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fix a stupid interaction between weapon throwing and weapon load (loaded ammo was...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
1 float have_pickup_item(void)
2 {
3         // minstagib: only allow filtered items
4         if(g_minstagib)
5                 if(self.classname != "minstagib")
6                         return FALSE;
7
8         if(self.flags & FL_POWERUP)
9         {
10                 if(autocvar_g_powerups > 0)
11                         return TRUE;
12                 if(autocvar_g_powerups == 0)
13                         return FALSE;
14                 if(g_lms)
15                         return FALSE;
16                 if(g_ca)
17                         return FALSE;
18                 if(g_arena)
19                         return FALSE;
20         }
21         else
22         {
23                 if(autocvar_g_pickup_items > 0)
24                         return TRUE;
25                 if(autocvar_g_pickup_items == 0)
26                         return FALSE;
27                 if(g_lms)
28                         return FALSE;
29                 if(g_ca)
30                         return FALSE;
31                 if(g_weaponarena)
32                         if((self.weapons & WEPBIT_ALL) || (self.items & IT_AMMO))
33                                 return FALSE;
34         }
35         return TRUE;
36 }
37
38 #define ITEM_RESPAWN_TICKS 10
39
40 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)
41         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
42 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
43         // range: 10 .. respawntime + respawntimejitter
44
45 floatfield Item_CounterField(float it)
46 {
47         switch(it)
48         {
49                 case IT_SHELLS:      return ammo_shells;
50                 case IT_NAILS:       return ammo_nails;
51                 case IT_ROCKETS:     return ammo_rockets;
52                 case IT_CELLS:       return ammo_cells;
53                 case IT_FUEL:        return ammo_fuel;
54                 case IT_5HP:         return health;
55                 case IT_25HP:        return health;
56                 case IT_HEALTH:      return health;
57                 case IT_ARMOR_SHARD: return armorvalue;
58                 case IT_ARMOR:       return armorvalue;
59                 // add more things here (health, armor)
60                 default:             error("requested item has no counter field");
61         }
62 }
63
64 string Item_CounterFieldName(float it)
65 {
66         switch(it)
67         {
68                 case IT_SHELLS:      return "shells";
69                 case IT_NAILS:       return "nails";
70                 case IT_ROCKETS:     return "rockets";
71                 case IT_CELLS:       return "cells";
72                 case IT_FUEL:        return "fuel";
73
74                 // add more things here (health, armor)
75                 default:             error("requested item has no counter field name");
76         }
77 }
78
79 .float max_armorvalue;
80 .float pickup_anyway;
81
82 float Item_Customize()
83 {
84         if(self.spawnshieldtime)
85                 return TRUE;
86         if(self.weapons != (self.weapons & other.weapons))
87         {
88                 self.colormod = '0 0 0';
89                 self.glowmod = self.colormod;
90                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
91                 return TRUE;
92         }
93         else
94         {
95                 if(g_ghost_items)
96                 {
97                         self.colormod = stov(autocvar_g_ghost_items_color);
98                         self.glowmod = self.colormod;
99                         self.alpha = g_ghost_items;
100                         return TRUE;
101                 }
102                 else
103                         return FALSE;
104         }
105 }
106
107 void Item_Show (entity e, float mode)
108 {
109         e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
110         if (mode > 0)
111         {
112                 // make the item look normal, and be touchable
113                 e.model = e.mdl;
114                 e.solid = SOLID_TRIGGER;
115                 e.colormod = '0 0 0';
116                 self.glowmod = self.colormod;
117                 e.alpha = 0;
118                 e.customizeentityforclient = func_null;
119
120                 e.spawnshieldtime = 1;
121         }
122         else if (mode < 0)
123         {
124                 // hide the item completely
125                 e.model = string_null;
126                 e.solid = SOLID_NOT;
127                 e.colormod = '0 0 0';
128                 self.glowmod = self.colormod;
129                 e.alpha = 0;
130                 e.customizeentityforclient = func_null;
131
132                 e.spawnshieldtime = 1;
133         }
134         else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
135         {
136                 // make the item translucent and not touchable
137                 e.model = e.mdl;
138                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
139                 e.colormod = '0 0 0';
140                 self.glowmod = self.colormod;
141                 e.effects |= EF_STARDUST;
142                 e.customizeentityforclient = Item_Customize;
143
144                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
145         }
146         else if(g_ghost_items)
147         {
148                 // make the item translucent and not touchable
149                 e.model = e.mdl;
150                 e.solid = SOLID_NOT;
151                 e.colormod = stov(autocvar_g_ghost_items_color);
152                 e.glowmod = e.colormod;
153                 e.alpha = g_ghost_items;
154                 e.customizeentityforclient = func_null;
155
156                 e.spawnshieldtime = 1;
157         }
158         else
159         {
160                 // hide the item completely
161                 e.model = string_null;
162                 e.solid = SOLID_NOT;
163                 e.colormod = '0 0 0';
164                 e.glowmod = e.colormod;
165                 e.alpha = 0;
166                 e.customizeentityforclient = func_null;
167
168                 e.spawnshieldtime = 1;
169         }
170
171         if (e.items & (IT_STRENGTH | IT_INVINCIBLE))
172                 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
173         if (autocvar_g_nodepthtestitems)
174                 e.effects |= EF_NODEPTHTEST;
175         if (autocvar_g_fullbrightitems)
176                 e.effects |= EF_FULLBRIGHT;
177
178         // relink entity (because solid may have changed)
179         setorigin(e, e.origin);
180 }
181
182 void Item_Respawn (void)
183 {
184         Item_Show(self, 1);
185         if(!g_minstagib && self.items == IT_STRENGTH)
186                 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound
187         else if(!g_minstagib && self.items == IT_INVINCIBLE)
188                 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
189         else
190                 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);  // play respawn sound
191         setorigin (self, self.origin);
192
193         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
194         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
195 }
196
197 void Item_RespawnCountdown (void)
198 {
199         if(self.count >= ITEM_RESPAWN_TICKS)
200         {
201                 if(self.waypointsprite_attached)
202                         WaypointSprite_Kill(self.waypointsprite_attached);
203                 Item_Respawn();
204         }
205         else
206         {
207                 self.nextthink = time + 1;
208                 self.count += 1;
209                 if(self.count == 1)
210                 {
211                         string name;
212                         vector rgb;
213                         name = string_null;
214                         if(g_minstagib)
215                         {
216                                 switch(self.items)
217                                 {
218                                         case IT_STRENGTH:   name = "item-invis"; rgb = '0 0 1'; break;
219                                         case IT_NAILS:      name = "item-extralife"; rgb = '1 0 0'; break;
220                                         case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
221                                 }
222                         }
223                         else
224                         {
225                                 switch(self.items)
226                                 {
227                                         case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
228                                         case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
229                                 }
230                         }
231                         switch(self.items)
232                         {
233                                 case IT_FUEL_REGEN:     name = "item-fuelregen"; rgb = '1 0.5 0'; break;
234                                 case IT_JETPACK:        name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
235                         }
236                         if(self.flags & FL_WEAPON)
237                         {
238                                 entity wi = get_weaponinfo(self.weapon);
239                                 if(wi)
240                                 {
241                                         name = wi.model2;
242                                         rgb = '1 0 0';
