]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/t_items.qc
Merge branch 'master' into matthiaskrgr/screenshotcmd
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
diff --git a/qcsrc/server/t_items.qc b/qcsrc/server/t_items.qc
deleted file mode 100644 (file)
index 03af802..0000000
+++ /dev/null
@@ -1,1814 +0,0 @@
-#if defined(CSQC)
-    #include "../dpdefs/csprogsdefs.qh"
-    #include "../common/util.qh"
-    #include "../common/buffs.qh"
-    #include "../common/weapons/weapons.qh"
-    #include "../client/autocvars.qh"
-    #include "../client/movetypes.qh"
-    #include "../client/main.qh"
-    #include "../csqcmodellib/common.qh"
-    #include "../csqcmodellib/cl_model.qh"
-    #include "t_items.qh"
-#elif defined(MENUQC)
-#elif defined(SVQC)
-    #include "../dpdefs/progsdefs.qh"
-    #include "../dpdefs/dpextensions.qh"
-    #include "../warpzonelib/util_server.qh"
-    #include "../common/constants.qh"
-    #include "../common/util.qh"
-    #include "../common/monsters/monsters.qh"
-    #include "../common/weapons/weapons.qh"
-    #include "weapons/weaponsystem.qh"
-    #include "t_items.qh"
-    #include "autocvars.qh"
-    #include "constants.qh"
-    #include "defs.qh"
-    #include "../common/notifications.qh"
-    #include "../common/deathtypes.qh"
-    #include "mutators/mutators_include.qh"
-#endif
-
-#ifdef CSQC
-void ItemDraw()
-{
-    if(self.gravity)
-    {
-        Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
-        if(self.move_flags & FL_ONGROUND)
-        { // For some reason move_avelocity gets set to '0 0 0' here ...
-            self.oldorigin = self.origin;
-            self.gravity = 0;
-
-            if(autocvar_cl_animate_items)
-            { // ... so reset it if animations are requested.
-                if(self.ItemStatus & ITS_ANIMATE1)
-                    self.move_avelocity = '0 180 0';
-
-                if(self.ItemStatus & ITS_ANIMATE2)
-                    self.move_avelocity = '0 -90 0';
-            }
-        }
-    }
-    else if (autocvar_cl_animate_items)
-    {
-        if(self.ItemStatus & ITS_ANIMATE1)
-        {
-            self.angles += self.move_avelocity * frametime;
-            setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
-        }
-
-        if(self.ItemStatus & ITS_ANIMATE2)
-        {
-            self.angles += self.move_avelocity * frametime;
-            setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
-        }
-    }
-}
-
-void ItemDrawSimple()
-{
-    if(self.gravity)
-    {
-        Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
-
-        if(self.move_flags & FL_ONGROUND)
-            self.gravity = 0;
-    }
-}
-
-void ItemRead(float _IsNew)
-{
-    int sf = ReadByte();
-
-    if(sf & ISF_LOCATION)
-    {
-        self.origin_x = ReadCoord();
-        self.origin_y = ReadCoord();
-        self.origin_z = ReadCoord();
-        setorigin(self, self.origin);
-        self.oldorigin = self.origin;
-    }
-
-    if(sf & ISF_ANGLES)
-    {
-        self.angles_x = ReadCoord();
-        self.angles_y = ReadCoord();
-        self.angles_z = ReadCoord();
-        self.move_angles = self.angles;
-    }
-
-    if(sf & ISF_SIZE)
-    {
-        self.mins_x = ReadCoord();
-        self.mins_y = ReadCoord();
-        self.mins_z = ReadCoord();
-        self.maxs_x = ReadCoord();
-        self.maxs_y = ReadCoord();
-        self.maxs_z = ReadCoord();
-        setsize(self, self.mins, self.maxs);
-    }
-
-    if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
-    {
-        self.ItemStatus = ReadByte();
-
-        if(self.ItemStatus & ITS_AVAILABLE)
-        {
-            self.alpha = 1;
-            self.colormod = self.glowmod = '1 1 1';
-        }
-        else
-        {
-            if (autocvar_cl_ghost_items_color)
-            {
-                self.alpha = autocvar_cl_ghost_items;
-                self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
-            }
-            else
-                self.alpha = -1;
-        }
-
-        if(autocvar_cl_fullbright_items)
-            if(self.ItemStatus & ITS_ALLOWFB)
-                self.effects |= EF_FULLBRIGHT;
-
-        if(self.ItemStatus & ITS_STAYWEP)
-        {
-            self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
-            self.alpha = autocvar_cl_weapon_stay_alpha;
-
-        }
-
-        if(self.ItemStatus & ITS_POWERUP)
-        {
-            if(self.ItemStatus & ITS_AVAILABLE)
-                self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
-            else
-                 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
-        }
-    }
-
-    if(sf & ISF_MODEL)
-    {
-        self.drawmask  = MASK_NORMAL;
-        self.movetype  = MOVETYPE_TOSS;
-        self.draw       = ItemDraw;
-
-        if(self.mdl)
-            strunzone(self.mdl);
-
-        self.mdl = "";
-        string _fn = ReadString();
-
-        if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
-        {
-            string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
-            self.draw = ItemDrawSimple;
-
-
-
-            if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
-                self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
-            else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
-                self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
-            else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
