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1 #define ISF_SETUP 0xFFFFFF
2 #define ISF_LOCATION 2
3 #define ISF_STATUS   4
4 #define ISF_MODEL    8
5 #define ISF_RESPAWN  16 // for item watch
6 #define ISF_FLAGS   32
7
8 #ifdef CSQC
9 // FIXME: Move this to ../common/constants.qh?
10 float   FL_FLY                                  = 1;
11 float   FL_SWIM                                 = 2;
12 float   FL_CLIENT                               = 8;
13 float   FL_INWATER                              = 16;
14 float   FL_MONSTER                              = 32;
15 float   FL_GODMODE                              = 64;
16 float   FL_NOTARGET                             = 128;
17 float   FL_ITEM                                 = 256;
18 float   FL_ONGROUND                             = 512;
19 float   FL_PARTIALGROUND                        = 1024;
20 float   FL_WATERJUMP                            = 2048;
21 float   FL_JUMPRELEASED                         = 4096;
22 float   FL_WEAPON                               = 8192;
23 float   FL_POWERUP                              = 16384;
24 float   FL_PROJECTILE                           = 32768;
25 float   FL_TOSSED                               = 65536;
26 float   FL_NO_WEAPON_STAY       = 131072;
27 float   FL_SPAWNING       = 262144;
28 /////
29
30 .float lastupdate;
31 .vector colormod;
32 void ItemDraw()
33 {
34     float _delta = time - self.lastupdate;
35     self.lastupdate = time;
36     if(_delta >= 0.1)
37         return;
38     
39     if(self.solid == SOLID_TRIGGER)
40     {
41         self.alpha = 0.5;
42         self.colormod = '-1 -1 -1';
43     }
44     else
45     {
46         self.alpha = 1;
47         self.colormod = '1 1 1';
48     }
49     
50     if(self.flags & FL_WEAPON)
51     {
52         self.angles += '0 180 0' * _delta;
53         setorigin(self, '0 0 16' + self.oldorigin + '0 0 8' * sin(time * 2));        
54     }
55 }
56
57 void ItemDrawSimple()
58 {
59     
60 }
61
62 void ItemRead(float _IsNew)
63 {
64     float sf = ReadByte();
65     float _taken = (self.solid == SOLID_TRIGGER) ? TRUE: FALSE;
66     
67     if(sf & ISF_LOCATION)
68     {
69         self.origin_x = ReadCoord();
70         self.origin_y = ReadCoord();
71         self.origin_z = ReadCoord();
72         setorigin(self, self.origin);
73         self.oldorigin = self.origin;
74     }
75     
76     if(sf & ISF_STATUS)
77     {
78         _taken = ReadByte();
79         if(_taken)
80             self.solid = SOLID_NOT;
81         else
82             self.solid = SOLID_TRIGGER;
83     }
84     
85     if(sf & ISF_MODEL) // handle simple itens here
86     {
87         if(self.mdl)
88             strunzone(self.mdl);
89         else
90         {
91             self.draw      = ItemDraw;
92             self.drawmask = MASK_NORMAL;
93             self.movetype  = MOVETYPE_NOCLIP;
94         }
95         
96         self.mdl = strzone(ReadString());
97         setmodel(self, self.mdl);
98     }
99     
100     if(sf & ISF_FLAGS)
101         self.flags = ReadCoord();
102 }
103 #endif
104
105 #ifdef SVQC
106 float ItemSend(entity to, float sf)
107 {
108         WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
109         
110         WriteByte(MSG_ENTITY, sf);
111
112         //WriteByte(MSG_ENTITY, self.cnt);
113     if(sf & ISF_LOCATION)
114     {
115         WriteCoord(MSG_ENTITY, self.origin_x);
116         WriteCoord(MSG_ENTITY, self.origin_y);
117         WriteCoord(MSG_ENTITY, self.origin_z);
118     }
119
120     if(sf & ISF_STATUS)
121         WriteByte(MSG_ENTITY, (self.solid == SOLID_TRIGGER) ? TRUE: FALSE);
122
123     if(sf & ISF_MODEL)
124         WriteString(MSG_ENTITY, self.mdl);
125                     
126     if(sf & ISF_FLAGS)
127         WriteCoord(MSG_ENTITY, self.flags);
128     
129     return TRUE;
130 }
131
132
133 float have_pickup_item(void)
134 {
135         // minstagib: only allow filtered items
136         if(g_minstagib)
137                 if(self.classname != "minstagib")
138                         return FALSE;
139
140         if(self.flags & FL_POWERUP)
141         {
142                 if(autocvar_g_powerups > 0)
143                         return TRUE;
144                 if(autocvar_g_powerups == 0)
145                         return FALSE;
146                 if(g_lms)
147                         return FALSE;
148                 if(g_ca)
149                         return FALSE;
150                 if(g_arena)
151                         return FALSE;
152         }
153         else
154         {
155                 if(autocvar_g_pickup_items > 0)
156                         return TRUE;
157                 if(autocvar_g_pickup_items == 0)
158                         return FALSE;
159                 if(g_lms)
160                         return FALSE;
161                 if(g_ca)
162                         return FALSE;
163                 if(g_weaponarena)
164                         if((self.weapons & WEPBIT_ALL) || (self.items & IT_AMMO))
165                                 return FALSE;
166         }
167         return TRUE;
168 }
169
170 #define ITEM_RESPAWN_TICKS 10
171
172 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)
173         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
174 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
175         // range: 10 .. respawntime + respawntimejitter
176
177 floatfield Item_CounterField(float it)
178 {
179         switch(it)
180         {
181                 case IT_SHELLS:      return ammo_shells;
182                 case IT_NAILS:       return ammo_nails;
