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Merge branch 'Mario/no_engine_physics' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / items / items.qc
1 #include "items.qh"
2
3 #include <common/constants.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/gamemodes/gamemode/cts/cts.qh>
6 #include <common/items/_mod.qh>
7 #include <common/mapobjects/subs.qh>
8 #include <common/mapobjects/triggers.qh>
9 #include <common/monsters/_mod.qh>
10 #include <common/mutators/mutator/buffs/buffs.qh>
11 #include <common/mutators/mutator/buffs/sv_buffs.qh>
12 #include <common/mutators/mutator/powerups/_mod.qh>
13 #include <common/mutators/mutator/status_effects/_mod.qh>
14 #include <common/notifications/all.qh>
15 #include <common/resources/resources.qh>
16 #include <common/util.qh>
17 #include <common/weapons/_all.qh>
18 #include <common/wepent.qh>
19 #include <lib/warpzone/common.qh>
20 #include <lib/warpzone/util_server.qh>
21 #include <server/bot/api.qh>
22 #include <server/command/vote.qh>
23 #include <server/damage.qh>
24 #include <server/mutators/_mod.qh>
25 #include <server/teamplay.qh>
26 #include <server/weapons/common.qh>
27 #include <server/weapons/selection.qh>
28 #include <server/weapons/weaponsystem.qh>
29 #include <server/world.qh>
30
31 bool ItemSend(entity this, entity to, int sf)
32 {
33         if(this.gravity)
34                 sf |= ISF_DROP;
35         else
36                 sf &= ~ISF_DROP;
37
38         WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
39         WriteByte(MSG_ENTITY, sf);
40
41         //WriteByte(MSG_ENTITY, this.cnt);
42         if(sf & ISF_LOCATION)
43         {
44                 WriteVector(MSG_ENTITY, this.origin);
45         }
46
47         if(sf & ISF_ANGLES)
48         {
49                 WriteAngleVector(MSG_ENTITY, this.angles);
50         }
51
52         // sets size on the client, unused on server
53         //if(sf & ISF_SIZE)
54
55         if(sf & ISF_STATUS)
56                 WriteByte(MSG_ENTITY, this.ItemStatus);
57
58         if(sf & ISF_MODEL)
59         {
60                 WriteShort(MSG_ENTITY, bound(0, this.fade_end, 32767));
61                 WriteShort(MSG_ENTITY, bound(0, this.fade_start, 32767));
62
63                 if(this.mdl == "")
64                         LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
65
66                 WriteString(MSG_ENTITY, this.mdl);
67                 WriteByte(MSG_ENTITY, bound(0, this.skin, 255));
68         }
69
70         if(sf & ISF_COLORMAP)
71         {
72                 WriteShort(MSG_ENTITY, this.colormap);
73                 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
74                 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
75                 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
76         }
77
78         if(sf & ISF_DROP)
79         {
80                 WriteVector(MSG_ENTITY, this.velocity);
81         }
82
83         return true;
84 }
85
86 void ItemUpdate(entity this)
87 {
88         this.oldorigin = this.origin;
89         this.SendFlags |= ISF_LOCATION;
90 }
91
92 void UpdateItemAfterTeleport(entity this)
93 {
94         if(getSendEntity(this) == ItemSend)
95                 ItemUpdate(this);
96 }
97
98 bool have_pickup_item(entity this)
99 {
100         if(this.itemdef.instanceOfPowerup)
101         {
102                 if(autocvar_g_powerups > 0)
103                         return true;
104                 if(autocvar_g_powerups == 0)
105                         return false;
106         }
107         else
108         {
109                 if(autocvar_g_pickup_items > 0)
110                         return true;
111                 if(autocvar_g_pickup_items == 0)
112                         return false;
113                 if(g_weaponarena)
114                         if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
115                                 return false;
116         }
117         return true;
118 }
119
120 void Item_Show(entity e, int mode)
121 {
122         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
123         e.ItemStatus &= ~ITS_STAYWEP;
124         entity def = e.itemdef;
125         if (mode > 0)
126         {
127                 // make the item look normal, and be touchable
128                 e.model = e.mdl;
129                 e.solid = SOLID_TRIGGER;
130                 e.spawnshieldtime = 1;
131                 e.ItemStatus |= ITS_AVAILABLE;
132         }
133         else if (mode < 0)
134         {
135                 // hide the item completely
136                 e.model = string_null;
137                 e.solid = SOLID_NOT;
138                 e.spawnshieldtime = 1;
139                 e.ItemStatus &= ~ITS_AVAILABLE;
140         }
141         else
142         {
143                 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
144                         || e.team // weapon stay isn't supported for teamed weapons
145                         ;
146                 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
147                 {
148                         // make the item translucent and not touchable
149                         e.model = e.mdl;
150                         e.solid = SOLID_TRIGGER; // can STILL be picked up!
151                         e.effects |= EF_STARDUST;
152                         e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
153                         e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
154                 }
155                 else
156                 {
157                         //setmodel(e, "null");
158                         e.solid = SOLID_NOT;
159                         e.colormod = '0 0 0';
160                         //e.glowmod = e.colormod;
161                         e.spawnshieldtime = 1;
162                         e.ItemStatus &= ~ITS_AVAILABLE;
163                 }
164         }
165
166         if (def.m_glow)
167                 e.ItemStatus |= ITS_GLOW;
168
169         if (autocvar_g_nodepthtestitems)
170                 e.effects |= EF_NODEPTHTEST;
171
172         if (autocvar_g_fullbrightitems)
173                 e.ItemStatus |= ITS_ALLOWFB;
174         else
175                 e.ItemStatus &= ~ITS_ALLOWFB;
176
177         if (autocvar_sv_simple_items)
178                 e.ItemStatus |= ITS_ALLOWSI;
179
180         // relink entity (because solid may have changed)
181         setorigin(e, e.origin);
182         e.SendFlags |= ISF_STATUS;
183 }
184
185 void Item_Think(entity this)
186 {
187         this.nextthink = time;
188         if(this.origin != this.oldorigin)
189                 ItemUpdate(this);
190 }
191
192 bool Item_ItemsTime_SpectatorOnly(GameItem it);
193 bool Item_ItemsTime_Allow(GameItem it);
194 float Item_ItemsTime_UpdateTime(entity e, float t);
195 void Item_ItemsTime_SetTime(entity e, float t);
196 void Item_ItemsTime_SetTimesForAllPlayers();
197
198 void Item_Respawn(entity this)
199 {
200         Item_Show(this, 1);
201         sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM);     // play respawn sound
202
203         if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
204         {
205                 float t = Item_ItemsTime_UpdateTime(this, 0);
206                 Item_ItemsTime_SetTime(this, t);
207                 Item_ItemsTime_SetTimesForAllPlayers();
208         }
209
210         setthink(this, Item_Think);
211         this.nextthink = time;
212
213         //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
214         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
215 }
216
217 void Item_RespawnCountdown(entity this)
218 {
219         if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
220         {
221                 if(this.waypointsprite_attached)
222                         WaypointSprite_Kill(this.waypointsprite_attached);
223                 Item_Respawn(this);
224         }
225         else
226         {
227                 this.nextthink = time + 1;
228                 this.item_respawncounter += 1;
229                 if(this.item_respawncounter == 1)
230                 {
231                         do {
232                                 {
233                                         entity wi = REGISTRY_GET(Weapons, this.weapon);
234                                         if (wi != WEP_Null) {
235                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
