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items: call FilterItem mutator hook earlier as it may change almost anything
[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/net_linked.qh>
15 #include <common/notifications/all.qh>
16 #include <common/resources/resources.qh>
17 #include <common/util.qh>
18 #include <common/weapons/_all.qh>
19 #include <common/wepent.qh>
20 #include <lib/warpzone/common.qh>
21 #include <lib/warpzone/util_server.qh>
22 #include <server/bot/api.qh>
23 #include <server/command/vote.qh>
24 #include <server/damage.qh>
25 #include <server/mutators/_mod.qh>
26 #include <server/teamplay.qh>
27 #include <server/weapons/common.qh>
28 #include <server/weapons/selection.qh>
29 #include <server/weapons/weaponsystem.qh>
30 #include <server/world.qh>
31
32 bool ItemSend(entity this, entity to, int sf)
33 {
34         if(this.gravity)
35                 sf |= ISF_DROP;
36         else
37                 sf &= ~ISF_DROP;
38
39         WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
40         WriteByte(MSG_ENTITY, sf);
41
42         //WriteByte(MSG_ENTITY, this.cnt);
43         if(sf & ISF_LOCATION)
44         {
45                 WriteVector(MSG_ENTITY, this.origin);
46         }
47
48         if(sf & ISF_ANGLES)
49         {
50                 WriteAngleVector(MSG_ENTITY, this.angles);
51         }
52
53         // sets size on the client, unused on server
54         //if(sf & ISF_SIZE)
55
56         if(sf & ISF_STATUS)
57                 WriteByte(MSG_ENTITY, this.ItemStatus);
58
59         if(sf & ISF_MODEL)
60         {
61                 WriteShort(MSG_ENTITY, bound(0, this.fade_end, 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.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
101                 return false;
102
103         if(this.itemdef.instanceOfPowerup)
104         {
105                 if(autocvar_g_powerups > 0)
106                         return true;
107                 if(autocvar_g_powerups == 0)
108                         return false;
109         }
110         else
111         {
112                 if(autocvar_g_pickup_items > 0)
113                         return true;
114                 if(autocvar_g_pickup_items == 0)
115                         return false;
116                 if(g_weaponarena)
117                         if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
118                                 return false;
119         }
120         return true;
121 }
122
123 void Item_Show(entity e, int mode)
124 {
125         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
126         e.ItemStatus &= ~ITS_STAYWEP;
127         entity def = e.itemdef;
128         if (mode > 0)
129         {
130                 // make the item look normal, and be touchable
131                 e.model = e.mdl;
132                 e.solid = SOLID_TRIGGER;
133                 e.spawnshieldtime = 1;
134                 e.ItemStatus |= ITS_AVAILABLE;
135         }
136         else if (mode < 0)
137         {
138                 // hide the item completely
139                 e.model = string_null;
140                 e.solid = SOLID_NOT;
141                 e.spawnshieldtime = 1;
142                 e.ItemStatus &= ~ITS_AVAILABLE;
143         }
144         else
145         {
146                 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
147                         || e.team // weapon stay isn't supported for teamed weapons
148                         ;
149                 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
150                 {
151                         // make the item translucent and not touchable
152                         e.model = e.mdl;
153                         e.solid = SOLID_TRIGGER; // can STILL be picked up!
154                         e.effects |= EF_STARDUST;
155                         e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
156                         e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
157                 }
158                 else
159                 {
160                         e.solid = SOLID_NOT;
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         if (ITEM_IS_LOOT(this))
188         {
189                 if (time < this.wait - IT_DESPAWNFX_TIME)
190                         this.nextthink = min(time + IT_UPDATE_INTERVAL, this.wait - IT_DESPAWNFX_TIME); // ensuring full time for effects
191                 else
192                 {
193                         // despawning soon, start effects
194                         this.ItemStatus |= ITS_EXPIRING;
195                         this.SendFlags |= ISF_STATUS;
196                         if (time < this.wait - IT_UPDATE_INTERVAL)
197                                 this.nextthink = time + IT_UPDATE_INTERVAL;
198                         else
199                         {
200                                 setthink(this, RemoveItem);
201                                 this.nextthink = this.wait;
202                         }
203                 }
204
205                 if (this.itemdef.instanceOfPowerup)
206                         powerups_DropItem_Think(this);
207
208                 // caution: kludge FIXME (with sv_legacy_bbox_expand)
209                 // this works around prediction errors caused by bbox discrepancy between SVQC and CSQC
210                 if (this.velocity == '0 0 0' && IS_ONGROUND(this))
211                         this.gravity = 0; // don't send ISF_DROP anymore
212
213                 // send slow updates even if the item didn't move
214                 // recovers prediction desyncs where server thinks item stopped, client thinks it didn't
215                 ItemUpdate(this);
216         }
217         else
218         {
219                 // bones_was_here: TODO: predict movers, enable client prediction of items with a groundentity,
220                 // and then send those less often too (and not all on the same frame)
221                 this.nextthink = time;
222
223                 if(this.origin != this.oldorigin)
224                         ItemUpdate(this);
225         }
226 }
227
228 bool Item_ItemsTime_SpectatorOnly(GameItem it);
229 bool Item_ItemsTime_Allow(GameItem it);
230 float Item_ItemsTime_UpdateTime(entity e, float t);
231 void Item_ItemsTime_SetTime(entity e, float t);
232 void Item_ItemsTime_SetTimesForAllPlayers();
233
234 void Item_Respawn(entity this)
235 {
236         Item_Show(this, 1);
237         sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM);     // play respawn sound
238
239         if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
240         {
241                 float t = Item_ItemsTime_UpdateTime(this, 0);
242                 Item_ItemsTime_SetTime(this, t);
243                 Item_ItemsTime_SetTimesForAllPlayers();
244         }
245
246         setthink(this, Item_Think);
247         this.nextthink = time;
248 }
249
250 void Item_RespawnCountdown(entity this)
251 {
252         if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
253         {
254                 if(this.waypointsprite_attached)
255                         WaypointSprite_Kill(this.waypointsprite_attached);
256                 Item_Respawn(this);
257         }
258         else
259         {
260                 this.nextthink = time + 1;
261                 this.item_respawncounter += 1;
262                 if(this.item_respawncounter == 1)
263                 {
264                         do {
265                                 {
266                                         entity wi = REGISTRY_GET(Weapons, this.weapon);
267                                         if (wi != WEP_Null) {
268                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
269                                                 wp.wp_extra = wi.m_id;
270                                                 break;
271                                         }
272                                 }
273                                 {
274                                         entity ii = this.itemdef;
275                                         if (ii != NULL) {
276                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
277                                                 wp.wp_extra = ii.m_id;
278                                                 break;
279                                         }
280                                 }
281                         } while (0);
282                         bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
283                         if(this.waypointsprite_attached)
284                         {
285                                 GameItem def = this.itemdef;
286                                 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
287                                         WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
288                                 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
289                         }
290                 }
291
292                 if(this.waypointsprite_attached)
293                 {
294                         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
295                                 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
296                                 {
297                                         msg_entity = it;
298                                         soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM, 0); // play respawn sound
299                                 }
300                         });
301
302                         WaypointSprite_Ping(this.waypointsprite_attached);
303                         //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
304                 }
305         }
306 }
307
308 void Item_RespawnThink(entity this)
309 {
310         this.nextthink = time;
311         if(this.origin != this.oldorigin)
312                 ItemUpdate(this);
313
314         if(time >= this.wait)
315                 Item_Respawn(this);
316 }
317
318 void Item_ScheduleRespawnIn(entity e, float t)
319 {
320         // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
321         if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
322         {
323                 setthink(e, Item_RespawnCountdown);
324                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
325                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
326                 e.item_respawncounter = 0;
327                 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
328                 {
329                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
330                         Item_ItemsTime_SetTime(e, t);
331                         Item_ItemsTime_SetTimesForAllPlayers();
332                 }
333         }
334         else
335         {
336                 setthink(e, Item_RespawnThink);
337                 e.nextthink = time;
338                 e.scheduledrespawntime = time + t;
339                 e.wait = time + t;
340
341                 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
342                 {
343                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
344                         Item_ItemsTime_SetTime(e, t);
345                         Item_ItemsTime_SetTimesForAllPlayers();
346                 }
347         }
348 }
349
350 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*");
351 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");
352 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");
353
354 /// Adjust respawn time according to the number of players.