243                                 }
244                         }
245                         if(!name)
246                         {
247                                 print("Unknown powerup-marked item is wanting to respawn\n");
248                                 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
249                         }
250                         if(name)
251                         {
252                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
253                                 if(self.waypointsprite_attached)
254                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
255                         }
256                 }
257                 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
258                 if(self.waypointsprite_attached)
259                 {
260                         WaypointSprite_Ping(self.waypointsprite_attached);
261                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
262                 }
263         }
264 }
265
266 void Item_ScheduleRespawnIn(entity e, float t)
267 {
268         if((e.flags & FL_POWERUP) || (e.weapons & WEPBIT_SUPERWEAPONS))
269         {
270                 e.think = Item_RespawnCountdown;
271                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
272                 e.count = 0;
273         }
274         else
275         {
276                 e.think = Item_Respawn;
277                 e.nextthink = time + t;
278         }
279 }
280
281 void Item_ScheduleRespawn(entity e)
282 {
283         if(e.respawntime > 0)
284         {
285                 Item_Show(e, 0);
286                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
287         }
288         else // if respawntime is -1, this item does not respawn
289                 Item_Show(e, -1);
290 }
291
292 void Item_ScheduleInitialRespawn(entity e)
293 {
294         Item_Show(e, 0);
295         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
296 }
297
298 float ITEM_MODE_NONE = 0;
299 float ITEM_MODE_HEALTH = 1;
300 float ITEM_MODE_ARMOR = 2;
301 float ITEM_MODE_FUEL = 3;
302 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
303 {
304         if (!item.ammofield)
305                 return FALSE;
306
307         if (item.spawnshieldtime)
308         {
309                 if ((player.ammofield < ammomax) || item.pickup_anyway)
310                 {
311                         player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
312                         goto YEAH;
313                 }
314         }
315         else if(g_weapon_stay == 2)
316         {
317                 float mi = min(item.ammofield, ammomax);
318                 if (player.ammofield < mi)
319                 {
320                         player.ammofield = mi;
321                         goto YEAH;
322                 }
323         }
324
325         return FALSE;
326
327 :YEAH
328         switch(mode)
329         {
330                 case ITEM_MODE_FUEL:
331                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
332                         break;
333                 case ITEM_MODE_HEALTH:
334                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
335                         break;
336                 case ITEM_MODE_ARMOR:
337                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
338                         break;
339                 default:
340                         break;
341         }
342         return TRUE;
343 }
344
345 float Item_GiveTo(entity item, entity player)
346 {
347         float _switchweapon;
348         float pickedup;
349         float it;
350         float i;
351         entity e;
352
353         // if nothing happens to player, just return without taking the item
354         pickedup = FALSE;
355         _switchweapon = FALSE;
356
357         if (g_minstagib)
358         {
359                 float prevcells = player.ammo_cells;
360
361                 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
362                 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
363
364                 if(player.ammo_cells > prevcells)
365                 {
366                         _switchweapon = TRUE;
367
368                         // play some cool sounds ;)
369                         if (clienttype(player) == CLIENTTYPE_REAL)
370                         {
371                                 if(player.health <= 5)
372                                         AnnounceTo(player, "lastsecond");
373                                 else if(player.health < 50)
374                                         AnnounceTo(player, "narrowly");
375                         }
376                         // sound not available
377                         // else if(item.items == IT_CELLS)
378                         //      AnnounceTo(player, "ammo");
379
380                         if (item.weapons & WEPBIT_MINSTANEX)
381                                 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
382                         player.health = 100;
383                 }
384
385                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
386                 {
387                         pickedup = TRUE;
388                         player.items |= it;
389                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
390                 }
391
392                 // extralife powerup
393                 if (item.max_health)
394                 {
395                         pickedup = TRUE;
396                         // sound not available
397                         // AnnounceTo(player, "_lives");
398                         player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
399                         sprint(player, "^3You picked up some extra lives\n");
400                 }
401
402                 // invis powerup
403                 if (item.strength_finished)
404                 {
405                         pickedup = TRUE;
406                         // sound not available
407                         // AnnounceTo(player, "invisible");
408                         player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
409                 }
410
411                 // speed powerup
412                 if (item.invincible_finished)
413                 {
414                         pickedup = TRUE;
415                         // sound not available
416                         // AnnounceTo(player, "speed");
417                         player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
418                 }
419         }
420         else
421         {
422                 // in case the player has autoswitch enabled do the following:
423                 // if the player is using their best weapon before items are given, they
424                 // probably want to switch to an even better weapon after items are given
425                 if (player.autoswitch)
426                 if (player.switchweapon == w_getbestweapon(player))
427                         _switchweapon = TRUE;
428
429                 if not(player.weapons & W_WeaponBit(player.switchweapon))
430                         _switchweapon = TRUE;
431
432                 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
433                 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
434                 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
435                 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
436                 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
437                 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
438                 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
439
440                 if (item.flags & FL_WEAPON)
441                 if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && self.pickup_anyway))
442                 {
443                         pickedup = TRUE;
444                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
445                         {
446                                 e = get_weaponinfo(i);
447                                 if(it & e.weapons)
448                                         W_GiveWeapon (player, e.weapon, item.netname);
449                         }
450                 }
451
452                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
453                 {
454                         pickedup = TRUE;
455                         player.items |= it;
456                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
457                 }
458
459                 if (item.strength_finished)
460                 {
461                         pickedup = TRUE;
462                         player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
463                 }
464                 if (item.invincible_finished)
465                 {
466                         pickedup = TRUE;
467                         player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
468                 }
469                 if (item.superweapons_finished)
470                 {
471                         pickedup = TRUE;
472                         player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
473                 }
474         }
475
476 :skip
477         // always eat teamed entities
478         if(item.team)
479                 pickedup = TRUE;
480
481         if (!pickedup)
482                 return 0;
483
484         if (_switchweapon)
485                 if (player.switchweapon != w_getbestweapon(player))
486                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