236                                                 wp.wp_extra = wi.m_id;
237                                                 break;
238                                         }
239                                 }
240                                 {
241                                         entity ii = this.itemdef;
242                                         if (ii != NULL) {
243                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
244                                                 wp.wp_extra = ii.m_id;
245                                                 break;
246                                         }
247                                 }
248                         } while (0);
249                         bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
250                         if(this.waypointsprite_attached)
251                         {
252                                 GameItem def = this.itemdef;
253                                 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
254                                         WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
255                                 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
256                         }
257                 }
258
259                 if(this.waypointsprite_attached)
260                 {
261                         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
262                                 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
263                                 {
264                                         msg_entity = it;
265                                         soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM, 0); // play respawn sound
266                                 }
267                         });
268
269                         WaypointSprite_Ping(this.waypointsprite_attached);
270                         //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
271                 }
272         }
273 }
274
275 void Item_RespawnThink(entity this)
276 {
277         this.nextthink = time;
278         if(this.origin != this.oldorigin)
279                 ItemUpdate(this);
280
281         if(time >= this.wait)
282                 Item_Respawn(this);
283 }
284
285 void Item_ScheduleRespawnIn(entity e, float t)
286 {
287         // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
288         if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
289         {
290                 setthink(e, Item_RespawnCountdown);
291                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
292                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
293                 e.item_respawncounter = 0;
294                 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
295                 {
296                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
297                         Item_ItemsTime_SetTime(e, t);
298                         Item_ItemsTime_SetTimesForAllPlayers();
299                 }
300         }
301         else
302         {
303                 setthink(e, Item_RespawnThink);
304                 e.nextthink = time;
305                 e.scheduledrespawntime = time + t;
306                 e.wait = time + t;
307
308                 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
309                 {
310                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
311                         Item_ItemsTime_SetTime(e, t);
312                         Item_ItemsTime_SetTimesForAllPlayers();
313                 }
314         }
315 }
316
317 AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to 0) can be used to achieve a constant number of items spawned *per player*");
318 AUTOCVAR(g_pickup_respawntime_scaling_offset, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right - the results are not intuitive and I recommend plotting the respawn time and the number of items per player to see what's happening");
319 AUTOCVAR(g_pickup_respawntime_scaling_linear, float, 1.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly");
320
321 /// Adjust respawn time according to the number of players.
322 float adjust_respawntime(float normal_respawntime) {
323         float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
324         float o = autocvar_g_pickup_respawntime_scaling_offset;
325         float l = autocvar_g_pickup_respawntime_scaling_linear;
326
327         if (r == 0 && l == 1) {
328                 return normal_respawntime;
329         }
330
331         entity balance = TeamBalance_CheckAllowedTeams(NULL);
332         TeamBalance_GetTeamCounts(balance, NULL);
333         int players = 0;
334         for (int i = 1; i <= NUM_TEAMS; ++i)
335         {
336                 if (TeamBalance_IsTeamAllowed(balance, i))
337                 {
338                         players += TeamBalance_GetNumberOfPlayers(balance, i);
339                 }
340         }
341         TeamBalance_Destroy(balance);
342
343         if (players >= 2) {
344                 return normal_respawntime * (r / (players + o) + l);
345         } else {
346                 return normal_respawntime;
347         }
348 }
349
350 void Item_ScheduleRespawn(entity e)
351 {
352         if(e.respawntime > 0)
353         {
354                 Item_Show(e, 0);
355
356                 float adjusted_respawntime = adjust_respawntime(e.respawntime);
357                 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
358
359                 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
360                 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
361                 Item_ScheduleRespawnIn(e, respawn_in);
362         }
363         else // if respawntime is -1, this item does not respawn
364                 Item_Show(e, -1);
365 }
366
367 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
368         "For items that don't start spawned: 0: spawn after their normal respawntime; 1: spawn after `random * respawntime` with the *same* random; 2: same as 1 but each item has separate random");
369
370 void Item_ScheduleInitialRespawn(entity e)
371 {
372         Item_Show(e, 0);
373
374         float spawn_in;
375         if (autocvar_g_pickup_respawntime_initial_random == 0)
376         {
377                 // range: respawntime .. respawntime + respawntimejitter
378                 spawn_in = e.respawntime + random() * e.respawntimejitter;
379         }
380         else
381         {
382                 float rnd;
383                 if (autocvar_g_pickup_respawntime_initial_random == 1)
384                 {
385                         static float shared_random = 0;
386                         // NOTE this code works only if items are scheduled at the same time (normal case)
387                         // NOTE2 random() can't return exactly 1 so this check always work as intended
388                         if (!shared_random || floor(time) > shared_random)
389                                 shared_random = floor(time) + random();
390                         rnd = shared_random - floor(time);
391                 }
392                 else
393                         rnd = random();
394
395                 // range:
396                 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
397                 // else: 0 .. ITEM_RESPAWN_TICKS
398                 // this is to prevent powerups spawning unexpectedly without waypoints
399                 spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
400         }
401
402         Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
403 }
404
405 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
406         entity ammo_entity)
407 {
408         if (num_weapons == 0)
409         {
410                 return;
411         }
412         int num_potential_weapons = tokenize_console(weapon_names);
413         for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
414         {
415                 RandomSelection_Init();
416                 for (int weapon_index = 0; weapon_index < num_potential_weapons;
417                         ++weapon_index)
418                 {
419                         string weapon = argv(weapon_index);
420                         FOREACH(Weapons, it != WEP_Null,
421                         {
422                                 // Finding a weapon which player doesn't have.