-                self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
-            else if(fexists(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix)))
-                self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix));
-            else
-            {
-                self.draw = ItemDraw;
-                dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
-            }
-        }
-
-        if(self.draw != ItemDrawSimple)
-            self.mdl = strzone(_fn);
-
-
-        if(self.mdl == "")
-            dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
-
-        precache_model(self.mdl);
-        setmodel(self, self.mdl);
-    }
-
-    if(sf & ISF_COLORMAP)
-        self.colormap = ReadShort();
-
-    if(sf & ISF_DROP)
-    {
-        self.gravity = 1;
-        //self.move_angles = '0 0 0';
-        self.move_movetype = MOVETYPE_TOSS;
-        self.move_velocity_x = ReadCoord();
-        self.move_velocity_y = ReadCoord();
-        self.move_velocity_z = ReadCoord();
-        self.velocity = self.move_velocity;
-        self.move_origin = self.oldorigin;
-
-        if(!self.move_time)
-        {
-            self.move_time = time;
-            self.spawntime = time;
-        }
-        else
-            self.move_time = max(self.move_time, time);
-    }
-
-    if(autocvar_cl_animate_items)
-    {
-        if(self.ItemStatus & ITS_ANIMATE1)
-            self.move_avelocity = '0 180 0';
-
-        if(self.ItemStatus & ITS_ANIMATE2)
-            self.move_avelocity = '0 -90 0';
-    }
-}
-
-#endif
-
-#ifdef SVQC
-float ItemSend(entity to, float sf)
-{
-    if(self.gravity)
-        sf |= ISF_DROP;
-    else
-        sf &= ~ISF_DROP;
-
-       WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
-       WriteByte(MSG_ENTITY, sf);
-
-       //WriteByte(MSG_ENTITY, self.cnt);
-    if(sf & ISF_LOCATION)
-    {
-        WriteCoord(MSG_ENTITY, self.origin.x);
-        WriteCoord(MSG_ENTITY, self.origin.y);
-        WriteCoord(MSG_ENTITY, self.origin.z);
-    }
-
-    if(sf & ISF_ANGLES)
-    {
-        WriteCoord(MSG_ENTITY, self.angles.x);
-        WriteCoord(MSG_ENTITY, self.angles.y);
-        WriteCoord(MSG_ENTITY, self.angles.z);
-    }
-
-    if(sf & ISF_SIZE)
-    {
-        WriteCoord(MSG_ENTITY, self.mins.x);
-        WriteCoord(MSG_ENTITY, self.mins.y);
-        WriteCoord(MSG_ENTITY, self.mins.z);
-        WriteCoord(MSG_ENTITY, self.maxs.x);
-        WriteCoord(MSG_ENTITY, self.maxs.y);
-        WriteCoord(MSG_ENTITY, self.maxs.z);
-    }
-
-    if(sf & ISF_STATUS)
-        WriteByte(MSG_ENTITY, self.ItemStatus);
-
-    if(sf & ISF_MODEL)
-    {
-
-        if(self.mdl == "")
-            dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
-
-        WriteString(MSG_ENTITY, self.mdl);
-    }
-
-
-    if(sf & ISF_COLORMAP)
-        WriteShort(MSG_ENTITY, self.colormap);
-
-    if(sf & ISF_DROP)
-    {
-        WriteCoord(MSG_ENTITY, self.velocity.x);
-        WriteCoord(MSG_ENTITY, self.velocity.y);
-        WriteCoord(MSG_ENTITY, self.velocity.z);
-    }
-
-    return true;
-}
-
-void ItemUpdate(entity item)
-{
-       item.SendFlags |= ISF_LOCATION;
-}
-
-float have_pickup_item(void)
-{
-       if(self.flags & FL_POWERUP)
-       {
-               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(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
-                               return false;
-       }
-       return true;
-}
-
-/*
-float Item_Customize()
-{
-       if(self.spawnshieldtime)
-               return true;
-       if(self.weapons & ~other.weapons)
-       {
-               self.colormod = '0 0 0';
-               self.glowmod = self.colormod;
-               self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
-               return true;
-       }
-       else
-       {
-               if(g_ghost_items)
-               {
-                       self.colormod = stov(autocvar_g_ghost_items_color);
-                       self.glowmod = self.colormod;
-                       self.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 if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && 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 & IT_STRENGTH || e.items & IT_INVINCIBLE)
-           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()
-{
-       self.nextthink = time;
-       if(self.origin != self.oldorigin)
-       {
-               self.oldorigin = self.origin;
-               ItemUpdate(self);
-       }
-}
-
-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, ATTEN_NORM);    // play respawn sound
-       else if(self.items == IT_INVINCIBLE)
-               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, ATTEN_NORM); // play respawn sound
-       setorigin (self, self.origin);
-
-       self.think = Item_Think;
-       self.nextthink = time;
-
-       //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
-       pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
-}
-
-void Item_RespawnCountdown (void)
-{
-       if(self.count >= ITEM_RESPAWN_TICKS)
-       {
-               if(self.waypointsprite_attached)
-                       WaypointSprite_Kill(self.waypointsprite_attached);
-               Item_Respawn();
-       }
-       else
-       {
-               self.nextthink = time + 1;
-               self.count += 1;
-               if(self.count == 1)
-               {
-                       string name;
-                       vector rgb = '1 0 1';
-                       name = string_null;
-                       switch(self.items)