487
488         return 1;
489 }
490
491 void Item_Touch (void)
492 {
493         entity e, head;
494
495         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
496         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
497         {
498                 remove(self);
499                 return;
500         }
501         if (other.classname != "player")
502                 return;
503         if (other.deadflag)
504                 return;
505         if (self.solid != SOLID_TRIGGER)
506                 return;
507         if (self.owner == other)
508                 return;
509
510         if (self.classname == "droppedweapon")
511         {
512                 self.strength_finished = max(0, self.strength_finished - time);
513                 self.invincible_finished = max(0, self.invincible_finished - time);
514                 self.superweapons_finished = max(0, self.superweapons_finished - time);
515         }
516
517         if(!Item_GiveTo(self, other))
518         {
519                 if (self.classname == "droppedweapon")
520                 {
521                         // undo what we did above
522                         self.strength_finished += time;
523                         self.invincible_finished += time;
524                         self.superweapons_finished += time;
525                 }
526                 return;
527         }
528
529         other.last_pickup = time;
530
531         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
532         sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
533
534         if (self.classname == "droppedweapon")
535                 remove (self);
536         else if not(self.spawnshieldtime)
537                 return;
538         else
539         {
540                 if(self.team)
541                 {
542                         RandomSelection_Init();
543                         for(head = world; (head = findfloat(head, team, self.team)); )
544                         {
545                                 if(head.flags & FL_ITEM)
546                                 {
547                                         Item_Show(head, -1);
548                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
549                                 }
550                         }
551                         e = RandomSelection_chosen_ent;
552                 }
553                 else
554                         e = self;
555                 Item_ScheduleRespawn(e);
556         }
557 }
558
559 void Item_Reset()
560 {
561         Item_Show(self, !self.state);
562         setorigin (self, self.origin);
563
564         if(self.classname != "droppedweapon")
565         {
566                 self.think = SUB_Null;
567                 self.nextthink = 0;
568
569                 if(self.waypointsprite_attached)
570                         WaypointSprite_Kill(self.waypointsprite_attached);
571
572                 if((self.flags & FL_POWERUP) | (self.weapons & WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
573                         Item_ScheduleInitialRespawn(self);
574         }
575 }
576
577 void Item_FindTeam()
578 {
579         entity head, e;
580
581         if(self.effects & EF_NODRAW)
582         {
583                 // marker for item team search
584                 dprint("Initializing item team ", ftos(self.team), "\n");
585                 RandomSelection_Init();
586                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
587                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
588                 e = RandomSelection_chosen_ent;
589                 e.state = 0;
590                 Item_Show(e, 1);
591
592                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
593                 {
594                         if(head != e)
595                         {
596                                 // make it a non-spawned item
597                                 Item_Show(head, -1);
598                                 head.state = 1; // state 1 = initially hidden item
599                         }
600                         head.effects &~= EF_NODRAW;
601                 }
602
603                 Item_Reset();
604         }
605 }
606
607 // Savage: used for item garbage-collection
608 // TODO: perhaps nice special effect?
609 void RemoveItem(void)
610 {
611         remove(self);
612 }
613
614 // pickup evaluation functions
615 // these functions decide how desirable an item is to the bots
616
617 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
618
619 float weapon_pickupevalfunc(entity player, entity item)
620 {
621         float c, i, j, position;
622
623         // See if I have it already
624         if(player.weapons & item.weapons == item.weapons)
625         {
626                 // If I can pick it up
627                 if(!item.spawnshieldtime)
628                         c = 0;
629                 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
630                 {
631                         // Skilled bots will grab more
632                         c = bound(0, skill / 10, 1) * 0.5;
633                 }
634                 else
635                         c = 0;
636         }
637         else
638                 c = 1;
639
640         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
641         if( bot_custom_weapon && c )
642         {
643                 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
644                 {
645                         // Find weapon
646                         if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )
647                                 continue;
648
649                         // Find the highest position on any range
650                         position = -1;
651                         for(j = 0; j < WEP_LAST ; ++j){
652                                 if(
653                                                 bot_weapons_far[j] == i ||
654                                                 bot_weapons_mid[j] == i ||
655                                                 bot_weapons_close[j] == i
656                                   )
657                                 {
658                                         position = j;
659                                         break;
660                                 }
661                         }
662
663                         // Rate it
664                         if (position >= 0 )
665                         {
666                                 position = WEP_LAST - position;
667                                 // item.bot_pickupbasevalue is overwritten here
668                                 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
669                         }
670                 }
671         }
672
673         return item.bot_pickupbasevalue * c;
674 }
675
676 float commodity_pickupevalfunc(entity player, entity item)
677 {
678         float c, i, need_shells, need_nails, need_rockets, need_cells, need_fuel;
679         entity wi;
680         c = 0;
681
682         // Detect needed ammo
683         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
684         {
685                 wi = get_weaponinfo(i);
686
687                 if not(wi.weapons & player.weapons)
688                         continue;
689
690                 if(wi.items & IT_SHELLS)
691                         need_shells = TRUE;
692                 else if(wi.items & IT_NAILS)
693                         need_nails = TRUE;
694                 else if(wi.items & IT_ROCKETS)
695                         need_rockets = TRUE;
696                 else if(wi.items & IT_CELLS)
697                         need_cells = TRUE;
698                 else if(wi.items & IT_FUEL)
699                         need_cells = TRUE;
700         }
701
702         // TODO: figure out if the player even has the weapon this ammo is for?
703         // may not affect strategy much though...
704         // find out how much more ammo/armor/health the player can hold
705         if (need_shells)
706         if (item.ammo_shells)
707         if (player.ammo_shells < g_pickup_shells_max)
708                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
709         if (need_nails)
710         if (item.ammo_nails)
711         if (player.ammo_nails < g_pickup_nails_max)
712                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
713         if (need_rockets)
714         if (item.ammo_rockets)
715         if (player.ammo_rockets < g_pickup_rockets_max)
716                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
717         if (need_cells)
718         if (item.ammo_cells)
719         if (player.ammo_cells < g_pickup_cells_max)
720                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
721         if (need_fuel)
722         if (item.ammo_fuel)
723         if (player.ammo_fuel < g_pickup_fuel_max)
724                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
725         if (item.armorvalue)
726         if (player.armorvalue < item.max_armorvalue)
727                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
728         if (item.health)
729         if (player.health < item.max_health)
730                 c = c + max(0, 1 - player.health / item.max_health);
731
732         return item.bot_pickupbasevalue * c;
733 }
734
735
736 .float is_item;
737 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)
738 {
739         startitem_failed = FALSE;
740
741         self.items = itemid;
742         self.weapons = weaponid;
743         self.flags = FL_ITEM | itemflags;
744
745         // is it a dropped weapon?