423                                 if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
424                                 {
425                                         RandomSelection_AddEnt(it, 1, 1);
426                                         break;
427                                 }
428                         });
429                 }
430                 if (RandomSelection_chosen_ent == NULL)
431                 {
432                         return;
433                 }
434                 STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
435                 if (RandomSelection_chosen_ent.ammo_type == RES_NONE)
436                 {
437                         continue;
438                 }
439                 if (GetResource(receiver,
440                         RandomSelection_chosen_ent.ammo_type) != 0)
441                 {
442                         continue;
443                 }
444                 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
445                         GetResource(ammo_entity,
446                         RandomSelection_chosen_ent.ammo_type));
447         }
448 }
449
450 bool Item_GiveAmmoTo(entity item, entity player, Resource res_type, float ammomax)
451 {
452         float amount = GetResource(item, res_type);
453         if (amount == 0)
454         {
455                 return false;
456         }
457         float player_amount = GetResource(player, res_type);
458         if (item.spawnshieldtime)
459         {
460                 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
461                         return false;
462         }
463         else if (g_weapon_stay == 2)
464         {
465                 ammomax = min(amount, ammomax);
466                 if(player_amount >= ammomax)
467                         return false;
468         }
469         else
470                 return false;
471         if (amount < 0)
472                 TakeResourceWithLimit(player, res_type, -amount, ammomax);
473         else
474                 GiveResourceWithLimit(player, res_type, amount, ammomax);
475         return true;
476 }
477
478 bool Item_GiveTo(entity item, entity player)
479 {
480         // if nothing happens to player, just return without taking the item
481         int _switchweapon = 0;
482         // in case the player has autoswitch enabled do the following:
483         // if the player is using their best weapon before items are given, they
484         // probably want to switch to an even better weapon after items are given
485
486         if(CS_CVAR(player).cvar_cl_autoswitch)
487         {
488                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
489                 {
490                         .entity weaponentity = weaponentities[slot];
491                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
492                         {
493                                 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
494                                         _switchweapon |= BIT(slot);
495
496                                 if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
497                                         _switchweapon |= BIT(slot);
498                         }
499                 }
500         }
501         bool pickedup = false;
502         pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health);
503         pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue);
504         pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max);
505         pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max);
506         pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max);
507         pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max);
508         pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max);
509         pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max);
510         if (item.itemdef.instanceOfWeaponPickup)
511         {
512                 WepSet w;
513                 w = STAT(WEAPONS, item);
514                 w &= ~STAT(WEAPONS, player);
515
516                 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
517                 {
518                         pickedup = true;
519                         FOREACH(Weapons, it != WEP_Null, {
520                                 if(w & (it.m_wepset))
521                                 {
522                                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
523                                         {
524                                                 .entity weaponentity = weaponentities[slot];
525                                                 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
526                                                         W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
527                                         }
528                                         W_GiveWeapon(player, it.m_id);
529                                 }
530                         });
531                 }
532         }
533
534         if (item.itemdef.instanceOfPowerup)
535         {
536                 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
537                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
538                 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
539                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
540         }
541
542         int its;
543         if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
544         {
545                 pickedup = true;
546                 player.items |= its;
547                 // TODO: we probably want to show a message in the console, but not this one!
548                 //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
549         }
550
551         if (item.strength_finished)
552         {
553                 pickedup = true;
554                 float t = max(StatusEffects_gettime(STATUSEFFECT_Strength, player), time);
555                 if (autocvar_g_powerups_stack)
556                         t += item.strength_finished;
557                 else
558                         t = max(t, time + item.strength_finished);
559                 StatusEffects_apply(STATUSEFFECT_Strength, player, t, 0);
560         }
561         if (item.invincible_finished)
562         {
563                 pickedup = true;
564                 float t = max(StatusEffects_gettime(STATUSEFFECT_Shield, player), time);
565                 if (autocvar_g_powerups_stack)
566                         t += item.invincible_finished;
567                 else
568                         t = max(t, time + item.invincible_finished);
569                 StatusEffects_apply(STATUSEFFECT_Shield, player, t, 0);
570         }
571         if (item.speed_finished)
572         {
573                 pickedup = true;
574                 float t = max(StatusEffects_gettime(STATUSEFFECT_Speed, player), time);
575                 if (autocvar_g_powerups_stack)
576                         t += item.speed_finished;
577                 else
578                         t = max(t, time + item.speed_finished);
579                 StatusEffects_apply(STATUSEFFECT_Speed, player, t, 0);
580         }
581         if (item.invisibility_finished)
582         {
583                 pickedup = true;
584                 float t = max(StatusEffects_gettime(STATUSEFFECT_Invisibility, player), time);
585                 if (autocvar_g_powerups_stack)
586                         t += item.invisibility_finished;
587                 else
588                         t = max(t, time + item.invisibility_finished);
589                 StatusEffects_apply(STATUSEFFECT_Invisibility, player, t, 0);
590         }
591         if (item.superweapons_finished)
592         {
593                 pickedup = true;
594                 StatusEffects_apply(STATUSEFFECT_Superweapons, player, max(StatusEffects_gettime(STATUSEFFECT_Superweapons, player), time) + item.superweapons_finished, 0);
595         }
596
597         // always eat teamed entities
598         if(item.team)
599                 pickedup = true;
600
601         if (!pickedup)
602                 return false;
603
604         // crude hack to enforce switching weapons
605         if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS_CVAR(player).cvar_cl_cts_noautoswitch)
606         {
607                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
608                 {
609                         .entity weaponentity = weaponentities[slot];
610                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
611                                 W_SwitchWeapon_Force(player, REGISTRY_GET(Weapons, item.weapon), weaponentity);
612                 }
613                 return true;
614         }
615
616         if(_switchweapon)
617         {
618                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
619                 {
620                         .entity weaponentity = weaponentities[slot];
621                         if(_switchweapon & BIT(slot))
622                         if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
623                                 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
624                 }
625         }
626
627         return true;
628 }
629
630 void Item_Touch(entity this, entity toucher)
631 {
632         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
633         if (Item_IsLoot(this))
634         {
635                 if (ITEM_TOUCH_NEEDKILL())
636                 {
637                         RemoveItem(this);
638                         return;
639                 }
640         }
641
642         if(!(toucher.flags & FL_PICKUPITEMS)
