]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/t_items.qc
Merge remote-tracking branch 'origin/master' into samual/weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
index 926a4ab9df36a6faeec3214cab01510f72d7f274..69223cc020b80411e9c3fad67e12fcd0dac8fd9d 100644 (file)
@@ -1,32 +1,4 @@
-#define ISF_LOCATION 2
-#define ISF_MODEL    4
-#define ISF_STATUS   8
-    #define ITS_STAYWEP   1
-    #define ITS_ANIMATE1  2
-    #define ITS_ANIMATE2  4
-    #define ITS_AVAILABLE 8
-    #define ITS_ALLOWFB   16
-    #define ITS_ALLOWSI   32
-    #define ITS_POWERUP   64
-#define ISF_COLORMAP 16
-#define ISF_DROP 32
-#define ISF_ANGLES 64
-
-.float ItemStatus;
-
 #ifdef CSQC
-
-var float  autocvar_cl_animate_items = 1;
-var float  autocvar_cl_ghost_items = 0.45;
-var vector autocvar_cl_ghost_items_color = '-1 -1 -1';
-var float  autocvar_cl_fullbright_items = 0;
-var vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
-var float  autocvar_cl_weapon_stay_alpha = 0.75;
-var float  autocvar_cl_simple_items = 0;
-var string autocvr_cl_simpleitems_postfix = "_simple";
-.float  spawntime;
-.float  gravity;
-.vector colormod;
 void ItemDraw()
 {    
     if(self.gravity)
@@ -131,7 +103,7 @@ void ItemRead(float _IsNew)
             if(self.ItemStatus & ITS_AVAILABLE)
                 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
             else
-                 self.effects &~= (EF_ADDITIVE | EF_FULLBRIGHT);
+                 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
         }
     }
     
@@ -216,13 +188,12 @@ void ItemRead(float _IsNew)
 #endif
 
 #ifdef SVQC
-float autocvar_sv_simple_items;
 float ItemSend(entity to, float sf)
 {
     if(self.gravity)
         sf |= ISF_DROP;
     else
-        sf &~= ISF_DROP;
+        sf &= ~ISF_DROP;
        
        WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM); 
        WriteByte(MSG_ENTITY, sf);
@@ -277,10 +248,6 @@ float have_pickup_item(void)
                        return TRUE;
                if(autocvar_g_powerups == 0)
                        return FALSE;
-               if(g_ca)
-                       return FALSE;
-               if(g_arena)
-                       return FALSE;
        }
        else
        {
@@ -288,22 +255,13 @@ float have_pickup_item(void)
                        return TRUE;
                if(autocvar_g_pickup_items == 0)
                        return FALSE;
-               if(g_ca)
-                       return FALSE;
                if(g_weaponarena)
-                       if(!WEPSET_EMPTY_E(self) || (self.items & IT_AMMO))
+                       if(self.weapons || (self.items & IT_AMMO))
                                return FALSE;
        }
        return TRUE;
 }
 
-#define ITEM_RESPAWN_TICKS 10
-
-#define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)
-       // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
-#define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
-       // range: 10 .. respawntime + respawntimejitter
-
 floatfield Item_CounterField(float it)
 {
        switch(it)
@@ -346,14 +304,12 @@ string Item_CounterFieldName(float it)
 #endif
 }
 
-.float max_armorvalue;
-.float pickup_anyway;
 /*
 float Item_Customize()
 {
        if(self.spawnshieldtime)
                return TRUE;
-       if(!WEPSET_CONTAINS_ALL_EE(other, self))
+       if(self.weapons & ~other.weapons)
        {
                self.colormod = '0 0 0';
                self.glowmod = self.colormod;
@@ -377,8 +333,8 @@ float Item_Customize()
 