355 float adjust_respawntime(float normal_respawntime) {
356         float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
357         float o = autocvar_g_pickup_respawntime_scaling_offset;
358         float l = autocvar_g_pickup_respawntime_scaling_linear;
359
360         if (r == 0 && l == 1) {
361                 return normal_respawntime;
362         }
363
364         entity balance = TeamBalance_CheckAllowedTeams(NULL);
365         TeamBalance_GetTeamCounts(balance, NULL);
366         int players = 0;
367         for (int i = 1; i <= NUM_TEAMS; ++i)
368         {
369                 if (TeamBalance_IsTeamAllowed(balance, i))
370                 {
371                         players += TeamBalance_GetNumberOfPlayers(balance, i);
372                 }
373         }
374         TeamBalance_Destroy(balance);
375
376         if (players >= 2) {
377                 return normal_respawntime * (r / (players + o) + l);
378         } else {
379                 return normal_respawntime;
380         }
381 }
382
383 void Item_ScheduleRespawn(entity e)
384 {
385         if(e.respawntime > 0)
386         {
387                 Item_Show(e, 0);
388
389                 float adjusted_respawntime = adjust_respawntime(e.respawntime);
390                 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
391
392                 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
393                 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
394                 Item_ScheduleRespawnIn(e, respawn_in);
395         }
396         else // if respawntime is -1, this item does not respawn
397                 Item_Show(e, -1);
398 }
399
400 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
401         "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");
402
403 void Item_ScheduleInitialRespawn(entity e)
404 {
405         Item_Show(e, 0);
406
407         float spawn_in;
408         if (autocvar_g_pickup_respawntime_initial_random == 0)
409         {
410                 // range: respawntime .. respawntime + respawntimejitter
411                 spawn_in = e.respawntime + random() * e.respawntimejitter;
412         }
413         else
414         {
415                 float rnd;
416                 if (autocvar_g_pickup_respawntime_initial_random == 1)
417                 {
418                         static float shared_random = 0;
419                         // NOTE this code works only if items are scheduled at the same time (normal case)
420                         // NOTE2 random() can't return exactly 1 so this check always work as intended
421                         if (!shared_random || floor(time) > shared_random)
422                                 shared_random = floor(time) + random();
423                         rnd = shared_random - floor(time);
424                 }
425                 else
426                         rnd = random();
427
428                 // range:
429                 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
430                 // else: 0 .. ITEM_RESPAWN_TICKS
431                 // this is to prevent powerups spawning unexpectedly without waypoints
432                 spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
433         }
434
435         Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
436 }
437
438 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
439         entity ammo_entity)
440 {
441         if (num_weapons == 0)
442         {
443                 return;
444         }
445         int num_potential_weapons = tokenize_console(weapon_names);
446         for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
447         {
448                 RandomSelection_Init();
449                 for (int weapon_index = 0; weapon_index < num_potential_weapons;
450                         ++weapon_index)
451                 {
452                         string weapon = argv(weapon_index);
453                         FOREACH(Weapons, it != WEP_Null,
454                         {
455                                 // Finding a weapon which player doesn't have.
456                                 if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
457                                 {
458                                         RandomSelection_AddEnt(it, 1, 1);
459                                         break;
460                                 }
461                         });
462                 }
463                 if (RandomSelection_chosen_ent == NULL)
464                 {
465                         return;
466                 }
467                 STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
468                 if (RandomSelection_chosen_ent.ammo_type == RES_NONE)
469                 {
470                         continue;
471                 }
472                 if (GetResource(receiver,
473                         RandomSelection_chosen_ent.ammo_type) != 0)
474                 {
475                         continue;
476                 }
477                 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
478                         GetResource(ammo_entity,
479                         RandomSelection_chosen_ent.ammo_type));
480         }
481 }
482
483 bool Item_GiveAmmoTo(entity item, entity player, Resource res_type, float ammomax)
484 {
485         float amount = GetResource(item, res_type);
486         if (amount == 0)
487         {
488                 return false;
489         }
490         float player_amount = GetResource(player, res_type);
491         if (item.spawnshieldtime)
492         {
493                 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
494                         return false;
495         }
496         else if (g_weapon_stay == 2)
497         {
498                 ammomax = min(amount, ammomax);
499                 if(player_amount >= ammomax)
500                         return false;
501         }
502         else
503                 return false;
504         if (amount < 0)
505                 TakeResourceWithLimit(player, res_type, -amount, ammomax);
506         else
507                 GiveResourceWithLimit(player, res_type, amount, ammomax);
508         return true;
509 }
510
511 void Item_NotifyWeapon(entity player, int wep)
512 {
513         FOREACH_CLIENT(IS_REAL_CLIENT(it) && (it == player || (IS_SPEC(it) && it.enemy == player)), {
514                 msg_entity = it;
515                 WriteHeader(MSG_ONE, TE_CSQC_WEAPONPICKUP);
516                 WriteByte(MSG_ONE, wep);
517         });
518 }
519
520 bool Item_GiveTo(entity item, entity player)
521 {
522         // if nothing happens to player, just return without taking the item
523         int _switchweapon = 0;
524         // in case the player has autoswitch enabled do the following:
525         // if the player is using their best weapon before items are given, they
526         // probably want to switch to an even better weapon after items are given
527
528         if(CS_CVAR(player).cvar_cl_autoswitch)
529         {
530                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
531                 {
532                         .entity weaponentity = weaponentities[slot];
533                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
534                         {
535                                 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
536                                         _switchweapon |= BIT(slot);
537
538                                 if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
539                                         _switchweapon |= BIT(slot);
540                         }
541                 }
542         }
543         bool pickedup = false;
544         pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health);
545         pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue);
546         pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max);
547         pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max);
548         pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max);
549         pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max);
550         pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max);
551         pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max);
552         if (item.itemdef.instanceOfWeaponPickup)
553         {
554                 WepSet w, wp;
555                 w = STAT(WEAPONS, item);
556                 wp = w & ~STAT(WEAPONS, player);
557
558                 if (wp || (item.spawnshieldtime && item.pickup_anyway > 0))
559                 {
560                         pickedup = true;
561                         FOREACH(Weapons, it != WEP_Null, {
562                                 if(w & (it.m_wepset))
563                                         Item_NotifyWeapon(player, it.m_id);
564
565                                 if(wp & (it.m_wepset))
566                                 {
567                                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
568                                         {
569                                                 .entity weaponentity = weaponentities[slot];
570                                                 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
571                                                         W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
572                                         }
573                                         W_GiveWeapon(player, it.m_id);
574                                 }
575                         });
576                 }
577         }
578
579         if (item.itemdef.instanceOfPowerup)
580         {
581                 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
582                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
583                 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
584                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
585         }
586
587         int its;
588         if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
589         {
590                 pickedup = true;
591                 player.items |= its;
592                 // TODO: we probably want to show a message in the console, but not this one!