643         || STAT(FROZEN, toucher)
644         || IS_DEAD(toucher)
645         || (this.solid != SOLID_TRIGGER)
646         || (this.owner == toucher)
647         || (time < this.item_spawnshieldtime)
648         ) { return; }
649
650         switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
651         {
652                 case MUT_ITEMTOUCH_RETURN: { return; }
653                 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
654         }
655
656         toucher = M_ARGV(1, entity);
657
658         if (Item_IsExpiring(this))
659         {
660                 this.strength_finished = max(0, this.strength_finished - time);
661                 this.invincible_finished = max(0, this.invincible_finished - time);
662                 this.speed_finished = max(0, this.speed_finished - time);
663                 this.invisibility_finished = max(0, this.invisibility_finished - time);
664                 this.superweapons_finished = max(0, this.superweapons_finished - time);
665         }
666         bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
667         if (!gave)
668         {
669                 if (Item_IsExpiring(this))
670                 {
671                         // undo what we did above
672                         this.strength_finished += time;
673                         this.invincible_finished += time;
674                         this.speed_finished += time;
675                         this.invisibility_finished += time;
676                         this.superweapons_finished += time;
677                 }
678                 return;
679         }
680
681 LABEL(pickup)
682
683         if(this.target && this.target != "" && this.target != "###item###") // defrag support
684                 SUB_UseTargets(this, toucher, NULL);
685
686         STAT(LAST_PICKUP, toucher) = time;
687
688         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
689         _sound (toucher, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
690
691         MUTATOR_CALLHOOK(ItemTouched, this, toucher);
692         if (wasfreed(this))
693         {
694                 return;
695         }
696
697         if (Item_IsLoot(this))
698         {
699                 delete(this);
700                 return;
701         }
702         if (!this.spawnshieldtime)
703         {
704                 return;
705         }
706         entity e;
707         if (this.team)
708         {
709                 RandomSelection_Init();
710                 IL_EACH(g_items, it.team == this.team,
711                 {
712                         if (it.itemdef) // is a registered item
713                         {
714                                 Item_Show(it, -1);
715                                 it.scheduledrespawntime = 0;
716                                 RandomSelection_AddEnt(it, it.cnt, 0);
717                         }
718                 });
719                 e = RandomSelection_chosen_ent;
720                 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
721         }
722         else
723                 e = this;
724         Item_ScheduleRespawn(e);
725 }
726
727 void Item_Reset(entity this)
728 {
729         Item_Show(this, !this.state);
730
731         if (Item_IsLoot(this))
732         {
733                 return;
734         }
735         setthink(this, Item_Think);
736         this.nextthink = time;
737         if (this.waypointsprite_attached)
738         {
739                 WaypointSprite_Kill(this.waypointsprite_attached);
740         }
741         if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
742         {
743                 Item_ScheduleInitialRespawn(this);
744         }
745 }
746
747 void Item_FindTeam(entity this)
748 {
749         if(!(this.effects & EF_NOGUNBOB)) // marker for item team search
750                 return;
751
752         LOG_TRACE("Initializing item team ", ftos(this.team));
753         RandomSelection_Init();
754         IL_EACH(g_items, it.team == this.team,
755         {
756                 if(it.itemdef) // is a registered item
757                         RandomSelection_AddEnt(it, it.cnt, 0);
758         });
759
760         entity e = RandomSelection_chosen_ent;
761         if (!e)
762                 return;
763
764         IL_EACH(g_items, it.team == this.team,
765         {
766                 if(it.itemdef) // is a registered item
767                 {
768                         if(it != e)
769                         {
770                                 Item_Show(it, -1); // make it non-spawned
771                                 if (it.waypointsprite_attached)
772                                         WaypointSprite_Kill(it.waypointsprite_attached);
773                                 it.nextthink = 0; // disable any scheduled powerup spawn
774                         }
775                         else
776                                 Item_Reset(it);
777
778                         // leave 'this' marked so Item_FindTeam() works when called again via this.reset
779                         if(it != this)
780                                 it.effects &= ~EF_NOGUNBOB;
781                 }
782         });
783 }
784
785 // Savage: used for item garbage-collection
786 void RemoveItem(entity this)
787 {
788         if(wasfreed(this) || !this) { return; }
789         if(this.waypointsprite_attached)
790                 WaypointSprite_Kill(this.waypointsprite_attached);
791         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
792         delete(this);
793 }
794
795 // pickup evaluation functions
796 // these functions decide how desirable an item is to the bots
797
798 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
799
800 float weapon_pickupevalfunc(entity player, entity item)
801 {
802         // See if I have it already
803         if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
804         {
805                 // If I can pick it up
806                 if(!item.spawnshieldtime)
807                         return 0;
808                 return ammo_pickupevalfunc(player, item);
809         }
810
811         // reduce weapon value if bot already got a good arsenal
812         float c = 1;
813         int weapons_value = 0;
814         FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
815                 weapons_value += it.bot_pickupbasevalue;
816         });
817         c -= bound(0, weapons_value / 20000, 1) * 0.5;
818
819         return item.bot_pickupbasevalue * c;
820 }
821
822 float ammo_pickupevalfunc(entity player, entity item)
823 {
824         entity item_resource = NULL; // pointer to the resource that may be associated with the given item
825         entity wpn = NULL;
826         float c = 0;
827         float rating = 0;
828
829         // detect needed ammo
830         if(item.itemdef.instanceOfWeaponPickup)
831         {
832                 entity res = item.itemdef.m_weapon.ammo_type;
833                 entity ammo = (res != RES_NONE) ? GetAmmoItem(res) : NULL;
834                 if(!ammo)
835                         return 0;
836                 if(res != RES_NONE && GetResource(item, res))
837                         item_resource = res;
838
839                 wpn = item;
840                 rating = ammo.m_botvalue;
841         }
842         else
843         {
844                 FOREACH(Weapons, it != WEP_Null, {
845                         if(!(STAT(WEAPONS, player) & (it.m_wepset)))
846                                 continue;
847                         if(it.ammo_type == RES_NONE)
848                                 continue;
849
850                         if(GetResource(item, it.ammo_type))
851                         {
852                                 item_resource = it.ammo_type;
853                                 break;
854                         }
855                 });
856                 rating = item.bot_pickupbasevalue;
857         }
858
859         float noammorating = 0.5;
860
861         if(item_resource && (GetResource(player, item_resource) < GetResourceLimit(player, item_resource)))
862                 c = GetResource(item, item_resource) / max(noammorating, GetResource(player, item_resource));
863
864         rating *= min(c, 2);
865         if(wpn)
866                 rating += wpn.bot_pickupbasevalue * 0.1;
867         return rating;
868 }
869
870 float healtharmor_pickupevalfunc(entity player, entity item)
871 {
872         float c = 0;
873         float rating = item.bot_pickupbasevalue;
874
875         float itemarmor = GetResource(item, RES_ARMOR);
876         float itemhealth = GetResource(item, RES_HEALTH);
877
878         if(item.item_group)
879         {
880                 itemarmor *= min(4, item.item_group_count);
881                 itemhealth *= min(4, item.item_group_count);
882         }
883
884         if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue))
885                 c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3);
886
887         if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health))
888                 c = itemhealth / max(1, GetResource(player, RES_HEALTH));
889
890         rating *= min(2, c);
891         return rating;
892 }
893
894 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
895 {
896         if(ITEM_DAMAGE_NEEDKILL(deathtype))
897                 RemoveItem(this);
898 }
899
900 void item_use(entity this, entity actor, entity trigger)
901 {
902         // use the touch function to handle collection
903         gettouch(this)(this, actor);
904 }
905
906 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
907 {
908         string itemname = def.m_name;
909         Model itemmodel = def.m_model;
910         Sound pickupsound = def.m_sound;