 void Item_Show (entity e, float mode)
 {    
-       e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
-       e.ItemStatus &~= ITS_STAYWEP;
+       e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
+       e.ItemStatus &= ~ITS_STAYWEP;
        if (mode > 0)
        {
                // make the item look normal, and be touchable
@@ -393,7 +349,7 @@ void Item_Show (entity e, float mode)
                e.model = string_null;
                e.solid = SOLID_NOT;
                e.spawnshieldtime = 1;
-               e.ItemStatus &~= ITS_AVAILABLE;
+               e.ItemStatus &= ~ITS_AVAILABLE;
        }
        else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
        {
@@ -411,7 +367,7 @@ void Item_Show (entity e, float mode)
                e.colormod = '0 0 0';
                e.glowmod = e.colormod;
                e.spawnshieldtime = 1;
-               e.ItemStatus &~= ITS_AVAILABLE;
+               e.ItemStatus &= ~ITS_AVAILABLE;
        }
        
        if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
@@ -437,11 +393,11 @@ void Item_Respawn (void)
        Item_Show(self, 1);
        // this is ugly...
        if(self.items == IT_STRENGTH)
-               sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound
+               sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM);    // play respawn sound
        else if(self.items == IT_INVINCIBLE)
-               sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
+               sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM);      // play respawn sound
        else
-               sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);  // play respawn sound
+               sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
        setorigin (self, self.origin);
 
        //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
@@ -498,7 +454,7 @@ void Item_RespawnCountdown (void)
                                localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
                        }
                }
-               sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
+               sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM);        // play respawn sound
                if(self.waypointsprite_attached)
                {
                        WaypointSprite_Ping(self.waypointsprite_attached);
@@ -509,7 +465,7 @@ void Item_RespawnCountdown (void)
 
 void Item_ScheduleRespawnIn(entity e, float t)
 {
-       if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
+       if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS))
        {
                e.think = Item_RespawnCountdown;
                e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
@@ -539,10 +495,6 @@ void Item_ScheduleInitialRespawn(entity e)
        Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
 }
 
-float ITEM_MODE_NONE = 0;
-float ITEM_MODE_HEALTH = 1;
-float ITEM_MODE_ARMOR = 2;
-float ITEM_MODE_FUEL = 3;
 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
 {
        if (!item.ammofield)
@@ -603,7 +555,7 @@ float Item_GiveTo(entity item, entity player)
        if (player.switchweapon == w_getbestweapon(player))
                _switchweapon = TRUE;
 
-       if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
+       if not(player.weapons & WepSet_FromWeapon(player.switchweapon))
                _switchweapon = TRUE;
 
        pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
@@ -616,15 +568,15 @@ float Item_GiveTo(entity item, entity player)
 
        if (item.flags & FL_WEAPON)
        {
-               WEPSET_DECLARE_A(it);
-               WEPSET_COPY_AE(it, item);
-               WEPSET_ANDNOT_AE(it, player);
+               WepSet it;
+               it = item.weapons;
+               it &= ~player.weapons;
 
-               if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && item.pickup_anyway))
+               if (it || (item.spawnshieldtime && item.pickup_anyway))
                {
                        pickedup = TRUE;
                        for(i = WEP_FIRST; i <= WEP_LAST; ++i)
-                       if(WEPSET_CONTAINS_AW(it, i))
+                       if(it & WepSet_FromWeapon(i))
                                W_GiveWeapon(player, i);
                }
        }
@@ -721,7 +673,7 @@ void Item_Touch (void)
        other.last_pickup = time;
 
        pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
-       sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
+       sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
 
        if (self.classname == "droppedweapon")
                remove (self);
@@ -762,7 +714,7 @@ void Item_Reset()
                if(self.waypointsprite_attached)
                        WaypointSprite_Kill(self.waypointsprite_attached);
 
-               if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
+               if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
                        Item_ScheduleInitialRespawn(self);
        }
 }
@@ -790,7 +742,7 @@ void Item_FindTeam()
                                Item_Show(head, -1);
                                head.state = 1; // state 1 = initially hidden item
                        }
-                       head.effects &~= EF_NODRAW;
+                       head.effects &= ~EF_NODRAW;
                }
 
                Item_Reset();
@@ -814,7 +766,7 @@ float weapon_pickupevalfunc(entity player, entity item)
        float c, j, position;
 
        // See if I have it already
-       if(!WEPSET_CONTAINS_ALL_EE(player, item))
+       if(item.weapons & ~player.weapons)
        {
                // If I can pick it up
                if(!item.spawnshieldtime)
@@ -871,7 +823,7 @@ float commodity_pickupevalfunc(entity player, entity item)
        {
                wi = get_weaponinfo(i);
 