593                 //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
594         }
595
596         if (item.strength_finished)
597         {
598                 pickedup = true;
599                 float t = max(StatusEffects_gettime(STATUSEFFECT_Strength, player), time);
600                 if (autocvar_g_powerups_stack)
601                         t += item.strength_finished;
602                 else
603                         t = max(t, time + item.strength_finished);
604                 StatusEffects_apply(STATUSEFFECT_Strength, player, t, 0);
605         }
606         if (item.invincible_finished)
607         {
608                 pickedup = true;
609                 float t = max(StatusEffects_gettime(STATUSEFFECT_Shield, player), time);
610                 if (autocvar_g_powerups_stack)
611                         t += item.invincible_finished;
612                 else
613                         t = max(t, time + item.invincible_finished);
614                 StatusEffects_apply(STATUSEFFECT_Shield, player, t, 0);
615         }
616         if (item.speed_finished)
617         {
618                 pickedup = true;
619                 float t = max(StatusEffects_gettime(STATUSEFFECT_Speed, player), time);
620                 if (autocvar_g_powerups_stack)
621                         t += item.speed_finished;
622                 else
623                         t = max(t, time + item.speed_finished);
624                 StatusEffects_apply(STATUSEFFECT_Speed, player, t, 0);
625         }
626         if (item.invisibility_finished)
627         {
628                 pickedup = true;
629                 float t = max(StatusEffects_gettime(STATUSEFFECT_Invisibility, player), time);
630                 if (autocvar_g_powerups_stack)
631                         t += item.invisibility_finished;
632                 else
633                         t = max(t, time + item.invisibility_finished);
634                 StatusEffects_apply(STATUSEFFECT_Invisibility, player, t, 0);
635         }
636         if (item.superweapons_finished)
637         {
638                 pickedup = true;
639                 StatusEffects_apply(STATUSEFFECT_Superweapons, player, max(StatusEffects_gettime(STATUSEFFECT_Superweapons, player), time) + item.superweapons_finished, 0);
640         }
641
642         // always eat teamed entities
643         if(item.team)
644                 pickedup = true;
645
646         if (!pickedup)
647                 return false;
648
649         // crude hack to enforce switching weapons
650         if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS_CVAR(player).cvar_cl_cts_noautoswitch)
651         {
652                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
653                 {
654                         .entity weaponentity = weaponentities[slot];
655                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
656                                 W_SwitchWeapon_Force(player, REGISTRY_GET(Weapons, item.weapon), weaponentity);
657                 }
658                 return true;
659         }
660
661         if(_switchweapon)
662         {
663                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
664                 {
665                         .entity weaponentity = weaponentities[slot];
666                         if(_switchweapon & BIT(slot))
667                         if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
668                                 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
669                 }
670         }
671
672         return true;
673 }
674
675 void Item_Touch(entity this, entity toucher)
676 {
677         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
678         if (ITEM_IS_LOOT(this))
679         {
680                 if (ITEM_TOUCH_NEEDKILL())
681                 {
682                         RemoveItem(this);
683                         return;
684                 }
685         }
686
687         if(!(toucher.flags & FL_PICKUPITEMS)
688         || STAT(FROZEN, toucher)
689         || IS_DEAD(toucher)
690         || (this.solid != SOLID_TRIGGER)
691         || (this.owner == toucher)
692         || (time < this.item_spawnshieldtime)
693         ) { return; }
694
695         switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
696         {
697                 case MUT_ITEMTOUCH_RETURN: { return; }
698                 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
699         }
700
701         toucher = M_ARGV(1, entity);
702
703         if (ITEM_IS_EXPIRING(this))
704         {
705                 this.strength_finished = max(0, this.strength_finished - time);
706                 this.invincible_finished = max(0, this.invincible_finished - time);
707                 this.speed_finished = max(0, this.speed_finished - time);
708                 this.invisibility_finished = max(0, this.invisibility_finished - time);
709                 this.superweapons_finished = max(0, this.superweapons_finished - time);
710         }
711         bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
712         if (!gave)
713         {
714                 if (ITEM_IS_EXPIRING(this))
715                 {
716                         // undo what we did above
717                         this.strength_finished += time;
718                         this.invincible_finished += time;
719                         this.speed_finished += time;
720                         this.invisibility_finished += time;
721                         this.superweapons_finished += time;
722                 }
723                 return;
724         }
725
726 LABEL(pickup)
727
728         if(this.target && this.target != "" && this.target != "###item###") // defrag support
729                 SUB_UseTargets(this, toucher, NULL);
730
731         STAT(LAST_PICKUP, toucher) = time;
732
733         GameItem def = this.itemdef;
734         int ch = ((def.instanceOfPowerup && def.m_itemid != IT_RESOURCE) ? CH_TRIGGER_SINGLE : CH_TRIGGER);
735         _sound(toucher, ch, this.item_pickupsound, VOL_BASE, ATTEN_NORM);
736
737         MUTATOR_CALLHOOK(ItemTouched, this, toucher);
738         if (wasfreed(this))
739         {
740                 return;
741         }
742
743         if (ITEM_IS_LOOT(this))
744         {
745                 delete(this);
746                 return;
747         }
748         if (!this.spawnshieldtime)
749         {
750                 return;
751         }
752         entity e;
753         if (this.team)
754         {
755                 RandomSelection_Init();
756                 IL_EACH(g_items, it.team == this.team,
757                 {
758                         if (it.itemdef) // is a registered item
759                         {
760                                 Item_Show(it, -1);
761                                 it.scheduledrespawntime = 0;
762                                 RandomSelection_AddEnt(it, it.cnt, 0);
763                         }
764                 });
765                 e = RandomSelection_chosen_ent;
766                 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
767         }
768         else
769                 e = this;
770         Item_ScheduleRespawn(e);
771 }
772
773 void Item_Reset(entity this)
774 {
775         Item_Show(this, !this.state);
776
777         if (ITEM_IS_LOOT(this))
778         {
779                 return;
780         }
781         setthink(this, Item_Think);
782         this.nextthink = time;
783         if (this.waypointsprite_attached)
784         {
785                 WaypointSprite_Kill(this.waypointsprite_attached);
786         }
787         if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