183                 case IT_ROCKETS:     return ammo_rockets;
184                 case IT_CELLS:       return ammo_cells;
185                 case IT_FUEL:        return ammo_fuel;
186                 case IT_5HP:         return health;
187                 case IT_25HP:        return health;
188                 case IT_HEALTH:      return health;
189                 case IT_ARMOR_SHARD: return armorvalue;
190                 case IT_ARMOR:       return armorvalue;
191                 // add more things here (health, armor)
192                 default:             error("requested item has no counter field");
193         }
194 }
195
196 string Item_CounterFieldName(float it)
197 {
198         switch(it)
199         {
200                 case IT_SHELLS:      return "shells";
201                 case IT_NAILS:       return "nails";
202                 case IT_ROCKETS:     return "rockets";
203                 case IT_CELLS:       return "cells";
204                 case IT_FUEL:        return "fuel";
205
206                 // add more things here (health, armor)
207                 default:             error("requested item has no counter field name");
208         }
209 }
210
211 .float max_armorvalue;
212 .float pickup_anyway;
213
214 float Item_Customize()
215 {
216         if(self.spawnshieldtime)
217                 return TRUE;
218         if(self.weapons != (self.weapons & other.weapons))
219         {
220                 self.colormod = '0 0 0';
221                 self.glowmod = self.colormod;
222                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
223                 return TRUE;
224         }
225         else
226         {
227                 if(g_ghost_items)
228                 {
229                         self.colormod = stov(autocvar_g_ghost_items_color);
230                         self.glowmod = self.colormod;
231                         self.alpha = g_ghost_items;
232                         return TRUE;
233                 }
234                 else
235                         return FALSE;
236         }
237 }
238
239 void Item_Show (entity e, float mode)
240 {    
241         e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
242         if (mode > 0)
243         {
244                 // make the item look normal, and be touchable
245                 e.model = e.mdl;
246                 e.solid = SOLID_TRIGGER;
247                 e.colormod = '0 0 0';
248                 self.glowmod = self.colormod;
249                 e.alpha = 0;
250                 //e.customizeentityforclient = func_null;
251
252                 e.spawnshieldtime = 1;
253         }
254         else if (mode < 0)
255         {
256                 // hide the item completely
257                 e.model = string_null;
258                 e.solid = SOLID_NOT;
259                 e.colormod = '0 0 0';
260                 self.glowmod = self.colormod;
261                 e.alpha = 0;
262                 //e.customizeentityforclient = func_null;
263
264                 e.spawnshieldtime = 1;
265         }
266         else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
267         {
268                 // make the item translucent and not touchable
269                 e.model = e.mdl;
270                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
271                 e.colormod = '0 0 0';
272                 self.glowmod = self.colormod;
273                 e.effects |= EF_STARDUST;
274                 //e.customizeentityforclient = Item_Customize;
275
276                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
277         }
278         else if(g_ghost_items)
279         {
280                 // make the item translucent and not touchable
281                 e.model = e.mdl;
282                 e.solid = SOLID_NOT;
283                 e.colormod = stov(autocvar_g_ghost_items_color);
284                 e.glowmod = e.colormod;
285                 e.alpha = g_ghost_items;
286                 //e.customizeentityforclient = func_null;
287
288                 e.spawnshieldtime = 1;
289         }
290         else
291         {
292                 // hide the item completely
293                 e.model = string_null;
294                 e.solid = SOLID_NOT;
295                 e.colormod = '0 0 0';
296                 e.glowmod = e.colormod;
297                 e.alpha = 0;
298                 //e.customizeentityforclient = func_null;
299
300                 e.spawnshieldtime = 1;
301         }
302
303         if (e.items & (IT_STRENGTH | IT_INVINCIBLE))
304                 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
305         if (autocvar_g_nodepthtestitems)
306                 e.effects |= EF_NODEPTHTEST;
307         if (autocvar_g_fullbrightitems)
308                 e.effects |= EF_FULLBRIGHT;
309
310         // relink entity (because solid may have changed)
311         setorigin(e, e.origin);
312     self.SendFlags |= ISF_STATUS;
313
314 }
315
316 void Item_Respawn (void)
317 {
318         Item_Show(self, 1);
319         if(!g_minstagib && self.items == IT_STRENGTH)
320                 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound
321         else if(!g_minstagib && self.items == IT_INVINCIBLE)
322                 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
323         else
324                 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);  // play respawn sound
325         setorigin (self, self.origin);
326
327         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
