]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/t_items.qc
Merge branch 'master' into mirceakitsune/playermodel_ubot
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / t_items.qc
diff --git a/qcsrc/common/t_items.qc b/qcsrc/common/t_items.qc
new file mode 100644 (file)
index 0000000..a0255d7
--- /dev/null
@@ -0,0 +1,1826 @@
+#include "t_items.qh"
+
+#include "items/all.qc"
+
+#if defined(SVQC)
+
+    #include "../server/bot/bot.qh"
+    #include "../server/bot/waypoints.qh"
+
+    #include <server/mutators/all.qh>
+
+    #include "../server/weapons/common.qh"
+    #include "../server/weapons/selection.qh"
+    #include "../server/weapons/weaponsystem.qh"
+
+    #include "constants.qh"
+    #include <common/deathtypes/all.qh>
+    #include <common/notifications/all.qh>
+       #include "triggers/subs.qh"
+    #include "util.qh"
+
+    #include <common/monsters/all.qh>
+
+    #include <common/weapons/all.qh>
+
+    #include "../lib/warpzone/util_server.qh"
+#elif defined(CSQC)
+       #include "physics/movetypes/movetypes.qh"
+       #include <common/weapons/all.qh>
+       #include "../lib/csqcmodel/cl_model.qh"
+       #include "../lib/csqcmodel/common.qh"
+#endif
+
+REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
+
+#ifdef CSQC
+bool autocvar_cl_ghost_items_vehicle = true;
+void Item_SetAlpha(entity this)
+{
+       bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
+
+       if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
+       {
+               this.alpha = 1;
+               this.colormod = this.glowmod = '1 1 1';
+       }
+       else
+       {
+               if (autocvar_cl_ghost_items_color)
+               {
+                       this.alpha = autocvar_cl_ghost_items;
+                       this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
+               }
+               else
+                       this.alpha = -1;
+       }
+
+       if(!veh_hud)
+       if(this.ItemStatus & ITS_STAYWEP)
+       {
+               this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
+               this.alpha = autocvar_cl_weapon_stay_alpha;
+       }
+}
+
+void ItemDraw(entity this)
+{
+    if(this.gravity)
+    {
+        Movetype_Physics_MatchServer(this, false);
+        if(this.move_flags & FL_ONGROUND)
+        { // For some reason move_avelocity gets set to '0 0 0' here ...
+            this.oldorigin = this.origin;
+            this.gravity = 0;
+
+            if(autocvar_cl_animate_items)
+            { // ... so reset it if animations are requested.
+                if(this.ItemStatus & ITS_ANIMATE1)
+                    this.move_avelocity = '0 180 0';
+
+                if(this.ItemStatus & ITS_ANIMATE2)
+                    this.move_avelocity = '0 -90 0';
+            }
+        }
+    }
+    else if (autocvar_cl_animate_items)
+    {
+        if(this.ItemStatus & ITS_ANIMATE1)
+        {
+            this.angles += this.move_avelocity * frametime;
+            setorigin(this, '0 0 10' + this.oldorigin + '0 0 8' * sin(time * 2));
+        }
+
+        if(this.ItemStatus & ITS_ANIMATE2)
+        {
+            this.angles += this.move_avelocity * frametime;
+            setorigin(this, '0 0 8' + this.oldorigin + '0 0 4' * sin(time * 3));
+        }
+    }
+
+    Item_SetAlpha(this);
+}
+
+void ItemDrawSimple(entity this)
+{
+    if(this.gravity)
+    {
+        Movetype_Physics_MatchServer(this, false);
+
+        if(this.move_flags & FL_ONGROUND)
+            this.gravity = 0;
+    }
+
+    Item_SetAlpha(this);
+}
+
+void Item_PreDraw(entity this)
+{
+       if(warpzone_warpzones_exist)
+       {
+               // just incase warpzones were initialized last, reset these
+               //this.alpha = 1; // alpha is already set by the draw function
+               this.drawmask = MASK_NORMAL;
+               return;
+       }
+       float alph;
+       vector org = getpropertyvec(VF_ORIGIN);
+       if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
+               alph = 0;
+       else if(this.fade_start)
+               alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
+       else
+               alph = 1;
+       //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
+       if(!hud && (this.ItemStatus & ITS_AVAILABLE))
+               this.alpha = alph;
+       if(alph <= 0)
+               this.drawmask = 0;
+       else
+               this.drawmask = MASK_NORMAL;
+}
+
+void ItemRemove(entity this)
+{
+       if(this.mdl)
+               strunzone(this.mdl);
+}
+
+NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
+{
+    int sf = ReadByte();
+
+    if(sf & ISF_LOCATION)
+    {
+        this.origin_x = ReadCoord();
+        this.origin_y = ReadCoord();
+        this.origin_z = ReadCoord();
+        setorigin(this, this.origin);
+        this.oldorigin = this.origin;
+    }
+
+    if(sf & ISF_ANGLES)
+    {
+        this.angles_x = ReadAngle();
+        this.angles_y = ReadAngle();
+        this.angles_z = ReadAngle();
+        this.move_angles = this.angles;
+    }
+
+    if(sf & ISF_SIZE)
+    {
+        float use_bigsize = ReadByte();
+        setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
+    }
+
+    if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
+    {
+        this.ItemStatus = ReadByte();
+
+        Item_SetAlpha(this);
+
+        if(autocvar_cl_fullbright_items)
+            if(this.ItemStatus & ITS_ALLOWFB)
+                this.effects |= EF_FULLBRIGHT;
+
+        if(this.ItemStatus & ITS_POWERUP)
+        {
+            if(this.ItemStatus & ITS_AVAILABLE)
+                this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
+            else
+                 this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
+        }
+    }
+
+    if(sf & ISF_MODEL)
+    {
+        this.drawmask  = MASK_NORMAL;
+               this.move_movetype = MOVETYPE_TOSS;
+        this.draw       = ItemDraw;
+        this.solid = SOLID_TRIGGER;
+        //this.move_flags |= FL_ITEM;
+
+        bool use_bigsize = ReadByte();
+
+        this.fade_end = ReadShort();
+        this.fade_start = ReadShort();
+        if(this.fade_start && !autocvar_cl_items_nofade)
+               setpredraw(this, Item_PreDraw);
+
+        if(this.mdl)
+            strunzone(this.mdl);
+
+        this.mdl = "";
+        string _fn = ReadString();
+
+        if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
+        {
+            string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
+            this.draw = ItemDrawSimple;