788         {
789                 Item_ScheduleInitialRespawn(this);
790         }
791 }
792
793 void Item_FindTeam(entity this)
794 {
795         if(!(this.effects & EF_NOGUNBOB)) // marker for item team search
796                 return;
797
798         LOG_TRACE("Initializing item team ", ftos(this.team));
799         RandomSelection_Init();
800         IL_EACH(g_items, it.team == this.team,
801         {
802                 if(it.itemdef) // is a registered item
803                         RandomSelection_AddEnt(it, it.cnt, 0);
804         });
805
806         entity e = RandomSelection_chosen_ent;
807         if (!e)
808                 return;
809
810         IL_EACH(g_items, it.team == this.team,
811         {
812                 if(it.itemdef) // is a registered item
813                 {
814                         if(it != e)
815                         {
816                                 Item_Show(it, -1); // make it non-spawned
817                                 if (it.waypointsprite_attached)
818                                         WaypointSprite_Kill(it.waypointsprite_attached);
819                                 it.nextthink = 0; // disable any scheduled powerup spawn
820                         }
821                         else
822                                 Item_Reset(it);
823
824                         // leave 'this' marked so Item_FindTeam() works when called again via this.reset
825                         if(it != this)
826                                 it.effects &= ~EF_NOGUNBOB;
827                 }
828         });
829 }
830
831 void Item_CopyFields(entity this, entity to)
832 {
833         setorigin(to, this.origin);
834         to.spawnflags = this.spawnflags;
835         to.noalign = ITEM_SHOULD_KEEP_POSITION(this);
836         to.cnt = this.cnt;
837         to.team = this.team;
838         to.spawnfunc_checked = true;
839         // TODO: copy respawn times? this may not be desirable in some cases
840         //to.respawntime = this.respawntime;
841         //to.respawntimejitter = this.respawntimejitter;
842 }
843
844 // Savage: used for item garbage-collection
845 void RemoveItem(entity this)
846 {
847         if(wasfreed(this) || !this) { return; }
848         if(this.waypointsprite_attached)
849                 WaypointSprite_Kill(this.waypointsprite_attached);
850         delete(this);
851 }
852
853 // pickup evaluation functions
854 // these functions decide how desirable an item is to the bots
855
856 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
857
858 float weapon_pickupevalfunc(entity player, entity item)
859 {
860         // See if I have it already
861         if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
862         {
863                 // If I can pick it up
864                 if(!item.spawnshieldtime)
865                         return 0;
866                 return ammo_pickupevalfunc(player, item);
867         }
868
869         // reduce weapon value if bot already got a good arsenal
870         float c = 1;
871         int weapons_value = 0;
872         FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
873                 weapons_value += it.bot_pickupbasevalue;
874         });
875         c -= bound(0, weapons_value / 20000, 1) * 0.5;
876
877         return item.bot_pickupbasevalue * c;
878 }
879
880 float ammo_pickupevalfunc(entity player, entity item)
881 {
882         entity item_resource = NULL; // pointer to the resource that may be associated with the given item
883         entity wpn = NULL;
884         float c = 0;
885         float rating = 0;
886
887         // detect needed ammo
888         if(item.itemdef.instanceOfWeaponPickup)
889         {
890                 entity res = item.itemdef.m_weapon.ammo_type;
891                 entity ammo = (res != RES_NONE) ? GetAmmoItem(res) : NULL;
892                 if(!ammo)
893                         return 0;
894                 if(res != RES_NONE && GetResource(item, res))
895                         item_resource = res;
896
897                 wpn = item;
898                 rating = ammo.m_botvalue;
899         }
900         else
901         {
902                 FOREACH(Weapons, it != WEP_Null, {
903                         if(!(STAT(WEAPONS, player) & (it.m_wepset)))
904                                 continue;
905                         if(it.ammo_type == RES_NONE)
906                                 continue;
907
908                         if(GetResource(item, it.ammo_type))
909                         {
910                                 item_resource = it.ammo_type;
911                                 break;
912                         }
913                 });
914                 rating = item.bot_pickupbasevalue;
915         }
916
917         float noammorating = 0.5;
918
919         if(item_resource && (GetResource(player, item_resource) < GetResourceLimit(player, item_resource)))
920                 c = GetResource(item, item_resource) / max(noammorating, GetResource(player, item_resource));
921
922         rating *= min(c, 2);
923         if(wpn)
924                 rating += wpn.bot_pickupbasevalue * 0.1;
925         return rating;
926 }
927
928 float healtharmor_pickupevalfunc(entity player, entity item)
929 {
930         float c = 0;
931         float rating = item.bot_pickupbasevalue;
932
933         float itemarmor = GetResource(item, RES_ARMOR);
934         float itemhealth = GetResource(item, RES_HEALTH);
935
936         if(item.item_group)
937         {
938                 itemarmor *= min(4, item.item_group_count);
939                 itemhealth *= min(4, item.item_group_count);
940         }
941
942         if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue))
943                 c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3);
944
945         if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health))
946                 c = itemhealth / max(1, GetResource(player, RES_HEALTH));
947
948         rating *= min(2, c);
949         return rating;
950 }
951
952 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
953 {
954         if(ITEM_DAMAGE_NEEDKILL(deathtype))
955                 RemoveItem(this);
956 }
957
958 void item_use(entity this, entity actor, entity trigger)
959 {
960         // use the touch function to handle collection
961         gettouch(this)(this, actor);
962 }
963
964 void StartItem(entity this, entity def)
965 {
966         if (def.m_spawnfunc_hookreplace)
967                 def = def.m_spawnfunc_hookreplace(def, this);
968         this.itemdef = def;
969         if (def.m_canonical_spawnfunc != "") // FIXME why do weapons set itemdef to an entity that doesn't have this?
970                 this.classname = def.m_canonical_spawnfunc;
971
972         startitem_failed = true; // early return means failure
973
974         // some mutators check for resources set by m_iteminit in FilterItem
975         if(def.m_iteminit)
976                 def.m_iteminit(def, this);
977
978         // also checked by some mutators in FilterItem
979         this.items = def.m_itemid;
980         this.weapon = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
981         if(this.weapon)
982                 STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, this.weapon));
983         this.flags = FL_ITEM | def.m_itemflags;
984
985         // FilterItem may change any field of a specific instance of an item, but
986         // it must not change any itemdef field (would cause mutators to break other mutators),
987         // and must not convert items into different ones (StartItem could be refactored to support that).