328         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
329 }
330
331 void Item_RespawnCountdown (void)
332 {
333         if(self.count >= ITEM_RESPAWN_TICKS)
334         {
335                 if(self.waypointsprite_attached)
336                         WaypointSprite_Kill(self.waypointsprite_attached);
337                 Item_Respawn();
338         }
339         else
340         {
341                 self.nextthink = time + 1;
342                 self.count += 1;
343                 if(self.count == 1)
344                 {
345                         string name;
346                         vector rgb;
347                         name = string_null;
348                         if(g_minstagib)
349                         {
350                                 switch(self.items)
351                                 {
352                                         case IT_STRENGTH:   name = "item-invis"; rgb = '0 0 1'; break;
353                                         case IT_NAILS:      name = "item-extralife"; rgb = '1 0 0'; break;
354                                         case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
355                                 }
356                         }
357                         else
358                         {
359                                 switch(self.items)
360                                 {
361                                         case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
362                                         case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
363                                 }
364                         }
365                         switch(self.items)
366                         {
367                                 case IT_FUEL_REGEN:     name = "item-fuelregen"; rgb = '1 0.5 0'; break;
368                                 case IT_JETPACK:        name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
369                         }
370                         if(self.flags & FL_WEAPON)
371                         {
372                                 entity wi = get_weaponinfo(self.weapon);
373                                 if(wi)
374                                 {
375                                         name = wi.model2;
376                                         rgb = '1 0 0';
377                                 }
378                         }
379                         if(!name)
380                         {
381                                 print("Unknown powerup-marked item is wanting to respawn\n");
382                                 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
383                         }
384                         if(name)
385                         {
386                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
387                                 if(self.waypointsprite_attached)
388                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
389                         }
390                 }
391                 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
392                 if(self.waypointsprite_attached)
393                 {
394                         WaypointSprite_Ping(self.waypointsprite_attached);
395                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
396                 }
397         }
398 }
399
400 void Item_ScheduleRespawnIn(entity e, float t)
401 {
402         if((e.flags & FL_POWERUP) || (e.weapons & WEPBIT_SUPERWEAPONS))
403         {
404                 e.think = Item_RespawnCountdown;
405                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
406                 e.count = 0;
407         }
408         else
409         {
410                 e.think = Item_Respawn;
411                 e.nextthink = time + t;
412         }
413 }
414
415 void Item_ScheduleRespawn(entity e)
416 {
417         if(e.respawntime > 0)
418         {
419                 Item_Show(e, 0);
420                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
421         }
422         else // if respawntime is -1, this item does not respawn
423                 Item_Show(e, -1);
424 }
425
426 void Item_ScheduleInitialRespawn(entity e)
427 {
428         Item_Show(e, 0);
429         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
430 }
431
432 float ITEM_MODE_NONE = 0;
433 float ITEM_MODE_HEALTH = 1;
434 float ITEM_MODE_ARMOR = 2;
435 float ITEM_MODE_FUEL = 3;
436 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
437 {
438         if (!item.ammofield)
439                 return FALSE;
440
441         if (item.spawnshieldtime)
442         {
443                 if ((player.ammofield < ammomax) || item.pickup_anyway)
444                 {
445                         player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
446                         goto YEAH;
447                 }
448         }
449         else if(g_weapon_stay == 2)
450         {
451                 float mi = min(item.ammofield, ammomax);
452                 if (player.ammofield < mi)
453                 {
454                         player.ammofield = mi;
455                         goto YEAH;
456                 }
457         }
458
459         return FALSE;
460
461 :YEAH
462         switch(mode)
463         {
464                 case ITEM_MODE_FUEL:
465                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
466                         break;
467                 case ITEM_MODE_HEALTH:
468                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
469                         break;