746         if (self.classname == "droppedweapon")
747         {
748                 self.reset = SUB_Remove;
749                 // it's a dropped weapon
750                 self.movetype = MOVETYPE_TOSS;
751
752                 // Savage: remove thrown items after a certain period of time ("garbage collection")
753                 self.think = RemoveItem;
754                 self.nextthink = time + 20;
755
756                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
757                 /*
758                 if(self.items == 0)
759                 if(self.weapons == (self.weapons & WEPBIT_SUPERWEAPONS)) // only superweapons
760                 if(self.ammo_nails == 0)
761                 if(self.ammo_cells == 0)
762                 if(self.ammo_rockets == 0)
763                 if(self.ammo_shells == 0)
764                 if(self.ammo_fuel == 0)
765                 if(self.health == 0)
766                 if(self.armorvalue == 0)
767                 */
768                 {
769                         // if item is worthless after a timer, have it expire then
770                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
771                 }
772
773                 // don't drop if in a NODROP zone (such as lava)
774                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
775                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
776                 {
777                         startitem_failed = TRUE;
778                         remove(self);
779                         return;
780                 }
781         }
782         else
783         {
784                 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
785                 {
786                         startitem_failed = TRUE;
787                         remove(self);
788                         return;
789                 }
790
791                 if(!have_pickup_item())
792                 {
793                         startitem_failed = TRUE;
794                         remove (self);
795                         return;
796                 }
797
798                 if(self.model != "")
799                         itemmodel = self.model;
800                 if(self.item_pickupsound != "")
801                         pickupsound = self.item_pickupsound;
802
803                 self.reset = Item_Reset;
804                 // it's a level item
805                 if(self.spawnflags & 1)
806                         self.noalign = 1;
807                 if (self.noalign)
808                         self.movetype = MOVETYPE_NONE;
809                 else
810                         self.movetype = MOVETYPE_TOSS;
811                 // do item filtering according to game mode and other things
812                 if (!self.noalign)
813                 {
814                         // first nudge it off the floor a little bit to avoid math errors
815                         setorigin(self, self.origin + '0 0 1');
816                         // set item size before we spawn a spawnfunc_waypoint
817                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
818                                 setsize (self, '-16 -16 0', '16 16 48');
819                         else
820                                 setsize (self, '-16 -16 0', '16 16 32');
821                         // note droptofloor returns FALSE if stuck/or would fall too far
822                         droptofloor();
823                         waypoint_spawnforitem(self);
824                 }
825
826                 /*
827                  * can't do it that way, as it would break maps
828                  * TODO make a target_give like entity another way, that perhaps has
829                  * the weapon name in a key
830                 if(self.targetname)
831                 {
832                         // target_give not yet supported; maybe later
833                         print("removed targeted ", self.classname, "\n");
834                         startitem_failed = TRUE;
835                         remove (self);
836                         return;
837                 }
838                 */
839
840                 if(autocvar_spawn_debug >= 2)
841                 {
842                         entity otheritem;
843                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
844                         {
845                                 if(otheritem.is_item)
846                                 {
847                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
848                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
849                                         error("Mapper sucks.");
850                                 }
851                         }
852                         self.is_item = TRUE;
853                 }
854
855                 weaponsInMap |= weaponid;
856
857                 precache_model (itemmodel);
858                 precache_sound (pickupsound);
859
860                 precache_sound ("misc/itemrespawncountdown.wav");
861                 if(!g_minstagib && itemid == IT_STRENGTH)
862                         precache_sound ("misc/strength_respawn.wav");
863                 else if(!g_minstagib && itemid == IT_INVINCIBLE)
864                         precache_sound ("misc/shield_respawn.wav");
865                 else
866                         precache_sound ("misc/itemrespawn.wav");
867
868                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
869                         self.target = "###item###"; // for finding the nearest item using find()
870         }
871
872         self.bot_pickup = TRUE;
873         self.bot_pickupevalfunc = pickupevalfunc;
874         self.bot_pickupbasevalue = pickupbasevalue;
875         self.mdl = itemmodel;
876         self.item_pickupsound = pickupsound;
877         if(self.weapons)
878                 self.weapon = WEP_FIRST + log2of(lowestbit(self.weapons));
879         else
880                 self.weapon = 0;
881         // let mappers override respawntime
882         if(!self.respawntime) // both set
883         {
884                 self.respawntime = defaultrespawntime;
885                 self.respawntimejitter = defaultrespawntimejitter;
886         }
887         self.netname = itemname;
888         self.touch = Item_Touch;
889         setmodel (self, self.mdl); // precision set below
890         self.effects |= EF_LOWPRECISION;
891         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
892                 setsize (self, '-16 -16 0', '16 16 48');
893         else
894                 setsize (self, '-16 -16 0', '16 16 32');
895         if(itemflags & FL_WEAPON)
896                 self.modelflags |= MF_ROTATE;
897
898         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
899         if (itemflags & FL_WEAPON)
900         {
901                 // neutral team color for pickup weapons
902                 self.colormap = 1024; // color shirt=0 pants=0 grey
903         }
904
905         self.state = 0;
906         if(self.team)
907         {
908                 if(!self.cnt)
909                         self.cnt = 1; // item probability weight
910                 self.effects = self.effects | EF_NODRAW; // marker for item team search
911                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
912         }
913         else
914                 Item_Reset();
915 }
916
917 /* replace items in minstagib
918  * IT_STRENGTH   = invisibility
919  * IT_NAILS      = extra lives
920  * IT_INVINCIBLE = speed
921  */
922 void minstagib_items (float itemid)
923 {
924         float rnd;
925         self.classname = "minstagib";
926
927         // replace rocket launchers and nex guns with ammo cells
928         if (itemid == IT_CELLS)
929         {
930                 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
931                 StartItem ("models/items/a_cells.md3",
932                         "misc/itempickup.wav", 45, 0,
933                         "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
934                 return;
935         }
936
937         // randomize
938         rnd = random() * 3;
939         if (rnd <= 1)
940                 itemid = IT_STRENGTH;
941         else if (rnd <= 2)
942                 itemid = IT_NAILS;
943         else
944                 itemid = IT_INVINCIBLE;
945
946         // replace with invis
947         if (itemid == IT_STRENGTH)
948         {
949                 if(!self.strength_finished)
950                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
951                 StartItem ("models/items/g_strength.md3",
952                         "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
953                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
954         }
955         // replace with extra lives
956         if (itemid == IT_NAILS)