988         if(MUTATOR_CALLHOOK(FilterItem, this))
989         {
990                 delete(this);
991                 return;
992         }
993
994         if (!this.item_model_ent)
995                 this.item_model_ent = def.m_model;
996
997         if (!this.item_pickupsound_ent)
998                 this.item_pickupsound_ent = def.m_sound;
999         if (!this.item_pickupsound && this.item_pickupsound_ent)
1000                 this.item_pickupsound = Sound_fixpath(this.item_pickupsound_ent);
1001         if (this.item_pickupsound == "")
1002                 LOG_WARNF("No pickup sound set for a %s", this.classname);
1003
1004         if(!this.pickup_anyway && def.m_pickupanyway)
1005                 this.pickup_anyway = def.m_pickupanyway();
1006
1007         // bones_was_here TODO: implement sv_cullentities_dist and replace g_items_maxdist with it
1008         if(!this.fade_end)
1009                 this.fade_end = autocvar_g_items_maxdist;
1010
1011         // bones_was_here TODO: can we do this after we're sure the entity won't be deleted?
1012         IL_PUSH(g_items, this);
1013
1014         this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1015         setmodel(this, MDL_Null); // precision set below
1016         // set item size before we spawn a waypoint or droptofloor or MoveOutOfSolid
1017         setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1018
1019         if (ITEM_IS_LOOT(this))
1020         {
1021                 this.reset = RemoveItem;
1022
1023                 set_movetype(this, MOVETYPE_TOSS);
1024                 this.gravity = 1;
1025
1026                 setthink(this, Item_Think);
1027                 this.nextthink = time + IT_UPDATE_INTERVAL;
1028                 this.wait = time + autocvar_g_items_dropped_lifetime;
1029
1030                 this.owner = NULL; // anyone can pick this up, including the player who threw it
1031                 this.item_spawnshieldtime = time + 0.5; // but not straight away
1032
1033                 this.takedamage = DAMAGE_YES;
1034                 this.event_damage = Item_Damage;
1035                 // enable this to have thrown items burn in lava
1036                 //this.damagedbycontents = true;
1037                 //IL_PUSH(g_damagedbycontents, this);
1038
1039                 if (ITEM_IS_EXPIRING(this))
1040                 {
1041                         // if item is worthless after a timer, have it expire then
1042                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1043                 }
1044
1045                 // don't drop if in a NODROP zone (such as lava)
1046                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1047                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1048                 {
1049                         delete(this);
1050                         return;
1051                 }
1052         }
1053         else
1054         {
1055                 this.reset = Item_Reset;
1056
1057                 // must be done after def.m_iteminit() as that may set ITEM_FLAG_MUTATORBLOCKED
1058                 if(!have_pickup_item(this))
1059                 {
1060                         delete(this);
1061                         return;
1062                 }
1063
1064                 // must be done before Item_Reset() and after MUTATORBLOCKED check (blocked items may have null func ptrs)
1065                 if(!this.respawntime) // both need to be set
1066                 {
1067                         if (def.m_respawntime)
1068                                 this.respawntime = def.m_respawntime();
1069                         else
1070                                 LOG_WARNF("Default respawntime for a %s is unavailable from its itemdef", this.classname);
1071
1072                         if (def.m_respawntimejitter)
1073                                 this.respawntimejitter = def.m_respawntimejitter();
1074                         else
1075                                 LOG_WARNF("Default respawntimejitter for a %s is unavailable from its itemdef", this.classname);
1076                 }
1077
1078                 if(this.angles != '0 0 0')
1079                         this.SendFlags |= ISF_ANGLES;
1080
1081                 if(q3compat && !this.team)
1082                 {
1083                         string t = GetField_fullspawndata(this, "team");
1084                         // bones_was_here: this hack is cheaper than changing to a .string strcmp()
1085                         if(t) this.team = crc16(false, t);
1086                 }
1087
1088                 // it's a level item
1089                 if(this.spawnflags & 1)
1090                         this.noalign = 1;
1091                 if (this.noalign > 0)
1092                         set_movetype(this, MOVETYPE_NONE);
1093                 else
1094                         set_movetype(this, MOVETYPE_TOSS);
1095                 // do item filtering according to game mode and other things
1096                 if (this.noalign <= 0)
1097                 {
1098                         // first nudge it off the floor a little bit to avoid math errors
1099                         setorigin(this, this.origin + '0 0 1');
1100                         // note droptofloor returns false if stuck/or would fall too far
1101                         if (!this.noalign)
1102                                 droptofloor(this);
1103                         waypoint_spawnforitem(this);
1104                 }
1105
1106                 /*
1107                  * can't do it that way, as it would break maps
1108                  * TODO make a target_give like entity another way, that perhaps has
1109                  * the weapon name in a key
1110                 if(this.targetname)
1111                 {
1112                         // target_give not yet supported; maybe later
1113                         print("removed targeted ", this.classname, "\n");
1114                         delete(this);
1115                         return;
1116                 }
1117                 */
1118
1119                 if(this.targetname != "" && (this.spawnflags & 16))
1120                         this.use = item_use;
1121
1122                 if(autocvar_spawn_debug >= 2)
1123                 {
1124                         // why not flags & fl_item?
