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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
1 #include "t_items.qh"
2
3 #include "../common/items/all.qc"
4
5 #if defined(SVQC)
6     #include "_all.qh"
7
8     #include "waypointsprites.qh"
9
10     #include "bot/bot.qh"
11     #include "bot/waypoints.qh"
12
13     #include "mutators/mutators_include.qh"
14
15     #include "weapons/common.qh"
16     #include "weapons/selection.qh"
17     #include "weapons/weaponsystem.qh"
18
19     #include "../common/constants.qh"
20     #include "../common/deathtypes.qh"
21     #include "../common/notifications.qh"
22         #include "../common/triggers/subs.qh"
23     #include "../common/util.qh"
24
25     #include "../common/monsters/all.qh"
26
27     #include "../common/weapons/all.qh"
28
29     #include "../warpzonelib/util_server.qh"
30 #endif
31
32 #ifdef CSQC
33 void ItemDraw()
34 {
35     if(self.gravity)
36     {
37         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
38         if(self.move_flags & FL_ONGROUND)
39         { // For some reason move_avelocity gets set to '0 0 0' here ...
40             self.oldorigin = self.origin;
41             self.gravity = 0;
42
43             if(autocvar_cl_animate_items)
44             { // ... so reset it if animations are requested.
45                 if(self.ItemStatus & ITS_ANIMATE1)
46                     self.move_avelocity = '0 180 0';
47
48                 if(self.ItemStatus & ITS_ANIMATE2)
49                     self.move_avelocity = '0 -90 0';
50             }
51         }
52     }
53     else if (autocvar_cl_animate_items)
54     {
55         if(self.ItemStatus & ITS_ANIMATE1)
56         {
57             self.angles += self.move_avelocity * frametime;
58             setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
59         }
60
61         if(self.ItemStatus & ITS_ANIMATE2)
62         {
63             self.angles += self.move_avelocity * frametime;
64             setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
65         }
66     }
67 }
68
69 void ItemDrawSimple()
70 {
71     if(self.gravity)
72     {
73         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
74
75         if(self.move_flags & FL_ONGROUND)
76             self.gravity = 0;
77     }
78 }
79
80 void ItemRead(float _IsNew)
81 {
82     int sf = ReadByte();
83
84     if(sf & ISF_LOCATION)
85     {
86         self.origin_x = ReadCoord();
87         self.origin_y = ReadCoord();
88         self.origin_z = ReadCoord();
89         setorigin(self, self.origin);
90         self.oldorigin = self.origin;
91     }
92
93     if(sf & ISF_ANGLES)
94     {
95         self.angles_x = ReadCoord();
96         self.angles_y = ReadCoord();
97         self.angles_z = ReadCoord();
98         self.move_angles = self.angles;
99     }
100
101     if(sf & ISF_SIZE)
102     {
103         self.mins_x = ReadCoord();
104         self.mins_y = ReadCoord();
105         self.mins_z = ReadCoord();
106         self.maxs_x = ReadCoord();
107         self.maxs_y = ReadCoord();
108         self.maxs_z = ReadCoord();
109         setsize(self, self.mins, self.maxs);
110     }
111
112     if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
113     {
114         self.ItemStatus = ReadByte();
115
116         if(self.ItemStatus & ITS_AVAILABLE)
117         {
118             self.alpha = 1;
119             self.colormod = self.glowmod = '1 1 1';
120         }
121         else
122         {
123             if (autocvar_cl_ghost_items_color)
124             {
125                 self.alpha = autocvar_cl_ghost_items;
126                 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
127             }
128             else
129                 self.alpha = -1;
130         }
131
132         if(autocvar_cl_fullbright_items)
133             if(self.ItemStatus & ITS_ALLOWFB)
134                 self.effects |= EF_FULLBRIGHT;
135
136         if(self.ItemStatus & ITS_STAYWEP)
137         {
138             self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
139             self.alpha = autocvar_cl_weapon_stay_alpha;
140
141         }
142
143         if(self.ItemStatus & ITS_POWERUP)
144         {
145             if(self.ItemStatus & ITS_AVAILABLE)
146                 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
147             else
148                  self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
149         }
150     }
151
152     if(sf & ISF_MODEL)
153     {
154         self.drawmask  = MASK_NORMAL;
155         self.movetype  = MOVETYPE_TOSS;
156         self.draw       = ItemDraw;
157
158         if(self.mdl)
159             strunzone(self.mdl);
160
161         self.mdl = "";
162         string _fn = ReadString();
163
164         if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
165         {
166             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
167             self.draw = ItemDrawSimple;
168
169
170
171             if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
172                 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
173             else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
174                 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
175             else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
176                 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
177             else if(fexists(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix)))
178                 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix));
179             else
180             {
181                 self.draw = ItemDraw;
182                 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
183             }
184         }
185
186         if(self.draw != ItemDrawSimple)
187             self.mdl = strzone(_fn);
188
189
190         if(self.mdl == "")
191             dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
192
193         precache_model(self.mdl);
194         setmodel(self, self.mdl);
195     }
196
197     if(sf & ISF_COLORMAP)
198         self.colormap = ReadShort();
199
200     if(sf & ISF_DROP)
201     {
202         self.gravity = 1;
203         //self.move_angles = '0 0 0';
204         self.move_movetype = MOVETYPE_TOSS;
205         self.move_velocity_x = ReadCoord();
206         self.move_velocity_y = ReadCoord();
207         self.move_velocity_z = ReadCoord();
208         self.velocity = self.move_velocity;
209         self.move_origin = self.oldorigin;
210
211         if(!self.move_time)
212         {
213             self.move_time = time;
214             self.spawntime = time;
215         }
216         else
217             self.move_time = max(self.move_time, time);
218     }
219
220     if(autocvar_cl_animate_items)
221     {
222         if(self.ItemStatus & ITS_ANIMATE1)
223             self.move_avelocity = '0 180 0';
224
225         if(self.ItemStatus & ITS_ANIMATE2)
226             self.move_avelocity = '0 -90 0';
227     }
228 }
229
230 #endif
231
232 #ifdef SVQC
233 bool ItemSend(entity to, int sf)
234 {
235     if(self.gravity)
236         sf |= ISF_DROP;
237     else
238         sf &= ~ISF_DROP;
239
240         WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
241         WriteByte(MSG_ENTITY, sf);
242
243         //WriteByte(MSG_ENTITY, self.cnt);
244     if(sf & ISF_LOCATION)
245     {
246         WriteCoord(MSG_ENTITY, self.origin.x);
247         WriteCoord(MSG_ENTITY, self.origin.y);
248         WriteCoord(MSG_ENTITY, self.origin.z);
249     }
250
251     if(sf & ISF_ANGLES)
252     {
253         WriteCoord(MSG_ENTITY, self.angles.x);
254         WriteCoord(MSG_ENTITY, self.angles.y);
255         WriteCoord(MSG_ENTITY, self.angles.z);
256     }
257
258     if(sf & ISF_SIZE)
259     {
260         WriteCoord(MSG_ENTITY, self.mins.x);
261         WriteCoord(MSG_ENTITY, self.mins.y);
262         WriteCoord(MSG_ENTITY, self.mins.z);
263         WriteCoord(MSG_ENTITY, self.maxs.x);
264         WriteCoord(MSG_ENTITY, self.maxs.y);
265         WriteCoord(MSG_ENTITY, self.maxs.z);
266     }
267
268     if(sf & ISF_STATUS)
269         WriteByte(MSG_ENTITY, self.ItemStatus);
270
271     if(sf & ISF_MODEL)
272     {
273
274         if(self.mdl == "")
275             dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
276
277         WriteString(MSG_ENTITY, self.mdl);
278     }
279
280
281     if(sf & ISF_COLORMAP)
282         WriteShort(MSG_ENTITY, self.colormap);
283
284     if(sf & ISF_DROP)
285     {
286         WriteCoord(MSG_ENTITY, self.velocity.x);
287         WriteCoord(MSG_ENTITY, self.velocity.y);
288         WriteCoord(MSG_ENTITY, self.velocity.z);
289     }
290
291     return true;
292 }
293
294 void ItemUpdate(entity item)
295 {
296         item.SendFlags |= ISF_LOCATION;
297 }
298
299 float have_pickup_item(void)
300 {
301         if(self.flags & FL_POWERUP)
302         {
303                 if(autocvar_g_powerups > 0)
304                         return true;
305                 if(autocvar_g_powerups == 0)
306                         return false;
307         }
308         else
309         {
310                 if(autocvar_g_pickup_items > 0)
311                         return true;
312                 if(autocvar_g_pickup_items == 0)
313                         return false;
314                 if(g_weaponarena)
315                         if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
316                                 return false;
317         }
318         return true;
319 }
320
321 /*
322 float Item_Customize()
323 {
324         if(self.spawnshieldtime)
325                 return true;
326         if(self.weapons & ~other.weapons)
327         {
328                 self.colormod = '0 0 0';
329                 self.glowmod = self.colormod;
330                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
331                 return true;
332         }
333         else
334         {
335                 if(g_ghost_items)
336                 {
337                         self.colormod = stov(autocvar_g_ghost_items_color);