911         float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
912         float pickupbasevalue = def.m_botvalue;
913         int itemflags = def.m_itemflags;
914
915         startitem_failed = false;
916
917         this.item_model_ent = itemmodel;
918         this.item_pickupsound_ent = pickupsound;
919
920         if(def.m_iteminit)
921                 def.m_iteminit(def, this);
922
923         if(!this.respawntime) // both need to be set
924         {
925                 this.respawntime = defaultrespawntime;
926                 this.respawntimejitter = defaultrespawntimejitter;
927         }
928
929         if(!this.pickup_anyway && def.m_pickupanyway)
930                 this.pickup_anyway = def.m_pickupanyway();
931
932         int itemid = def.m_itemid;
933         this.items = itemid;
934         int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
935         this.weapon = weaponid;
936
937         if(!this.fade_end)
938         {
939                 this.fade_start = autocvar_g_items_mindist;
940                 this.fade_end = autocvar_g_items_maxdist;
941         }
942
943         if(weaponid)
944                 STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
945
946         this.flags = FL_ITEM | itemflags;
947         IL_PUSH(g_items, this);
948
949         if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
950         {
951                 startitem_failed = true;
952                 delete(this);
953                 return;
954         }
955
956         precache_model(this.model);
957         precache_sound(this.item_pickupsound);
958
959         if(q3compat && !this.team)
960         {
961                 string t = GetField_fullspawndata(this, "team", false);
962                 // bones_was_here: this hack is cheaper than changing to a .string strcmp()
963                 if(t) this.team = crc16(false, t);
964         }
965
966         if (Item_IsLoot(this))
967         {
968                 this.reset = RemoveItem;
969                 set_movetype(this, MOVETYPE_TOSS);
970
971                 // Savage: remove thrown items after a certain period of time ("garbage collection")
972                 setthink(this, RemoveItem);
973                 this.nextthink = time + autocvar_g_items_dropped_lifetime;
974
975                 this.takedamage = DAMAGE_YES;
976                 this.event_damage = Item_Damage;
977                 // enable this to have thrown items burn in lava
978                 //this.damagedbycontents = true;
979                 //IL_PUSH(g_damagedbycontents, this);
980
981                 if (Item_IsExpiring(this))
982                 {
983                         // if item is worthless after a timer, have it expire then
984                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
985                 }
986
987                 // don't drop if in a NODROP zone (such as lava)
988                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
989                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
990                 {
991                         startitem_failed = true;
992                         delete(this);
993                         return;
994                 }
995         }
996         else
997         {
998                 if(!have_pickup_item(this))
999                 {
1000                         startitem_failed = true;
1001                         delete(this);
1002                         return;
1003                 }
1004
1005                 if(this.angles != '0 0 0')
1006                         this.SendFlags |= ISF_ANGLES;
1007
1008                 this.reset = this.team ? Item_FindTeam : Item_Reset;
1009                 // it's a level item
1010                 if(this.spawnflags & 1)
1011                         this.noalign = 1;
1012                 if (this.noalign > 0)
1013                         set_movetype(this, MOVETYPE_NONE);
1014                 else
1015                         set_movetype(this, MOVETYPE_TOSS);
1016                 // do item filtering according to game mode and other things
1017                 if (this.noalign <= 0)
1018                 {
1019                         // first nudge it off the floor a little bit to avoid math errors
1020                         setorigin(this, this.origin + '0 0 1');
1021                         // set item size before we spawn a spawnfunc_waypoint
1022                         setsize(this, def.m_mins, def.m_maxs);
1023                         this.SendFlags |= ISF_SIZE;
1024                         // note droptofloor returns false if stuck/or would fall too far
1025                         if (!this.noalign)
1026                                 droptofloor(this);
1027                         waypoint_spawnforitem(this);
1028                 }
1029
1030                 /*
1031                  * can't do it that way, as it would break maps
1032                  * TODO make a target_give like entity another way, that perhaps has
1033                  * the weapon name in a key
1034                 if(this.targetname)
1035                 {
1036                         // target_give not yet supported; maybe later
1037                         print("removed targeted ", this.classname, "\n");
1038                         startitem_failed = true;
1039                         delete(this);
1040                         return;
1041                 }
1042                 */
1043
1044                 if(this.targetname != "" && (this.spawnflags & 16))
1045                         this.use = item_use;
1046
1047                 if(autocvar_spawn_debug >= 2)
1048                 {
1049                         // why not flags & fl_item?
1050                         FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1051                                 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1052                                 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1053                                 error("Mapper sucks.");
1054                         });
1055                         this.is_item = true;
1056                 }
1057
1058                 weaponsInMap |= WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
1059
1060                 if (        def.instanceOfPowerup
1061                         ||  def.instanceOfWeaponPickup
1062                         || (def.instanceOfHealth && def != ITEM_HealthSmall)
1063                         || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1064                         || (itemid & (IT_KEY1 | IT_KEY2))
1065                 )
1066                 {
1067                         if(!this.target || this.target == "")
1068                                 this.target = "###item###"; // for finding the nearest item using findnearest
1069                 }
1070
1071                 Item_ItemsTime_SetTime(this, 0);
1072         }
1073
1074         this.bot_pickup = true;
1075         this.bot_pickupevalfunc = pickupevalfunc;
1076         this.bot_pickupbasevalue = pickupbasevalue;
1077         this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1078         this.netname = itemname;
1079         settouch(this, Item_Touch);
1080         setmodel(this, MDL_Null); // precision set below
1081         //this.effects |= EF_LOWPRECISION;
1082
1083         // support skinned models for powerups
1084         if(!this.skin)
1085                 this.skin = def.m_skin;
1086
1087         setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
1088
1089         this.SendFlags |= ISF_SIZE;
1090
1091         if (!(this.spawnflags & 1024)) {
1092                 if(def.instanceOfPowerup)
1093                         this.ItemStatus |= ITS_ANIMATE1;
1094
1095                 if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH))
1096                         this.ItemStatus |= ITS_ANIMATE2;
1097         }
1098
1099         if(Item_IsLoot(this))
1100                 this.gravity = 1;
1101         else
1102                 this.glowmod = def.m_color;
1103
1104         if(def.instanceOfWeaponPickup)
1105         {
1106                 if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
1107                         this.colormap = 1024; // color shirt=0 pants=0 grey
1108                 if (!(this.spawnflags & 1024))
1109                         this.ItemStatus |= ITS_ANIMATE1;
1110                 this.SendFlags |= ISF_COLORMAP;
1111         }
1112
1113         this.state = 0;
1114         if(this.team)
1115         {
1116                 if(!this.cnt)
1117                         this.cnt = 1; // item probability weight
1118
1119                 this.effects |= EF_NOGUNBOB; // marker for item team search
1120                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1121         }
1122         else
1123                 Item_Reset(this);
1124
1125         Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1126
1127         // call this hook after everything else has been done
1128         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1129         {
1130                 startitem_failed = true;
1131                 delete(this);
1132                 return;
1133         }
1134
1135         setItemGroup(this);
1136 }
1137
1138 void StartItem(entity this, GameItem def)
1139 {
1140         def = def.m_spawnfunc_hookreplace(def, this);
1141
1142         if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
1143         {
1144                 delete(this);
1145                 return; // TODO does not set startitem_failed
1146         }
1147
1148         this.classname = def.m_canonical_spawnfunc;
1149
1150         _StartItem(
1151                 this,
1152                 this.itemdef = def,
1153                 def.m_respawntime(), // defaultrespawntime
