup = TRUE;
474                         player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
475                 }
476                 if (item.superweapons_finished)
477                 {
478                         pickedup = TRUE;
479                         player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
480                 }
481         }
482
483 :skip
484         // always eat teamed entities
485         if(item.team)
486                 pickedup = TRUE;
487
488         if (!pickedup)
489                 return 0;
490
491         if (_switchweapon)
492                 if (player.switchweapon != w_getbestweapon(player))
493                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
494
495         return 1;
496 }
497
498 void Item_Touch (void)
499 {
500         entity e, head;
501
502         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
503         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
504         {
505                 remove(self);
506                 return;
507         }
508         if (other.classname != "player")
509                 return;
510         if (other.deadflag)
511                 return;
512         if (self.solid != SOLID_TRIGGER)
513                 return;
514         if (self.owner == other)
515                 return;
516
517         if (self.classname == "droppedweapon")
518         {
519                 self.strength_finished = max(0, self.strength_finished - time);
520                 self.invincible_finished = max(0, self.invincible_finished - time);
521                 self.superweapons_finished = max(0, self.superweapons_finished - time);
522         }
523
524         if(!Item_GiveTo(self, other))
525         {
526                 if (self.classname == "droppedweapon")
527                 {
528                         // undo what we did above
529                         self.strength_finished += time;
530                         self.invincible_finished += time;
531                         self.superweapons_finished += time;
532                 }
533                 return;
534         }
535
536         other.last_pickup = time;
537
538         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
539         sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
540
541         if (self.classname == "droppedweapon")
542                 remove (self);
543         else if not(self.spawnshieldtime)
544                 return;
545         else
546         {
547                 if(self.team)
548                 {
549                         RandomSelection_Init();
550                         for(head = world; (head = findfloat(head, team, self.team)); )
551                         {
552                                 if(head.flags & FL_ITEM)
553                                 {
554                                         Item_Show(head, -1);
555                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
556                                 }
557                         }
558                         e = RandomSelection_chosen_ent;
559                 }
560                 else
561                         e = self;
562                 Item_ScheduleRespawn(e);
563         }
564 }
565
566 void Item_Reset()
567 {
568         Item_Show(self, !self.state);
569         setorigin (self, self.origin);
570
571         if(self.classname != "droppedweapon")
572         {
573                 self.think = SUB_Null;
574                 self.nextthink = 0;
575
576                 if(self.waypointsprite_attached)
577                         WaypointSprite_Kill(self.waypointsprite_attached);
578
579                 if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
580                         Item_ScheduleInitialRespawn(self);
581         }
582 }
583
584 void Item_FindTeam()
585 {
586         entity head, e;
587
588         if(self.effects & EF_NODRAW)
589         {
590                 // marker for item team search
591                 dprint("Initializing item team ", ftos(self.team), "\n");
592                 RandomSelection_Init();
593                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
594                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
595                 e = RandomSelection_chosen_ent;
596                 e.state = 0;
597                 Item_Show(e, 1);
598
599                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
600                 {
601                         if(head != e)
602                         {
603                                 // make it a non-spawned item
604                                 Item_Show(head, -1);
605                                 head.state = 1; // state 1 = initially hidden item
606                         }
607                         head.effects &~= EF_NODRAW;
608                 }
609
610                 Item_Reset();
611         }
612 }
613
614 // Savage: used for item garbage-collection
615 // TODO: perhaps nice special effect?
616 void RemoveItem(void)
617 {
618         remove(self);
619 }
620
621 // pickup evaluation functions
622 // these functions decide how desirable an item is to the bots
623
624 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
625
626 float weapon_pickupevalfunc(entity player, entity item)
627 {
628         float c, j, position;
629
630         // See if I have it already
631         if(!WEPSET_CONTAINS_ALL_EE(player, item))
632         {
633                 // If I can pick it up
634                 if(!item.spawnshieldtime)
635                         c = 0;
636                 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
637                 {
638                         // Skilled bots will grab more
639                         c = bound(0, skill / 10, 1) * 0.5;
640                 }
641                 else
642                         c = 0;
643         }
644         else
645                 c = 1;
646
647         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
648         if( bot_custom_weapon && c )
649         {
650                 // Find the highest position on any range
651                 position = -1;
652                 for(j = 0; j < WEP_LAST ; ++j){
653                         if(
654                                         bot_weapons_far[j] == item.weapon ||
655                                         bot_weapons_mid[j] == item.weapon ||
656                                         bot_weapons_close[j] == item.weapon
657                           )
658                         {
659                                 position = j;
660                                 break;
661                         }
662                 }
663
664                 // Rate it
665                 if (position >= 0 )
666                 {
667                         position = WEP_LAST - position;
668                         // item.bot_pickupbasevalue is overwritten here
669                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
670                 }
671         }
672
673         return item.bot_pickupbasevalue * c;
674 }
675
676 float commodity_pickupevalfunc(entity player, entity item)
677 {
678         float c, i, need_shells, need_nails, need_rockets, need_cells, need_fuel;
679         entity wi;
680         c = 0;
681
682         // Detect needed ammo
683         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
684         {
685                 wi = get_weaponinfo(i);
686
687                 if not(WEPSET_CONTAINS_EW(player, i))
688                         continue;
689
690                 if(wi.items & IT_SHELLS)
691                         need_shells = TRUE;
692                 else if(wi.items & IT_NAILS)
693                         need_nails = TRUE;
694                 else if(wi.items & IT_ROCKETS)
695                         need_rockets = TRUE;
696                 else if(wi.items & IT_CELLS)
697                         need_cells = TRUE;
698                 else if(wi.items & IT_FUEL)
699                         need_cells = TRUE;
700         }
701
702         // TODO: figure out if the player even has the weapon this ammo is for?