+
+            if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
+                this.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
+            else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
+                this.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
+            else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
+                this.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
+            else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
+                this.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
+            else
+            {
+                this.draw = ItemDraw;
+                LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it\n");
+            }
+        }
+
+        if(this.draw != ItemDrawSimple)
+            this.mdl = strzone(_fn);
+
+
+        if(this.mdl == "")
+            LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!\n");
+
+        precache_model(this.mdl);
+        _setmodel(this, this.mdl);
+
+        setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
+    }
+
+    if(sf & ISF_COLORMAP)
+        this.colormap = ReadShort();
+
+    if(sf & ISF_DROP)
+    {
+        this.gravity = 1;
+        this.pushable = true;
+        //this.move_angles = '0 0 0';
+        this.move_movetype = MOVETYPE_TOSS;
+        this.move_velocity_x = ReadCoord();
+        this.move_velocity_y = ReadCoord();
+        this.move_velocity_z = ReadCoord();
+        this.velocity = this.move_velocity;
+        this.move_origin = this.oldorigin;
+
+        if(!this.move_time)
+        {
+            this.move_time = time;
+            this.spawntime = time;
+        }
+        else
+            this.move_time = max(this.move_time, time);
+    }
+
+    if(autocvar_cl_animate_items)
+    {
+        if(this.ItemStatus & ITS_ANIMATE1)
+            this.move_avelocity = '0 180 0';
+
+        if(this.ItemStatus & ITS_ANIMATE2)
+            this.move_avelocity = '0 -90 0';
+    }
+
+    this.entremove = ItemRemove;
+
+    return true;
+}
+
+#endif
+
+#ifdef SVQC
+bool ItemSend(entity this, entity to, int sf)
+{
+       if(this.gravity)
+               sf |= ISF_DROP;
+       else
+               sf &= ~ISF_DROP;
+
+       WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
+       WriteByte(MSG_ENTITY, sf);
+
+       //WriteByte(MSG_ENTITY, this.cnt);
+       if(sf & ISF_LOCATION)
+       {
+               WriteCoord(MSG_ENTITY, this.origin.x);
+               WriteCoord(MSG_ENTITY, this.origin.y);
+               WriteCoord(MSG_ENTITY, this.origin.z);
+       }
+
+       if(sf & ISF_ANGLES)
+       {
+               WriteAngle(MSG_ENTITY, this.angles_x);
+               WriteAngle(MSG_ENTITY, this.angles_y);
+               WriteAngle(MSG_ENTITY, this.angles_z);
+       }
+
+       if(sf & ISF_SIZE)
+       {
+               Pickup p = this.itemdef;
+               WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
+       }
+
+       if(sf & ISF_STATUS)
+               WriteByte(MSG_ENTITY, this.ItemStatus);
+
+       if(sf & ISF_MODEL)
+       {
+               Pickup p = this.itemdef;
+               WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
+               WriteShort(MSG_ENTITY, this.fade_end);
+               WriteShort(MSG_ENTITY, this.fade_start);
+
+               if(this.mdl == "")
+                       LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "exspect a crash just aboute now\n");
+
+               WriteString(MSG_ENTITY, this.mdl);
+       }
+
+
+       if(sf & ISF_COLORMAP)
+               WriteShort(MSG_ENTITY, this.colormap);
+
+       if(sf & ISF_DROP)
+       {
+               WriteCoord(MSG_ENTITY, this.velocity.x);
+               WriteCoord(MSG_ENTITY, this.velocity.y);
+               WriteCoord(MSG_ENTITY, this.velocity.z);
+       }
+
+       return true;
+}
+
+void ItemUpdate(entity this)
+{
+       this.oldorigin = this.origin;
+       this.SendFlags |= ISF_LOCATION;
+}
+
+void UpdateItemAfterTeleport(entity this)
+{
+       if(getSendEntity(this) == ItemSend)
+               ItemUpdate(this);
+}
+
+bool have_pickup_item(entity this)
+{
+       if(this.itemdef.instanceOfPowerup)
+       {
+               if(autocvar_g_powerups > 0)
+                       return true;
+               if(autocvar_g_powerups == 0)
+                       return false;
+       }
+       else
+       {
+               if(autocvar_g_pickup_items > 0)
+                       return true;
+               if(autocvar_g_pickup_items == 0)
+                       return false;
+               if(g_weaponarena)
+                       if(this.weapons || (this.items & IT_AMMO)) // no item or ammo pickups in weaponarena
+                               return false;
+       }
+       return true;
+}
+
+/*
+float Item_Customize()
+{
+       if(this.spawnshieldtime)
+               return true;
+       if(this.weapons & ~other.weapons)
+       {
+               this.colormod = '0 0 0';
+               this.glowmod = this.colormod;
+               this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
+               return true;
+       }
+       else
+       {
+               if(g_ghost_items)
+               {
+                       this.colormod = stov(autocvar_g_ghost_items_color);
+                       this.glowmod = this.colormod;
+                       this.alpha = g_ghost_items;
+                       return true;
+               }
+               else
+                       return false;
+       }
+}
+*/
+
+void Item_Show (entity e, float mode)
+{
+       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
+               e.model = e.mdl;
+               e.solid = SOLID_TRIGGER;
+               e.spawnshieldtime = 1;
+               e.ItemStatus |= ITS_AVAILABLE;
+       }
+       else if (mode < 0)
+       {
+               // hide the item completely
+               e.model = string_null;
+               e.solid = SOLID_NOT;
+               e.spawnshieldtime = 1;
+               e.ItemStatus &= ~ITS_AVAILABLE;
+       }
+       else {
+       entity def = e.itemdef;
+       bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
+               || e.team // weapon stay isn't supported for teamed weapons
+               ;
+       if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
+       {
+               // make the item translucent and not touchable
+               e.model = e.mdl;
+               e.solid = SOLID_TRIGGER; // can STILL be picked up!