957         {
958                 self.max_health = 1;
959                 StartItem ("models/items/g_h100.md3",
960                         "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
961                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
962         }
963         // replace with speed
964         if (itemid == IT_INVINCIBLE)
965         {
966                 if(!self.invincible_finished)
967                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
968                 StartItem ("models/items/g_invincible.md3",
969                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
970                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
971         }
972 }
973
974 float minst_no_auto_cells;
975 void minst_remove_item (void) {
976         if(minst_no_auto_cells)
977                 remove(self);
978 }
979
980 float weaponswapping;
981 float internalteam;
982
983 void weapon_defaultspawnfunc(float wpn)
984 {
985         entity e;
986         float t;
987         var .float ammofield;
988         string s;
989         entity oldself;
990         float i, j;
991         float f;
992
993         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
994         {
995                 e = get_weaponinfo(wpn);
996                 s = cvar_string(strcat("g_weaponreplace_", e.netname));
997                 if(s == "0")
998                 {
999                         remove(self);
1000                         startitem_failed = TRUE;
1001                         return;
1002                 }
1003                 t = tokenize_console(s);
1004                 if(t >= 2)
1005                 {
1006                         self.team = --internalteam;
1007                         oldself = self;
1008                         for(i = 1; i < t; ++i)
1009                         {
1010                                 s = argv(i);
1011                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1012                                 {
1013                                         e = get_weaponinfo(j);
1014                                         if(e.netname == s)
1015                                         {
1016                                                 self = spawn();
1017                                                 copyentity(oldself, self);
1018                                                 self.classname = "replacedweapon";
1019                                                 weapon_defaultspawnfunc(j);
1020                                                 break;
1021                                         }
1022                                 }
1023                                 if(j > WEP_LAST)
1024                                 {
1025                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1026                                 }
1027                         }
1028                         self = oldself;
1029                 }
1030                 if(t >= 1)
1031                 {
1032                         s = argv(0);
1033                         wpn = 0;
1034                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1035                         {
1036                                 e = get_weaponinfo(j);
1037                                 if(e.netname == s)
1038                                 {
1039                                         wpn = j;
1040                                         break;
1041                                 }
1042                         }
1043                         if(j > WEP_LAST)
1044                         {
1045                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1046                         }
1047                 }
1048                 if(wpn == 0)
1049                 {
1050                         remove(self);
1051                         startitem_failed = TRUE;
1052                         return;
1053                 }
1054         }
1055
1056         e = get_weaponinfo(wpn);
1057
1058         if(!self.respawntime)
1059         {
1060                 if(e.weapons & WEPBIT_SUPERWEAPONS)
1061                 {
1062                         self.respawntime = g_pickup_respawntime_superweapon;
1063                         self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1064                 }
1065                 else
1066                 {
1067                         self.respawntime = g_pickup_respawntime_weapon;
1068                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1069                 }
1070         }
1071
1072         if(e.weapons & WEPBIT_SUPERWEAPONS)
1073                 if(!self.superweapons_finished)
1074                         self.superweapons_finished = autocvar_g_balance_superweapons_time;
1075
1076         if(e.items)
1077         {
1078                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1079                 {
1080                         if(e.items & j)
1081                         {
1082                                 ammofield = Item_CounterField(j);
1083                                 if(!self.ammofield)
1084                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1085                         }
1086                 }
1087         }
1088
1089         // pickup anyway
1090         if(g_pickup_weapons_anyway)
1091                 self.pickup_anyway = TRUE;
1092
1093         f = FL_WEAPON;
1094
1095         // no weapon-stay on superweapons
1096         if(e.weapons & WEPBIT_SUPERWEAPONS)
1097                 f |= FL_NO_WEAPON_STAY;
1098
1099         // weapon stay isn't supported for teamed weapons
1100         if(self.team)
1101                 f |= FL_NO_WEAPON_STAY;
1102
1103         // stupid minstagib hack, don't ask
1104         if(g_minstagib)
1105                 if(self.ammo_cells)
1106                         self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1107
1108         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1109         if (self.modelindex) // don't precache if self was removed
1110                 weapon_action(e.weapon, WR_PRECACHE);
1111 }
1112
1113 void spawnfunc_weapon_shotgun (void);
1114 void spawnfunc_weapon_uzi (void) {
1115         if(autocvar_sv_q3acompat_machineshotgunswap)
1116         if(self.classname != "droppedweapon")
1117         {
1118                 weapon_defaultspawnfunc(WEP_SHOTGUN);
1119                 return;
1120         }
1121         weapon_defaultspawnfunc(WEP_UZI);
1122 }
1123
1124 void spawnfunc_weapon_shotgun (void) {
1125         if(autocvar_sv_q3acompat_machineshotgunswap)
1126         if(self.classname != "droppedweapon")
1127         {
1128                 weapon_defaultspawnfunc(WEP_UZI);
1129                 return;
1130         }
1131         weapon_defaultspawnfunc(WEP_SHOTGUN);
1132 }
1133
1134 void spawnfunc_weapon_nex (void)
1135 {
1136         if (g_minstagib)
1137         {
1138                 minstagib_items(IT_CELLS);
1139                 self.think = minst_remove_item;
1140                 self.nextthink = time;
1141                 return;
1142         }
1143         weapon_defaultspawnfunc(WEP_NEX);
1144 }
1145
1146 void spawnfunc_weapon_minstanex (void)
1147 {
1148         if (g_minstagib)
1149         {
1150                 minstagib_items(IT_CELLS);
1151                 self.think = minst_remove_item;
1152                 self.nextthink = time;
1153                 return;
1154         }
1155         weapon_defaultspawnfunc(WEP_MINSTANEX);
1156 }
1157
1158 void spawnfunc_weapon_rocketlauncher (void)
1159 {
1160         if (g_minstagib)
1161         {
1162                 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1163                 self.think = minst_remove_item;
1164                 self.nextthink = time;
1165                 return;
1166         }
1167         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1168 }
1169
1170 void spawnfunc_item_rockets (void) {
1171         if(!self.ammo_rockets)
1172                 self.ammo_rockets = g_pickup_rockets;
1173         if(!self.pickup_anyway)
1174                 self.pickup_anyway = g_pickup_ammo_anyway;
1175         StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
1176 }
1177
1178 void spawnfunc_item_shells (void);
1179 void spawnfunc_item_bullets (void) {
1180         if(!weaponswapping)
1181         if(autocvar_sv_q3acompat_machineshotgunswap)
1182         if(self.classname != "droppedweapon")
1183         {
1184                 weaponswapping = TRUE;
1185                 spawnfunc_item_shells();
1186                 weaponswapping = FALSE;
1187                 return;
1188         }
1189
1190         if(!self.ammo_nails)
1191                 self.ammo_nails = g_pickup_nails;
1192         if(!self.pickup_anyway)
1193                 self.pickup_anyway = g_pickup_ammo_anyway;
1194         StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