470                 case ITEM_MODE_ARMOR:
471                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
472                         break;
473                 default:
474                         break;
475         }
476         return TRUE;
477 }
478
479 float Item_GiveTo(entity item, entity player)
480 {
481         float _switchweapon;
482         float pickedup;
483         float it;
484         float i;
485         entity e;
486
487         // if nothing happens to player, just return without taking the item
488         pickedup = FALSE;
489         _switchweapon = FALSE;
490
491         if (g_minstagib)
492         {
493                 float prevcells = player.ammo_cells;
494
495                 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
496                 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
497
498                 if(player.ammo_cells > prevcells)
499                 {
500                         _switchweapon = TRUE;
501
502                         // play some cool sounds ;)
503                         if (clienttype(player) == CLIENTTYPE_REAL)
504                         {
505                                 if(player.health <= 5)
506                                         AnnounceTo(player, "lastsecond");
507                                 else if(player.health < 50)
508                                         AnnounceTo(player, "narrowly");
509                         }
510                         // sound not available
511                         // else if(item.items == IT_CELLS)
512                         //      AnnounceTo(player, "ammo");
513
514                         if (item.weapons & WEPBIT_MINSTANEX)
515                                 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
516                         player.health = 100;
517                 }
518
519                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
520                 {
521                         pickedup = TRUE;
522                         player.items |= it;
523                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
524                 }
525
526                 // extralife powerup
527                 if (item.max_health)
528                 {
529                         pickedup = TRUE;
530                         // sound not available
531                         // AnnounceTo(player, "_lives");
532                         player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
533                         sprint(player, "^3You picked up some extra lives\n");
534                 }
535
536                 // invis powerup
537                 if (item.strength_finished)
538                 {
539                         pickedup = TRUE;
540                         // sound not available
541                         // AnnounceTo(player, "invisible");
542                         player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
543                 }
544
545                 // speed powerup
546                 if (item.invincible_finished)
547                 {
548                         pickedup = TRUE;
549                         // sound not available
550                         // AnnounceTo(player, "speed");
551                         player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
552                 }
553         }
554         else
555         {
556                 // in case the player has autoswitch enabled do the following:
557                 // if the player is using their best weapon before items are given, they
558                 // probably want to switch to an even better weapon after items are given
559                 if (player.autoswitch)
560                 if (player.switchweapon == w_getbestweapon(player))
561                         _switchweapon = TRUE;
562
563                 if not(player.weapons & W_WeaponBit(player.switchweapon))
564                         _switchweapon = TRUE;
565
566                 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
567                 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
568                 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
569                 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
570                 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
571                 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
572                 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
573
574                 if (item.flags & FL_WEAPON)
575                 if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && self.pickup_anyway))
576                 {
577                         pickedup = TRUE;
578                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
579                         {
580                                 e = get_weaponinfo(i);
581                                 if(it & e.weapons)
582                                         W_GiveWeapon (player, e.weapon, item.netname);
583                         }
584                 }
585
586                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
587                 {
588                         pickedup = TRUE;
589                         player.items |= it;
590                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
591                 }
592
593                 if (item.strength_finished)
594                 {
595                         pickedup = TRUE;
596                         player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
597                 }