+               e.effects |= EF_STARDUST;
+               e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
+               e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
+       }
+       else
+       {
+               //setmodel(e, "null");
+               e.solid = SOLID_NOT;
+               e.colormod = '0 0 0';
+               e.glowmod = e.colormod;
+               e.spawnshieldtime = 1;
+               e.ItemStatus &= ~ITS_AVAILABLE;
+       }}
+
+       if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
+               e.ItemStatus |= ITS_POWERUP;
+
+       if (autocvar_g_nodepthtestitems)
+               e.effects |= EF_NODEPTHTEST;
+
+
+       if (autocvar_g_fullbrightitems)
+               e.ItemStatus |= ITS_ALLOWFB;
+
+       if (autocvar_sv_simple_items)
+               e.ItemStatus |= ITS_ALLOWSI;
+
+       // relink entity (because solid may have changed)
+       setorigin(e, e.origin);
+       e.SendFlags |= ISF_STATUS;
+}
+
+void Item_Think(entity this)
+{
+       this.nextthink = time;
+       if(this.origin != this.oldorigin)
+               ItemUpdate(this);
+}
+
+bool Item_ItemsTime_SpectatorOnly(GameItem it);
+bool Item_ItemsTime_Allow(GameItem it);
+float Item_ItemsTime_UpdateTime(entity e, float t);
+void Item_ItemsTime_SetTime(entity e, float t);
+void Item_ItemsTime_SetTimesForAllPlayers();
+
+void Item_Respawn (entity this)
+{
+       Item_Show(this, 1);
+       // this is ugly...
+       if(this.items == ITEM_Strength.m_itemid)
+               sound (this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM);   // play respawn sound
+       else if(this.items == ITEM_Shield.m_itemid)
+               sound (this, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM);     // play respawn sound
+       else
+               sound (this, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM);        // play respawn sound
+       setorigin(this, this.origin);
+
+    if (Item_ItemsTime_Allow(this.itemdef) || this.weapons & WEPSET_SUPERWEAPONS)
+       {
+               float t = Item_ItemsTime_UpdateTime(this, 0);
+               Item_ItemsTime_SetTime(this, t);
+               Item_ItemsTime_SetTimesForAllPlayers();
+       }
+
+       setthink(this, Item_Think);
+       this.nextthink = time;
+
+       //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
+       Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
+}
+
+void Item_RespawnCountdown (entity this)
+{
+       if(this.count >= ITEM_RESPAWN_TICKS)
+       {
+               if(this.waypointsprite_attached)
+                       WaypointSprite_Kill(this.waypointsprite_attached);
+               Item_Respawn(this);
+       }
+       else
+       {
+               this.nextthink = time + 1;
+               this.count += 1;
+               if(this.count == 1)
+               {
+                       MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
+                       do {
+                               {
+                                       entity wi = Weapons_from(this.weapon);
+                                       if (wi != WEP_Null) {
+                                               entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
+                                               wp.wp_extra = wi.m_id;
+                                               break;
+                                       }
+                               }
+                               {
+                                       entity ii = this.itemdef;
+                                       if (ii != NULL) {
+                                               entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
+                                               wp.wp_extra = ii.m_id;
+                                               break;
+                                       }
+                               }
+                       } while (0);
+            if(this.waypointsprite_attached)
+            {
+                GameItem def = this.itemdef;
+                if (Item_ItemsTime_SpectatorOnly(def))
+                    WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
+                WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
+            }
+               }
+
+               if(this.waypointsprite_attached)
+               {
+                       FOREACH_CLIENT(IS_REAL_CLIENT(it), {
+                               if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
+                               {
+                                       msg_entity = it;
+                                       soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM);    // play respawn sound
+                               }
+                       });
+
+                       WaypointSprite_Ping(this.waypointsprite_attached);
+                       //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count);
+               }
+       }
+}
+
+void Item_RespawnThink(entity this)
+{
+       this.nextthink = time;
+       if(this.origin != this.oldorigin)
+               ItemUpdate(this);
+
+       if(time >= this.wait)
+               Item_Respawn(this);
+}
+
+void Item_ScheduleRespawnIn(entity e, float t)
+{
+       // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
+       if ((Item_ItemsTime_Allow(e.itemdef) || e.weapons & WEPSET_SUPERWEAPONS) && (t - ITEM_RESPAWN_TICKS) > 0)
+       {
+               setthink(e, Item_RespawnCountdown);
+               e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
+               e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
+               e.count = 0;
+               t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
+               Item_ItemsTime_SetTime(e, t);
+               Item_ItemsTime_SetTimesForAllPlayers();
+       }
+       else
+       {
+               setthink(e, Item_RespawnThink);
+               e.nextthink = time;
+               e.scheduledrespawntime = time + t;
+               e.wait = time + t;
+       }
+}
+
+void Item_ScheduleRespawn(entity e)
+{
+       if(e.respawntime > 0)
+       {
+               Item_Show(e, 0);
+               Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
+       }
+       else // if respawntime is -1, this item does not respawn
+               Item_Show(e, -1);
+}
+
+void Item_ScheduleInitialRespawn(entity e)
+{
+       Item_Show(e, 0);
+       Item_ScheduleRespawnIn(e, game_starttime - time + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
+}
+
+float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
+{
+       if (!item.(ammotype))
+               return false;
+
+       if (item.spawnshieldtime)
+       {
+               if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
+               {
+                       player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
+                       goto YEAH;
+               }
+       }
+       else if(g_weapon_stay == 2)
+       {
+               float mi = min(item.(ammotype), ammomax);
+               if (player.(ammotype) < mi)
+               {
+                       player.(ammotype) = mi;
+                       goto YEAH;
+               }
+       }
+
+       return false;
+
+LABEL(YEAH)
+       switch(mode)
+       {
+               case ITEM_MODE_FUEL:
+                       player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
+                       break;
+               case ITEM_MODE_HEALTH:
+                       player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
+                       break;
+               case ITEM_MODE_ARMOR:
+                       player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
+                       break;
+               default:
+                       break;
+       }
+       return true;
+}
+
+float Item_GiveTo(entity item, entity player)
+{
+       float _switchweapon;
+       float pickedup;
+
+       // if nothing happens to player, just return without taking the item
+       pickedup = false;
+       _switchweapon = false;
+       // in case the player has autoswitch enabled do the following:
+       // if the player is using their best weapon before items are given, they
+       // probably want to switch to an even better weapon after items are given
+       if (player.autoswitch)
+       if (PS(player).m_switchweapon == w_getbestweapon(player))
+               _switchweapon = true;
+
+       if (!(player.weapons & WepSet_FromWeapon(PS(player).m_switchweapon)))
+               _switchweapon = true;
+
+       pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
+       pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
+       pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
+       pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
+       pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
+       pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
+       pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
+       pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
+
+       if (item.itemdef.instanceOfWeaponPickup)
+       {
+               WepSet w;
+               w = item.weapons;
+               w &= ~player.weapons;
+
+               if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
+               {
+                       pickedup = true;
+                       FOREACH(Weapons, it != WEP_Null, {
+                               if(w & (it.m_wepset))
+                               {
+                                       W_DropEvent(wr_pickup, player, it.m_id, item);
+                                       W_GiveWeapon(player, it.m_id);