1195 }
1196
1197 void spawnfunc_item_cells (void) {
1198         if(!self.ammo_cells)
1199                 self.ammo_cells = g_pickup_cells;
1200         if(!self.pickup_anyway)
1201                 self.pickup_anyway = g_pickup_ammo_anyway;
1202         StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
1203 }
1204
1205 void spawnfunc_item_shells (void) {
1206         if(!weaponswapping)
1207         if(autocvar_sv_q3acompat_machineshotgunswap)
1208         if(self.classname != "droppedweapon")
1209         {
1210                 weaponswapping = TRUE;
1211                 spawnfunc_item_bullets();
1212                 weaponswapping = FALSE;
1213                 return;
1214         }
1215
1216         if(!self.ammo_shells)
1217                 self.ammo_shells = g_pickup_shells;
1218         if(!self.pickup_anyway)
1219                 self.pickup_anyway = g_pickup_ammo_anyway;
1220         StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
1221 }
1222
1223 void spawnfunc_item_armor_small (void) {
1224         if(!self.armorvalue)
1225                 self.armorvalue = g_pickup_armorsmall;
1226         if(!self.max_armorvalue)
1227                 self.max_armorvalue = g_pickup_armorsmall_max;
1228         if(!self.pickup_anyway)
1229                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1230         StartItem ("models/items/item_armor_small.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1231 }
1232
1233 void spawnfunc_item_armor_medium (void) {
1234         if(!self.armorvalue)
1235                 self.armorvalue = g_pickup_armormedium;
1236         if(!self.max_armorvalue)
1237                 self.max_armorvalue = g_pickup_armormedium_max;
1238         if(!self.pickup_anyway)
1239                 self.pickup_anyway = g_pickup_armormedium_anyway;
1240         StartItem ("models/items/item_armor_medium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1241 }
1242
1243 void spawnfunc_item_armor_big (void) {
1244         if(!self.armorvalue)
1245                 self.armorvalue = g_pickup_armorbig;
1246         if(!self.max_armorvalue)
1247                 self.max_armorvalue = g_pickup_armorbig_max;
1248         if(!self.pickup_anyway)
1249                 self.pickup_anyway = g_pickup_armorbig_anyway;
1250         StartItem ("models/items/item_armor_big.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1251 }
1252
1253 void spawnfunc_item_armor_large (void) {
1254         if(!self.armorvalue)
1255                 self.armorvalue = g_pickup_armorlarge;
1256         if(!self.max_armorvalue)
1257                 self.max_armorvalue = g_pickup_armorlarge_max;
1258         if(!self.pickup_anyway)
1259                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1260         StartItem ("models/items/item_armor_large.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1261 }
1262
1263 void spawnfunc_item_health_small (void) {
1264         if(!self.max_health)
1265                 self.max_health = g_pickup_healthsmall_max;
1266         if(!self.health)
1267                 self.health = g_pickup_healthsmall;
1268         if(!self.pickup_anyway)
1269                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1270         StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1271 }
1272
1273 void spawnfunc_item_health_medium (void) {
1274         if(!self.max_health)
1275                 self.max_health = g_pickup_healthmedium_max;
1276         if(!self.health)
1277                 self.health = g_pickup_healthmedium;
1278         if(!self.pickup_anyway)
1279                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1280         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1281 }
1282
1283 void spawnfunc_item_health_large (void) {
1284         if(!self.max_health)
1285                 self.max_health = g_pickup_healthlarge_max;
1286         if(!self.health)
1287                 self.health = g_pickup_healthlarge;
1288         if(!self.pickup_anyway)
1289                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1290         StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1291 }
1292
1293 void spawnfunc_item_health_mega (void) {
1294         if(g_minstagib) {
1295                 minstagib_items(IT_NAILS);
1296         } else {
1297                 if(!self.max_health)
1298                         self.max_health = g_pickup_healthmega_max;
1299                 if(!self.health)
1300                         self.health = g_pickup_healthmega;
1301                 if(!self.pickup_anyway)
1302                         self.pickup_anyway = g_pickup_healthmega_anyway;
1303                 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1304         }
1305 }
1306
1307 // support old misnamed entities
1308 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1309 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1310 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1311 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1312 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1313
1314 void spawnfunc_item_strength (void) {
1315         if(g_minstagib) {
1316                 minstagib_items(IT_STRENGTH);
1317         } else {
1318                 precache_sound("weapons/strength_fire.wav");
1319                 if(!self.strength_finished)
1320                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1321                 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1322         }
1323 }
1324
1325 void spawnfunc_item_invincible (void) {
1326         if(g_minstagib) {
1327                 minstagib_items(IT_INVINCIBLE);
1328         } else {
1329                 if(!self.invincible_finished)
1330                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1331                 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1332         }
1333 }
1334
1335 void spawnfunc_item_minst_cells (void) {
1336         if (g_minstagib)
1337         {
1338                 minst_no_auto_cells = 1;
1339                 minstagib_items(IT_CELLS);
1340         }
1341         else
1342                 remove(self);
1343 }
1344
1345 // compatibility:
1346 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1347
1348 float GiveItems(entity e, float beginarg, float endarg);
1349 void target_items_use (void)
1350 {
1351         if(activator.classname == "droppedweapon")
1352         {
1353                 EXACTTRIGGER_TOUCH;
1354                 remove(activator);
1355                 return;
1356         }
1357
1358         if(activator.classname != "player")
1359                 return;
1360         if(activator.deadflag != DEAD_NO)
1361                 return;
1362         EXACTTRIGGER_TOUCH;
1363
1364         entity e;
1365         for(e = world; (e = find(e, classname, "droppedweapon")); )
1366                 if(e.enemy == activator)
1367                         remove(e);
1368
1369         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1370                 centerprint(activator, self.message);
1371 }
1372
1373 void spawnfunc_target_items (void)
1374 {
1375         float n, i, j;
1376         entity e;
1377
1378         self.use = target_items_use;
1379         if(!self.strength_finished)
1380                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1381         if(!self.invincible_finished)
1382                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1383         if(!self.superweapons_finished)
1384                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1385
1386         precache_sound("misc/itempickup.wav");
1387         precache_sound("misc/megahealth.wav");
1388         precache_sound("misc/armor25.wav");
1389         precache_sound("misc/powerup.wav");
1390         precache_sound("misc/poweroff.wav");
1391         precache_sound("weapons/weaponpickup.wav");
1392
1393         n = tokenize_console(self.netname);
1394         if(argv(0) == "give")
1395         {
1396                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1397         }
1398         else
1399         {
1400                 for(i = 0; i < n; ++i)
1401                 {
1402                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1403                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1404                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1405                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1406                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1407                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1408                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1409                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1410                         else
1411                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1412                         {