-                       {
-                               case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
-                               case IT_JETPACK:    name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
-                               case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
-                               case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
-                       }
-                       item_name = name;
-                       item_color = rgb;
-                       MUTATOR_CALLHOOK(Item_RespawnCountdown);
-                       name = item_name;
-                       rgb = item_color;
-                       if(self.flags & FL_WEAPON)
-                       {
-                               entity wi = get_weaponinfo(self.weapon);
-                               if(wi)
-                               {
-                                       name = wi.wpmodel;
-                                       rgb = '1 0 0';
-                               }
-                       }
-                       if(name)
-                       {
-                               WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
-                               if(self.waypointsprite_attached)
-                                       WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
-                       }
-                       else
-                       {
-                               print("Unknown powerup-marked item is wanting to respawn\n");
-                               localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
-                       }
-               }
-               sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM);        // play respawn sound
-               if(self.waypointsprite_attached)
-               {
-                       WaypointSprite_Ping(self.waypointsprite_attached);
-                       //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
-               }
-       }
-}
-
-void Item_RespawnThink()
-{
-       self.nextthink = time;
-       if(self.origin != self.oldorigin)
-       {
-               self.oldorigin = self.origin;
-               ItemUpdate(self);
-       }
-
-       if(time >= self.wait)
-               Item_Respawn();
-}
-
-void Item_ScheduleRespawnIn(entity e, float t)
-{
-       if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS))
-       {
-               e.think = Item_RespawnCountdown;
-               e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
-               e.count = 0;
-       }
-       else
-       {
-               e.think = Item_RespawnThink;
-               e.nextthink = time;
-               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 + 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)
-               {
-                       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;
-
-: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;
-       float it;
-       float i;
-
-       // 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 (player.switchweapon == w_getbestweapon(player))
-               _switchweapon = true;
-
-       if (!(player.weapons & WepSet_FromWeapon(player.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.flags & FL_WEAPON)
-       {
-               WepSet it;
-               it = item.weapons;
-               it &= ~player.weapons;
-
-               if (it || (item.spawnshieldtime && item.pickup_anyway))
-               {
-                       pickedup = true;
-                       for(i = WEP_FIRST; i <= WEP_LAST; ++i)
-                       if(it & WepSet_FromWeapon(i))
-                       {
-                               W_DropEvent(WR_PICKUP, player, i, item);
-                               W_GiveWeapon(player, i);
-                       }
-               }
-       }
-
-       if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
-       {
-               pickedup = true;
-               player.items |= it;
-               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;
-       }
-
-:skip
-
-       // always eat teamed entities
-       if(item.team)
-               pickedup = true;
-
-       if (!pickedup)
-               return 0;
-
-       if (_switchweapon)
-               if (player.switchweapon != w_getbestweapon(player))
-                       W_SwitchWeapon_Force(player, w_getbestweapon(player));
-
-       return 1;
-}
-
-void Item_Touch (void)
-{
-       entity e, head;
-
-       // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
-       if(self.classname == "droppedweapon")
-       {
-               if (ITEM_TOUCH_NEEDKILL())
-               {
-                       remove(self);
-                       return;
-               }
-       }
-
-       if (!IS_PLAYER(other))
-               return;
-       if (other.frozen)
-               return;
-       if (other.deadflag)
-               return;
-       if (self.solid != SOLID_TRIGGER)
-               return;
-       if (self.owner == other)
-               return;
-       if (time < self.item_spawnshieldtime)
-               return;
-
-       switch(MUTATOR_CALLHOOK(ItemTouch))
-       {
-               case MUT_ITEMTOUCH_RETURN: { return; }
-               case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
-       }
-
-       if (self.classname == "droppedweapon")
-       {
-               self.strength_finished = max(0, self.strength_finished - time);
-               self.invincible_finished = max(0, self.invincible_finished - time);