+                               }
+                       });
+               }
+       }
+
+       if (item.itemdef.instanceOfPowerup)
+       {
+               if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
+                       Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
+               else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
+                       Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
+       }
+
+       int its;
+       if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
+       {
+               pickedup = true;
+               player.items |= its;
+               Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
+       }
+
+       if (item.strength_finished)
+       {
+               pickedup = true;
+               player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
+       }
+       if (item.invincible_finished)
+       {
+               pickedup = true;
+               player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
+       }
+       if (item.superweapons_finished)
+       {
+               pickedup = true;
+               player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
+       }
+
+LABEL(skip)
+
+       // always eat teamed entities
+       if(item.team)
+               pickedup = true;
+
+       if (!pickedup)
+               return 0;
+
+       // crude hack to enforce switching weapons
+       if(g_cts && item.itemdef.instanceOfWeaponPickup)
+       {
+               W_SwitchWeapon_Force(player, Weapons_from(item.weapon));
+               return 1;
+       }
+
+       if (_switchweapon)
+               if (PS(player).m_switchweapon != w_getbestweapon(player))
+                       W_SwitchWeapon_Force(player, w_getbestweapon(player));
+
+       return 1;
+}
+
+void Item_Touch(entity this)
+{
+
+       // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
+       if (this.classname == "droppedweapon")
+       {
+               if (ITEM_TOUCH_NEEDKILL())
+               {
+                       remove(this);
+                       return;
+               }
+       }
+
+       if(!(other.flags & FL_PICKUPITEMS)
+       || STAT(FROZEN, other)
+       || IS_DEAD(other)
+       || (this.solid != SOLID_TRIGGER)
+       || (this.owner == other)
+       || (time < this.item_spawnshieldtime)
+       ) { return; }
+
+       switch (MUTATOR_CALLHOOK(ItemTouch, this, other))
+       {
+               case MUT_ITEMTOUCH_RETURN: { return; }
+               case MUT_ITEMTOUCH_PICKUP: { other = M_ARGV(1, entity); goto pickup; }
+       }
+
+       other = M_ARGV(1, entity);
+
+       if (this.classname == "droppedweapon")
+       {
+               this.strength_finished = max(0, this.strength_finished - time);
+               this.invincible_finished = max(0, this.invincible_finished - time);
+               this.superweapons_finished = max(0, this.superweapons_finished - time);
+       }
+       entity it = this.itemdef;
+       bool gave = ITEM_HANDLE(Pickup, it, this, other);
+       if (!gave)
+       {
+               if (this.classname == "droppedweapon")
+               {
+                       // undo what we did above
+                       this.strength_finished += time;
+                       this.invincible_finished += time;
+                       this.superweapons_finished += time;
+               }
+               return;
+       }
+
+LABEL(pickup)
+
+       other.last_pickup = time;
+
+       Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
+       _sound (other, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
+
+       if (this.classname == "droppedweapon")
+               remove (this);
+       else if (this.spawnshieldtime)
+       {
+               entity e;
+               if(this.team)
+               {
+                       RandomSelection_Init();
+                       for(entity head = NULL; (head = findfloat(head, team, this.team)); )
+                       {
+                               if(head.flags & FL_ITEM)
+                               if(head.classname != "item_flag_team" && head.classname != "item_key_team")
+                               {
+                                       Item_Show(head, -1);
+                                       RandomSelection_Add(head, 0, string_null, head.cnt, 0);
+                               }
+                       }
+                       e = RandomSelection_chosen_ent;
+
+               }
+               else
+                       e = this;
+               Item_ScheduleRespawn(e);
+       }
+}
+
+void Item_Reset(entity this)
+{
+       Item_Show(this, !this.state);
+       setorigin(this, this.origin);
+
+       if (this.classname != "droppedweapon")
+       {
+               setthink(this, Item_Think);
+               this.nextthink = time;
+
+               if (this.waypointsprite_attached)
+                       WaypointSprite_Kill(this.waypointsprite_attached);
+
+               if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
+                       Item_ScheduleInitialRespawn(this);
+       }
+}
+
+void Item_FindTeam(entity this)
+{
+       entity e;
+
+       if(this.effects & EF_NODRAW)
+       {
+               // marker for item team search
+               LOG_TRACE("Initializing item team ", ftos(this.team), "\n");
+               RandomSelection_Init();
+               FOREACH_ENTITY_FLOAT(team, this.team,
+               {
+                       if(it.flags & FL_ITEM)
+                       if(it.classname != "item_flag_team" && it.classname != "item_key_team")
+                               RandomSelection_Add(it, 0, string_null, it.cnt, 0);
+               });
+
+               e = RandomSelection_chosen_ent;
+               e.state = 0;
+               Item_Show(e, 1);
+
+               FOREACH_ENTITY_FLOAT(team, this.team,
+               {
+                       if(it.flags & FL_ITEM)
+                       if(it.classname != "item_flag_team" && it.classname != "item_key_team")
+                       {
+                               if(it != e)
+                               {
+                                       // make it non-spawned
+                                       Item_Show(it, -1);
+                                       it.state = 1; // state 1 = initially hidden item, apparently
+                               }
+                               it.effects &= ~EF_NODRAW;
+                       }
+               });
+
+               Item_Reset(this);
+       }
+}
+
+// Savage: used for item garbage-collection
+void RemoveItem(entity this)
+{
+       if(wasfreed(this) || !this) { return; }
+       Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
+       remove(this);
+}
+
+// pickup evaluation functions
+// these functions decide how desirable an item is to the bots
+
+float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
+
+float weapon_pickupevalfunc(entity player, entity item)
+{
+       float c;
+
+       // See if I have it already
+       if(item.weapons & ~player.weapons)
+       {
+               // If I can pick it up
+               if(!item.spawnshieldtime)
+                       c = 0;
+               else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
+               {
+                       // Skilled bots will grab more
+                       c = bound(0, skill / 10, 1) * 0.5;
+               }
+               else
+                       c = 0;
+       }
+       else
+               c = 1;
+
+       // If custom weapon priorities for bots is enabled rate most wanted weapons higher
+       if( bot_custom_weapon && c )
+       {
+               // Find the highest position on any range
+               int position = -1;
+               for (int j = 0; j < WEP_LAST ; ++j){
+                       if(
+                                       bot_weapons_far[j] == item.weapon ||
+                                       bot_weapons_mid[j] == item.weapon ||
+                                       bot_weapons_close[j] == item.weapon
+                         )
+                       {
+                               position = j;
+                               break;
+                       }
+               }
+
+               // Rate it
+               if (position >= 0 )
+               {
+                       position = WEP_LAST - position;
+                       // item.bot_pickupbasevalue is overwritten here
+                       return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
+               }
+       }
+
+       return item.bot_pickupbasevalue * c;
+}
+
+float commodity_pickupevalfunc(entity player, entity item)
+{
+       float c;
+       float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
+       c = 0;
+
+       // Detect needed ammo
+       FOREACH(Weapons, it != WEP_Null, {
+               if(!(player.weapons & (it.m_wepset)))
+                       continue;
+
+               if(it.items & ITEM_Shells.m_itemid)
+                       need_shells = true;
+               else if(it.items & ITEM_Bullets.m_itemid)
+                       need_nails = true;
+               else if(it.items & ITEM_Rockets.m_itemid)
+                       need_rockets = true;
+               else if(it.items & ITEM_Cells.m_itemid)
+                       need_cells = true;
+               else if(it.items & ITEM_Plasma.m_itemid)
+                       need_plasma = true;
+               else if(it.items & ITEM_JetpackFuel.m_itemid)
+                       need_fuel = true;
+       });
+
+       // TODO: figure out if the player even has the weapon this ammo is for?