703         // may not affect strategy much though...
704         // find out how much more ammo/armor/health the player can hold
705         if (need_shells)
706         if (item.ammo_shells)
707         if (player.ammo_shells < g_pickup_shells_max)
708                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
709         if (need_nails)
710         if (item.ammo_nails)
711         if (player.ammo_nails < g_pickup_nails_max)
712                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
713         if (need_rockets)
714         if (item.ammo_rockets)
715         if (player.ammo_rockets < g_pickup_rockets_max)
716                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
717         if (need_cells)
718         if (item.ammo_cells)
719         if (player.ammo_cells < g_pickup_cells_max)
720                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
721         if (need_fuel)
722         if (item.ammo_fuel)
723         if (player.ammo_fuel < g_pickup_fuel_max)
724                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
725         if (item.armorvalue)
726         if (player.armorvalue < item.max_armorvalue)
727                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
728         if (item.health)
729         if (player.health < item.max_health)
730                 c = c + max(0, 1 - player.health / item.max_health);
731
732         return item.bot_pickupbasevalue * c;
733 }
734
735
736 .float is_item;
737 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
738 {
739         startitem_failed = FALSE;
740
741         self.items = itemid;
742         self.weapon = weaponid;
743         if(weaponid)
744                 WEPSET_COPY_EW(self, weaponid);
745         self.flags = FL_ITEM | itemflags;
746
747         // is it a dropped weapon?
748         if (self.classname == "droppedweapon")
749         {
750                 self.reset = SUB_Remove;
751                 // it's a dropped weapon
752                 self.movetype = MOVETYPE_TOSS;
753
754                 // Savage: remove thrown items after a certain period of time ("garbage collection")
755                 self.think = RemoveItem;
756                 self.nextthink = time + 20;
757
758                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
759                 /*
760                 if(self.items == 0)
761                 if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
762                 if(self.ammo_nails == 0)
763                 if(self.ammo_cells == 0)
764                 if(self.ammo_rockets == 0)
765                 if(self.ammo_shells == 0)
766                 if(self.ammo_fuel == 0)
767                 if(self.health == 0)
768                 if(self.armorvalue == 0)
769                 */
770                 {
771                         // if item is worthless after a timer, have it expire then
772                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
773                 }
774
775                 // don't drop if in a NODROP zone (such as lava)
776                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
777                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
778                 {
779                         startitem_failed = TRUE;
780                         remove(self);
781                         return;
782                 }
783         }
784         else
785         {
786                 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
787                 {
788                         startitem_failed = TRUE;
789                         remove(self);
790                         return;
791                 }
792
793                 if(!have_pickup_item())
794                 {
795                         startitem_failed = TRUE;
796                         remove (self);
797                         return;
798                 }
799
800                 if(self.model != "")
801                         itemmodel = self.model;
802                 if(self.item_pickupsound != "")
803                         pickupsound = self.item_pickupsound;
804
805                 self.reset = Item_Reset;
806                 // it's a level item
807                 if(self.spawnflags & 1)
808                         self.noalign = 1;
809                 if (self.noalign)
810                         self.movetype = MOVETYPE_NONE;
811                 else
812                         self.movetype = MOVETYPE_TOSS;
813                 // do item filtering according to game mode and other things
814                 if (!self.noalign)
815                 {
816                         // first nudge it off the floor a little bit to avoid math errors
817                         setorigin(self, self.origin + '0 0 1');
818                         // set item size before we spawn a spawnfunc_waypoint
819                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
820                                 setsize (self, '-16 -16 0', '16 16 48');
821                         else
822                                 setsize (self, '-16 -16 0', '16 16 32');
823                         // note droptofloor returns FALSE if stuck/or would fall too far
824                         droptofloor();
825                         waypoint_spawnforitem(self);
826                 }
827
828                 /*
829                  * can't do it that way, as it would break maps
830                  * TODO make a target_give like entity another way, that perhaps has
831                  * the weapon name in a key
832                 if(self.targetname)
833                 {
834                         // target_give not yet supported; maybe later
835                         print("removed targeted ", self.classname, "\n");
836                         startitem_failed = TRUE;
837                         remove (self);
838                         return;
839                 }
840                 */
841
842                 if(autocvar_spawn_debug >= 2)
843                 {
844                         entity otheritem;
845                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
846                         {
847                                 if(otheritem.is_item)
848                                 {
849                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
850                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
851                                         error("Mapper sucks.");
852                                 }
853                         }
854                         self.is_item = TRUE;