-               self.superweapons_finished = max(0, self.superweapons_finished - time);
-       }
-
-       if(!Item_GiveTo(self, other))
-       {
-               if (self.classname == "droppedweapon")
-               {
-                       // undo what we did above
-                       self.strength_finished += time;
-                       self.invincible_finished += time;
-                       self.superweapons_finished += time;
-               }
-               return;
-       }
-
-       :pickup
-
-       other.last_pickup = time;
-
-       pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
-       sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
-
-       if (self.classname == "droppedweapon")
-               remove (self);
-       else if (!self.spawnshieldtime)
-               return;
-       else
-       {
-               if(self.team)
-               {
-                       RandomSelection_Init();
-                       for(head = world; (head = findfloat(head, team, self.team)); )
-                       {
-                               if(head.flags & FL_ITEM)
-                               {
-                                       Item_Show(head, -1);
-                                       RandomSelection_Add(head, 0, string_null, head.cnt, 0);
-                               }
-                       }
-                       e = RandomSelection_chosen_ent;
-
-               }
-               else
-                       e = self;
-               Item_ScheduleRespawn(e);
-       }
-}
-
-void Item_Reset()
-{
-       Item_Show(self, !self.state);
-       setorigin (self, self.origin);
-
-       if(self.classname != "droppedweapon")
-       {
-               self.think = Item_Think;
-               self.nextthink = time;
-
-               if(self.waypointsprite_attached)
-                       WaypointSprite_Kill(self.waypointsprite_attached);
-
-               if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
-                       Item_ScheduleInitialRespawn(self);
-       }
-}
-
-void Item_FindTeam()
-{
-       entity head, e;
-
-       if(self.effects & EF_NODRAW)
-       {
-               // marker for item team search
-               dprint("Initializing item team ", ftos(self.team), "\n");
-               RandomSelection_Init();
-               for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
-                       RandomSelection_Add(head, 0, string_null, head.cnt, 0);
-               e = RandomSelection_chosen_ent;
-               e.state = 0;
-               Item_Show(e, 1);
-
-               for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
-               {
-                       if(head != e)
-                       {
-                               // make it a non-spawned item
-                               Item_Show(head, -1);
-                               head.state = 1; // state 1 = initially hidden item
-                       }
-                       head.effects &= ~EF_NODRAW;
-               }
-
-               Item_Reset();
-       }
-}
-
-// Savage: used for item garbage-collection
-// TODO: perhaps nice special effect?
-void RemoveItem(void)
-{
-       remove(self);
-}
-
-// 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, j, position;
-
-       // 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
-               position = -1;
-               for(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, i;
-       float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
-       entity wi;
-       c = 0;
-
-       // Detect needed ammo
-       for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
-       {
-               wi = get_weaponinfo(i);
-
-               if (!(player.weapons & WepSet_FromWeapon(i)))
-                       continue;
-
-               if(wi.items & IT_SHELLS)
-                       need_shells = true;
-               else if(wi.items & IT_NAILS)
-                       need_nails = true;
-               else if(wi.items & IT_ROCKETS)
-                       need_rockets = true;
-               else if(wi.items & IT_CELLS)
-                       need_cells = true;
-               else if(wi.items & IT_PLASMA)
-                       need_plasma = true;
-               else if(wi.items & IT_FUEL)
-                       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 inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
-{
-       if(ITEM_DAMAGE_NEEDKILL(deathtype))
-               RemoveItem();
-}
-
-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;
-
-       if(self.model == "")
-               self.model = itemmodel;
-
-       if(self.model == "")
-    {
-        error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
-        return;
-    }
-
-       if(self.item_pickupsound == "")
-               self.item_pickupsound = pickupsound;
-
-       if(!self.respawntime) // both need to be set
-       {
-               self.respawntime = defaultrespawntime;
-               self.respawntimejitter = defaultrespawntimejitter;
-       }
-
-       self.items = itemid;
-       self.weapon = weaponid;
-
-       if(weaponid)
-               self.weapons = WepSet_FromWeapon(weaponid);
-
-       self.flags = FL_ITEM | itemflags;
-
-       if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
-       {
-               startitem_failed = true;
-               remove(self);
-               return;
-       }
-
-       // is it a dropped weapon?