1413                                 e = get_weaponinfo(j);
1414                                 if(argv(i) == e.netname)
1415                                 {
1416                                         self.weapons |= e.weapons;
1417                                         if(self.spawnflags == 0 || self.spawnflags == 2)
1418                                                 weapon_action(e.weapon, WR_PRECACHE);
1419                                         break;
1420                                 }
1421                         }
1422                         if(j > WEP_LAST)
1423                                 print("target_items: invalid item ", argv(i), "\n");
1424                 }
1425
1426                 string itemprefix, valueprefix;
1427                 if(self.spawnflags == 0)
1428                 {
1429                         itemprefix = "";
1430                         valueprefix = "";
1431                 }
1432                 else if(self.spawnflags == 1)
1433                 {
1434                         itemprefix = "max ";
1435                         valueprefix = "max ";
1436                 }
1437                 else if(self.spawnflags == 2)
1438                 {
1439                         itemprefix = "min ";
1440                         valueprefix = "min ";
1441                 }
1442                 else if(self.spawnflags == 4)
1443                 {
1444                         itemprefix = "minus ";
1445                         valueprefix = "max ";
1446                 }
1447                 else
1448                         error("invalid spawnflags");
1449
1450                 self.netname = "";
1451                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1452                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1453                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1454                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1455                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1456                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1457                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1458                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1459                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1460                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1461                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1462                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1463                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1464                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1465                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1466                 {
1467                         e = get_weaponinfo(j);
1468                         if(e.weapons)
1469                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1470                 }
1471         }
1472         self.netname = strzone(self.netname);
1473         //print(self.netname, "\n");
1474
1475         n = tokenize_console(self.netname);
1476         for(i = 0; i < n; ++i)
1477         {
1478                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1479                 {
1480                         e = get_weaponinfo(j);
1481                         if(argv(i) == e.netname)
1482                         {
1483                                 weapon_action(e.weapon, WR_PRECACHE);
1484                                 break;
1485                         }
1486                 }
1487         }
1488 }
1489
1490 void spawnfunc_item_fuel(void)
1491 {
1492         if(!self.ammo_fuel)
1493                 self.ammo_fuel = g_pickup_fuel;
1494         if(!self.pickup_anyway)
1495                 self.pickup_anyway = g_pickup_ammo_anyway;
1496         StartItem ("models/items/g_fuel.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel", IT_FUEL, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1497 }
1498
1499 void spawnfunc_item_fuel_regen(void)
1500 {
1501         if(start_items & IT_FUEL_REGEN)
1502         {
1503                 spawnfunc_item_fuel();
1504                 return;
1505         }
1506         StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Fuel regenerator", IT_FUEL_REGEN, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1507 }
1508
1509 void spawnfunc_item_jetpack(void)
1510 {
1511         if(g_grappling_hook)
1512                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1513         if(!self.ammo_fuel)
1514                 self.ammo_fuel = g_pickup_fuel_jetpack;
1515         if(start_items & IT_JETPACK)
1516         {
1517                 spawnfunc_item_fuel();
1518                 return;
1519         }
1520         StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Jet pack", IT_JETPACK, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1521 }
1522
1523
1524 #define OP_SET 0
1525 #define OP_MIN 1
1526 #define OP_MAX 2
1527 #define OP_PLUS 3
1528 #define OP_MINUS 4
1529
1530 float GiveBit(entity e, .float fld, float bit, float op, float val)
1531 {
1532         float v0, v1;
1533         v0 = (e.fld & bit);
1534         switch(op)
1535         {
1536                 case OP_SET:
1537                         if(val > 0)
1538                                 e.fld |= bit;
1539                         else
1540                                 e.fld &~= bit;
1541                         break;
1542                 case OP_MIN:
1543                 case OP_PLUS:
1544                         if(val > 0)
1545                                 e.fld |= bit;
1546                         break;
1547                 case OP_MAX:
1548                         if(val <= 0)
1549                                 e.fld &~= bit;
1550                         break;
1551                 case OP_MINUS:
1552                         if(val > 0)
1553                                 e.fld &~= bit;
1554                         break;
1555         }
1556         v1 = (e.fld & bit);
1557         return (v0 != v1);
1558 }
1559
1560 float GiveValue(entity e, .float fld, float op, float val)
1561 {
1562         float v0, v1;
1563         v0 = e.fld;
1564         switch(op)
1565         {
1566                 case OP_SET:
1567                         e.fld = val;
1568                         break;
1569                 case OP_MIN:
1570                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1571                         break;
1572                 case OP_MAX:
1573                         e.fld = min(e.fld, val);
1574                         break;
1575                 case OP_PLUS:
1576                         e.fld += val;
1577                         break;
1578                 case OP_MINUS:
1579                         e.fld -= val;
1580                         break;
1581         }
1582         v1 = e.fld;
1583         return (v0 != v1);
1584 }
1585
1586 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1587 {
1588         if(v1 == v0)
1589                 return;
1590         if(v1 <= v0 - t)
1591         {
1592                 if(snd_decr != "")
1593                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1594         }
1595         else if(v0 >= v0 + t)
1596         {
1597                 if(snd_incr != "")
1598                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1599         }
1600 }
1601
1602 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1603 {
1604         if(v0 < v1)
1605                 e.rotfield = max(e.rotfield, time + rottime);
1606         else if(v0 > v1)
1607                 e.regenfield = max(e.regenfield, time + regentime);
1608 }
1609
1610 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1611 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1612 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1613 #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1614
1615 float GiveItems(entity e, float beginarg, float endarg)
1616 {
1617         float got, i, j, val, op;
1618         float _switchweapon;
1619         entity wi;
1620         string cmd;
1621
1622         val = 999;
1623         op = OP_SET;
1624
1625         got = 0;
1626
1627         _switchweapon = FALSE;
1628         if (e.autoswitch)
1629                 if (e.switchweapon == w_getbestweapon(e))
1630                         _switchweapon = TRUE;
1631
1632         e.strength_finished = max(0, e.strength_finished - time);
1633         e.invincible_finished = max(0, e.invincible_finished - time);
1634         e.superweapons_finished = max(0, e.superweapons_finished - time);
1635         
1636         PREGIVE(e, items);
1637         PREGIVE(e, weapons);
1638         PREGIVE(e, strength_finished);
1639         PREGIVE(e, invincible_finished);
1640         PREGIVE(e, superweapons_finished);
1641         PREGIVE(e, ammo_nails);