855                 }
856
857                 WEPSET_OR_AW(weaponsInMap, weaponid);
858
859                 precache_model (itemmodel);
860                 precache_sound (pickupsound);
861
862                 precache_sound ("misc/itemrespawncountdown.wav");
863                 if(!g_minstagib && itemid == IT_STRENGTH)
864                         precache_sound ("misc/strength_respawn.wav");
865                 else if(!g_minstagib && itemid == IT_INVINCIBLE)
866                         precache_sound ("misc/shield_respawn.wav");
867                 else
868                         precache_sound ("misc/itemrespawn.wav");
869
870                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
871                         self.target = "###item###"; // for finding the nearest item using find()
872         }
873
874         self.bot_pickup = TRUE;
875         self.bot_pickupevalfunc = pickupevalfunc;
876         self.bot_pickupbasevalue = pickupbasevalue;
877         self.mdl = itemmodel;
878         self.item_pickupsound = pickupsound;
879         // let mappers override respawntime
880         if(!self.respawntime) // both set
881         {
882                 self.respawntime = defaultrespawntime;
883                 self.respawntimejitter = defaultrespawntimejitter;
884         }
885         self.netname = itemname;
886         self.touch = Item_Touch;
887         setmodel (self, self.mdl); // precision set below
888         self.effects |= EF_LOWPRECISION;
889         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
890                 setsize (self, '-16 -16 0', '16 16 48');
891         else
892                 setsize (self, '-16 -16 0', '16 16 32');
893         if(itemflags & FL_WEAPON)
894                 self.modelflags |= MF_ROTATE;
895
896         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
897         if (itemflags & FL_WEAPON)
898         {
899                 // neutral team color for pickup weapons
900                 self.colormap = 1024; // color shirt=0 pants=0 grey
901         }
902
903         self.state = 0;
904         if(self.team)
905         {
906                 if(!self.cnt)
907                         self.cnt = 1; // item probability weight
908                 self.effects = self.effects | EF_NODRAW; // marker for item team search
909                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
910         }
911         else
912                 Item_Reset();
913 }
914
915 /* replace items in minstagib
916  * IT_STRENGTH   = invisibility
917  * IT_NAILS      = extra lives
918  * IT_INVINCIBLE = speed
919  */
920 void minstagib_items (float itemid)
921 {
922         float rnd;
923         self.classname = "minstagib";
924
925         // replace rocket launchers and nex guns with ammo cells
926         if (itemid == IT_CELLS)
927         {
928                 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
929                 StartItem ("models/items/a_cells.md3",
930                         "misc/itempickup.wav", 45, 0,
931                         "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
932                 return;
933         }
934
935         // randomize
936         rnd = random() * 3;
937         if (rnd <= 1)
938                 itemid = IT_STRENGTH;
939         else if (rnd <= 2)
940                 itemid = IT_NAILS;
941         else
942                 itemid = IT_INVINCIBLE;
943
944         // replace with invis
945         if (itemid == IT_STRENGTH)
946         {
947                 if(!self.strength_finished)
948                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
949                 StartItem ("models/items/g_strength.md3",
950                         "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
951                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
952         }
953         // replace with extra lives
954         if (itemid == IT_NAILS)
955         {
956                 self.max_health = 1;
957                 StartItem ("models/items/g_h100.md3",
958                         "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
959                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
960         }
961         // replace with speed
962         if (itemid == IT_INVINCIBLE)
963         {
964                 if(!self.invincible_finished)
965                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
966                 StartItem ("models/items/g_invincible.md3",
967                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
968                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
969         }
970 }
971
972 float minst_no_auto_cells;
973 void minst_remove_item (void) {
974         if(minst_no_auto_cells)
975                 remove(self);
976 }
977
978 float weaponswapping;
979 float internalteam;
980
981 void weapon_defaultspawnfunc(float wpn)
982 {
983         entity e;
984         float t;
985         var .float ammofield;
986         string s;
987         entity oldself;
988         float i, j;
989         float f;
990
991         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
992         {
993                 e = get_weaponinfo(wpn);
994                 s = cvar_string(strcat("g_weaponreplace_", e.netname));
995                 if(s == "0")
996                 {
997                         remove(self);
998                         startitem_failed = TRUE;
999                         return;
1000                 }
1001                 t = tokenize_console(s);
1002                 if(t >= 2)
1003                 {
1004                         self.team = --internalteam;
1005                         oldself = self;
1006                         for(i = 1; i < t; ++i)
1007                         {
1008                                 s = argv(i);
1009                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1010                                 {
1011                                         e = get_weaponinfo(j);
1012                                         if(e.netname == s)
1013                                         {
1014                                                 self = spawn();
1015                                                 copyentity(oldself, self);
1016                                                 self.classname = "replacedweapon";
1017                                                 weapon_defaultspawnfunc(j);
1018                                                 break;
1019                                         }
1020                                 }