-       if (self.classname == "droppedweapon")
-       {
-               self.reset = SUB_Remove;
-               // it's a dropped weapon
-               self.movetype = MOVETYPE_TOSS;
-
-               // Savage: remove thrown items after a certain period of time ("garbage collection")
-               self.think = RemoveItem;
-               self.nextthink = time + 20;
-
-               self.takedamage = DAMAGE_YES;
-               self.event_damage = Item_Damage;
-
-               if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
-               /*
-               if(self.items == 0)
-               if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
-               if(self.ammo_nails == 0)
-               if(self.ammo_cells == 0)
-               if(self.ammo_rockets == 0)
-               if(self.ammo_shells == 0)
-               if(self.ammo_fuel == 0)
-               if(self.health == 0)
-               if(self.armorvalue == 0)
-               */
-               {
-                       // if item is worthless after a timer, have it expire then
-                       self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
-               }
-
-               // don't drop if in a NODROP zone (such as lava)
-               traceline(self.origin, self.origin, MOVE_NORMAL, self);
-               if (trace_dpstartcontents & DPCONTENTS_NODROP)
-               {
-                       startitem_failed = true;
-                       remove(self);
-                       return;
-               }
-       }
-       else
-       {
-               if(!have_pickup_item())
-               {
-                       startitem_failed = true;
-                       remove (self);
-                       return;
-               }
-
-               self.reset = Item_Reset;
-               // it's a level item
-               if(self.spawnflags & 1)
-                       self.noalign = 1;
-               if (self.noalign)
-                       self.movetype = MOVETYPE_NONE;
-               else
-                       self.movetype = MOVETYPE_TOSS;
-               // do item filtering according to game mode and other things
-               if (!self.noalign)
-               {
-                       // first nudge it off the floor a little bit to avoid math errors
-                       setorigin(self, self.origin + '0 0 1');
-                       // set item size before we spawn a spawnfunc_waypoint
-                       if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
-                               setsize (self, '-16 -16 0', '16 16 48');
-                       else
-                               setsize (self, '-16 -16 0', '16 16 32');
-
-                       // note droptofloor returns false if stuck/or would fall too far
-                       droptofloor();
-                       waypoint_spawnforitem(self);
-               }
-
-               /*
-                * 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(self.targetname)
-               {
-                       // target_give not yet supported; maybe later
-                       print("removed targeted ", self.classname, "\n");
-                       startitem_failed = true;
-                       remove (self);
-                       return;
-               }
-               */
-
-               if(autocvar_spawn_debug >= 2)
-               {
-                       entity otheritem;
-                       for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
-                       {
-                           // why not flags & fl_item?
-                               if(otheritem.is_item)
-                               {
-                                       dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
-                                       dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
-                                       error("Mapper sucks.");
-                               }
-                       }
-                       self.is_item = true;
-               }
-
-               weaponsInMap |= WepSet_FromWeapon(weaponid);
-
-               precache_model (self.model);
-               precache_sound (self.item_pickupsound);
-
-               precache_sound ("misc/itemrespawncountdown.wav");
-               if(itemid == IT_STRENGTH)
-                       precache_sound ("misc/strength_respawn.wav");
-               else if(itemid == IT_INVINCIBLE)
-                       precache_sound ("misc/shield_respawn.wav");
-               else
-                       precache_sound ("misc/itemrespawn.wav");
-
-               if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
-                       self.target = "###item###"; // for finding the nearest item using find()
-       }
-
-       self.bot_pickup = true;
-       self.bot_pickupevalfunc = pickupevalfunc;
-       self.bot_pickupbasevalue = pickupbasevalue;
-       self.mdl = self.model;
-       self.netname = itemname;
-       self.touch = Item_Touch;
-       setmodel(self, "null"); // precision set below
-       //self.effects |= EF_LOWPRECISION;
-
-       if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
-    {
-        self.pos1 = '-16 -16 0';
-        self.pos2 = '16 16 48';
-    }
-       else
-    {
-        self.pos1 = '-16 -16 0';
-        self.pos2 = '16 16 32';
-    }
-    setsize (self, self.pos1, self.pos2);
-
-    if(itemflags & FL_POWERUP)
-        self.ItemStatus |= ITS_ANIMATE1;
-
-       if(self.armorvalue || self.health)
-        self.ItemStatus |= ITS_ANIMATE2;
-
-       if(itemflags & FL_WEAPON)
-       {
-               if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
-            self.colormap = 1024; // color shirt=0 pants=0 grey
-        else
-            self.gravity = 1;
-
-               self.ItemStatus |= ITS_ANIMATE1;
-               self.ItemStatus |= ISF_COLORMAP;
-       }
-
-       self.state = 0;
-       if(self.team) // broken, no idea why.