+       // may not affect strategy much though...
+       // find out how much more ammo/armor/health the player can hold
+       if (need_shells)
+       if (item.ammo_shells)
+       if (player.ammo_shells < g_pickup_shells_max)
+               c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
+       if (need_nails)
+       if (item.ammo_nails)
+       if (player.ammo_nails < g_pickup_nails_max)
+               c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
+       if (need_rockets)
+       if (item.ammo_rockets)
+       if (player.ammo_rockets < g_pickup_rockets_max)
+               c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
+       if (need_cells)
+       if (item.ammo_cells)
+       if (player.ammo_cells < g_pickup_cells_max)
+               c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
+       if (need_plasma)
+       if (item.ammo_plasma)
+       if (player.ammo_plasma < g_pickup_plasma_max)
+               c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
+       if (need_fuel)
+       if (item.ammo_fuel)
+       if (player.ammo_fuel < g_pickup_fuel_max)
+               c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
+       if (item.armorvalue)
+       if (player.armorvalue < item.max_armorvalue)
+               c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
+       if (item.health)
+       if (player.health < item.max_health)
+               c = c + max(0, 1 - player.health / item.max_health);
+
+       return item.bot_pickupbasevalue * c;
+}
+
+void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+       if(ITEM_DAMAGE_NEEDKILL(deathtype))
+               RemoveItem(this);
+}
+
+void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
+{
+       string itemname = def.m_name;
+       Model itemmodel = def.m_model;
+    Sound pickupsound = def.m_sound;
+       float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
+       float pickupbasevalue = def.m_botvalue;
+       int itemflags = def.m_itemflags;
+
+       startitem_failed = false;
+
+       this.item_model_ent = itemmodel;
+    this.item_pickupsound_ent = pickupsound;
+
+       if(!this.respawntime) // both need to be set
+       {
+               this.respawntime = defaultrespawntime;
+               this.respawntimejitter = defaultrespawntimejitter;
+       }
+
+       int itemid = def.m_itemid;
+       this.items = itemid;
+       int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
+       this.weapon = weaponid;
+
+       if(!this.fade_end)
+       {
+               this.fade_start = autocvar_g_items_mindist;
+               this.fade_end = autocvar_g_items_maxdist;
+       }
+
+       if(weaponid)
+               this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
+
+       this.flags = FL_ITEM | itemflags;
+
+       if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
+       {
+               startitem_failed = true;
+               remove(this);
+               return;
+       }
+
+       // is it a dropped weapon?
+       if (this.classname == "droppedweapon")
+       {
+               this.reset = SUB_Remove;
+               // it's a dropped weapon
+               this.movetype = MOVETYPE_TOSS;
+
+               // Savage: remove thrown items after a certain period of time ("garbage collection")
+               setthink(this, RemoveItem);
+               this.nextthink = time + 20;
+
+               this.takedamage = DAMAGE_YES;
+               this.event_damage = Item_Damage;
+
+               if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
+               {
+                       // if item is worthless after a timer, have it expire then
+                       this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
+               }
+
+               // don't drop if in a NODROP zone (such as lava)
+               traceline(this.origin, this.origin, MOVE_NORMAL, this);
+               if (trace_dpstartcontents & DPCONTENTS_NODROP)
+               {
+                       startitem_failed = true;
+                       remove(this);
+                       return;
+               }
+       }
+       else
+       {
+               if(!have_pickup_item(this))
+               {
+                       startitem_failed = true;
+                       remove (this);
+                       return;
+               }
+
+               if(this.angles != '0 0 0')
+                       this.SendFlags |= ISF_ANGLES;
+
+               this.reset = Item_Reset;
+               // it's a level item
+               if(this.spawnflags & 1)
+                       this.noalign = 1;
+               if (this.noalign > 0)
+                       this.movetype = MOVETYPE_NONE;
+               else
+                       this.movetype = MOVETYPE_TOSS;
+               // do item filtering according to game mode and other things
+               if (this.noalign <= 0)
+               {
+                       // first nudge it off the floor a little bit to avoid math errors
+                       setorigin(this, this.origin + '0 0 1');
+                       // set item size before we spawn a spawnfunc_waypoint
+                       setsize(this, def.m_mins, def.m_maxs);
+                       this.SendFlags |= ISF_SIZE;
+                       // note droptofloor returns false if stuck/or would fall too far
+                       if (!this.noalign)
+                               droptofloor(this);
+                       waypoint_spawnforitem(this);
+               }
+
+               /*
+                * can't do it that way, as it would break maps
+                * TODO make a target_give like entity another way, that perhaps has
+                * the weapon name in a key
+               if(this.targetname)
+               {
+                       // target_give not yet supported; maybe later
+                       print("removed targeted ", this.classname, "\n");
+                       startitem_failed = true;
+                       remove (this);
+                       return;
+               }
+               */
+
+               if(autocvar_spawn_debug >= 2)
+               {
+            // why not flags & fl_item?