338                         self.glowmod = self.colormod;
339                         self.alpha = g_ghost_items;
340                         return true;
341                 }
342                 else
343                         return false;
344         }
345 }
346 */
347
348 void Item_Show (entity e, float mode)
349 {
350         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
351         e.ItemStatus &= ~ITS_STAYWEP;
352         if (mode > 0)
353         {
354                 // make the item look normal, and be touchable
355                 e.model = e.mdl;
356                 e.solid = SOLID_TRIGGER;
357                 e.spawnshieldtime = 1;
358                 e.ItemStatus |= ITS_AVAILABLE;
359         }
360         else if (mode < 0)
361         {
362                 // hide the item completely
363                 e.model = string_null;
364                 e.solid = SOLID_NOT;
365                 e.spawnshieldtime = 1;
366                 e.ItemStatus &= ~ITS_AVAILABLE;
367         }
368         else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
369         {
370                 // make the item translucent and not touchable
371                 e.model = e.mdl;
372                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
373                 e.effects |= EF_STARDUST;
374                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
375                 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
376         }
377         else
378         {
379                 //setmodel(e, "null");
380                 e.solid = SOLID_NOT;
381                 e.colormod = '0 0 0';
382                 e.glowmod = e.colormod;
383                 e.spawnshieldtime = 1;
384                 e.ItemStatus &= ~ITS_AVAILABLE;
385         }
386
387         if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
388             e.ItemStatus |= ITS_POWERUP;
389
390         if (autocvar_g_nodepthtestitems)
391                 e.effects |= EF_NODEPTHTEST;
392
393
394     if (autocvar_g_fullbrightitems)
395                 e.ItemStatus |= ITS_ALLOWFB;
396
397         if (autocvar_sv_simple_items)
398         e.ItemStatus |= ITS_ALLOWSI;
399
400         // relink entity (because solid may have changed)
401         setorigin(e, e.origin);
402     e.SendFlags |= ISF_STATUS;
403 }
404
405 void Item_Think()
406 {
407         self.nextthink = time;
408         if(self.origin != self.oldorigin)
409         {
410                 self.oldorigin = self.origin;
411                 ItemUpdate(self);
412         }
413 }
414
415 float it_armor_large_time;
416 float it_health_mega_time;
417 float it_invisible_time;
418 float it_speed_time;
419 float it_extralife_time;
420 float it_strength_time;
421 float it_shield_time;
422 float it_fuelregen_time;
423 float it_jetpack_time;
424 float it_superweapons_time;
425
426 void Item_ItemsTime_Init()
427 {
428         it_armor_large_time = -1;
429         it_health_mega_time = -1;
430         it_invisible_time = -1;
431         it_speed_time = -1;
432         it_extralife_time = -1;
433         it_strength_time = -1;
434         it_shield_time = -1;
435         it_fuelregen_time = -1;
436         it_jetpack_time = -1;
437         it_superweapons_time = -1;
438 }
439
440 STATIC_INIT(ItemsTime_Init) {
441     // items time
442     Item_ItemsTime_Init();
443 }
444
445 void Item_ItemsTime_ResetTimes()
446 {
447         it_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
448         it_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
449         it_invisible_time   = (it_invisible_time   == -1) ? -1 : 0;
450         it_speed_time       = (it_speed_time       == -1) ? -1 : 0;
451         it_extralife_time   = (it_extralife_time   == -1) ? -1 : 0;
452         it_strength_time    = (it_strength_time    == -1) ? -1 : 0;
453         it_shield_time      = (it_shield_time      == -1) ? -1 : 0;
454         it_fuelregen_time   = (it_fuelregen_time   == -1) ? -1 : 0;
455         it_jetpack_time     = (it_jetpack_time     == -1) ? -1 : 0;
456         it_superweapons_time= (it_superweapons_time== -1) ? -1 : 0;
457 }
458 void IT_Write(entity, int, float);
459 void Item_ItemsTime_ResetTimesForPlayer(entity e)
460 {
461     IT_Write(e, item_armor_large_time , (it_armor_large_time  == -1) ? -1 : 0);
462     IT_Write(e, item_health_mega_time , (it_health_mega_time  == -1) ? -1 : 0);
463     IT_Write(e, item_invisible_time   , (it_invisible_time    == -1) ? -1 : 0);
464     IT_Write(e, item_speed_time       , (it_speed_time        == -1) ? -1 : 0);
465     IT_Write(e, item_extralife_time   , (it_extralife_time    == -1) ? -1 : 0);
466     IT_Write(e, item_strength_time    , (it_strength_time     == -1) ? -1 : 0);
467     IT_Write(e, item_shield_time      , (it_shield_time       == -1) ? -1 : 0);
468     IT_Write(e, item_fuelregen_time   , (it_fuelregen_time    == -1) ? -1 : 0);
469     IT_Write(e, item_jetpack_time     , (it_jetpack_time      == -1) ? -1 : 0);
470     IT_Write(e, item_superweapons_time, (it_superweapons_time == -1) ? -1 : 0);
471 }
472 void Item_ItemsTime_SetTimesForPlayer(entity e)
473 {
474     IT_Write(e, item_armor_large_time , it_armor_large_time );
475     IT_Write(e, item_health_mega_time , it_health_mega_time );
476     IT_Write(e, item_invisible_time   , it_invisible_time   );
477     IT_Write(e, item_speed_time       , it_speed_time       );
478     IT_Write(e, item_extralife_time   , it_extralife_time   );
479     IT_Write(e, item_strength_time    , it_strength_time    );
480     IT_Write(e, item_shield_time      , it_shield_time      );
481     IT_Write(e, item_fuelregen_time   , it_fuelregen_time   );
482     IT_Write(e, item_jetpack_time     , it_jetpack_time     );
483     IT_Write(e, item_superweapons_time, it_superweapons_time);
484 }
485
486 void Item_ItemsTime_SetTime(entity e, float t)
487 {
488         if(!autocvar_sv_itemstime)
489                 return;
490
491         if(g_instagib)
492         {
493                 switch(e.items)
494                 {
495                         case IT_STRENGTH://"item-invis"
496                                 it_invisible_time = t;
497                                 break;
498                         case IT_NAILS://"item-extralife"
499                                 it_extralife_time = t;
500                                 break;
501                         case IT_INVINCIBLE://"item-speed"
502                                 it_speed_time = t;
503                                 break;
504                 }
505         }
506         else
507         {
508                 switch(e.items)
509                 {
510                         case ITEM_HealthMega.m_itemid:
511                                 // if(e.itemdef == ITEM_HealthMega) // e.items == IT_HEALTH unequivocally identifies it
512                                         it_health_mega_time = t;
513                                 break;
514                         case ITEM_ArmorMega.m_itemid:
515                                 if(e.itemdef == ITEM_ArmorMega) // e.items == IT_ARMOR doesn't unequivocally identifies it
516                                         it_armor_large_time = t;
517                                 break;
518                         case IT_STRENGTH://"item-strength"
519                                 it_strength_time = t;
520                                 break;
521                         case IT_INVINCIBLE://"item-shield"
522                                 it_shield_time = t;
523                                 break;
524                         default:
525                                 if(e.weapons & WEPSET_SUPERWEAPONS)
526                                         it_superweapons_time = t;
527                 }
528         }
529         switch(e.items)
530         {
531                 case IT_FUEL_REGEN://"item-fuelregen"
532                         it_fuelregen_time = t;
533                         break;
534                 case IT_JETPACK://"item-jetpack"
535                         it_jetpack_time = t;
536                         break;
537         }
538 }
539 void Item_ItemsTime_SetTimesForAllPlayers()
540 {
541         entity e;
542         if(warmup_stage)
543         {
544                 FOR_EACH_REALCLIENT(e)
545                         Item_ItemsTime_SetTimesForPlayer(e);
546         }
547         else
548         {
549                 FOR_EACH_REALCLIENT(e)
550                 {
551                         if(!IS_PLAYER(e))
552                                 Item_ItemsTime_SetTimesForPlayer(e);
553                 }
554         }
555 }
556
557 float Item_ItemsTime_UpdateTime(entity e, float t)
558 {
559         entity head;
560         bool isavailable = (t == 0);
561         if(e.weapons & WEPSET_SUPERWEAPONS)
562         {
563                 for(head = world; (head = nextent(head)); )
564                 {
565                         if(clienttype(head) != CLIENTTYPE_NOTACLIENT || !(head.weapons & WEPSET_SUPERWEAPONS) || head.classname == "weapon_info")
566                                 continue;
567                         if(e == head)
568                                 continue;
569
570                         if(head.scheduledrespawntime <= time)
571                                 isavailable = true;
572                         else if(t == 0 || head.scheduledrespawntime < t)
573                                 t = head.scheduledrespawntime;
574                 }
575         }
576         else
577         {
578                 for(head = world; (head = nextent(head)); )
579                 {
580                         if(head.itemdef != e.itemdef)
581                                 continue;
582                         if(e == head)
583                                 continue;
584
585                         if(head.scheduledrespawntime <= time)
586                                 isavailable = true;
587                         else if(t == 0 || head.scheduledrespawntime < t)
588                                 t = head.scheduledrespawntime;