-       {
-               if(!self.cnt)
-                       self.cnt = 1; // item probability weight
-
-               self.effects |= EF_NODRAW; // marker for item team search
-               InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
-       }
-       else
-               Item_Reset();
-
-    Net_LinkEntity(self, false, 0, ItemSend);
-
-       self.SendFlags |= ISF_SIZE;
-       if(self.angles)
-               self.SendFlags |= ISF_ANGLES;
-
-       // call this hook after everything else has been done
-       if(MUTATOR_CALLHOOK(Item_Spawn))
-       {
-               startitem_failed = true;
-               remove(self);
-               return;
-       }
-}
-void spawnfunc_item_rockets (void) {
-       if(!self.ammo_rockets)
-               self.ammo_rockets = g_pickup_rockets;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_ammo_anyway;
-       StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
-}
-
-void spawnfunc_item_shells (void);
-void spawnfunc_item_bullets (void) {
-       if(!weaponswapping)
-       if(autocvar_sv_q3acompat_machineshotgunswap)
-       if(self.classname != "droppedweapon")
-       {
-               weaponswapping = true;
-               spawnfunc_item_shells();
-               weaponswapping = false;
-               return;
-       }
-
-       if(!self.ammo_nails)
-               self.ammo_nails = g_pickup_nails;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_ammo_anyway;
-       StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
-}
-
-void spawnfunc_item_cells (void) {
-       if(!self.ammo_cells)
-               self.ammo_cells = g_pickup_cells;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_ammo_anyway;
-       StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
-}
-
-void spawnfunc_item_plasma()
-{
-       if(!self.ammo_plasma)
-               self.ammo_plasma = g_pickup_plasma;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_ammo_anyway;
-       StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "plasma", IT_PLASMA, 0, 0, commodity_pickupevalfunc, 2000);
-}
-
-void spawnfunc_item_shells (void) {
-       if(!weaponswapping)
-       if(autocvar_sv_q3acompat_machineshotgunswap)
-       if(self.classname != "droppedweapon")
-       {
-               weaponswapping = true;
-               spawnfunc_item_bullets();
-               weaponswapping = false;
-               return;
-       }
-
-       if(!self.ammo_shells)
-               self.ammo_shells = g_pickup_shells;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_ammo_anyway;
-       StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
-}
-
-void spawnfunc_item_armor_small (void) {
-       if(!self.armorvalue)
-               self.armorvalue = g_pickup_armorsmall;
-       if(!self.max_armorvalue)
-               self.max_armorvalue = g_pickup_armorsmall_max;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_armorsmall_anyway;
-       StartItem ("models/items/item_armor_small.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
-}
-
-void spawnfunc_item_armor_medium (void) {
-       if(!self.armorvalue)
-               self.armorvalue = g_pickup_armormedium;
-       if(!self.max_armorvalue)
-               self.max_armorvalue = g_pickup_armormedium_max;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_armormedium_anyway;
-       StartItem ("models/items/item_armor_medium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
-}
-
-void spawnfunc_item_armor_big (void) {
-       if(!self.armorvalue)
-               self.armorvalue = g_pickup_armorbig;
-       if(!self.max_armorvalue)
-               self.max_armorvalue = g_pickup_armorbig_max;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_armorbig_anyway;
-       StartItem ("models/items/item_armor_big.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
-}
-
-void spawnfunc_item_armor_large (void) {
-       if(!self.armorvalue)
-               self.armorvalue = g_pickup_armorlarge;
-       if(!self.max_armorvalue)
-               self.max_armorvalue = g_pickup_armorlarge_max;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_armorlarge_anyway;
-       StartItem ("models/items/item_armor_large.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
-}
-
-void spawnfunc_item_health_small (void) {
-       if(!self.max_health)
-               self.max_health = g_pickup_healthsmall_max;
-       if(!self.health)
-               self.health = g_pickup_healthsmall;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_healthsmall_anyway;
-       StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
-}
-
-void spawnfunc_item_health_medium (void) {
-       if(!self.max_health)
-               self.max_health = g_pickup_healthmedium_max;
-       if(!self.health)
-               self.health = g_pickup_healthmedium;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_healthmedium_anyway;
-       StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
-}
-
-void spawnfunc_item_health_large (void) {
-       if(!self.max_health)
-               self.max_health = g_pickup_healthlarge_max;
-       if(!self.health)
-               self.health = g_pickup_healthlarge;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_healthlarge_anyway;
-       StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
-}
-
-void spawnfunc_item_health_mega (void) {
-               if(!self.max_health)
-                       self.max_health = g_pickup_healthmega_max;
-               if(!self.health)
-                       self.health = g_pickup_healthmega;
-               if(!self.pickup_anyway)
-                       self.pickup_anyway = g_pickup_healthmega_anyway;
-               StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
-}
-
-// support old misnamed entities
-void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
-void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
-void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
-void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
-void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
-
-void spawnfunc_item_strength (void) {
-               precache_sound("weapons/strength_fire.wav");
-               if(!self.strength_finished)
-                       self.strength_finished = autocvar_g_balance_powerup_strength_time;
-               StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
-}
-
-void spawnfunc_item_invincible (void) {
-               if(!self.invincible_finished)
-                       self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
-               StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
-}
-
-// compatibility:
-void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
-
-void target_items_use (void)