1125                         FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1126                                 LOG_TRACE("XXX Found duplicated item: ", def.m_name, vtos(this.origin));
1127                                 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1128                                 error("Mapper sucks.");
1129                         });
1130                         this.is_item = true;
1131                 }
1132
1133                 weaponsInMap |= WepSet_FromWeapon(REGISTRY_GET(Weapons, this.weapon));
1134
1135                 if (        def.instanceOfPowerup
1136                         ||  def.instanceOfWeaponPickup
1137                         || (def.instanceOfHealth && def != ITEM_HealthSmall)
1138                         || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1139                         || (def.m_itemid & (IT_KEY1 | IT_KEY2))
1140                 )
1141                 {
1142                         if(!this.target || this.target == "")
1143                                 this.target = "###item###"; // for finding the nearest item using findnearest
1144                 }
1145
1146                 Item_ItemsTime_SetTime(this, 0);
1147
1148                 this.glowmod = def.m_color;
1149         }
1150
1151         this.bot_pickup = true;
1152         this.bot_pickupevalfunc = def.m_pickupevalfunc;
1153         this.bot_pickupbasevalue = def.m_botvalue;
1154         this.netname = def.m_name;
1155         settouch(this, Item_Touch);
1156         //this.effects |= EF_LOWPRECISION;
1157
1158         // support skinned models for powerups
1159         if(!this.skin)
1160                 this.skin = def.m_skin;
1161
1162         if (!(this.spawnflags & 1024)) {
1163                 if(def.instanceOfPowerup)
1164                         this.ItemStatus |= ITS_ANIMATE1;
1165
1166                 if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH))
1167                         this.ItemStatus |= ITS_ANIMATE2;
1168         }
1169
1170         if(def.instanceOfWeaponPickup)
1171         {
1172                 if (!ITEM_IS_LOOT(this)) // if dropped, colormap is already set up nicely
1173                         this.colormap = 1024; // color shirt=0 pants=0 grey
1174                 if (!(this.spawnflags & 1024))
1175                         this.ItemStatus |= ITS_ANIMATE1;
1176                 this.SendFlags |= ISF_COLORMAP;
1177         }
1178
1179         this.state = 0;
1180         if(this.team)
1181         {
1182                 if(!this.cnt)
1183                         this.cnt = 1; // item probability weight
1184
1185                 this.effects |= EF_NOGUNBOB; // marker for item team search
1186                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1187                 this.reset = Item_FindTeam;
1188         }
1189         else
1190                 Item_Reset(this);
1191
1192         Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1193
1194         // call this hook after everything else has been done
1195         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1196         {
1197                 delete(this);
1198                 return;
1199         }
1200
1201         // we should be sure this item will spawn before loading its assets
1202         // CSQC handles model precaching: it may not use this model (eg simple items) and may not have connected yet
1203         //precache_model(this.mdl);
1204         precache_sound(this.item_pickupsound);
1205
1206         setItemGroup(this);
1207
1208         startitem_failed = false;
1209 }
1210
1211 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1212 int group_count = 1;
1213
1214 void setItemGroup(entity this)
1215 {
1216         if(!IS_SMALL(this.itemdef) || ITEM_IS_LOOT(this))
1217                 return;
1218
1219         FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1220         {
1221                 if(!this.item_group)
1222                 {
1223                         if(!it.item_group)
1224                         {
1225                                 it.item_group = group_count;
1226                                 group_count++;
1227                         }
1228                         this.item_group = it.item_group;
1229                 }
1230                 else // spawning item is already part of a item_group X
1231                 {
1232                         if(!it.item_group)
1233                                 it.item_group = this.item_group;
1234                         else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1235                         {
1236                                 int grY = it.item_group;
1237                                 // move all items of item_group Y to item_group X
1238                                 IL_EACH(g_items, IS_SMALL(it.itemdef),
1239                                 {
1240                                         if(it.item_group == grY)
1241                                                 it.item_group = this.item_group;
1242                                 });
1243                         }
1244                 }
1245         });
1246 }
1247
1248 void setItemGroupCount()
1249 {
1250         for (int k = 1; k <= group_count; k++)
1251         {
1252                 int count = 0;
1253                 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1254                 if (count)
1255                         IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1256         }
1257 }
1258
1259 void target_items_use(entity this, entity actor, entity trigger)
1260 {
1261         if(ITEM_IS_LOOT(actor))
1262         {
1263                 EXACTTRIGGER_TOUCH(this, trigger);
1264                 delete(actor);
1265                 return;
1266         }
1267
1268         if (!IS_PLAYER(actor) || IS_DEAD(actor))
1269                 return;
1270
1271         if(trigger.solid == SOLID_TRIGGER)
1272         {
1273                 EXACTTRIGGER_TOUCH(this, trigger);
1274         }
1275
1276         IL_EACH(g_items, it.enemy == actor && ITEM_IS_LOOT(it),
1277         {
1278                 delete(it);
1279         });
1280
1281         if(GiveItems(actor, 0, tokenize_console(this.netname)))
1282                 centerprint(actor, this.message);
1283 }
1284
1285 spawnfunc(target_items)
1286 {
1287         this.use = target_items_use;
1288         if(!this.strength_finished)
1289                 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1290         if(!this.invincible_finished)
1291                 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1292         if(!this.speed_finished)
1293                 this.speed_finished = autocvar_g_balance_powerup_speed_time;
1294         if(!this.invisibility_finished)
1295                 this.invisibility_finished = autocvar_g_balance_powerup_invisibility_time;
1296         if(!this.superweapons_finished)
1297                 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1298
1299         string str;
1300         int n = tokenize_console(this.netname);
1301         if(argv(0) == "give")
1302         {
1303                 str = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1304         }
1305         else
1306         {
1307                 for(int j = 0; j < n; ++j)
1308                 {
1309                         // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1310                         if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
1311                         else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_AMMO;
1312                         else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1313                         else if(argv(j) == "strength")               this.items |= ITEM_Strength.m_itemid;
1314                         else if(argv(j) == "invincible")             this.items |= ITEM_Shield.m_itemid;
1315                         else if(argv(j) == "speed")                  this.items |= ITEM_Speed.m_itemid;
1316                         else if(argv(j) == "invisibility")           this.items |= ITEM_Invisibility.m_itemid;
1317                         else if(argv(j) == "superweapons")           this.items |= IT_SUPERWEAPON;
1318                         else if(argv(j) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
1319                         else if(argv(j) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
1320                         else
1321                         {
1322                                 FOREACH(StatusEffect, it.instanceOfBuff,
1323                                 {
1324                                         string s = Buff_CompatName(argv(j));
1325                                         if(s == it.netname)
1326                                         {
1327                                                 this.buffdef = it;
1328                                                 if(!this.buffs_finished)
1329                                                         this.buffs_finished = it.m_time(it);
1330                                                 break;
1331                                         }
1332                                 });
1333                                 FOREACH(Weapons, it != WEP_Null, {
1334                                         string s = argv(j);
1335                                         if(s == it.netname || s == it.m_deprecated_netname)
1336                                         {