589                 }
590         }
591         if(isavailable)
592                 t = -t; // let know the client there's another available item
593         return t;
594 }
595
596 void Item_Respawn (void)
597 {
598         Item_Show(self, 1);
599         // this is ugly...
600         if(self.items == ITEM_Strength.m_itemid)
601                 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM);    // play respawn sound
602         else if(self.items == ITEM_Shield.m_itemid)
603                 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM);      // play respawn sound
604         else
605                 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
606         setorigin (self, self.origin);
607
608         if(self.flags & FL_POWERUP || self.itemdef == ITEM_ArmorMega || self.items == IT_HEALTH || (self.weapons & WEPSET_SUPERWEAPONS))
609         {
610                 float t = Item_ItemsTime_UpdateTime(self, 0);
611                 Item_ItemsTime_SetTime(self, t);
612                 Item_ItemsTime_SetTimesForAllPlayers();
613         }
614
615         self.think = Item_Think;
616         self.nextthink = time;
617
618         //Send_Effect("item_respawn", self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
619         Send_Effect("item_respawn", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
620 }
621
622 void Item_RespawnCountdown (void)
623 {
624         if(self.count >= ITEM_RESPAWN_TICKS)
625         {
626                 if(self.waypointsprite_attached)
627                         WaypointSprite_Kill(self.waypointsprite_attached);
628                 Item_Respawn();
629         }
630         else
631         {
632                 self.nextthink = time + 1;
633                 self.count += 1;
634                 if(self.count == 1)
635                 {
636                         string name;
637                         vector rgb = '1 0 1';
638                         name = string_null;
639                         switch (self.items)
640                         {
641                                 case ITEM_JetpackRegen.m_itemid: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
642                                 case ITEM_Jetpack.m_itemid:    name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
643                                 case ITEM_Strength.m_itemid:   name = "item-strength"; rgb = '0 0 1'; break;
644                                 case ITEM_Shield.m_itemid: name = "item-shield"; rgb = '1 0 1'; break;
645                                 case ITEM_HealthMega.m_itemid:
646                                         //if (self.classname == "item_health_mega")
647                                                 {name = "item_health_mega"; rgb = '1 0 0';}
648                                         break;
649                                 case ITEM_ArmorMega.m_itemid:
650                                         if (self.itemdef == ITEM_ArmorMega)
651                                                 {name = "item_armor_large"; rgb = '0 1 0';}
652                                         break;
653                         }
654                         MUTATOR_CALLHOOK(Item_RespawnCountdown, name, rgb);
655                         name = item_name;
656                         rgb = item_color;
657                         if(self.flags & FL_WEAPON)
658                         {
659                                 entity wi = get_weaponinfo(self.weapon);
660                                 if(wi)
661                                 {
662                                         name = wi.wpmodel;
663                                         rgb = '1 0 0';
664                                 }
665                         }
666                         if(name)
667                         {
668                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
669                                 if(self.waypointsprite_attached)
670                                 {
671                                         if (self.items == IT_HEALTH || self.items == IT_ARMOR)
672                                                 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
673                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
674                                 }
675                         }
676                         else
677                         {
678                                 print("Unknown powerup-marked item is wanting to respawn\n");
679                                 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
680                         }
681                 }
682
683                 if(self.waypointsprite_attached)
684                 {
685                         entity e;
686                         entity it = self;
687                         self = self.waypointsprite_attached;
688                         FOR_EACH_REALCLIENT(e)
689                                 if(self.waypointsprite_visible_for_player(e))
690                                 {
691                                         msg_entity = e;
692                                         soundto(MSG_ONE, it, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM);        // play respawn sound
693                                 }
694                         self = it;
695
696                         WaypointSprite_Ping(self.waypointsprite_attached);
697                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
698                 }
699                 else
700                         sound(self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
701         }
702 }
703
704 void Item_RespawnThink()
705 {
706         self.nextthink = time;
707         if(self.origin != self.oldorigin)
708         {
709                 self.oldorigin = self.origin;
710                 ItemUpdate(self);
711         }
712
713         if(time >= self.wait)
714                 Item_Respawn();
715 }
716
717 void Item_ScheduleRespawnIn(entity e, float t)
718 {
719         if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS) || e.itemdef == ITEM_ArmorMega || e.items == IT_HEALTH)
720         {
721                 e.think = Item_RespawnCountdown;
722                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
723                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
724                 e.count = 0;
725                 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
726                 Item_ItemsTime_SetTime(e, t);
727                 Item_ItemsTime_SetTimesForAllPlayers();
728         }
729         else
730         {
731                 e.think = Item_RespawnThink;
732                 e.nextthink = time;
733                 e.scheduledrespawntime = time + t;
734                 e.wait = time + t;
735         }
736 }
737
738 void Item_ScheduleRespawn(entity e)
739 {
740         if(e.respawntime > 0)
741         {
742                 Item_Show(e, 0);
743                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
744         }
745         else // if respawntime is -1, this item does not respawn
746                 Item_Show(e, -1);
747 }
748
749 void Item_ScheduleInitialRespawn(entity e)
750 {
751         Item_Show(e, 0);
752         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
753 }
754
755 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
756 {
757         if (!item.(ammotype))
758                 return false;
759
760         if (item.spawnshieldtime)
761         {
762                 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
763                 {
764                         player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
765                         goto YEAH;
766                 }
767         }
768         else if(g_weapon_stay == 2)
769         {
770                 float mi = min(item.(ammotype), ammomax);
771                 if (player.(ammotype) < mi)
772                 {
773                         player.(ammotype) = mi;
774                         goto YEAH;
775                 }
776         }
777
778         return false;
779
780 :YEAH
781         switch(mode)
782         {
783                 case ITEM_MODE_FUEL:
784                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
785                         break;
786                 case ITEM_MODE_HEALTH:
787                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
788                         break;
789                 case ITEM_MODE_ARMOR:
790                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
791                         break;
792                 default:
793                         break;
794         }
795         return true;
796 }
797
798 float Item_GiveTo(entity item, entity player)
799 {
800         float _switchweapon;
801         float pickedup;
802         float it;
803         float i;
804
805         // if nothing happens to player, just return without taking the item
806         pickedup = false;
807         _switchweapon = false;
808         // in case the player has autoswitch enabled do the following:
809         // if the player is using their best weapon before items are given, they
810         // probably want to switch to an even better weapon after items are given
811         if (player.autoswitch)
812         if (player.switchweapon == w_getbestweapon(player))
813                 _switchweapon = true;
814
815         if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
816                 _switchweapon = true;
817
818         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
819         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
820         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
821         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
822         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
823         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
824         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
825         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
826
827         if (item.flags & FL_WEAPON)