-{
-       if(activator.classname == "droppedweapon")
-       {
-               EXACTTRIGGER_TOUCH;
-               remove(activator);
-               return;
-       }
-
-       if (!IS_PLAYER(activator))
-               return;
-       if(activator.deadflag != DEAD_NO)
-               return;
-       EXACTTRIGGER_TOUCH;
-
-       entity e;
-       for(e = world; (e = find(e, classname, "droppedweapon")); )
-               if(e.enemy == activator)
-                       remove(e);
-
-       if(GiveItems(activator, 0, tokenize_console(self.netname)))
-               centerprint(activator, self.message);
-}
-
-void spawnfunc_target_items (void)
-{
-       float n, i, j;
-       entity e;
-       string s;
-
-       self.use = target_items_use;
-       if(!self.strength_finished)
-               self.strength_finished = autocvar_g_balance_powerup_strength_time;
-       if(!self.invincible_finished)
-               self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
-       if(!self.superweapons_finished)
-               self.superweapons_finished = autocvar_g_balance_superweapons_time;
-
-       precache_sound("misc/itempickup.wav");
-       precache_sound("misc/megahealth.wav");
-       precache_sound("misc/armor25.wav");
-       precache_sound("misc/powerup.wav");
-       precache_sound("misc/poweroff.wav");
-       precache_sound("weapons/weaponpickup.wav");
-
-       n = tokenize_console(self.netname);
-       if(argv(0) == "give")
-       {
-               self.netname = substring(self.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")         self.items |= IT_UNLIMITED_AMMO;
-                       else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
-                       else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
-                       else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
-                       else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
-                       else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
-                       else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
-                       else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
-                       else
-                       {
-                               for(j = WEP_FIRST; j <= WEP_LAST; ++j)
-                               {
-                                       e = get_weaponinfo(j);
-                                       s = W_UndeprecateName(argv(i));
-                                       if(s == e.netname)
-                                       {
-                                               self.weapons |= WepSet_FromWeapon(j);
-                                               if(self.spawnflags == 0 || self.spawnflags == 2)
-                                                       WEP_ACTION(e.weapon, WR_INIT);
-                                               break;
-                                       }
-                               }
-                               if(j > WEP_LAST)
-                                       print("target_items: invalid item ", argv(i), "\n");
-                       }
-               }
-
-               string itemprefix, valueprefix;
-               if(self.spawnflags == 0)
-               {
-                       itemprefix = "";
-                       valueprefix = "";
-               }
-               else if(self.spawnflags == 1)
-               {
-                       itemprefix = "max ";
-                       valueprefix = "max ";
-               }
-               else if(self.spawnflags == 2)
-               {
-                       itemprefix = "min ";
-                       valueprefix = "min ";
-               }
-               else if(self.spawnflags == 4)
-               {
-                       itemprefix = "minus ";
-                       valueprefix = "max ";
-               }
-               else
-               {
-                       error("invalid spawnflags");
-                       itemprefix = valueprefix = string_null;
-               }
-
-               self.netname = "";
-               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
-               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
-               self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
-               self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
-               self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
-               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
-               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
-               if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
-               if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
-               if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
-               if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
-               if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
-               if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
-               if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
-               if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
-               for(j = WEP_FIRST; j <= WEP_LAST; ++j)
-               {
-                       e = get_weaponinfo(j);
-                       if(e.weapon)
-                               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
-               }
-       }
-       self.netname = strzone(self.netname);
-       //print(self.netname, "\n");
-
-       n = tokenize_console(self.netname);
-       for(i = 0; i < n; ++i)
-       {
-               for(j = WEP_FIRST; j <= WEP_LAST; ++j)
-               {
-                       e = get_weaponinfo(j);
-                       if(argv(i) == e.netname)
-                       {
-                               WEP_ACTION(e.weapon, WR_INIT);
-                               break;
-                       }
-               }
-       }
-}
-
-void spawnfunc_item_fuel(void)
-{
-       if(!self.ammo_fuel)
-               self.ammo_fuel = g_pickup_fuel;
-       if(!self.pickup_anyway)
-               self.pickup_anyway = g_pickup_ammo_anyway;
-       StartItem ("models/items/g_fuel.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel", IT_FUEL, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
-}
-
-void spawnfunc_item_fuel_regen(void)
-{
-       if(start_items & IT_FUEL_REGEN)
-       {
-               spawnfunc_item_fuel();
-               return;
-       }
-       StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Fuel regenerator", IT_FUEL_REGEN, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
-}
-
-void spawnfunc_item_jetpack(void)