1154                 def.m_respawntimejitter() // defaultrespawntimejitter
1155         );
1156 }
1157
1158 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1159 int group_count = 1;
1160
1161 void setItemGroup(entity this)
1162 {
1163         if(!IS_SMALL(this.itemdef) || Item_IsLoot(this))
1164                 return;
1165
1166         FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1167         {
1168                 if(!this.item_group)
1169                 {
1170                         if(!it.item_group)
1171                         {
1172                                 it.item_group = group_count;
1173                                 group_count++;
1174                         }
1175                         this.item_group = it.item_group;
1176                 }
1177                 else // spawning item is already part of a item_group X
1178                 {
1179                         if(!it.item_group)
1180                                 it.item_group = this.item_group;
1181                         else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1182                         {
1183                                 int grY = it.item_group;
1184                                 // move all items of item_group Y to item_group X
1185                                 IL_EACH(g_items, IS_SMALL(it.itemdef),
1186                                 {
1187                                         if(it.item_group == grY)
1188                                                 it.item_group = this.item_group;
1189                                 });
1190                         }
1191                 }
1192         });
1193 }
1194
1195 void setItemGroupCount()
1196 {
1197         for (int k = 1; k <= group_count; k++)
1198         {
1199                 int count = 0;
1200                 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1201                 if (count)
1202                         IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1203         }
1204 }
1205
1206 void target_items_use(entity this, entity actor, entity trigger)
1207 {
1208         if(Item_IsLoot(actor))
1209         {
1210                 EXACTTRIGGER_TOUCH(this, trigger);
1211                 delete(actor);
1212                 return;
1213         }
1214
1215         if (!IS_PLAYER(actor) || IS_DEAD(actor))
1216                 return;
1217
1218         if(trigger.solid == SOLID_TRIGGER)
1219         {
1220                 EXACTTRIGGER_TOUCH(this, trigger);
1221         }
1222
1223         IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
1224         {
1225                 delete(it);
1226         });
1227
1228         if(GiveItems(actor, 0, tokenize_console(this.netname)))
1229                 centerprint(actor, this.message);
1230 }
1231
1232 spawnfunc(target_items)
1233 {
1234         this.use = target_items_use;
1235         if(!this.strength_finished)
1236                 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1237         if(!this.invincible_finished)
1238                 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1239         if(!this.speed_finished)
1240                 this.speed_finished = autocvar_g_balance_powerup_speed_time;
1241         if(!this.invisibility_finished)
1242                 this.invisibility_finished = autocvar_g_balance_powerup_invisibility_time;
1243         if(!this.superweapons_finished)
1244                 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1245
1246         string str;
1247         int n = tokenize_console(this.netname);
1248         if(argv(0) == "give")
1249         {
1250                 str = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1251         }
1252         else
1253         {
1254                 for(int j = 0; j < n; ++j)
1255                 {
1256                         // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1257                         if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
1258                         else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_AMMO;
1259                         else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1260                         else if(argv(j) == "strength")               this.items |= ITEM_Strength.m_itemid;
1261                         else if(argv(j) == "invincible")             this.items |= ITEM_Shield.m_itemid;
1262                         else if(argv(j) == "speed")                  this.items |= ITEM_Speed.m_itemid;
1263                         else if(argv(j) == "invisibility")           this.items |= ITEM_Invisibility.m_itemid;
1264                         else if(argv(j) == "superweapons")           this.items |= IT_SUPERWEAPON;
1265                         else if(argv(j) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
1266                         else if(argv(j) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
1267                         else
1268                         {
1269                                 FOREACH(StatusEffect, it.instanceOfBuff,
1270                                 {
1271                                         string s = Buff_CompatName(argv(j));
1272                                         if(s == it.netname)
1273                                         {
1274                                                 this.buffdef = it;
1275                                                 if(!this.buffs_finished)
1276                                                         this.buffs_finished = it.m_time(it);
1277                                                 break;
1278                                         }
1279                                 });
1280                                 FOREACH(Weapons, it != WEP_Null, {
1281                                         string s = argv(j);
1282                                         if(s == it.netname || s == it.m_deprecated_netname)
1283                                         {
1284                                                 STAT(WEAPONS, this) |= (it.m_wepset);
1285                                                 if(this.spawnflags == 0 || this.spawnflags == 2)
1286                                                         it.wr_init(it);
1287                                                 break;
1288                                         }
1289                                 });
1290                         }
1291                 }
1292
1293                 string itemprefix, valueprefix;
1294                 if(this.spawnflags == 0)
1295                 {
1296                         itemprefix = "";
1297                         valueprefix = "";
1298                 }
1299                 else if(this.spawnflags == 1)
1300                 {
1301                         itemprefix = "max ";
1302                         valueprefix = "max ";
1303                 }
1304                 else if(this.spawnflags == 2)
1305                 {
1306                         itemprefix = "min ";
1307                         valueprefix = "min ";
1308                 }
1309                 else if(this.spawnflags == 4)
1310                 {
1311                         itemprefix = "minus ";
1312                         valueprefix = "max ";
1313                 }
1314                 else
1315                 {
1316                         error("invalid spawnflags");
1317                         itemprefix = valueprefix = string_null;
1318                 }
1319
1320                 str = "";
1321                 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
1322                 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1323                 str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1324                 str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1325                 str = sprintf("%s %s%d %s", str, valueprefix, this.invisibility_finished * boolean(this.items & ITEM_Invisibility.m_itemid), "invisibility");
1326                 str = sprintf("%s %s%d %s", str, valueprefix, this.speed_finished * boolean(this.items & ITEM_Speed.m_itemid), "speed");
1327                 str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1328                 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1329                 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1330                 float res;
1331                 res = GetResource(this, RES_SHELLS);  if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "shells");
1332                 res = GetResource(this, RES_BULLETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "nails");
1333                 res = GetResource(this, RES_ROCKETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "rockets");
1334                 res = GetResource(this, RES_CELLS);   if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "cells");
1335                 res = GetResource(this, RES_PLASMA);  if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "plasma");
1336                 res = GetResource(this, RES_FUEL);    if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "fuel");
1337                 res = GetResource(this, RES_HEALTH);  if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "health");
1338                 res = GetResource(this, RES_ARMOR);   if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "armor");
1339                 FOREACH(StatusEffect, it.instanceOfBuff, str = sprintf("%s %s%d %s", str, valueprefix, this.buffs_finished * boolean(this.buffdef == it), it.netname));
1340                 FOREACH(Weapons, it != WEP_Null, str = sprintf("%s %s%d %s", str, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
1341         }
1342         this.netname = strzone(str);
1343