1337                                                 STAT(WEAPONS, this) |= (it.m_wepset);
1338                                                 if(this.spawnflags == 0 || this.spawnflags == 2)
1339                                                         it.wr_init(it);
1340                                                 break;
1341                                         }
1342                                 });
1343                         }
1344                 }
1345
1346                 string itemprefix, valueprefix;
1347                 if(this.spawnflags == 0)
1348                 {
1349                         itemprefix = "";
1350                         valueprefix = "";
1351                 }
1352                 else if(this.spawnflags == 1)
1353                 {
1354                         itemprefix = "max ";
1355                         valueprefix = "max ";
1356                 }
1357                 else if(this.spawnflags == 2)
1358                 {
1359                         itemprefix = "min ";
1360                         valueprefix = "min ";
1361                 }
1362                 else if(this.spawnflags == 4)
1363                 {
1364                         itemprefix = "minus ";
1365                         valueprefix = "max ";
1366                 }
1367                 else
1368                 {
1369                         error("invalid spawnflags");
1370                         itemprefix = valueprefix = string_null;
1371                 }
1372
1373                 str = "";
1374                 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
1375                 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1376                 str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1377                 str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1378                 str = sprintf("%s %s%d %s", str, valueprefix, this.invisibility_finished * boolean(this.items & ITEM_Invisibility.m_itemid), "invisibility");
1379                 str = sprintf("%s %s%d %s", str, valueprefix, this.speed_finished * boolean(this.items & ITEM_Speed.m_itemid), "speed");
1380                 str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1381                 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1382                 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1383                 float res;
1384                 res = GetResource(this, RES_SHELLS);  if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "shells");
1385                 res = GetResource(this, RES_BULLETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "nails");
1386                 res = GetResource(this, RES_ROCKETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "rockets");
1387                 res = GetResource(this, RES_CELLS);   if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "cells");
1388                 res = GetResource(this, RES_PLASMA);  if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "plasma");
1389                 res = GetResource(this, RES_FUEL);    if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "fuel");
1390                 res = GetResource(this, RES_HEALTH);  if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "health");
1391                 res = GetResource(this, RES_ARMOR);   if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "armor");
1392                 FOREACH(StatusEffect, it.instanceOfBuff, str = sprintf("%s %s%d %s", str, valueprefix, this.buffs_finished * boolean(this.buffdef == it), it.netname));
1393                 FOREACH(Weapons, it != WEP_Null, str = sprintf("%s %s%d %s", str, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
1394         }
1395         this.netname = strzone(str);
1396
1397         n = tokenize_console(this.netname);
1398         for(int j = 0; j < n; ++j)
1399         {
1400                 string cmd = argv(j);
1401                 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1402                         it.wr_init(it);
1403                         break;
1404                 });
1405         }
1406 }
1407
1408 float GiveWeapon(entity e, float wpn, float op, float val)
1409 {
1410         WepSet v0, v1;
1411         WepSet s = WepSet_FromWeapon(REGISTRY_GET(Weapons, wpn));
1412         v0 = (STAT(WEAPONS, e) & s);
1413         switch(op)
1414         {
1415                 case OP_SET:
1416                         if(val > 0)
1417                                 STAT(WEAPONS, e) |= s;
1418                         else
1419                                 STAT(WEAPONS, e) &= ~s;
1420                         break;
1421                 case OP_MIN:
1422                 case OP_PLUS:
1423                         if(val > 0)
1424                                 STAT(WEAPONS, e) |= s;
1425                         break;
1426                 case OP_MAX:
1427                         if(val <= 0)
1428                                 STAT(WEAPONS, e) &= ~s;
1429                         break;
1430                 case OP_MINUS:
1431                         if(val > 0)
1432                                 STAT(WEAPONS, e) &= ~s;
1433                         break;
1434         }
1435         v1 = (STAT(WEAPONS, e) & s);
1436         return (v0 != v1);
1437 }
1438
1439 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1440 {
1441         bool had_buff = StatusEffects_active(thebuff, e);
1442         float new_buff_time = ((had_buff) ? StatusEffects_gettime(thebuff, e) : 0);
1443         switch (op)
1444         {
1445                 case OP_SET:
1446                         new_buff_time = val;
1447                         break;
1448                 case OP_MIN:
1449                         new_buff_time = max(new_buff_time, val);
1450                         break;
1451                 case OP_MAX:
1452                         new_buff_time = min(new_buff_time, val);
1453                         break;
1454                 case OP_PLUS:
1455                         new_buff_time += val;
1456                         break;
1457                 case OP_MINUS:
1458                         new_buff_time -= val;
1459                         break;
1460         }
1461         if(new_buff_time <= 0)
1462         {
1463                 if(had_buff) // only trigger removal mechanics if there is an effect to remove!
1464                         StatusEffects_remove(thebuff, e, STATUSEFFECT_REMOVE_NORMAL);
1465         }
1466         else
1467         {
1468                 buff_RemoveAll(e, STATUSEFFECT_REMOVE_CLEAR); // clear old buffs on the player first!
1469                 StatusEffects_apply(thebuff, e, new_buff_time, 0);
1470         }
1471         bool have_buff = StatusEffects_active(thebuff, e);
1472         return (had_buff != have_buff);
1473 }
1474
1475 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1476 {
1477         if(v1 == v0)
1478                 return;
1479         if(v1 <= v0 - t)
1480         {
1481                 if(snd_decr != NULL)
1482                         sound(e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1483         }
1484         else if(v0 >= v0 + t)
1485         {
1486                 if(snd_incr != NULL)
1487                         sound(e, ((snd_incr == SND_POWERUP) ? CH_TRIGGER_SINGLE : CH_TRIGGER), snd_incr, VOL_BASE, ATTEN_NORM);
1488         }
1489 }
1490
1491 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1492 {
1493         if(v0 < v1)
1494                 e.(rotfield) = max(e.(rotfield), time + rottime);
1495         else if(v0 > v1)
1496                 e.(regenfield) = max(e.(regenfield), time + regentime);
1497 }
1498 bool GiveResourceValue(entity e, Resource res_type, int op, int val)
1499 {
1500         int v0 = GetResource(e, res_type);
1501         float new_val = 0;
1502         switch (op)
1503         {
1504                 // min 100 cells = at least 100 cells
1505                 case OP_SET: new_val = val; break;
1506                 case OP_MIN: new_val = max(v0, val); break;
1507                 case OP_MAX: new_val = min(v0, val); break;
1508                 case OP_PLUS: new_val = v0 + val; break;
1509                 case OP_MINUS: new_val = v0 - val; break;
1510                 default: return false;
1511         }
1512
1513         return SetResourceExplicit(e, res_type, new_val);
1514 }
1515 bool GiveStatusEffect(entity e, StatusEffects this, int op, float val)
1516 {
1517         bool had_eff = StatusEffects_active(this, e);
1518         float new_eff_time = ((had_eff) ? StatusEffects_gettime(this, e) : 0);
1519         switch (op)
1520         {
1521                 case OP_SET:
1522                         new_eff_time = val;
1523                         break;
1524                 case OP_MIN:
1525                         new_eff_time = max(new_eff_time, val);
1526                         break;
1527                 case OP_MAX:
1528                         new_eff_time = min(new_eff_time, val);
1529                         break;
1530                 case OP_PLUS:
1531                         new_eff_time += val;
1532                         break;
1533                 case OP_MINUS:
1534                         new_eff_time -= val;
1535                         break;
1536         }
1537         if(new_eff_time <= 0)
1538         {
1539                 if(had_eff) // only trigger removal mechanics if there is an effect to remove!