-{
-       if(!self.ammo_fuel)
-               self.ammo_fuel = g_pickup_fuel_jetpack;
-       if(start_items & IT_JETPACK)
-       {
-               spawnfunc_item_fuel();
-               return;
-       }
-       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);
-}
-
-float GiveWeapon(entity e, float wpn, float op, float val)
-{
-       WepSet v0, v1;
-       v0 = (e.weapons & WepSet_FromWeapon(wpn));
-       switch(op)
-       {
-               case OP_SET:
-                       if(val > 0)
-                               e.weapons |= WepSet_FromWeapon(wpn);
-                       else
-                               e.weapons &= ~WepSet_FromWeapon(wpn);
-                       break;
-               case OP_MIN:
-               case OP_PLUS:
-                       if(val > 0)
-                               e.weapons |= WepSet_FromWeapon(wpn);
-                       break;
-               case OP_MAX:
-                       if(val <= 0)
-                               e.weapons &= ~WepSet_FromWeapon(wpn);
-                       break;
-               case OP_MINUS:
-                       if(val > 0)
-                               e.weapons &= ~WepSet_FromWeapon(wpn);
-                       break;
-       }
-       v1 = (e.weapons & WepSet_FromWeapon(wpn));
-       return (v0 != v1);
-}
-
-float GiveBit(entity e, .float fld, float bit, float op, float val)
-{
-       float v0, v1;
-       v0 = (e.fld & bit);
-       switch(op)
-       {
-               case OP_SET:
-                       if(val > 0)
-                               e.fld |= bit;
-                       else
-                               e.fld &= ~bit;
-                       break;
-               case OP_MIN:
-               case OP_PLUS:
-                       if(val > 0)
-                               e.fld |= bit;
-                       break;
-               case OP_MAX:
-                       if(val <= 0)
-                               e.fld &= ~bit;
-                       break;
-               case OP_MINUS:
-                       if(val > 0)
-                               e.fld &= ~bit;
-                       break;
-       }
-       v1 = (e.fld & bit);
-       return (v0 != v1);
-}
-
-float GiveValue(entity e, .float fld, float op, float val)
-{
-       float v0, v1;
-       v0 = e.fld;
-       switch(op)
-       {
-               case OP_SET:
-                       e.fld = val;
-                       break;
-               case OP_MIN:
-                       e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
-                       break;
-               case OP_MAX:
-                       e.fld = min(e.fld, val);
-                       break;
-               case OP_PLUS:
-                       e.fld += val;
-                       break;
-               case OP_MINUS:
-                       e.fld -= val;
-                       break;
-       }
-       v1 = e.fld;
-       return (v0 != v1);
-}
-
-void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
-{
-       if(v1 == v0)
-               return;
-       if(v1 <= v0 - t)
-       {
-               if(snd_decr != "")
-                       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, 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, j, val, op;
-       float _switchweapon;
-       entity wi;
-       string cmd;
-
-       val = 999;
-       op = OP_SET;
-
-       got = 0;
-
-       _switchweapon = false;
-       if (e.autoswitch)
-               if (e.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, IT_FUEL_REGEN, 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, IT_JETPACK, op, val);
-                               got += GiveValue(e, health, op, val);
-                               got += GiveValue(e, armorvalue, op, val);
-                       case "allweapons":
-                               for(j = WEP_FIRST; j <= WEP_LAST; ++j)
-                               {
-                                       wi = get_weaponinfo(j);
-                                       if(wi.weapon)
-                                               if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
-                                                       got += GiveWeapon(e, j, 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, IT_JETPACK, op, val);
-                               break;
-                       case "fuel_regen":
-                               got += GiveBit(e, items, IT_FUEL_REGEN, 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:
-                               for(j = WEP_FIRST; j <= WEP_LAST; ++j)
-                               {
-                                       wi = get_weaponinfo(j);
-                                       if(cmd == wi.netname)
-                                       {
-                                               got += GiveWeapon(e, j, op, val);
-                                               break;
-                                       }
-                               }
-                               if(j > WEP_LAST)
-                                       print("give: invalid item ", cmd, "\n");
-                               break;
-               }
-               val = 999;
-               op = OP_SET;
-       }
-
-       POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
-       POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
-       POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
-       POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
-       for(j = WEP_FIRST; j <= WEP_LAST; ++j)
-       {
-               wi = get_weaponinfo(j);
-               if(wi.weapon)
-               {
-                       POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
-                       if (!(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");
-       POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
-       POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
-       POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
-       POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
-       POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
-       POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
-       POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, "misc/itempickup.wav", string_null);
-       POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/armor25.wav", string_null);
-       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(self.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(e.switchweapon)))
-               _switchweapon = true;
-       if(_switchweapon)
-               W_SwitchWeapon_Force(e, w_getbestweapon(e));
-
-       return got;
-}
-#endif