1344         n = tokenize_console(this.netname);
1345         for(int j = 0; j < n; ++j)
1346         {
1347                 string cmd = argv(j);
1348                 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1349                         it.wr_init(it);
1350                         break;
1351                 });
1352         }
1353 }
1354
1355 float GiveWeapon(entity e, float wpn, float op, float val)
1356 {
1357         WepSet v0, v1;
1358         WepSet s = WepSet_FromWeapon(REGISTRY_GET(Weapons, wpn));
1359         v0 = (STAT(WEAPONS, e) & s);
1360         switch(op)
1361         {
1362                 case OP_SET:
1363                         if(val > 0)
1364                                 STAT(WEAPONS, e) |= s;
1365                         else
1366                                 STAT(WEAPONS, e) &= ~s;
1367                         break;
1368                 case OP_MIN:
1369                 case OP_PLUS:
1370                         if(val > 0)
1371                                 STAT(WEAPONS, e) |= s;
1372                         break;
1373                 case OP_MAX:
1374                         if(val <= 0)
1375                                 STAT(WEAPONS, e) &= ~s;
1376                         break;
1377                 case OP_MINUS:
1378                         if(val > 0)
1379                                 STAT(WEAPONS, e) &= ~s;
1380                         break;
1381         }
1382         v1 = (STAT(WEAPONS, e) & s);
1383         return (v0 != v1);
1384 }
1385
1386 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1387 {
1388         bool had_buff = StatusEffects_active(thebuff, e);
1389         float new_buff_time = ((had_buff) ? StatusEffects_gettime(thebuff, e) : 0);
1390         switch (op)
1391         {
1392                 case OP_SET:
1393                         new_buff_time = val;
1394                         break;
1395                 case OP_MIN:
1396                         new_buff_time = max(new_buff_time, val);
1397                         break;
1398                 case OP_MAX:
1399                         new_buff_time = min(new_buff_time, val);
1400                         break;
1401                 case OP_PLUS:
1402                         new_buff_time += val;
1403                         break;
1404                 case OP_MINUS:
1405                         new_buff_time -= val;
1406                         break;
1407         }
1408         if(new_buff_time <= 0)
1409         {
1410                 if(had_buff) // only trigger removal mechanics if there is an effect to remove!
1411                         StatusEffects_remove(thebuff, e, STATUSEFFECT_REMOVE_NORMAL);
1412         }
1413         else
1414         {
1415                 buff_RemoveAll(e, STATUSEFFECT_REMOVE_CLEAR); // clear old buffs on the player first!
1416                 StatusEffects_apply(thebuff, e, new_buff_time, 0);
1417         }
1418         bool have_buff = StatusEffects_active(thebuff, e);
1419         return (had_buff != have_buff);
1420 }
1421
1422 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1423 {
1424         if(v1 == v0)
1425                 return;
1426         if(v1 <= v0 - t)
1427         {
1428                 if(snd_decr != NULL)
1429                         sound(e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1430         }
1431         else if(v0 >= v0 + t)
1432         {
1433                 if(snd_incr != NULL)
1434                         sound(e, ((snd_incr == SND_POWERUP) ? CH_TRIGGER_SINGLE : CH_TRIGGER), snd_incr, VOL_BASE, ATTEN_NORM);
1435         }
1436 }
1437
1438 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1439 {
1440         if(v0 < v1)
1441                 e.(rotfield) = max(e.(rotfield), time + rottime);
1442         else if(v0 > v1)
1443                 e.(regenfield) = max(e.(regenfield), time + regentime);
1444 }
1445 bool GiveResourceValue(entity e, Resource res_type, int op, int val)
1446 {
1447         int v0 = GetResource(e, res_type);
1448         float new_val = 0;
1449         switch (op)
1450         {
1451                 // min 100 cells = at least 100 cells
1452                 case OP_SET: new_val = val; break;
1453                 case OP_MIN: new_val = max(v0, val); break;
1454                 case OP_MAX: new_val = min(v0, val); break;
1455                 case OP_PLUS: new_val = v0 + val; break;
1456                 case OP_MINUS: new_val = v0 - val; break;
1457                 default: return false;
1458         }
1459
1460         return SetResourceExplicit(e, res_type, new_val);
1461 }
1462 bool GiveStatusEffect(entity e, StatusEffects this, int op, float val)
1463 {
1464         bool had_eff = StatusEffects_active(this, e);
1465         float new_eff_time = ((had_eff) ? StatusEffects_gettime(this, e) : 0);
1466         switch (op)
1467         {
1468                 case OP_SET:
1469                         new_eff_time = val;
1470                         break;
1471                 case OP_MIN:
1472                         new_eff_time = max(new_eff_time, val);
1473                         break;
1474                 case OP_MAX:
1475                         new_eff_time = min(new_eff_time, val);
1476                         break;
1477                 case OP_PLUS:
1478                         new_eff_time += val;
1479                         break;
1480                 case OP_MINUS:
1481                         new_eff_time -= val;
1482                         break;
1483         }
1484         if(new_eff_time <= 0)
1485         {
1486                 if(had_eff) // only trigger removal mechanics if there is an effect to remove!
1487                         StatusEffects_remove(this, e, STATUSEFFECT_REMOVE_NORMAL);
1488         }
1489         else
1490                 StatusEffects_apply(this, e, new_eff_time, 0);
1491         bool have_eff = StatusEffects_active(this, e);
1492         return (had_eff != have_eff);
1493 }
1494
1495 float GiveItems(entity e, float beginarg, float endarg)
1496 {
1497         float got, i, val, op;
1498         string cmd;
1499
1500         val = 999;
1501         op = OP_SET;
1502
1503         got = 0;
1504
1505         int _switchweapon = 0;
1506
1507         if(CS_CVAR(e).cvar_cl_autoswitch)
1508         {
1509                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1510                 {
1511                         .entity weaponentity = weaponentities[slot];
1512                         if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1513                         if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1514                                 _switchweapon |= BIT(slot);
1515                 }
1516         }
1517
1518         if(e.statuseffects)
1519         {
1520                 FOREACH(StatusEffect, true,
1521                 {
1522                         e.statuseffects.statuseffect_time[it.m_id] = max(0, e.statuseffects.statuseffect_time[it.m_id] - time);
1523                 });
1524         }
1525
1526         PREGIVE(e, items);
1527         PREGIVE_WEAPONS(e);
1528         PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength);
1529         PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield);
1530         PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed);
1531         PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility);
1532         //PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Superweapons);
1533         PREGIVE_RESOURCE(e, RES_BULLETS);
1534         PREGIVE_RESOURCE(e, RES_CELLS);
1535         PREGIVE_RESOURCE(e, RES_PLASMA);
1536         PREGIVE_RESOURCE(e, RES_SHELLS);
1537         PREGIVE_RESOURCE(e, RES_ROCKETS);
1538         PREGIVE_RESOURCE(e, RES_FUEL);
1539         PREGIVE_RESOURCE(e, RES_ARMOR);
1540         PREGIVE_RESOURCE(e, RES_HEALTH);
1541
1542         for(i = beginarg; i < endarg; ++i)
1543         {
1544                 cmd = argv(i);
1545
1546                 if(cmd == "0" || stof(cmd))
1547                 {
1548                         val = stof(cmd);
1549                         continue;
1550                 }
1551                 switch(cmd)
1552                 {
1553                         case "no":
1554                                 op = OP_MAX;
1555                                 val = 0;
1556                                 continue;
1557                         case "max":
1558                                 op = OP_MAX;
1559                                 continue;
1560                         case "min":
1561                                 op = OP_MIN;
1562                                 continue;
1563                         case "plus":
1564                                 op = OP_PLUS;
1565                                 continue;
1566                         case "minus":
1567                                 op = OP_MINUS;
1568                                 continue;
1569                         case "ALL":
1570                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1571                                 FOREACH(StatusEffect, it.instanceOfPowerups, got += GiveStatusEffect(e, it, op, val));
1572                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1573                         case "all":
1574                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1575                                 got += GiveResourceValue(e, RES_HEALTH, op, val);
1576                                 got += GiveResourceValue(e, RES_ARMOR, op, val);
1577                         case "allweapons":
1578                                 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val));
1579                         //case "allbuffs": // all buffs makes a player god, do not want!