-               if not(WEPSET_CONTAINS_EW(player, i))
+               if not(player.weapons & WepSet_FromWeapon(i))
                        continue;
 
                if(wi.items & IT_SHELLS)
@@ -925,7 +877,6 @@ void Item_Damage(entity inflictor, entity attacker, float damage, float deathtyp
                RemoveItem();
 }
 
-.float is_item;
 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)
 {
        startitem_failed = FALSE;
@@ -952,7 +903,7 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
        self.weapon = weaponid;
 
        if(weaponid)
-               WEPSET_COPY_EW(self, weaponid);
+               self.weapons = WepSet_FromWeapon(weaponid);
        
        self.flags = FL_ITEM | itemflags;
 
@@ -980,7 +931,7 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
                if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
                /*
                if(self.items == 0)
-               if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
+               if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
                if(self.ammo_nails == 0)
                if(self.ammo_cells == 0)
                if(self.ammo_rockets == 0)
@@ -1068,7 +1019,7 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
                        self.is_item = TRUE;
                }
 
-               WEPSET_OR_AW(weaponsInMap, weaponid);
+               weaponsInMap |= WepSet_FromWeapon(weaponid);
 
                precache_model (self.model);
                precache_sound (self.item_pickupsound);
@@ -1145,186 +1096,6 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
                return;
        }
 }
-
-float weaponswapping;
-float internalteam;
-
-void weapon_defaultspawnfunc(float wpn)
-{
-       entity e;
-       float t;
-       var .float ammofield;
-       string s;
-       entity oldself;
-       float i, j;
-       float f;
-
-       if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
-       {
-               e = get_weaponinfo(wpn);
-
-               if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
-               {
-                       print("Attempted to spawn a mutator-blocked weapon; these guns will in the future require a mutator\n");
-                       /*
-                       objerror("Attempted to spawn a mutator-blocked weapon rejected");
-                       startitem_failed = TRUE;
-                       return;
-                       */
-               }
-
-               s = W_Apply_Weaponreplace(e.netname);
-               ret_string = s;
-               other = e;
-               MUTATOR_CALLHOOK(SetWeaponreplace);
-               s = ret_string;
-               if(s == "")
-               {
-                       remove(self);
-                       startitem_failed = TRUE;
-                       return;
-               }
-               t = tokenize_console(s);
-               if(t >= 2)
-               {
-                       self.team = --internalteam;
-                       oldself = self;
-                       for(i = 1; i < t; ++i)
-                       {
-                               s = argv(i);
-                               for(j = WEP_FIRST; j <= WEP_LAST; ++j)
-                               {
-                                       e = get_weaponinfo(j);
-                                       if(e.netname == s)
-                                       {
-                                               self = spawn();
-                                               copyentity(oldself, self);
-                                               self.classname = "replacedweapon";
-                                               weapon_defaultspawnfunc(j);
-                                               break;
-                                       }
-                               }
-                               if(j > WEP_LAST)
-                               {
-                                       print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
-                               }
-                       }
-                       self = oldself;
-               }
-               if(t >= 1) // always the case!
-               {
-                       s = argv(0);
-                       wpn = 0;
-                       for(j = WEP_FIRST; j <= WEP_LAST; ++j)
-                       {
-                               e = get_weaponinfo(j);
-                               if(e.netname == s)
-                               {
-                                       wpn = j;
-                                       break;
-                               }
-                       }
-                       if(j > WEP_LAST)
-                       {
-                               print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
-                       }
-               }
-               if(wpn == 0)
-               {
-                       remove(self);
-                       startitem_failed = TRUE;
-                       return;
-               }
-       }
-
-       e = get_weaponinfo(wpn);
-
-       if(!self.respawntime)
-       {
-               if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
-               {
-                       self.respawntime = g_pickup_respawntime_superweapon;
-                       self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
-               }
-               else
-               {
-                       self.respawntime = g_pickup_respawntime_weapon;
-                       self.respawntimejitter = g_pickup_respawntimejitter_weapon;
-               }
-       }
-
-       if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
-               if(!self.superweapons_finished)
-                       self.superweapons_finished = autocvar_g_balance_superweapons_time;
-
-       if(e.items)
-       {
-               for(i = 0, j = 1; i < 24; ++i, j *= 2)
-               {
-                       if(e.items & j)
-                       {
-                               ammofield = Item_CounterField(j);
-                               if(!self.ammofield)
-                                       self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
-                       }
-               }
-       }
-
-       // pickup anyway
-       if(g_pickup_weapons_anyway)
-               self.pickup_anyway = TRUE;
-
-       f = FL_WEAPON;
-
-       // no weapon-stay on superweapons
-       if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
-               f |= FL_NO_WEAPON_STAY;
-
-       // weapon stay isn't supported for teamed weapons
-       if(self.team)
-               f |= FL_NO_WEAPON_STAY;
-
-       StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
-       if (self.modelindex) // don't precache if self was removed
-               weapon_action(e.weapon, WR_PRECACHE);
-}
-
-void spawnfunc_weapon_shotgun (void);
-void spawnfunc_weapon_uzi (void) {
-       if(autocvar_sv_q3acompat_machineshotgunswap)
-       if(self.classname != "droppedweapon")
-       {
-               weapon_defaultspawnfunc(WEP_SHOTGUN);
-               return;
-       }
-       weapon_defaultspawnfunc(WEP_UZI);
-}
-
-void spawnfunc_weapon_shotgun (void) {
-       if(autocvar_sv_q3acompat_machineshotgunswap)
-       if(self.classname != "droppedweapon")
-       {
-               weapon_defaultspawnfunc(WEP_UZI);
-               return;
-       }
-       weapon_defaultspawnfunc(WEP_SHOTGUN);
-}
-
-void spawnfunc_weapon_nex (void)
-{
-       weapon_defaultspawnfunc(WEP_NEX);
-}
-
-void spawnfunc_weapon_minstanex (void)
-{
-       weapon_defaultspawnfunc(WEP_MINSTANEX);
-}
-
-void spawnfunc_weapon_rocketlauncher (void)
-{
-       weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
-}
-
 void spawnfunc_item_rockets (void) {
        if(!self.ammo_rockets)
                self.ammo_rockets = g_pickup_rockets;
@@ -1481,7 +1252,6 @@ void spawnfunc_item_invincible (void) {
 // compatibility:
 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
 