1021                                 if(j > WEP_LAST)
1022                                 {
1023                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1024                                 }
1025                         }
1026                         self = oldself;
1027                 }
1028                 if(t >= 1)
1029                 {
1030                         s = argv(0);
1031                         wpn = 0;
1032                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1033                         {
1034                                 e = get_weaponinfo(j);
1035                                 if(e.netname == s)
1036                                 {
1037                                         wpn = j;
1038                                         break;
1039                                 }
1040                         }
1041                         if(j > WEP_LAST)
1042                         {
1043                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1044                         }
1045                 }
1046                 if(wpn == 0)
1047                 {
1048                         remove(self);
1049                         startitem_failed = TRUE;
1050                         return;
1051                 }
1052         }
1053
1054         e = get_weaponinfo(wpn);
1055
1056         if(!self.respawntime)
1057         {
1058                 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1059                 {
1060                         self.respawntime = g_pickup_respawntime_superweapon;
1061                         self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1062                 }
1063                 else
1064                 {
1065                         self.respawntime = g_pickup_respawntime_weapon;
1066                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1067                 }
1068         }
1069
1070         if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1071                 if(!self.superweapons_finished)
1072                         self.superweapons_finished = autocvar_g_balance_superweapons_time;
1073
1074         if(e.items)
1075         {
1076                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1077                 {
1078                         if(e.items & j)
1079                         {
1080                                 ammofield = Item_CounterField(j);
1081                                 if(!self.ammofield)
1082                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1083                         }
1084                 }
1085         }
1086
1087         // pickup anyway
1088         if(g_pickup_weapons_anyway)
1089                 self.pickup_anyway = TRUE;
1090
1091         f = FL_WEAPON;
1092
1093         // no weapon-stay on superweapons
1094         if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1095                 f |= FL_NO_WEAPON_STAY;
1096
1097         // weapon stay isn't supported for teamed weapons
1098         if(self.team)
1099                 f |= FL_NO_WEAPON_STAY;
1100
1101         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1102         if (self.modelindex) // don't precache if self was removed
1103                 weapon_action(e.weapon, WR_PRECACHE);
1104 }
1105
1106 void spawnfunc_weapon_shotgun (void);
1107 void spawnfunc_weapon_uzi (void) {
1108         if(autocvar_sv_q3acompat_machineshotgunswap)
1109         if(self.classname != "droppedweapon")
1110         {
1111                 weapon_defaultspawnfunc(WEP_SHOTGUN);
1112                 return;
1113         }
1114         weapon_defaultspawnfunc(WEP_UZI);
1115 }
1116
1117 void spawnfunc_weapon_shotgun (void) {
1118         if(autocvar_sv_q3acompat_machineshotgunswap)
1119         if(self.classname != "droppedweapon")
1120         {
1121                 weapon_defaultspawnfunc(WEP_UZI);
1122                 return;
1123         }
1124         weapon_defaultspawnfunc(WEP_SHOTGUN);
1125 }
1126
1127 void spawnfunc_weapon_nex (void)
1128 {
1129         if (g_minstagib)
1130         {
1131                 minstagib_items(IT_CELLS);
1132                 self.think = minst_remove_item;
1133                 self.nextthink = time;
1134                 return;
1135         }
1136         weapon_defaultspawnfunc(WEP_NEX);
1137 }
1138
1139 void spawnfunc_weapon_minstanex (void)
1140 {
1141         if (g_minstagib)
1142         {
1143                 minstagib_items(IT_CELLS);
1144                 self.think = minst_remove_item;
1145                 self.nextthink = time;
1146                 return;
1147         }
1148         weapon_defaultspawnfunc(WEP_MINSTANEX);
1149 }
1150
1151 void spawnfunc_weapon_rocketlauncher (void)
1152 {
1153         if (g_minstagib)
1154         {
1155                 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1156                 self.think = minst_remove_item;
1157                 self.nextthink = time;
1158                 return;
1159         }
1160         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1161 }
1162
1163 void spawnfunc_item_rockets (void) {
1164         if(!self.ammo_rockets)
1165                 self.ammo_rockets = g_pickup_rockets;
1166         if(!self.pickup_anyway)
1167                 self.pickup_anyway = g_pickup_ammo_anyway;
1168         StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
1169 }
1170
1171 void spawnfunc_item_shells (void);
1172 void spawnfunc_item_bullets (void) {
1173         if(!weaponswapping)
1174         if(autocvar_sv_q3acompat_machineshotgunswap)
1175         if(self.classname != "droppedweapon")
1176         {
1177                 weaponswapping = TRUE;
1178                 spawnfunc_item_shells();
1179                 weaponswapping = FALSE;
1180                 return;
1181         }
1182
1183         if(!self.ammo_nails)
1184                 self.ammo_nails = g_pickup_nails;
1185         if(!self.pickup_anyway)
1186                 self.pickup_anyway = g_pickup_ammo_anyway;
1187         StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
1188 }
1189
1190 void spawnfunc_item_cells (void) {
1191         if(!self.ammo_cells)
1192                 self.ammo_cells = g_pickup_cells;
1193         if(!self.pickup_anyway)
1194                 self.pickup_anyway = g_pickup_ammo_anyway;
1195         StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
1196 }
1197
1198 void spawnfunc_item_shells (void) {
1199         if(!weaponswapping)
1200         if(autocvar_sv_q3acompat_machineshotgunswap)
1201         if(self.classname != "droppedweapon")