1580                                 //FOREACH(StatusEffect, it.instanceOfBuff, got += GiveBuff(e, it, op, val));
1581                         case "allammo":
1582                                 got += GiveResourceValue(e, RES_CELLS, op, val);
1583                                 got += GiveResourceValue(e, RES_PLASMA, op, val);
1584                                 got += GiveResourceValue(e, RES_SHELLS, op, val);
1585                                 got += GiveResourceValue(e, RES_BULLETS, op, val);
1586                                 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1587                                 got += GiveResourceValue(e, RES_FUEL, op, val);
1588                                 break;
1589                         case "unlimited_ammo":
1590                                 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1591                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1592                                 break;
1593                         case "unlimited_weapon_ammo":
1594                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1595                                 break;
1596                         case "unlimited_superweapons":
1597                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1598                                 break;
1599                         case "jetpack":
1600                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1601                                 break;
1602                         case "fuel_regen":
1603                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1604                                 break;
1605                         case "strength":
1606                                 got += GiveStatusEffect(e, STATUSEFFECT_Strength, op, val);
1607                                 break;
1608                         case "invincible":
1609                         case "shield":
1610                                 got += GiveStatusEffect(e, STATUSEFFECT_Shield, op, val);
1611                                 break;
1612                         case "speed":
1613                                 got += GiveStatusEffect(e, STATUSEFFECT_Speed, op, val);
1614                                 break;
1615                         case "invisibility":
1616                                 got += GiveStatusEffect(e, STATUSEFFECT_Invisibility, op, val);
1617                                 break;
1618                         case "superweapons":
1619                                 got += GiveStatusEffect(e, STATUSEFFECT_Superweapons, op, val);
1620                                 break;
1621                         case "cells":
1622                                 got += GiveResourceValue(e, RES_CELLS, op, val);
1623                                 break;
1624                         case "plasma":
1625                                 got += GiveResourceValue(e, RES_PLASMA, op, val);
1626                                 break;
1627                         case "shells":
1628                                 got += GiveResourceValue(e, RES_SHELLS, op, val);
1629                                 break;
1630                         case "nails":
1631                         case "bullets":
1632                                 got += GiveResourceValue(e, RES_BULLETS, op, val);
1633                                 break;
1634                         case "rockets":
1635                                 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1636                                 break;
1637                         case "health":
1638                                 got += GiveResourceValue(e, RES_HEALTH, op, val);
1639                                 break;
1640                         case "armor":
1641                                 got += GiveResourceValue(e, RES_ARMOR, op, val);
1642                                 break;
1643                         case "fuel":
1644                                 got += GiveResourceValue(e, RES_FUEL, op, val);
1645                                 break;
1646                         default:
1647                                 FOREACH(StatusEffect, it.instanceOfBuff && buff_Available(it) && Buff_CompatName(cmd) == it.netname,
1648                                 {
1649                                         got += GiveBuff(e, it, op, val);
1650                                         break;
1651                                 });
1652                                 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1653                     got += GiveWeapon(e, it.m_id, op, val);
1654                     break;
1655                                 });
1656                                 break;
1657                 }
1658                 val = 999;
1659                 op = OP_SET;
1660         }
1661
1662         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1663         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1664         POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
1665         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1666         FOREACH(Weapons, it != WEP_Null, {
1667                 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1668                 if(!(save_weapons & (it.m_wepset)))
1669                         if(STAT(WEAPONS, e) & (it.m_wepset))
1670                                 it.wr_init(it);
1671         });
1672         POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength, SND_POWERUP, SND_POWEROFF);
1673         POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield, SND_POWERUP, SND_POWEROFF);
1674         POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed, SND_POWERUP, SND_POWEROFF);
1675         POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility, SND_POWERUP, SND_POWEROFF);
1676         POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
1677         POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
1678         POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
1679         POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
1680         POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
1681         POSTGIVE_RES_ROT(e, RES_FUEL, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null);
1682         POSTGIVE_RES_ROT(e, RES_ARMOR, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
1683         POSTGIVE_RES_ROT(e, RES_HEALTH, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
1684
1685         if(!StatusEffects_active(STATUSEFFECT_Superweapons, e))
1686         {
1687                 if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
1688                         StatusEffects_apply(STATUSEFFECT_Superweapons, e, autocvar_g_balance_superweapons_time, 0);
1689         }
1690
1691         if(e.statuseffects)
1692         {
1693                 FOREACH(StatusEffect, true,
1694                 {
1695                         if(e.statuseffects.statuseffect_time[it.m_id] <= 0)
1696                                 e.statuseffects.statuseffect_time[it.m_id] = 0;
1697                         else
1698                                 e.statuseffects.statuseffect_time[it.m_id] += time;
1699                 });
1700                         
1701                 StatusEffects_update(e);
1702         }
1703
1704         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1705         {
1706                 .entity weaponentity = weaponentities[slot];
1707                 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1708                 if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1709                         _switchweapon |= BIT(slot);
1710         }
1711
1712         if(_switchweapon)
1713         {
1714                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1715                 {
1716                         .entity weaponentity = weaponentities[slot];
1717                         if(_switchweapon & BIT(slot))
1718                         {
1719                                 Weapon wep = w_getbestweapon(e, weaponentity);
1720                                 if(wep != e.(weaponentity).m_switchweapon)
1721                                         W_SwitchWeapon_Force(e, wep, weaponentity);
1722                         }
1723                 }
1724         }
1725
1726         return got;
1727 }