828         {
829                 WepSet it;
830                 it = item.weapons;
831                 it &= ~player.weapons;
832
833                 if (it || (item.spawnshieldtime && item.pickup_anyway))
834                 {
835                         pickedup = true;
836                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
837                         if(it & WepSet_FromWeapon(i))
838                         {
839                                 W_DropEvent(WR_PICKUP, player, i, item);
840                                 W_GiveWeapon(player, i);
841                         }
842                 }
843         }
844
845         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
846         {
847                 pickedup = true;
848                 player.items |= it;
849                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
850         }
851
852         if (item.strength_finished)
853         {
854                 pickedup = true;
855                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
856         }
857         if (item.invincible_finished)
858         {
859                 pickedup = true;
860                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
861         }
862         if (item.superweapons_finished)
863         {
864                 pickedup = true;
865                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
866         }
867
868 :skip
869
870         // always eat teamed entities
871         if(item.team)
872                 pickedup = true;
873
874         if (!pickedup)
875                 return 0;
876
877         if (_switchweapon)
878                 if (player.switchweapon != w_getbestweapon(player))
879                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
880
881         return 1;
882 }
883
884 void Item_Touch (void)
885 {
886         entity e, head;
887
888         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
889         if(self.classname == "droppedweapon")
890         {
891                 if (ITEM_TOUCH_NEEDKILL())
892                 {
893                         remove(self);
894                         return;
895                 }
896         }
897
898         if (!IS_PLAYER(other))
899                 return;
900         if (other.frozen)
901                 return;
902         if (other.deadflag)
903                 return;
904         if (self.solid != SOLID_TRIGGER)
905                 return;
906         if (self.owner == other)
907                 return;
908         if (time < self.item_spawnshieldtime)
909                 return;
910
911         switch(MUTATOR_CALLHOOK(ItemTouch, self, other))
912         {
913                 case MUT_ITEMTOUCH_RETURN: { return; }
914                 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
915         }
916
917         if (self.classname == "droppedweapon")
918         {
919                 self.strength_finished = max(0, self.strength_finished - time);
920                 self.invincible_finished = max(0, self.invincible_finished - time);
921                 self.superweapons_finished = max(0, self.superweapons_finished - time);
922         }
923         entity it = self.itemdef;
924         bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
925         if (!gave)
926         {
927                 if (self.classname == "droppedweapon")
928                 {
929                         // undo what we did above
930                         self.strength_finished += time;
931                         self.invincible_finished += time;
932                         self.superweapons_finished += time;
933                 }
934                 return;
935         }
936
937         :pickup
938
939         other.last_pickup = time;
940
941         Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
942         sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
943
944         if (self.classname == "droppedweapon")
945                 remove (self);
946         else if (self.spawnshieldtime)
947         {
948                 if(self.team)
949                 {
950                         RandomSelection_Init();
951                         for(head = world; (head = findfloat(head, team, self.team)); )
952                         {
953                                 if(head.flags & FL_ITEM)
954                                 {
955                                         Item_Show(head, -1);
956                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
957                                 }
958                         }
959                         e = RandomSelection_chosen_ent;
960
961                 }
962                 else
963                         e = self;
964                 Item_ScheduleRespawn(e);
965         }
966 }
967
968 void Item_Reset()
969 {
970         Item_Show(self, !self.state);
971         setorigin (self, self.origin);
972
973         if(self.classname != "droppedweapon")
974         {
975                 self.think = Item_Think;
976                 self.nextthink = time;
977
978                 if(self.waypointsprite_attached)
979                         WaypointSprite_Kill(self.waypointsprite_attached);
980
981                 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
982                         Item_ScheduleInitialRespawn(self);
983         }
984 }
985
986 void Item_FindTeam()
987 {
988         entity head, e;
989
990         if(self.effects & EF_NODRAW)
991         {
992                 // marker for item team search
993                 dprint("Initializing item team ", ftos(self.team), "\n");
994                 RandomSelection_Init();
995                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
996                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
997                 e = RandomSelection_chosen_ent;
998                 e.state = 0;
999                 Item_Show(e, 1);
1000
1001                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
1002                 {
1003                         if(head != e)
1004                         {
1005                                 // make it a non-spawned item
1006                                 Item_Show(head, -1);
1007                                 head.state = 1; // state 1 = initially hidden item
1008                         }
1009                         head.effects &= ~EF_NODRAW;
1010                 }
1011
1012                 Item_Reset();
1013         }
1014 }
1015
1016 // Savage: used for item garbage-collection
1017 // TODO: perhaps nice special effect?
1018 void RemoveItem(void)
1019 {
1020         Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
1021         remove(self);
1022 }
1023
1024 // pickup evaluation functions
1025 // these functions decide how desirable an item is to the bots
1026
1027 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1028
1029 float weapon_pickupevalfunc(entity player, entity item)
1030 {
1031         float c;
1032
1033         // See if I have it already
1034         if(item.weapons & ~player.weapons)
1035         {
1036                 // If I can pick it up
1037                 if(!item.spawnshieldtime)
1038                         c = 0;
1039                 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
1040                 {
1041                         // Skilled bots will grab more
1042                         c = bound(0, skill / 10, 1) * 0.5;
1043                 }
1044                 else
1045                         c = 0;
1046         }
1047         else
1048                 c = 1;
1049
1050         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
1051         if( bot_custom_weapon && c )
1052         {
1053                 // Find the highest position on any range
1054                 int position = -1;
1055                 for (int j = 0; j < WEP_LAST ; ++j){
1056                         if(
1057                                         bot_weapons_far[j] == item.weapon ||
1058                                         bot_weapons_mid[j] == item.weapon ||
1059                                         bot_weapons_close[j] == item.weapon
1060                           )
1061                         {
1062                                 position = j;
1063                                 break;
1064                         }
1065                 }
1066
1067                 // Rate it
1068                 if (position >= 0 )
1069                 {
1070                         position = WEP_LAST - position;
1071                         // item.bot_pickupbasevalue is overwritten here
1072                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
1073                 }
1074         }
1075
1076         return item.bot_pickupbasevalue * c;
1077 }
1078
1079 float commodity_pickupevalfunc(entity player, entity item)
1080 {
1081         float c, i;
1082         float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1083         entity wi;
1084         c = 0;
1085
1086         // Detect needed ammo
1087         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
1088         {
1089                 wi = get_weaponinfo(i);
1090
1091                 if (!(player.weapons & WepSet_FromWeapon(i)))
1092                         continue;
1093
1094                 if(wi.items & ITEM_Shells.m_itemid)
1095                         need_shells = true;
1096                 else if(wi.items & ITEM_Bullets.m_itemid)
1097                         need_nails = true;
1098                 else if(wi.items & ITEM_Rockets.m_itemid)
1099                         need_rockets = true;
1100                 else if(wi.items & ITEM_Cells.m_itemid)
1101                         need_cells = true;
1102                 else if(wi.items & ITEM_Plasma.m_itemid)
1103                         need_plasma = true;
1104                 else if(wi.items & ITEM_JetpackFuel.m_itemid)
1105                         need_fuel = true;
1106         }
1107
1108         // TODO: figure out if the player even has the weapon this ammo is for?