+                   FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
+                LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
+                LOG_TRACE(" vs ", it.netname, vtos(it.origin), "\n");
+                error("Mapper sucks.");
+            });
+                       this.is_item = true;
+               }
+
+               weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
+
+               precache_model(this.model);
+               precache_sound(this.item_pickupsound);
+
+               if (   def.instanceOfPowerup
+                       || def.instanceOfWeaponPickup
+                       || (def.instanceOfHealth && def != ITEM_HealthSmall)
+                       || (def.instanceOfArmor && def != ITEM_ArmorSmall)
+                       || (itemid & (IT_KEY1 | IT_KEY2))
+               ) this.target = "###item###"; // for finding the nearest item using find()
+
+               Item_ItemsTime_SetTime(this, 0);
+       }
+
+       this.bot_pickup = true;
+       this.bot_pickupevalfunc = pickupevalfunc;
+       this.bot_pickupbasevalue = pickupbasevalue;
+       this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
+       this.netname = itemname;
+       settouch(this, Item_Touch);
+       setmodel(this, MDL_Null); // precision set below
+       //this.effects |= EF_LOWPRECISION;
+
+       setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
+
+       this.SendFlags |= ISF_SIZE;
+
+       if (!(this.spawnflags & 1024)) {
+               if(def.instanceOfPowerup)
+                       this.ItemStatus |= ITS_ANIMATE1;
+
+               if(this.armorvalue || this.health)
+                       this.ItemStatus |= ITS_ANIMATE2;
+       }
+
+       if(def.instanceOfWeaponPickup)
+       {
+               if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
+                       this.colormap = 1024; // color shirt=0 pants=0 grey
+               else
+                       this.gravity = 1;
+               if (!(this.spawnflags & 1024))
+                       this.ItemStatus |= ITS_ANIMATE1;
+               this.ItemStatus |= ISF_COLORMAP;
+       }
+
+       this.state = 0;
+       if(this.team) // broken, no idea why.
+       {
+               if(!this.cnt)
+                       this.cnt = 1; // item probability weight
+
+               this.effects |= EF_NODRAW; // marker for item team search
+               InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
+       }
+       else
+               Item_Reset(this);
+
+       Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
+
+       // call this hook after everything else has been done
+       if (MUTATOR_CALLHOOK(Item_Spawn, this))
+       {
+               startitem_failed = true;
+               remove(this);
+               return;
+       }
+}
+
+void StartItem(entity this, GameItem def)
+{
+    _StartItem(
+       this,
+       this.itemdef = def,
+       def.m_respawntime(), // defaultrespawntime
+       def.m_respawntimejitter() // defaultrespawntimejitter
+       );
+}
+
+spawnfunc(item_rockets)
+{
+       if(!this.ammo_rockets)
+               this.ammo_rockets = g_pickup_rockets;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_ammo_anyway;
+    StartItem(this, ITEM_Rockets);
+}
+
+spawnfunc(item_bullets)
+{
+       if(!weaponswapping)
+       if(autocvar_sv_q3acompat_machineshotgunswap)
+       if(this.classname != "droppedweapon")
+       {
+               weaponswapping = true;
+               spawnfunc_item_shells(this);
+               weaponswapping = false;
+               return;
+       }
+
+       if(!this.ammo_nails)
+               this.ammo_nails = g_pickup_nails;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_ammo_anyway;
+    StartItem(this, ITEM_Bullets);
+}
+
+spawnfunc(item_cells)
+{
+       if(!this.ammo_cells)
+               this.ammo_cells = g_pickup_cells;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_ammo_anyway;
+       StartItem(this, ITEM_Cells);
+}
+
+spawnfunc(item_plasma)
+{
+       if(!this.ammo_plasma)
+               this.ammo_plasma = g_pickup_plasma;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_ammo_anyway;
+       StartItem(this, ITEM_Plasma);
+}
+
+spawnfunc(item_shells)
+{
+       if(!weaponswapping)
+       if(autocvar_sv_q3acompat_machineshotgunswap)
+       if(this.classname != "droppedweapon")
+       {
+               weaponswapping = true;
+               spawnfunc_item_bullets(this);
+               weaponswapping = false;
+               return;
+       }
+
+       if(!this.ammo_shells)
+               this.ammo_shells = g_pickup_shells;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_ammo_anyway;
+       StartItem(this, ITEM_Shells);
+}
+
+spawnfunc(item_armor_small)
+{
+       if(!this.armorvalue)
+               this.armorvalue = g_pickup_armorsmall;
+       if(!this.max_armorvalue)
+               this.max_armorvalue = g_pickup_armorsmall_max;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_armorsmall_anyway;
+       StartItem(this, ITEM_ArmorSmall);
+}
+
+spawnfunc(item_armor_medium)
+{
+       if(!this.armorvalue)
+               this.armorvalue = g_pickup_armormedium;
+       if(!this.max_armorvalue)
+               this.max_armorvalue = g_pickup_armormedium_max;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_armormedium_anyway;
+       StartItem(this, ITEM_ArmorMedium);
+}
+
+spawnfunc(item_armor_big)
+{
+       if(!this.armorvalue)
+               this.armorvalue = g_pickup_armorbig;
+       if(!this.max_armorvalue)
+               this.max_armorvalue = g_pickup_armorbig_max;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_armorbig_anyway;
+       StartItem(this, ITEM_ArmorLarge);
+}
+
+spawnfunc(item_armor_large)
+{
+       if(!this.armorvalue)
+               this.armorvalue = g_pickup_armorlarge;
+       if(!this.max_armorvalue)
+               this.max_armorvalue = g_pickup_armorlarge_max;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_armorlarge_anyway;
+       StartItem(this, ITEM_ArmorMega);
+}
+
+spawnfunc(item_health_small)
+{
+       if(!this.max_health)
+               this.max_health = g_pickup_healthsmall_max;
+       if(!this.health)
+               this.health = g_pickup_healthsmall;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_healthsmall_anyway;
+       StartItem(this, ITEM_HealthSmall);
+}
+
+spawnfunc(item_health_medium)
+{
+       if(!this.max_health)
+               this.max_health = g_pickup_healthmedium_max;
+       if(!this.health)
+               this.health = g_pickup_healthmedium;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_healthmedium_anyway;
+    StartItem(this, ITEM_HealthMedium);
+}
+
+spawnfunc(item_health_large)
+{
+       if(!this.max_health)
+               this.max_health = g_pickup_healthlarge_max;
+       if(!this.health)
+               this.health = g_pickup_healthlarge;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_healthlarge_anyway;
+       StartItem(this, ITEM_HealthLarge);
+}
+
+spawnfunc(item_health_mega)
+{
+    if(!this.max_health)
+        this.max_health = g_pickup_healthmega_max;
+    if(!this.health)
+        this.health = g_pickup_healthmega;
+    if(!this.pickup_anyway)
+        this.pickup_anyway = g_pickup_healthmega_anyway;
+    StartItem(this, ITEM_HealthMega);
+}
+
+// support old misnamed entities
+spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
+spawnfunc(item_armor25) { spawnfunc_item_armor_large(this); }
+spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
+spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
+spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
+
+spawnfunc(item_strength)
+{
+               if(!this.strength_finished)
+                       this.strength_finished = autocvar_g_balance_powerup_strength_time;
+               StartItem(this, ITEM_Strength);
+}
+
+spawnfunc(item_invincible)
+{
+               if(!this.invincible_finished)
+                       this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
+               StartItem(this, ITEM_Shield);
+}
+
+// compatibility:
+spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
+
+void target_items_use(entity this, entity actor, entity trigger)
+{
+       other = trigger; // TODO
+
+       if(actor.classname == "droppedweapon")
+       {
+               EXACTTRIGGER_TOUCH;
+               remove(actor);
+               return;
+       }
+
+       if (!IS_PLAYER(actor))
+               return;
+       if(IS_DEAD(actor))
+               return;
+       if(trigger.solid == SOLID_TRIGGER)
+       {
+               EXACTTRIGGER_TOUCH;
+       }
+
+       FOREACH_ENTITY_ENT(enemy, actor,
+       {
+               if(it.classname == "droppedweapon")
+                       remove(it);
+       });
+
+       if(GiveItems(actor, 0, tokenize_console(this.netname)))
+               centerprint(actor, this.message);
+}
+
+spawnfunc(target_items)
+{
+       float n, i;
+       string s;
+
+       this.use = target_items_use;
+       if(!this.strength_finished)
+               this.strength_finished = autocvar_g_balance_powerup_strength_time;
+       if(!this.invincible_finished)
+               this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
+       if(!this.superweapons_finished)
+               this.superweapons_finished = autocvar_g_balance_superweapons_time;
+
+       n = tokenize_console(this.netname);
+       if(argv(0) == "give")
+       {
+               this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
+       }
+       else
+       {
+               for(i = 0; i < n; ++i)
+               {
+                       if     (argv(i) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO;
+                       else if(argv(i) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_WEAPON_AMMO;
+                       else if(argv(i) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
+                       else if(argv(i) == "strength")               this.items |= ITEM_Strength.m_itemid;
+                       else if(argv(i) == "invincible")             this.items |= ITEM_Shield.m_itemid;
+                       else if(argv(i) == "superweapons")           this.items |= IT_SUPERWEAPON;
+                       else if(argv(i) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
+                       else if(argv(i) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
+                       else
+                       {
+                               FOREACH(Weapons, it != WEP_Null, {
+                                       s = W_UndeprecateName(argv(i));
+                                       if(s == it.netname)
+                                       {
+                                               this.weapons |= (it.m_wepset);
+                                               if(this.spawnflags == 0 || this.spawnflags == 2)
+                                                       it.wr_init(it);
+                                               break;
+                                       }
+                               });
+                       }
+               }
+
+               string itemprefix, valueprefix;
+               if(this.spawnflags == 0)
+               {
+                       itemprefix = "";
+                       valueprefix = "";
+               }
+               else if(this.spawnflags == 1)
+               {
+                       itemprefix = "max ";
+                       valueprefix = "max ";
+               }
+               else if(this.spawnflags == 2)
+               {
+                       itemprefix = "min ";
+                       valueprefix = "min ";
+               }
+               else if(this.spawnflags == 4)
+               {
+                       itemprefix = "minus ";
+                       valueprefix = "max ";
+               }
+               else
+               {
+                       error("invalid spawnflags");
+                       itemprefix = valueprefix = string_null;
+               }
+
+               this.netname = "";
+               this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
+               this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
+               this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
+               this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
+               this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
+               this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
+               this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
+               if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
+               if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
+               if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
+               if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
+               if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
+               if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
+               if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
+               if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
+               FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
+       }
+       this.netname = strzone(this.netname);
+       //print(this.netname, "\n");
+
+       n = tokenize_console(this.netname);
+       for(i = 0; i < n; ++i)
+       {
+               FOREACH(Weapons, it != WEP_Null && argv(i) == it.netname, {
+            it.wr_init(it);
+            break;
+               });
+       }
+}
+
+spawnfunc(item_fuel)
+{
+       if(!this.ammo_fuel)
+               this.ammo_fuel = g_pickup_fuel;
+       if(!this.pickup_anyway)
+               this.pickup_anyway = g_pickup_ammo_anyway;
+       StartItem(this, ITEM_JetpackFuel);
+}
+
+spawnfunc(item_fuel_regen)
+{
+       if(start_items & ITEM_JetpackRegen.m_itemid)
+       {
+               spawnfunc_item_fuel(this);
+               return;
+       }
+       StartItem(this, ITEM_JetpackRegen);
+}
+
+spawnfunc(item_jetpack)
+{
+       if(!this.ammo_fuel)
+               this.ammo_fuel = g_pickup_fuel_jetpack;
+       if(start_items & ITEM_Jetpack.m_itemid)
+       {
+               spawnfunc_item_fuel(this);
+               return;
+       }
+       StartItem(this, ITEM_Jetpack);
+}
+
+float GiveWeapon(entity e, float wpn, float op, float val)
+{
+       WepSet v0, v1;
+       WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
+       v0 = (e.weapons & s);
+       switch(op)
+       {
+               case OP_SET:
+                       if(val > 0)
+                               e.weapons |= s;
+                       else
+                               e.weapons &= ~s;
+                       break;
+               case OP_MIN:
+               case OP_PLUS:
+                       if(val > 0)
+                               e.weapons |= s;
+                       break;
+               case OP_MAX:
+                       if(val <= 0)
+                               e.weapons &= ~s;
+                       break;
+               case OP_MINUS:
+                       if(val > 0)
+                               e.weapons &= ~s;
+                       break;
+       }
+       v1 = (e.weapons & s);
+       return (v0 != v1);
+}
+
+void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
+{
+       if(v1 == v0)
+               return;
+       if(v1 <= v0 - t)
+       {
+               if(snd_decr != NULL)
+                       sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
+       }
+       else if(v0 >= v0 + t)
+       {
+               if(snd_incr != NULL)
+                       sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
+       }
+}
+
+void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
+{
+       if(v0 < v1)
+               e.(rotfield) = max(e.(rotfield), time + rottime);
+       else if(v0 > v1)
+               e.(regenfield) = max(e.(regenfield), time + regentime);
+}
+float GiveItems(entity e, float beginarg, float endarg)
+{
+       float got, i, val, op;
+       float _switchweapon;
+       string cmd;
+
+       val = 999;
+       op = OP_SET;
+
+       got = 0;
+
+       _switchweapon = false;
+       if (e.autoswitch)