1202         {
1203                 weaponswapping = TRUE;
1204                 spawnfunc_item_bullets();
1205                 weaponswapping = FALSE;
1206                 return;
1207         }
1208
1209         if(!self.ammo_shells)
1210                 self.ammo_shells = g_pickup_shells;
1211         if(!self.pickup_anyway)
1212                 self.pickup_anyway = g_pickup_ammo_anyway;
1213         StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
1214 }
1215
1216 void spawnfunc_item_armor_small (void) {
1217         if(!self.armorvalue)
1218                 self.armorvalue = g_pickup_armorsmall;
1219         if(!self.max_armorvalue)
1220                 self.max_armorvalue = g_pickup_armorsmall_max;
1221         if(!self.pickup_anyway)
1222                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1223         StartItem ("models/items/item_armor_small.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1224 }
1225
1226 void spawnfunc_item_armor_medium (void) {
1227         if(!self.armorvalue)
1228                 self.armorvalue = g_pickup_armormedium;
1229         if(!self.max_armorvalue)
1230                 self.max_armorvalue = g_pickup_armormedium_max;
1231         if(!self.pickup_anyway)
1232                 self.pickup_anyway = g_pickup_armormedium_anyway;
1233         StartItem ("models/items/item_armor_medium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1234 }
1235
1236 void spawnfunc_item_armor_big (void) {
1237         if(!self.armorvalue)
1238                 self.armorvalue = g_pickup_armorbig;
1239         if(!self.max_armorvalue)
1240                 self.max_armorvalue = g_pickup_armorbig_max;
1241         if(!self.pickup_anyway)
1242                 self.pickup_anyway = g_pickup_armorbig_anyway;
1243         StartItem ("models/items/item_armor_big.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1244 }
1245
1246 void spawnfunc_item_armor_large (void) {
1247         if(!self.armorvalue)
1248                 self.armorvalue = g_pickup_armorlarge;
1249         if(!self.max_armorvalue)
1250                 self.max_armorvalue = g_pickup_armorlarge_max;
1251         if(!self.pickup_anyway)
1252                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1253         StartItem ("models/items/item_armor_large.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1254 }
1255
1256 void spawnfunc_item_health_small (void) {
1257         if(!self.max_health)
1258                 self.max_health = g_pickup_healthsmall_max;
1259         if(!self.health)
1260                 self.health = g_pickup_healthsmall;
1261         if(!self.pickup_anyway)
1262                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1263         StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1264 }
1265
1266 void spawnfunc_item_health_medium (void) {
1267         if(!self.max_health)
1268                 self.max_health = g_pickup_healthmedium_max;
1269         if(!self.health)
1270                 self.health = g_pickup_healthmedium;
1271         if(!self.pickup_anyway)
1272                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1273         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1274 }
1275
1276 void spawnfunc_item_health_large (void) {
1277         if(!self.max_health)
1278                 self.max_health = g_pickup_healthlarge_max;
1279         if(!self.health)
1280                 self.health = g_pickup_healthlarge;
1281         if(!self.pickup_anyway)
1282                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1283         StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1284 }
1285
1286 void spawnfunc_item_health_mega (void) {
1287         if(g_minstagib) {
1288                 minstagib_items(IT_NAILS);
1289         } else {
1290                 if(!self.max_health)
1291                         self.max_health = g_pickup_healthmega_max;
1292                 if(!self.health)
1293                         self.health = g_pickup_healthmega;
1294                 if(!self.pickup_anyway)
1295                         self.pickup_anyway = g_pickup_healthmega_anyway;
1296                 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1297         }
1298 }
1299
1300 // support old misnamed entities
1301 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1302 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1303 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1304 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1305 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1306
1307 void spawnfunc_item_strength (void) {
1308         if(g_minstagib) {
1309                 minstagib_items(IT_STRENGTH);
1310         } else {
1311                 precache_sound("weapons/strength_fire.wav");
1312                 if(!self.strength_finished)
1313                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1314                 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1315         }
1316 }
1317
1318 void spawnfunc_item_invincible (void) {
1319         if(g_minstagib) {
1320                 minstagib_items(IT_INVINCIBLE);
1321         } else {
1322                 if(!self.invincible_finished)
1323                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1324                 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1325         }
1326 }
1327
1328 void spawnfunc_item_minst_cells (void) {
1329         if (g_minstagib)
1330         {
1331                 minst_no_auto_cells = 1;
1332                 minstagib_items(IT_CELLS);
1333         }
1334         else
1335                 remove(self);
1336 }
1337
1338 // compatibility:
1339 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1340
1341 float GiveItems(entity e, float beginarg, float endarg);
1342 void target_items_use (void)
1343 {
1344         if(activator.classname == "droppedweapon")
1345         {
1346                 EXACTTRIGGER_TOUCH;
1347                 remove(activator);
1348                 return;
1349         }
1350
1351         if(activator.classname != "player")
1352                 return;
1353         if(activator.deadflag != DEAD_NO)
1354                 return;
1355         EXACTTRIGGER_TOUCH;
1356
1357         entity e;
1358         for(e = world; (e = find(e, classname, "droppedweapon")); )
1359                 if(e.enemy == activator)
1360                         remove(e);
1361
1362         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1363                 centerprint(activator, self.message);
1364 }
1365
1366 void spawnfunc_target_items (void)