-float GiveItems(entity e, float beginarg, float endarg);
 void target_items_use (void)
 {
        if(activator.classname == "droppedweapon")
@@ -1550,9 +1320,9 @@ void spawnfunc_target_items (void)
                                        e = get_weaponinfo(j);
                                        if(argv(i) == e.netname)
                                        {
-                                               WEPSET_OR_EW(self, j);
+                                               self.weapons |= WepSet_FromWeapon(j);
                                                if(self.spawnflags == 0 || self.spawnflags == 2)
-                                                       weapon_action(e.weapon, WR_PRECACHE);
+                                                       WEP_ACTION(e.weapon, WR_INIT);
                                                break;
                                        }
                                }
@@ -1610,7 +1380,7 @@ void spawnfunc_target_items (void)
                {
                        e = get_weaponinfo(j);
                        if(e.weapon)
-                               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
+                               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
                }
        }
        self.netname = strzone(self.netname);
@@ -1624,7 +1394,7 @@ void spawnfunc_target_items (void)
                        e = get_weaponinfo(j);
                        if(argv(i) == e.netname)
                        {
-                               weapon_action(e.weapon, WR_PRECACHE);
+                               WEP_ACTION(e.weapon, WR_INIT);
                                break;
                        }
                }
@@ -1664,40 +1434,33 @@ void spawnfunc_item_jetpack(void)
        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);
 }
 