1109         // may not affect strategy much though...
1110         // find out how much more ammo/armor/health the player can hold
1111         if (need_shells)
1112         if (item.ammo_shells)
1113         if (player.ammo_shells < g_pickup_shells_max)
1114                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
1115         if (need_nails)
1116         if (item.ammo_nails)
1117         if (player.ammo_nails < g_pickup_nails_max)
1118                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
1119         if (need_rockets)
1120         if (item.ammo_rockets)
1121         if (player.ammo_rockets < g_pickup_rockets_max)
1122                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
1123         if (need_cells)
1124         if (item.ammo_cells)
1125         if (player.ammo_cells < g_pickup_cells_max)
1126                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
1127         if (need_plasma)
1128         if (item.ammo_plasma)
1129         if (player.ammo_plasma < g_pickup_plasma_max)
1130                 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
1131         if (need_fuel)
1132         if (item.ammo_fuel)
1133         if (player.ammo_fuel < g_pickup_fuel_max)
1134                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
1135         if (item.armorvalue)
1136         if (player.armorvalue < item.max_armorvalue)
1137                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
1138         if (item.health)
1139         if (player.health < item.max_health)
1140                 c = c + max(0, 1 - player.health / item.max_health);
1141
1142         return item.bot_pickupbasevalue * c;
1143 }
1144
1145 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1146 {
1147         if(ITEM_DAMAGE_NEEDKILL(deathtype))
1148                 RemoveItem();
1149 }
1150
1151 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
1152 {
1153         startitem_failed = false;
1154
1155         if(self.model == "")
1156                 self.model = itemmodel;
1157
1158         if(self.model == "")
1159     {
1160         error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
1161         return;
1162     }
1163
1164         if(self.item_pickupsound == "")
1165                 self.item_pickupsound = pickupsound;
1166
1167         if(!self.respawntime) // both need to be set
1168         {
1169                 self.respawntime = defaultrespawntime;
1170                 self.respawntimejitter = defaultrespawntimejitter;
1171         }
1172
1173         self.items = itemid;
1174         self.weapon = weaponid;
1175
1176         if(weaponid)
1177                 self.weapons = WepSet_FromWeapon(weaponid);
1178
1179         self.flags = FL_ITEM | itemflags;
1180
1181         if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
1182         {
1183                 startitem_failed = true;
1184                 remove(self);
1185                 return;
1186         }
1187
1188         // is it a dropped weapon?
1189         if (self.classname == "droppedweapon")
1190         {
1191                 self.reset = SUB_Remove;
1192                 // it's a dropped weapon
1193                 self.movetype = MOVETYPE_TOSS;
1194
1195                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1196                 self.think = RemoveItem;
1197                 self.nextthink = time + 20;
1198
1199                 self.takedamage = DAMAGE_YES;
1200                 self.event_damage = Item_Damage;
1201
1202                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1203                 /*
1204                 if(self.items == 0)
1205                 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
1206                 if(self.ammo_nails == 0)
1207                 if(self.ammo_cells == 0)
1208                 if(self.ammo_rockets == 0)
1209                 if(self.ammo_shells == 0)
1210                 if(self.ammo_fuel == 0)
1211                 if(self.health == 0)
1212                 if(self.armorvalue == 0)
1213                 */
1214                 {
1215                         // if item is worthless after a timer, have it expire then
1216                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1217                 }
1218
1219                 // don't drop if in a NODROP zone (such as lava)
1220                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1221                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1222                 {
1223                         startitem_failed = true;
1224                         remove(self);
1225                         return;
1226                 }
1227         }
1228         else
1229         {
1230                 if(!have_pickup_item())
1231                 {
1232                         startitem_failed = true;
1233                         remove (self);
1234                         return;
1235                 }
1236
1237                 self.reset = Item_Reset;
1238                 // it's a level item
1239                 if(self.spawnflags & 1)
1240                         self.noalign = 1;
1241                 if (self.noalign)
1242                         self.movetype = MOVETYPE_NONE;
1243                 else
1244                         self.movetype = MOVETYPE_TOSS;
1245                 // do item filtering according to game mode and other things
1246                 if (!self.noalign)
1247                 {
1248                         // first nudge it off the floor a little bit to avoid math errors
1249                         setorigin(self, self.origin + '0 0 1');
1250                         // set item size before we spawn a spawnfunc_waypoint
1251                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1252                                 setsize (self, '-16 -16 0', '16 16 48');
1253                         else
1254                                 setsize (self, '-16 -16 0', '16 16 32');
1255
1256                         // note droptofloor returns false if stuck/or would fall too far
1257                         droptofloor();
1258                         waypoint_spawnforitem(self);
1259                 }
1260
1261                 /*
1262                  * can't do it that way, as it would break maps
1263                  * TODO make a target_give like entity another way, that perhaps has
1264                  * the weapon name in a key
1265                 if(self.targetname)
1266                 {
1267                         // target_give not yet supported; maybe later
1268                         print("removed targeted ", self.classname, "\n");
1269                         startitem_failed = true;
1270                         remove (self);
1271                         return;
1272                 }
1273                 */
1274
1275                 if(autocvar_spawn_debug >= 2)
1276                 {
1277                         entity otheritem;
1278                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1279                         {
1280                             // why not flags & fl_item?
1281                                 if(otheritem.is_item)
1282                                 {
1283                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1284                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1285                                         error("Mapper sucks.");
1286                                 }
1287                         }
1288                         self.is_item = true;
1289                 }
1290
1291                 weaponsInMap |= WepSet_FromWeapon(weaponid);
1292
1293                 precache_model (self.model);
1294                 precache_sound (self.item_pickupsound);
1295
1296                 precache_sound ("misc/itemrespawncountdown.wav");
1297                 if(itemid == ITEM_Strength.m_itemid)
1298                         precache_sound ("misc/strength_respawn.wav");
1299                 else if(itemid == ITEM_Shield.m_itemid)
1300                         precache_sound ("misc/shield_respawn.wav");
1301                 else
1302                         precache_sound ("misc/itemrespawn.wav");
1303
1304                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1305                         self.target = "###item###"; // for finding the nearest item using find()
1306
1307                 Item_ItemsTime_SetTime(self, 0);
1308         }
1309
1310         self.bot_pickup = true;
1311         self.bot_pickupevalfunc = pickupevalfunc;
1312         self.bot_pickupbasevalue = pickupbasevalue;
1313         self.mdl = self.model;
1314         self.netname = itemname;
1315         self.touch = Item_Touch;
1316         setmodel(self, "null"); // precision set below
1317         //self.effects |= EF_LOWPRECISION;
1318
1319         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1320     {
1321         self.pos1 = '-16 -16 0';
1322         self.pos2 = '16 16 48';
1323     }
1324         else
1325     {
1326         self.pos1 = '-16 -16 0';
1327         self.pos2 = '16 16 32';
1328     }
1329     setsize (self, self.pos1, self.pos2);
1330
1331     if(itemflags & FL_POWERUP)
1332         self.ItemStatus |= ITS_ANIMATE1;
1333
1334         if(self.armorvalue || self.health)
1335         self.ItemStatus |= ITS_ANIMATE2;
1336
1337         if(itemflags & FL_WEAPON)
1338         {
1339                 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1340             self.colormap = 1024; // color shirt=0 pants=0 grey
1341         else
1342             self.gravity = 1;
1343
1344                 self.ItemStatus |= ITS_ANIMATE1;
1345                 self.ItemStatus |= ISF_COLORMAP;
1346         }
1347
1348         self.state = 0;
1349         if(self.team) // broken, no idea why.