1367 {
1368         float n, i, j;
1369         entity e;
1370
1371         self.use = target_items_use;
1372         if(!self.strength_finished)
1373                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1374         if(!self.invincible_finished)
1375                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1376         if(!self.superweapons_finished)
1377                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1378
1379         precache_sound("misc/itempickup.wav");
1380         precache_sound("misc/megahealth.wav");
1381         precache_sound("misc/armor25.wav");
1382         precache_sound("misc/powerup.wav");
1383         precache_sound("misc/poweroff.wav");
1384         precache_sound("weapons/weaponpickup.wav");
1385
1386         n = tokenize_console(self.netname);
1387         if(argv(0) == "give")
1388         {
1389                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1390         }
1391         else
1392         {
1393                 for(i = 0; i < n; ++i)
1394                 {
1395                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1396                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1397                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1398                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1399                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1400                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1401                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1402                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1403                         else
1404                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1405                         {
1406                                 e = get_weaponinfo(j);
1407                                 if(argv(i) == e.netname)
1408                                 {
1409                                         WEPSET_OR_EW(self, j);
1410                                         if(self.spawnflags == 0 || self.spawnflags == 2)
1411                                                 weapon_action(e.weapon, WR_PRECACHE);
1412                                         break;
1413                                 }
1414                         }
1415                         if(j > WEP_LAST)
1416                                 print("target_items: invalid item ", argv(i), "\n");
1417                 }
1418
1419                 string itemprefix, valueprefix;
1420                 if(self.spawnflags == 0)
1421                 {
1422                         itemprefix = "";
1423                         valueprefix = "";
1424                 }
1425                 else if(self.spawnflags == 1)
1426                 {
1427                         itemprefix = "max ";
1428                         valueprefix = "max ";
1429                 }
1430                 else if(self.spawnflags == 2)
1431                 {
1432                         itemprefix = "min ";
1433                         valueprefix = "min ";
1434                 }
1435                 else if(self.spawnflags == 4)
1436                 {
1437                         itemprefix = "minus ";
1438                         valueprefix = "max ";
1439                 }
1440                 else
1441                         error("invalid spawnflags");
1442
1443                 self.netname = "";
1444                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1445                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1446                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1447                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1448                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1449                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1450                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1451                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1452                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1453                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1454                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1455                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1456                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1457                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1458                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1459                 {
1460                         e = get_weaponinfo(j);
1461                         if(e.weapon)
1462                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
1463                 }
1464         }
1465         self.netname = strzone(self.netname);
1466         //print(self.netname, "\n");
1467
1468         n = tokenize_console(self.netname);
1469         for(i = 0; i < n; ++i)
1470         {
1471                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1472                 {
1473                         e = get_weaponinfo(j);
1474                         if(argv(i) == e.netname)
1475                         {
1476                                 weapon_action(e.weapon, WR_PRECACHE);
1477                                 break;
1478                         }
1479                 }
1480         }
1481 }
1482
1483 void spawnfunc_item_fuel(void)
1484 {
1485         if(!self.ammo_fuel)
1486                 self.ammo_fuel = g_pickup_fuel;
1487         if(!self.pickup_anyway)
1488                 self.pickup_anyway = g_pickup_ammo_anyway;
1489         StartItem ("models/items/g_fuel.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel", IT_FUEL, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1490 }
1491
1492 void spawnfunc_item_fuel_regen(void)
1493 {
1494         if(start_items & IT_FUEL_REGEN)
1495         {
1496                 spawnfunc_item_fuel();
1497                 return;
1498         }
1499         StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Fuel regenerator", IT_FUEL_REGEN, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1500 }
1501
1502 void spawnfunc_item_jetpack(void)
1503 {
1504         if(g_grappling_hook)
1505                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1506         if(!self.ammo_fuel)
1507                 self.ammo_fuel = g_pickup_fuel_jetpack;
1508         if(start_items & IT_JETPACK)
1509         {
1510                 spawnfunc_item_fuel();
1511                 return;
1512         }