-
-#define OP_SET 0
-#define OP_MIN 1
-#define OP_MAX 2
-#define OP_PLUS 3
-#define OP_MINUS 4
-
 float GiveWeapon(entity e, float wpn, float op, float val)
 {
-       float v0, v1;
-       v0 = WEPSET_CONTAINS_EW(e, wpn);
+       WepSet v0, v1;
+       v0 = (e.weapons & WepSet_FromWeapon(wpn));
        switch(op)
        {
                case OP_SET:
                        if(val > 0)
-                               WEPSET_OR_EW(e, wpn);
+                               e.weapons |= WepSet_FromWeapon(wpn);
                        else
-                               WEPSET_ANDNOT_EW(e, wpn);
+                               e.weapons &= ~WepSet_FromWeapon(wpn);
                        break;
                case OP_MIN:
                case OP_PLUS:
                        if(val > 0)
-                               WEPSET_OR_EW(e, wpn);
+                               e.weapons |= WepSet_FromWeapon(wpn);
                        break;
                case OP_MAX:
                        if(val <= 0)
-                               WEPSET_ANDNOT_EW(e, wpn);
+                               e.weapons &= ~WepSet_FromWeapon(wpn);
                        break;
                case OP_MINUS:
                        if(val > 0)
-                               WEPSET_ANDNOT_EW(e, wpn);
+                               e.weapons &= ~WepSet_FromWeapon(wpn);
                        break;
        }
-       v1 = WEPSET_CONTAINS_EW(e, wpn);
+       v1 = (e.weapons & WepSet_FromWeapon(wpn));
        return (v0 != v1);
 }
 
@@ -1711,7 +1474,7 @@ float GiveBit(entity e, .float fld, float bit, float op, float val)
                        if(val > 0)
                                e.fld |= bit;
                        else
-                               e.fld &~= bit;
+                               e.fld &= ~bit;
                        break;
                case OP_MIN:
                case OP_PLUS:
@@ -1720,11 +1483,11 @@ float GiveBit(entity e, .float fld, float bit, float op, float val)
                        break;
                case OP_MAX:
                        if(val <= 0)
-                               e.fld &~= bit;
+                               e.fld &= ~bit;
                        break;
                case OP_MINUS:
                        if(val > 0)
-                               e.fld &~= bit;
+                               e.fld &= ~bit;
                        break;
        }
        v1 = (e.fld & bit);
@@ -1764,12 +1527,12 @@ void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string sn
        if(v1 <= v0 - t)
        {
                if(snd_decr != "")
-                       sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
+                       sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
        }
        else if(v0 >= v0 + t)
        {
                if(snd_incr != "")
-                       sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
+                       sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
        }
 }
 
@@ -1780,14 +1543,6 @@ void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .floa
        else if(v0 > v1)
                e.regenfield = max(e.regenfield, time + regentime);
 }
-
-#define PREGIVE_WEAPONS(e) WEPSET_DECLARE_A(save_weapons); WEPSET_COPY_AE(save_weapons, e)
-#define PREGIVE(e,f) float save_##f; save_##f = (e).f
-#define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), WEPSET_CONTAINS_AW(save_weapons, b), WEPSET_CONTAINS_EW(e, b), 0, snd_incr, snd_decr)
-#define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
-#define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
-#define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
-
 float GiveItems(entity e, float beginarg, float endarg)
 {
        float got, i, j, val, op;
@@ -1948,9 +1703,9 @@ float GiveItems(entity e, float beginarg, float endarg)
                if(wi.weapon)
                {
                        POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
-                       if not(WEPSET_CONTAINS_AW(save_weapons, j))
-                               if(WEPSET_CONTAINS_EW(e, j))
-                                       weapon_action(wi.weapon, WR_PRECACHE);
+                       if not(save_weapons & WepSet_FromWeapon(j))
+                               if(e.weapons & WepSet_FromWeapon(j))
+                                       WEP_ACTION(wi.weapon, WR_INIT);
                }
        }
        POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
@@ -1964,7 +1719,7 @@ float GiveItems(entity e, float beginarg, float endarg)
        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);
 
        if(e.superweapons_finished <= 0)
-               if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
+               if(self.weapons & WEPSET_SUPERWEAPONS)
                        e.superweapons_finished = autocvar_g_balance_superweapons_time;
 
        if(e.strength_finished <= 0)
@@ -1980,7 +1735,7 @@ float GiveItems(entity e, float beginarg, float endarg)
        else
                e.superweapons_finished += time;
 
-       if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
+       if not(e.weapons & WepSet_FromWeapon(e.switchweapon))
                _switchweapon = TRUE;
        if(_switchweapon)
                W_SwitchWeapon_Force(e, w_getbestweapon(e));