1642         PREGIVE(e, ammo_cells);
1643         PREGIVE(e, ammo_shells);
1644         PREGIVE(e, ammo_rockets);
1645         PREGIVE(e, ammo_fuel);
1646         PREGIVE(e, armorvalue);
1647         PREGIVE(e, health);
1648
1649         for(i = beginarg; i < endarg; ++i)
1650         {
1651                 cmd = argv(i);
1652
1653                 if(cmd == "0" || stof(cmd))
1654                 {
1655                         val = stof(cmd);
1656                         continue;
1657                 }
1658                 switch(cmd)
1659                 {
1660                         case "no":
1661                                 op = OP_MAX;
1662                                 val = 0;
1663                                 continue;
1664                         case "max":
1665                                 op = OP_MAX;
1666                                 continue;
1667                         case "min":
1668                                 op = OP_MIN;
1669                                 continue;
1670                         case "plus":
1671                                 op = OP_PLUS;
1672                                 continue;
1673                         case "minus":
1674                                 op = OP_MINUS;
1675                                 continue;
1676                         case "ALL":
1677                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1678                                 got += GiveValue(e, strength_finished, op, val);
1679                                 got += GiveValue(e, invincible_finished, op, val);
1680                                 got += GiveValue(e, superweapons_finished, op, val);
1681                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1682                         case "all":
1683                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1684                                 got += GiveValue(e, health, op, val);
1685                                 got += GiveValue(e, armorvalue, op, val);
1686                         case "allweapons":
1687                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1688                                 {
1689                                         wi = get_weaponinfo(j);
1690                                         if(wi.weapons)
1691                                                 got += GiveBit(e, weapons, wi.weapons, op, val);
1692                                 }
1693                         case "allammo":
1694                                 got += GiveValue(e, ammo_cells, op, val);
1695                                 got += GiveValue(e, ammo_shells, op, val);
1696                                 got += GiveValue(e, ammo_nails, op, val);
1697                                 got += GiveValue(e, ammo_rockets, op, val);
1698                                 got += GiveValue(e, ammo_fuel, op, val);
1699                                 break;
1700                         case "unlimited_ammo":
1701                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1702                                 break;
1703                         case "unlimited_weapon_ammo":
1704                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1705                                 break;
1706                         case "unlimited_superweapons":
1707                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1708                                 break;
1709                         case "jetpack":
1710                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1711                                 break;
1712                         case "fuel_regen":
1713                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1714                                 break;
1715                         case "strength":
1716                                 got += GiveValue(e, strength_finished, op, val);
1717                                 break;
1718                         case "invincible":
1719                                 got += GiveValue(e, invincible_finished, op, val);
1720                                 break;
1721                         case "superweapons":
1722                                 got += GiveValue(e, superweapons_finished, op, val);
1723                                 break;
1724                         case "cells":
1725                                 got += GiveValue(e, ammo_cells, op, val);
1726                                 break;
1727                         case "shells":
1728                                 got += GiveValue(e, ammo_shells, op, val);
1729                                 break;
1730                         case "nails":
1731                         case "bullets":
1732                                 got += GiveValue(e, ammo_nails, op, val);
1733                                 break;
1734                         case "rockets":
1735                                 got += GiveValue(e, ammo_rockets, op, val);
1736                                 break;
1737                         case "health":
1738                                 got += GiveValue(e, health, op, val);
1739                                 break;
1740                         case "armor":
1741                                 got += GiveValue(e, armorvalue, op, val);
1742                                 break;
1743                         case "fuel":
1744                                 got += GiveValue(e, ammo_fuel, op, val);
1745                                 break;
1746                         default:
1747                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1748                                 {
1749                                         wi = get_weaponinfo(j);
1750                                         if(cmd == wi.netname)
1751                                         {
1752                                                 got += GiveBit(e, weapons, wi.weapons, op, val);
1753                                                 break;
1754                                         }
1755                                 }
1756                                 if(j > WEP_LAST)
1757                                         print("give: invalid item ", cmd, "\n");
1758                                 break;
1759                 }
1760                 val = 999;
1761                 op = OP_SET;
1762         }
1763
1764         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1765         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1766         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1767         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1768         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1769         {
1770                 wi = get_weaponinfo(j);
1771                 if(wi.weapons)
1772                 {
1773                         POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1774                         if not(save_weapons & wi.weapons)
1775                                 if(e.weapons & wi.weapons)
1776                                         weapon_action(wi.weapon, WR_PRECACHE);
1777                 }
1778         }
1779         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1780         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1781         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1782         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1783         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1784         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1785         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);
1786         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);
1787         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);
1788
1789         if(e.superweapons_finished <= 0)
1790                 if(self.weapons & WEPBIT_SUPERWEAPONS)
1791                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1792
1793         if (g_minstagib)
1794         {
1795                 e.health = bound(0, e.health, 100);
1796                 e.armorvalue = bound(0, e.armorvalue, 999);
1797         }
1798
1799         if(e.strength_finished <= 0)
1800                 e.strength_finished = 0;
1801         else
1802                 e.strength_finished += time;
1803         if(e.invincible_finished <= 0)
1804                 e.invincible_finished = 0;
1805         else
1806                 e.invincible_finished += time;
1807         if(e.superweapons_finished <= 0)
1808                 e.superweapons_finished = 0;
1809         else
1810                 e.superweapons_finished += time;
1811
1812         if not(e.weapons & W_WeaponBit(e.switchweapon))
1813                 _switchweapon = TRUE;
1814         if(_switchweapon)
1815                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1816
1817         return got;
1818 }