1350         {
1351                 if(!self.cnt)
1352                         self.cnt = 1; // item probability weight
1353
1354                 self.effects |= EF_NODRAW; // marker for item team search
1355                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1356         }
1357         else
1358                 Item_Reset();
1359
1360     Net_LinkEntity(self, false, 0, ItemSend);
1361
1362         self.SendFlags |= ISF_SIZE;
1363         if(self.angles)
1364                 self.SendFlags |= ISF_ANGLES;
1365
1366         // call this hook after everything else has been done
1367         if(MUTATOR_CALLHOOK(Item_Spawn, self))
1368         {
1369                 startitem_failed = true;
1370                 remove(self);
1371                 return;
1372         }
1373 }
1374
1375 void StartItemA (entity a)
1376 {
1377     self.itemdef = a;
1378     StartItem(a.m_model, a.m_sound, a.m_respawntime(), a.m_respawntimejitter(), a.m_name, a.m_itemid, 0, a.m_itemflags, a.m_pickupevalfunc, a.m_botvalue);
1379 }
1380
1381 void spawnfunc_item_rockets (void) {
1382         if(!self.ammo_rockets)
1383                 self.ammo_rockets = g_pickup_rockets;
1384         if(!self.pickup_anyway)
1385                 self.pickup_anyway = g_pickup_ammo_anyway;
1386     StartItemA (ITEM_Rockets);
1387 }
1388
1389 void spawnfunc_item_bullets (void) {
1390         if(!weaponswapping)
1391         if(autocvar_sv_q3acompat_machineshotgunswap)
1392         if(self.classname != "droppedweapon")
1393         {
1394                 weaponswapping = true;
1395                 spawnfunc_item_shells();
1396                 weaponswapping = false;
1397                 return;
1398         }
1399
1400         if(!self.ammo_nails)
1401                 self.ammo_nails = g_pickup_nails;
1402         if(!self.pickup_anyway)
1403                 self.pickup_anyway = g_pickup_ammo_anyway;
1404     StartItemA (ITEM_Bullets);
1405 }
1406
1407 void spawnfunc_item_cells (void) {
1408         if(!self.ammo_cells)
1409                 self.ammo_cells = g_pickup_cells;
1410         if(!self.pickup_anyway)
1411                 self.pickup_anyway = g_pickup_ammo_anyway;
1412         StartItemA (ITEM_Cells);
1413 }
1414
1415 void spawnfunc_item_plasma()
1416 {
1417         if(!self.ammo_plasma)
1418                 self.ammo_plasma = g_pickup_plasma;
1419         if(!self.pickup_anyway)
1420                 self.pickup_anyway = g_pickup_ammo_anyway;
1421         StartItemA (ITEM_Plasma);
1422 }
1423
1424 void spawnfunc_item_shells (void) {
1425         if(!weaponswapping)
1426         if(autocvar_sv_q3acompat_machineshotgunswap)
1427         if(self.classname != "droppedweapon")
1428         {
1429                 weaponswapping = true;
1430                 spawnfunc_item_bullets();
1431                 weaponswapping = false;
1432                 return;
1433         }
1434
1435         if(!self.ammo_shells)
1436                 self.ammo_shells = g_pickup_shells;
1437         if(!self.pickup_anyway)
1438                 self.pickup_anyway = g_pickup_ammo_anyway;
1439         StartItemA (ITEM_Shells);
1440 }
1441
1442 void spawnfunc_item_armor_small (void) {
1443         if(!self.armorvalue)
1444                 self.armorvalue = g_pickup_armorsmall;
1445         if(!self.max_armorvalue)
1446                 self.max_armorvalue = g_pickup_armorsmall_max;
1447         if(!self.pickup_anyway)
1448                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1449         StartItemA (ITEM_ArmorSmall);
1450 }
1451
1452 void spawnfunc_item_armor_medium (void) {
1453         if(!self.armorvalue)
1454                 self.armorvalue = g_pickup_armormedium;
1455         if(!self.max_armorvalue)
1456                 self.max_armorvalue = g_pickup_armormedium_max;
1457         if(!self.pickup_anyway)
1458                 self.pickup_anyway = g_pickup_armormedium_anyway;
1459         StartItemA (ITEM_ArmorMedium);
1460 }
1461
1462 void spawnfunc_item_armor_big (void) {
1463         if(!self.armorvalue)
1464                 self.armorvalue = g_pickup_armorbig;
1465         if(!self.max_armorvalue)
1466                 self.max_armorvalue = g_pickup_armorbig_max;
1467         if(!self.pickup_anyway)
1468                 self.pickup_anyway = g_pickup_armorbig_anyway;
1469         StartItemA (ITEM_ArmorLarge);
1470 }
1471
1472 void spawnfunc_item_armor_large (void) {
1473         if(!self.armorvalue)
1474                 self.armorvalue = g_pickup_armorlarge;
1475         if(!self.max_armorvalue)
1476                 self.max_armorvalue = g_pickup_armorlarge_max;
1477         if(!self.pickup_anyway)
1478                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1479         StartItemA (ITEM_ArmorMega);
1480 }
1481
1482 void spawnfunc_item_health_small (void) {
1483         if(!self.max_health)
1484                 self.max_health = g_pickup_healthsmall_max;
1485         if(!self.health)
1486                 self.health = g_pickup_healthsmall;
1487         if(!self.pickup_anyway)
1488                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1489         StartItemA (ITEM_HealthSmall);
1490 }
1491
1492 void spawnfunc_item_health_medium (void) {
1493         if(!self.max_health)
1494                 self.max_health = g_pickup_healthmedium_max;
1495         if(!self.health)
1496                 self.health = g_pickup_healthmedium;
1497         if(!self.pickup_anyway)
1498                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1499     StartItemA (ITEM_HealthMedium);
1500 }
1501
1502 void spawnfunc_item_health_large (void) {
1503         if(!self.max_health)
1504                 self.max_health = g_pickup_healthlarge_max;
1505         if(!self.health)
1506                 self.health = g_pickup_healthlarge;
1507         if(!self.pickup_anyway)
1508                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1509         StartItemA (ITEM_HealthLarge);
1510 }
1511
1512 void spawnfunc_item_health_mega (void) {
1513     if(!self.max_health)
1514         self.max_health = g_pickup_healthmega_max;
1515     if(!self.health)
1516         self.health = g_pickup_healthmega;
1517     if(!self.pickup_anyway)
1518         self.pickup_anyway = g_pickup_healthmega_anyway;
1519     StartItemA (ITEM_HealthMega);
1520 }
1521
1522 // support old misnamed entities
1523 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1524 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1525 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1526 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1527 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1528
1529 void spawnfunc_item_strength (void) {
1530                 precache_sound("weapons/strength_fire.wav");
1531                 if(!self.strength_finished)
1532                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1533                 StartItemA (ITEM_Strength);
1534 }
1535
1536 void spawnfunc_item_invincible (void) {
1537                 if(!self.invincible_finished)
1538                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1539                 StartItemA (ITEM_Shield);
1540 }
1541
1542 // compatibility:
1543 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1544
1545 void target_items_use (void)
1546 {
1547         if(activator.classname == "droppedweapon")
1548         {
1549                 EXACTTRIGGER_TOUCH;
1550                 remove(activator);
1551                 return;
1552         }
1553
1554         if (!IS_PLAYER(activator))
1555                 return;
1556         if(activator.deadflag != DEAD_NO)
1557                 return;
1558         EXACTTRIGGER_TOUCH;
1559
1560         entity e;
1561         for(e = world; (e = find(e, classname, "droppedweapon")); )
1562                 if(e.enemy == activator)
1563                         remove(e);
1564
1565         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1566                 centerprint(activator, self.message);
1567 }
1568
1569 void spawnfunc_target_items (void)
1570 {
1571         float n, i, j;
1572         entity e;
1573         string s;
1574
1575         self.use = target_items_use;
1576         if(!self.strength_finished)
1577                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1578         if(!self.invincible_finished)
1579                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1580         if(!self.superweapons_finished)
1581                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1582
1583         precache_sound("misc/itempickup.wav");
1584         precache_sound("misc/megahealth.wav");
1585         precache_sound("misc/armor25.wav");
1586         precache_sound("misc/powerup.wav");
1587         precache_sound("misc/poweroff.wav");
1588         precache_sound("weapons/weaponpickup.wav");
1589
1590         n = tokenize_console(self.netname);
1591         if(argv(0) == "give")
1592         {
1593                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1594         }
1595         else
1596         {
1597                 for(i = 0; i < n; ++i)
1598                 {
1599                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1600                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1601                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1602                         else if(argv(i) == "strength")               self.items |= ITEM_Strength.m_itemid;
1603                         else if(argv(i) == "invincible")             self.items |= ITEM_Shield.m_itemid;
1604                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1605                         else if(argv(i) == "jetpack")                self.items |= ITEM_Jetpack.m_itemid;