1513         StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Jet pack", IT_JETPACK, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1514 }
1515
1516
1517 #define OP_SET 0
1518 #define OP_MIN 1
1519 #define OP_MAX 2
1520 #define OP_PLUS 3
1521 #define OP_MINUS 4
1522
1523 float GiveBit(entity e, .float fld, float bit, float op, float val)
1524 {
1525         float v0, v1;
1526         v0 = (e.fld & bit);
1527         switch(op)
1528         {
1529                 case OP_SET:
1530                         if(val > 0)
1531                                 e.fld |= bit;
1532                         else
1533                                 e.fld &~= bit;
1534                         break;
1535                 case OP_MIN:
1536                 case OP_PLUS:
1537                         if(val > 0)
1538                                 e.fld |= bit;
1539                         break;
1540                 case OP_MAX:
1541                         if(val <= 0)
1542                                 e.fld &~= bit;
1543                         break;
1544                 case OP_MINUS:
1545                         if(val > 0)
1546                                 e.fld &~= bit;
1547                         break;
1548         }
1549         v1 = (e.fld & bit);
1550         return (v0 != v1);
1551 }
1552
1553 float GiveValue(entity e, .float fld, float op, float val)
1554 {
1555         float v0, v1;
1556         v0 = e.fld;
1557         switch(op)
1558         {
1559                 case OP_SET:
1560                         e.fld = val;
1561                         break;
1562                 case OP_MIN:
1563                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1564                         break;
1565                 case OP_MAX:
1566                         e.fld = min(e.fld, val);
1567                         break;
1568                 case OP_PLUS:
1569                         e.fld += val;
1570                         break;
1571                 case OP_MINUS:
1572                         e.fld -= val;
1573                         break;
1574         }
1575         v1 = e.fld;
1576         return (v0 != v1);
1577 }
1578
1579 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1580 {
1581         if(v1 == v0)
1582                 return;
1583         if(v1 <= v0 - t)
1584         {
1585                 if(snd_decr != "")
1586                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1587         }
1588         else if(v0 >= v0 + t)
1589         {
1590                 if(snd_incr != "")
1591                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1592         }
1593 }
1594
1595 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1596 {
1597         if(v0 < v1)
1598                 e.rotfield = max(e.rotfield, time + rottime);
1599         else if(v0 > v1)
1600                 e.regenfield = max(e.regenfield, time + regentime);
1601 }
1602
1603 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1604 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1605 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1606 #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1607
1608 float GiveItems(entity e, float beginarg, float endarg)
1609 {
1610         float got, i, j, val, op;
1611         float _switchweapon;
1612         entity wi;
1613         string cmd;
1614
1615         val = 999;
1616         op = OP_SET;
1617
1618         got = 0;
1619
1620         _switchweapon = FALSE;
1621         if (e.autoswitch)
1622                 if (e.switchweapon == w_getbestweapon(e))
1623                         _switchweapon = TRUE;
1624
1625         e.strength_finished = max(0, e.strength_finished - time);
1626         e.invincible_finished = max(0, e.invincible_finished - time);
1627         e.superweapons_finished = max(0, e.superweapons_finished - time);
1628         
1629         PREGIVE(e, items);
1630         PREGIVE(e, weapons);
1631         PREGIVE(e, strength_finished);
1632         PREGIVE(e, invincible_finished);
1633         PREGIVE(e, superweapons_finished);
1634         PREGIVE(e, ammo_nails);
1635         PREGIVE(e, ammo_cells);
1636         PREGIVE(e, ammo_shells);
1637         PREGIVE(e, ammo_rockets);
1638         PREGIVE(e, ammo_fuel);
1639         PREGIVE(e, armorvalue);
1640         PREGIVE(e, health);
1641
1642         for(i = beginarg; i < endarg; ++i)
1643         {
1644                 cmd = argv(i);
1645
1646                 if(cmd == "0" || stof(cmd))
1647                 {
1648                         val = stof(cmd);
1649                         continue;
1650                 }
1651                 switch(cmd)
1652                 {
1653                         case "no":
1654                                 op = OP_MAX;
1655                                 val = 0;
1656                                 continue;
1657                         case "max":
1658                                 op = OP_MAX;
1659                                 continue;
1660                         case "min":
1661                                 op = OP_MIN;
1662                                 continue;
1663                         case "plus":
1664                                 op = OP_PLUS;
1665                                 continue;
1666                         case "minus":
1667                                 op = OP_MINUS;
1668                                 continue;
1669                         case "ALL":
1670                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1671                                 got += GiveValue(e, strength_finished, op, val);
1672                                 got += GiveValue(e, invincible_finished, op, val);
1673                                 got += GiveValue(e, superweapons_finished, op, val);
1674                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1675                         case "all":
1676                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1677                                 got += GiveValue(e, health, op, val);
1678                                 got += GiveValue(e, armorvalue, op, val);
1679                         case "allweapons":
1680                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1681                                 {
1682                                         wi = get_weaponinfo(j);
1683                                         if(wi.weapon)
1684                                                 got += GiveBit(e, weapons, wi.weapons, op, val); // FIXME
1685                                 }
1686                         case "allammo":