+               if (PS(e).m_switchweapon == w_getbestweapon(e))
+                       _switchweapon = true;
+
+       e.strength_finished = max(0, e.strength_finished - time);
+       e.invincible_finished = max(0, e.invincible_finished - time);
+       e.superweapons_finished = max(0, e.superweapons_finished - time);
+
+       PREGIVE(e, items);
+       PREGIVE_WEAPONS(e);
+       PREGIVE(e, strength_finished);
+       PREGIVE(e, invincible_finished);
+       PREGIVE(e, superweapons_finished);
+       PREGIVE(e, ammo_nails);
+       PREGIVE(e, ammo_cells);
+       PREGIVE(e, ammo_plasma);
+       PREGIVE(e, ammo_shells);
+       PREGIVE(e, ammo_rockets);
+       PREGIVE(e, ammo_fuel);
+       PREGIVE(e, armorvalue);
+       PREGIVE(e, health);
+
+       for(i = beginarg; i < endarg; ++i)
+       {
+               cmd = argv(i);
+
+               if(cmd == "0" || stof(cmd))
+               {
+                       val = stof(cmd);
+                       continue;
+               }
+               switch(cmd)
+               {
+                       case "no":
+                               op = OP_MAX;
+                               val = 0;
+                               continue;
+                       case "max":
+                               op = OP_MAX;
+                               continue;
+                       case "min":
+                               op = OP_MIN;
+                               continue;
+                       case "plus":
+                               op = OP_PLUS;
+                               continue;
+                       case "minus":
+                               op = OP_MINUS;
+                               continue;
+                       case "ALL":
+                               got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
+                               got += GiveValue(e, strength_finished, op, val);
+                               got += GiveValue(e, invincible_finished, op, val);
+                               got += GiveValue(e, superweapons_finished, op, val);
+                               got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
+                       case "all":
+                               got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
+                               got += GiveValue(e, health, op, val);
+                               got += GiveValue(e, armorvalue, op, val);
+                       case "allweapons":
+                               FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
+                       case "allammo":
+                               got += GiveValue(e, ammo_cells, op, val);
+                               got += GiveValue(e, ammo_plasma, op, val);
+                               got += GiveValue(e, ammo_shells, op, val);
+                               got += GiveValue(e, ammo_nails, op, val);
+                               got += GiveValue(e, ammo_rockets, op, val);
+                               got += GiveValue(e, ammo_fuel, op, val);
+                               break;
+                       case "unlimited_ammo":
+                               got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
+                               break;
+                       case "unlimited_weapon_ammo":
+                               got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
+                               break;
+                       case "unlimited_superweapons":
+                               got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
+                               break;
+                       case "jetpack":
+                               got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
+                               break;
+                       case "fuel_regen":
+                               got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
+                               break;
+                       case "strength":
+                               got += GiveValue(e, strength_finished, op, val);
+                               break;
+                       case "invincible":
+                               got += GiveValue(e, invincible_finished, op, val);
+                               break;
+                       case "superweapons":
+                               got += GiveValue(e, superweapons_finished, op, val);
+                               break;
+                       case "cells":
+                               got += GiveValue(e, ammo_cells, op, val);
+                               break;
+                       case "plasma":
+                               got += GiveValue(e, ammo_plasma, op, val);
+                               break;
+                       case "shells":
+                               got += GiveValue(e, ammo_shells, op, val);
+                               break;
+                       case "nails":
+                       case "bullets":
+                               got += GiveValue(e, ammo_nails, op, val);
+                               break;
+                       case "rockets":
+                               got += GiveValue(e, ammo_rockets, op, val);
+                               break;
+                       case "health":
+                               got += GiveValue(e, health, op, val);
+                               break;
+                       case "armor":
+                               got += GiveValue(e, armorvalue, op, val);
+                               break;
+                       case "fuel":
+                               got += GiveValue(e, ammo_fuel, op, val);
+                               break;
+                       default:
+                               FOREACH(Weapons, it != WEP_Null && cmd == it.netname, {
+                    got += GiveWeapon(e, it.m_id, op, val);
+                    break;
+                               });
+                               break;
+               }
+               val = 999;
+               op = OP_SET;
+       }
+
+       POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
+       POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
+       POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
+       POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
+       FOREACH(Weapons, it != WEP_Null, {
+               POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
+               if(!(save_weapons & (it.m_wepset)))
+                       if(e.weapons & (it.m_wepset))
+                               it.wr_init(it);
+       });
+       POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
+       POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
+       POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
+       POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
+       POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
+       POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
+       POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
+       POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null);
+       POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
+       POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
+
+       if(e.superweapons_finished <= 0)
+               if(e.weapons & WEPSET_SUPERWEAPONS)
+                       e.superweapons_finished = autocvar_g_balance_superweapons_time;
+
+       if(e.strength_finished <= 0)
+               e.strength_finished = 0;
+       else
+               e.strength_finished += time;
+       if(e.invincible_finished <= 0)
+               e.invincible_finished = 0;
+       else
+               e.invincible_finished += time;
+       if(e.superweapons_finished <= 0)
+               e.superweapons_finished = 0;
+       else
+               e.superweapons_finished += time;
+
+       if (!(e.weapons & WepSet_FromWeapon(PS(e).m_switchweapon)))
+               _switchweapon = true;
+       if(_switchweapon)
+               W_SwitchWeapon_Force(e, w_getbestweapon(e));
+
+       return got;
+}
+#endif