1606                         else if(argv(i) == "fuel_regen")             self.items |= ITEM_JetpackRegen.m_itemid;
1607                         else
1608                         {
1609                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1610                                 {
1611                                         e = get_weaponinfo(j);
1612                                         s = W_UndeprecateName(argv(i));
1613                                         if(s == e.netname)
1614                                         {
1615                                                 self.weapons |= WepSet_FromWeapon(j);
1616                                                 if(self.spawnflags == 0 || self.spawnflags == 2)
1617                                                         WEP_ACTION(e.weapon, WR_INIT);
1618                                                 break;
1619                                         }
1620                                 }
1621                                 if(j > WEP_LAST)
1622                                         print("target_items: invalid item ", argv(i), "\n");
1623                         }
1624                 }
1625
1626                 string itemprefix, valueprefix;
1627                 if(self.spawnflags == 0)
1628                 {
1629                         itemprefix = "";
1630                         valueprefix = "";
1631                 }
1632                 else if(self.spawnflags == 1)
1633                 {
1634                         itemprefix = "max ";
1635                         valueprefix = "max ";
1636                 }
1637                 else if(self.spawnflags == 2)
1638                 {
1639                         itemprefix = "min ";
1640                         valueprefix = "min ";
1641                 }
1642                 else if(self.spawnflags == 4)
1643                 {
1644                         itemprefix = "minus ";
1645                         valueprefix = "max ";
1646                 }
1647                 else
1648                 {
1649                         error("invalid spawnflags");
1650                         itemprefix = valueprefix = string_null;
1651                 }
1652
1653                 self.netname = "";
1654                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1655                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1656                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
1657                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
1658                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1659                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1660                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1661                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1662                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1663                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1664                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1665                 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1666                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1667                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1668                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1669                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1670                 {
1671                         e = get_weaponinfo(j);
1672                         if(e.weapon)
1673                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1674                 }
1675         }
1676         self.netname = strzone(self.netname);
1677         //print(self.netname, "\n");
1678
1679         n = tokenize_console(self.netname);
1680         for(i = 0; i < n; ++i)
1681         {
1682                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1683                 {
1684                         e = get_weaponinfo(j);
1685                         if(argv(i) == e.netname)
1686                         {
1687                                 WEP_ACTION(e.weapon, WR_INIT);
1688                                 break;
1689                         }
1690                 }
1691         }
1692 }
1693
1694 void spawnfunc_item_fuel(void)
1695 {
1696         if(!self.ammo_fuel)
1697                 self.ammo_fuel = g_pickup_fuel;
1698         if(!self.pickup_anyway)
1699                 self.pickup_anyway = g_pickup_ammo_anyway;
1700         StartItemA (ITEM_JetpackFuel);
1701 }
1702
1703 void spawnfunc_item_fuel_regen(void)
1704 {
1705         if(start_items & ITEM_JetpackRegen.m_itemid)
1706         {
1707                 spawnfunc_item_fuel();
1708                 return;
1709         }
1710         StartItemA (ITEM_JetpackRegen);
1711 }
1712
1713 void spawnfunc_item_jetpack(void)
1714 {
1715         if(!self.ammo_fuel)
1716                 self.ammo_fuel = g_pickup_fuel_jetpack;
1717         if(start_items & ITEM_Jetpack.m_itemid)
1718         {
1719                 spawnfunc_item_fuel();
1720                 return;
1721         }
1722         StartItemA (ITEM_Jetpack);
1723 }
1724
1725 float GiveWeapon(entity e, float wpn, float op, float val)
1726 {
1727         WepSet v0, v1;
1728         v0 = (e.weapons & WepSet_FromWeapon(wpn));
1729         switch(op)
1730         {
1731                 case OP_SET:
1732                         if(val > 0)
1733                                 e.weapons |= WepSet_FromWeapon(wpn);
1734                         else
1735                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1736                         break;
1737                 case OP_MIN:
1738                 case OP_PLUS:
1739                         if(val > 0)
1740                                 e.weapons |= WepSet_FromWeapon(wpn);
1741                         break;
1742                 case OP_MAX:
1743                         if(val <= 0)
1744                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1745                         break;
1746                 case OP_MINUS:
1747                         if(val > 0)
1748                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1749                         break;
1750         }
1751         v1 = (e.weapons & WepSet_FromWeapon(wpn));
1752         return (v0 != v1);
1753 }
1754
1755 float GiveBit(entity e, .float fld, float bit, float op, float val)
1756 {
1757         float v0, v1;
1758         v0 = (e.(fld) & bit);
1759         switch(op)
1760         {
1761                 case OP_SET:
1762                         if(val > 0)
1763                                 e.(fld) |= bit;
1764                         else
1765                                 e.(fld) &= ~bit;
1766                         break;
1767                 case OP_MIN:
1768                 case OP_PLUS:
1769                         if(val > 0)
1770                                 e.(fld) |= bit;
1771                         break;
1772                 case OP_MAX:
1773                         if(val <= 0)
1774                                 e.(fld) &= ~bit;
1775                         break;
1776                 case OP_MINUS:
1777                         if(val > 0)
1778                                 e.(fld) &= ~bit;
1779                         break;
1780         }
1781         v1 = (e.(fld) & bit);
1782         return (v0 != v1);
1783 }
1784
1785 float GiveValue(entity e, .float fld, float op, float val)
1786 {
1787         float v0, v1;
1788         v0 = e.(fld);
1789         switch(op)
1790         {
1791                 case OP_SET:
1792                         e.(fld) = val;
1793                         break;
1794                 case OP_MIN:
1795                         e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1796                         break;
1797                 case OP_MAX:
1798                         e.(fld) = min(e.(fld), val);
1799                         break;
1800                 case OP_PLUS:
1801                         e.(fld) += val;
1802                         break;
1803                 case OP_MINUS:
1804                         e.(fld) -= val;
1805                         break;
1806         }
1807         v1 = e.(fld);
1808         return (v0 != v1);
1809 }
1810
1811 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1812 {
1813         if(v1 == v0)
1814                 return;
1815         if(v1 <= v0 - t)
1816         {
1817                 if(snd_decr != "")
1818                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1819         }
1820         else if(v0 >= v0 + t)
1821         {
1822                 if(snd_incr != "")
1823                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1824         }
1825 }
1826
1827 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1828 {
1829         if(v0 < v1)
1830                 e.(rotfield) = max(e.(rotfield), time + rottime);
1831         else if(v0 > v1)
1832                 e.(regenfield) = max(e.(regenfield), time + regentime);
1833 }
1834 float GiveItems(entity e, float beginarg, float endarg)
1835 {
1836         float got, i, j, val, op;
1837         float _switchweapon;
1838         entity wi;
1839         string cmd;
1840
1841         val = 999;
1842         op = OP_SET;
1843
1844         got = 0;
1845
1846         _switchweapon = false;
1847         if (e.autoswitch)
1848                 if (e.switchweapon == w_getbestweapon(e))
1849                         _switchweapon = true;
1850
1851         e.strength_finished = max(0, e.strength_finished - time);
1852         e.invincible_finished = max(0, e.invincible_finished - time);