1687                                 got += GiveValue(e, ammo_cells, op, val);
1688                                 got += GiveValue(e, ammo_shells, op, val);
1689                                 got += GiveValue(e, ammo_nails, op, val);
1690                                 got += GiveValue(e, ammo_rockets, op, val);
1691                                 got += GiveValue(e, ammo_fuel, op, val);
1692                                 break;
1693                         case "unlimited_ammo":
1694                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1695                                 break;
1696                         case "unlimited_weapon_ammo":
1697                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1698                                 break;
1699                         case "unlimited_superweapons":
1700                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1701                                 break;
1702                         case "jetpack":
1703                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1704                                 break;
1705                         case "fuel_regen":
1706                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1707                                 break;
1708                         case "strength":
1709                                 got += GiveValue(e, strength_finished, op, val);
1710                                 break;
1711                         case "invincible":
1712                                 got += GiveValue(e, invincible_finished, op, val);
1713                                 break;
1714                         case "superweapons":
1715                                 got += GiveValue(e, superweapons_finished, op, val);
1716                                 break;
1717                         case "cells":
1718                                 got += GiveValue(e, ammo_cells, op, val);
1719                                 break;
1720                         case "shells":
1721                                 got += GiveValue(e, ammo_shells, op, val);
1722                                 break;
1723                         case "nails":
1724                         case "bullets":
1725                                 got += GiveValue(e, ammo_nails, op, val);
1726                                 break;
1727                         case "rockets":
1728                                 got += GiveValue(e, ammo_rockets, op, val);
1729                                 break;
1730                         case "health":
1731                                 got += GiveValue(e, health, op, val);
1732                                 break;
1733                         case "armor":
1734                                 got += GiveValue(e, armorvalue, op, val);
1735                                 break;
1736                         case "fuel":
1737                                 got += GiveValue(e, ammo_fuel, op, val);
1738                                 break;
1739                         default:
1740                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1741                                 {
1742                                         wi = get_weaponinfo(j);
1743                                         if(cmd == wi.netname)
1744                                         {
1745                                                 got += GiveBit(e, weapons, wi.weapons, op, val); // FIXME
1746                                                 break;
1747                                         }
1748                                 }
1749                                 if(j > WEP_LAST)
1750                                         print("give: invalid item ", cmd, "\n");
1751                                 break;
1752                 }
1753                 val = 999;
1754                 op = OP_SET;
1755         }
1756
1757         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1758         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1759         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1760         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1761         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1762         {
1763                 wi = get_weaponinfo(j);
1764                 if(wi.weapon)
1765                 {
1766                         POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null); // FIXME
1767 #define _WS_save_weapons save_weapons
1768                         if not(WEPSET_CONTAINS_AW(save_weapons, j)) // FIXME
1769                                 if(WEPSET_CONTAINS_EW(e, j))
1770                                         weapon_action(wi.weapon, WR_PRECACHE);
1771                 }
1772         }
1773         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1774         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1775         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1776         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1777         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1778         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1779         POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, "misc/itempickup.wav", string_null);
1780         POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/armor25.wav", string_null);
1781         POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/megahealth.wav", string_null);
1782
1783         if(e.superweapons_finished <= 0)
1784                 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1785                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1786
1787         if (g_minstagib)
1788         {
1789                 e.health = bound(0, e.health, 100);
1790                 e.armorvalue = bound(0, e.armorvalue, 999);
1791         }
1792
1793         if(e.strength_finished <= 0)
1794                 e.strength_finished = 0;
1795         else
1796                 e.strength_finished += time;
1797         if(e.invincible_finished <= 0)
1798                 e.invincible_finished = 0;
1799         else
1800                 e.invincible_finished += time;
1801         if(e.superweapons_finished <= 0)
1802                 e.superweapons_finished = 0;
1803         else
1804                 e.superweapons_finished += time;
1805
1806         if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
1807                 _switchweapon = TRUE;
1808         if(_switchweapon)
1809                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1810
1811         return got;
1812 }