1540                         StatusEffects_remove(this, e, STATUSEFFECT_REMOVE_NORMAL);
1541         }
1542         else
1543                 StatusEffects_apply(this, e, new_eff_time, 0);
1544         bool have_eff = StatusEffects_active(this, e);
1545         return (had_eff != have_eff);
1546 }
1547
1548 float GiveItems(entity e, float beginarg, float endarg)
1549 {
1550         float got, i, val, op;
1551         string cmd;
1552
1553         val = 999;
1554         op = OP_SET;
1555
1556         got = 0;
1557
1558         int _switchweapon = 0;
1559
1560         if(CS_CVAR(e).cvar_cl_autoswitch)
1561         {
1562                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1563                 {
1564                         .entity weaponentity = weaponentities[slot];
1565                         if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1566                         if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1567                                 _switchweapon |= BIT(slot);
1568                 }
1569         }
1570
1571         if(e.statuseffects)
1572         {
1573                 FOREACH(StatusEffect, true,
1574                 {
1575                         e.statuseffects.statuseffect_time[it.m_id] = max(0, e.statuseffects.statuseffect_time[it.m_id] - time);
1576                 });
1577         }
1578
1579         PREGIVE(e, items);
1580         PREGIVE_WEAPONS(e);
1581         PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength);
1582         PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield);
1583         PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed);
1584         PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility);
1585         //PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Superweapons);
1586         PREGIVE_RESOURCE(e, RES_BULLETS);
1587         PREGIVE_RESOURCE(e, RES_CELLS);
1588         PREGIVE_RESOURCE(e, RES_PLASMA);
1589         PREGIVE_RESOURCE(e, RES_SHELLS);
1590         PREGIVE_RESOURCE(e, RES_ROCKETS);
1591         PREGIVE_RESOURCE(e, RES_FUEL);
1592         PREGIVE_RESOURCE(e, RES_ARMOR);
1593         PREGIVE_RESOURCE(e, RES_HEALTH);
1594
1595         for(i = beginarg; i < endarg; ++i)
1596         {
1597                 cmd = argv(i);
1598
1599                 if(cmd == "0" || stof(cmd))
1600                 {
1601                         val = stof(cmd);
1602                         continue;
1603                 }
1604                 switch(cmd)
1605                 {
1606                         case "no":
1607                                 op = OP_MAX;
1608                                 val = 0;
1609                                 continue;
1610                         case "max":
1611                                 op = OP_MAX;
1612                                 continue;
1613                         case "min":
1614                                 op = OP_MIN;
1615                                 continue;
1616                         case "plus":
1617                                 op = OP_PLUS;
1618                                 continue;
1619                         case "minus":
1620                                 op = OP_MINUS;
1621                                 continue;
1622                         case "ALL":
1623                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1624                                 FOREACH(StatusEffect, it.instanceOfPowerups, got += GiveStatusEffect(e, it, op, val));
1625                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1626                         case "all":
1627                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1628                                 got += GiveResourceValue(e, RES_HEALTH, op, val);
1629                                 got += GiveResourceValue(e, RES_ARMOR, op, val);
1630                         case "allweapons":
1631                                 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val));
1632                         //case "allbuffs": // all buffs makes a player god, do not want!
1633                                 //FOREACH(StatusEffect, it.instanceOfBuff, got += GiveBuff(e, it, op, val));
1634                         case "allammo":
1635                                 got += GiveResourceValue(e, RES_CELLS, op, val);
1636                                 got += GiveResourceValue(e, RES_PLASMA, op, val);
1637                                 got += GiveResourceValue(e, RES_SHELLS, op, val);
1638                                 got += GiveResourceValue(e, RES_BULLETS, op, val);
1639                                 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1640                                 got += GiveResourceValue(e, RES_FUEL, op, val);
1641                                 break;
1642                         case "unlimited_ammo":
1643                                 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1644                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1645                                 break;
1646                         case "unlimited_weapon_ammo":
1647                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1648                                 break;
1649                         case "unlimited_superweapons":
1650                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1651                                 break;
1652                         case "jetpack":
1653                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1654                                 break;
1655                         case "fuel_regen":
1656                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1657                                 break;
1658                         case "strength":
1659                                 got += GiveStatusEffect(e, STATUSEFFECT_Strength, op, val);
1660                                 break;
1661                         case "invincible":
1662                         case "shield":
1663                                 got += GiveStatusEffect(e, STATUSEFFECT_Shield, op, val);
1664                                 break;
1665                         case "speed":
1666                                 got += GiveStatusEffect(e, STATUSEFFECT_Speed, op, val);
1667                                 break;
1668                         case "invisibility":
1669                                 got += GiveStatusEffect(e, STATUSEFFECT_Invisibility, op, val);
1670                                 break;
1671                         case "superweapons":
1672                                 got += GiveStatusEffect(e, STATUSEFFECT_Superweapons, op, val);
1673                                 break;
1674                         case "cells":
1675                                 got += GiveResourceValue(e, RES_CELLS, op, val);
1676                                 break;
1677                         case "plasma":
1678                                 got += GiveResourceValue(e, RES_PLASMA, op, val);
1679                                 break;
1680                         case "shells":
1681                                 got += GiveResourceValue(e, RES_SHELLS, op, val);
1682                                 break;
1683                         case "nails":
1684                         case "bullets":
1685                                 got += GiveResourceValue(e, RES_BULLETS, op, val);
1686                                 break;
1687                         case "rockets":
1688                                 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1689                                 break;
1690                         case "health":
1691                                 got += GiveResourceValue(e, RES_HEALTH, op, val);
1692                                 break;
1693                         case "armor":
1694                                 got += GiveResourceValue(e, RES_ARMOR, op, val);
1695                                 break;
1696                         case "fuel":
1697                                 got += GiveResourceValue(e, RES_FUEL, op, val);
1698                                 break;
1699                         default:
1700                                 FOREACH(StatusEffect, it.instanceOfBuff && buff_Available(it) && Buff_CompatName(cmd) == it.netname,
1701                                 {
1702                                         got += GiveBuff(e, it, op, val);
1703                                         break;
1704                                 });
1705                                 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1706                     got += GiveWeapon(e, it.m_id, op, val);
1707                     break;
1708                                 });
1709                                 break;
1710                 }
1711                 val = 999;
1712                 op = OP_SET;
1713         }
1714
1715         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1716         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1717         POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
1718         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1719         FOREACH(Weapons, it != WEP_Null, {
1720                 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1721                 if(!(save_weapons & (it.m_wepset)))
1722                         if(STAT(WEAPONS, e) & (it.m_wepset))
1723                                 it.wr_init(it);
1724         });
1725         POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength, SND_POWERUP, SND_POWEROFF);
1726         POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield, SND_POWERUP, SND_POWEROFF);
1727         POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed, SND_POWERUP, SND_POWEROFF);
1728         POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility, SND_POWERUP, SND_POWEROFF);
1729         POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
1730         POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
1731         POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
1732         POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
1733         POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
1734         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);
1735         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);
1736         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);
1737
1738         if(!StatusEffects_active(STATUSEFFECT_Superweapons, e))
1739         {
1740                 if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
1741                         StatusEffects_apply(STATUSEFFECT_Superweapons, e, autocvar_g_balance_superweapons_time, 0);
1742         }
1743
1744         if(e.statuseffects)
1745         {
1746                 FOREACH(StatusEffect, true,
1747                 {
1748                         if(e.statuseffects.statuseffect_time[it.m_id] <= 0)
1749                                 e.statuseffects.statuseffect_time[it.m_id] = 0;
1750                         else
1751                                 e.statuseffects.statuseffect_time[it.m_id] += time;
1752                 });
1753                         
1754                 StatusEffects_update(e);
1755         }
1756
1757         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1758         {
1759                 .entity weaponentity = weaponentities[slot];
1760                 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1761                 if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1762                         _switchweapon |= BIT(slot);
1763         }
1764
1765         if(_switchweapon)
1766         {
1767                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1768                 {
1769                         .entity weaponentity = weaponentities[slot];
1770                         if(_switchweapon & BIT(slot))
1771                         {
1772                                 Weapon wep = w_getbestweapon(e, weaponentity);
1773                                 if(wep != e.(weaponentity).m_switchweapon)
1774                                         W_SwitchWeapon_Force(e, wep, weaponentity);
1775                         }
1776                 }
1777         }
1778
1779         return got;
1780 }