1853         e.superweapons_finished = max(0, e.superweapons_finished - time);
1854
1855         PREGIVE(e, items);
1856         PREGIVE_WEAPONS(e);
1857         PREGIVE(e, strength_finished);
1858         PREGIVE(e, invincible_finished);
1859         PREGIVE(e, superweapons_finished);
1860         PREGIVE(e, ammo_nails);
1861         PREGIVE(e, ammo_cells);
1862         PREGIVE(e, ammo_plasma);
1863         PREGIVE(e, ammo_shells);
1864         PREGIVE(e, ammo_rockets);
1865         PREGIVE(e, ammo_fuel);
1866         PREGIVE(e, armorvalue);
1867         PREGIVE(e, health);
1868
1869         for(i = beginarg; i < endarg; ++i)
1870         {
1871                 cmd = argv(i);
1872
1873                 if(cmd == "0" || stof(cmd))
1874                 {
1875                         val = stof(cmd);
1876                         continue;
1877                 }
1878                 switch(cmd)
1879                 {
1880                         case "no":
1881                                 op = OP_MAX;
1882                                 val = 0;
1883                                 continue;
1884                         case "max":
1885                                 op = OP_MAX;
1886                                 continue;
1887                         case "min":
1888                                 op = OP_MIN;
1889                                 continue;
1890                         case "plus":
1891                                 op = OP_PLUS;
1892                                 continue;
1893                         case "minus":
1894                                 op = OP_MINUS;
1895                                 continue;
1896                         case "ALL":
1897                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1898                                 got += GiveValue(e, strength_finished, op, val);
1899                                 got += GiveValue(e, invincible_finished, op, val);
1900                                 got += GiveValue(e, superweapons_finished, op, val);
1901                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1902                         case "all":
1903                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1904                                 got += GiveValue(e, health, op, val);
1905                                 got += GiveValue(e, armorvalue, op, val);
1906                         case "allweapons":
1907                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1908                                 {
1909                                         wi = get_weaponinfo(j);
1910                                         if(wi.weapon)
1911                                                 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1912                                                         got += GiveWeapon(e, j, op, val);
1913                                 }
1914                         case "allammo":
1915                                 got += GiveValue(e, ammo_cells, op, val);
1916                                 got += GiveValue(e, ammo_plasma, op, val);
1917                                 got += GiveValue(e, ammo_shells, op, val);
1918                                 got += GiveValue(e, ammo_nails, op, val);
1919                                 got += GiveValue(e, ammo_rockets, op, val);
1920                                 got += GiveValue(e, ammo_fuel, op, val);
1921                                 break;
1922                         case "unlimited_ammo":
1923                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1924                                 break;
1925                         case "unlimited_weapon_ammo":
1926                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1927                                 break;
1928                         case "unlimited_superweapons":
1929                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1930                                 break;
1931                         case "jetpack":
1932                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1933                                 break;
1934                         case "fuel_regen":
1935                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1936                                 break;
1937                         case "strength":
1938                                 got += GiveValue(e, strength_finished, op, val);
1939                                 break;
1940                         case "invincible":
1941                                 got += GiveValue(e, invincible_finished, op, val);
1942                                 break;
1943                         case "superweapons":
1944                                 got += GiveValue(e, superweapons_finished, op, val);
1945                                 break;
1946                         case "cells":
1947                                 got += GiveValue(e, ammo_cells, op, val);
1948                                 break;
1949                         case "plasma":
1950                                 got += GiveValue(e, ammo_plasma, op, val);
1951                                 break;
1952                         case "shells":
1953                                 got += GiveValue(e, ammo_shells, op, val);
1954                                 break;
1955                         case "nails":
1956                         case "bullets":
1957                                 got += GiveValue(e, ammo_nails, op, val);
1958                                 break;
1959                         case "rockets":
1960                                 got += GiveValue(e, ammo_rockets, op, val);
1961                                 break;
1962                         case "health":
1963                                 got += GiveValue(e, health, op, val);
1964                                 break;
1965                         case "armor":
1966                                 got += GiveValue(e, armorvalue, op, val);
1967                                 break;
1968                         case "fuel":
1969                                 got += GiveValue(e, ammo_fuel, op, val);
1970                                 break;
1971                         default:
1972                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1973                                 {
1974                                         wi = get_weaponinfo(j);
1975                                         if(cmd == wi.netname)
1976                                         {
1977                                                 got += GiveWeapon(e, j, op, val);
1978                                                 break;
1979                                         }
1980                                 }
1981                                 if(j > WEP_LAST)
1982                                         print("give: invalid item ", cmd, "\n");
1983                                 break;
1984                 }
1985                 val = 999;
1986                 op = OP_SET;
1987         }
1988
1989         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, "misc/itempickup.wav", string_null);
1990         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1991         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1992         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, "misc/itempickup.wav", string_null);
1993         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1994         {
1995                 wi = get_weaponinfo(j);
1996                 if(wi.weapon)
1997                 {
1998                         POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1999                         if (!(save_weapons & WepSet_FromWeapon(j)))
2000                                 if(e.weapons & WepSet_FromWeapon(j))
2001                                         WEP_ACTION(wi.weapon, WR_INIT);
2002                 }
2003         }
2004         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
2005         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
2006         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
2007         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
2008         POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
2009         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
2010         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
2011         POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, "misc/itempickup.wav", string_null);
2012         POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/armor25.wav", string_null);
2013         POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/megahealth.wav", string_null);
2014
2015         if(e.superweapons_finished <= 0)
2016                 if(self.weapons & WEPSET_SUPERWEAPONS)
2017                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
2018
2019         if(e.strength_finished <= 0)
2020                 e.strength_finished = 0;
2021         else
2022                 e.strength_finished += time;
2023         if(e.invincible_finished <= 0)
2024                 e.invincible_finished = 0;
2025         else
2026                 e.invincible_finished += time;
2027         if(e.superweapons_finished <= 0)
2028                 e.superweapons_finished = 0;
2029         else
2030                 e.superweapons_finished += time;
2031
2032         if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
2033                 _switchweapon = true;
2034         if(_switchweapon)
2035                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
2036
2037         return got;
2038 }
2039 #endif