598                 if (item.invincible_finished)
599                 {
600                         pickedup = TRUE;
601                         player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
602                 }
603                 if (item.superweapons_finished)
604                 {
605                         pickedup = TRUE;
606                         player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
607                 }
608         }
609
610 :skip
611         // always eat teamed entities
612         if(item.team)
613                 pickedup = TRUE;
614
615         if (!pickedup)
616                 return 0;
617
618         if (_switchweapon)
619                 if (player.switchweapon != w_getbestweapon(player))
620                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
621     self.SendFlags |= ISF_STATUS;
622         return 1;
623 }
624
625 void Item_Touch (void)
626 {
627         entity e, head;
628
629         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
630         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
631         {
632                 remove(self);
633                 return;
634         }
635         if (other.classname != "player")
636                 return;
637         if (other.deadflag)
638                 return;
639         if (self.solid != SOLID_TRIGGER)
640                 return;
641         if (self.owner == other)
642                 return;
643
644         if (self.classname == "droppedweapon")
645         {
646                 self.strength_finished = max(0, self.strength_finished - time);
647                 self.invincible_finished = max(0, self.invincible_finished - time);
648                 self.superweapons_finished = max(0, self.superweapons_finished - time);
649         }
650
651         if(!Item_GiveTo(self, other))
652         {
653                 if (self.classname == "droppedweapon")
654                 {
655                         // undo what we did above
656                         self.strength_finished += time;
657                         self.invincible_finished += time;
658                         self.superweapons_finished += time;
659                 }
660                 return;
661         }
662
663         other.last_pickup = time;
664
665         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
666         sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
667
668         if (self.classname == "droppedweapon")
669                 remove (self);
670         else if not(self.spawnshieldtime)
671                 return;
672         else
673         {
674                 if(self.team)
675                 {
676                         RandomSelection_Init();
677                         for(head = world; (head = findfloat(head, team, self.team)); )
678                         {
679                                 if(head.flags & FL_ITEM)
680                                 {
681                                         Item_Show(head, -1);
682                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
683                                 }
684                         }
685                         e = RandomSelection_chosen_ent;
686                         self.SendFlags |= ISF_MODEL;
687                 }
688                 else
689                         e = self;
690                 Item_ScheduleRespawn(e);
691         }
692 }
693
694 void Item_Reset()
695 {
696         Item_Show(self, !self.state);
697         setorigin (self, self.origin);
698
699         if(self.classname != "droppedweapon")
700         {
701                 self.think = SUB_Null;
702                 self.nextthink = 0;
703
704                 if(self.waypointsprite_attached)
705                         WaypointSprite_Kill(self.waypointsprite_attached);
706
707                 if((self.flags & FL_POWERUP) | (self.weapons & WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
708                         Item_ScheduleInitialRespawn(self);
709         }
710 }
711
712 void Item_FindTeam()
713 {
714         entity head, e;
715
716         if(self.effects & EF_NODRAW)
717         {
718                 // marker for item team search
719                 dprint("Initializing item team ", ftos(self.team), "\n");
720                 RandomSelection_Init();
721                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
722                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
723                 e = RandomSelection_chosen_ent;
724                 e.state = 0;
725                 Item_Show(e, 1);
726
727                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
728                 {
729                         if(head != e)
730                         {
731                                 // make it a non-spawned item
732                                 Item_Show(head, -1);
733                                 head.state = 1; // state 1 = initially hidden item
734                         }
735                         head.effects &~= EF_NODRAW;
736                 }
737
738                 Item_Reset();
739         }
740 }
741
742 // Savage: used for item garbage-collection
743 // TODO: perhaps nice special effect?
744 void RemoveItem(void)
745 {
746         remove(self);
747 }
748
749 // pickup evaluation functions
750 // these functions decide how desirable an item is to the bots
751
752 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
753
754 float weapon_pickupevalfunc(entity player, entity item)
755 {
756         float c, i, j, position;
757
758         // See if I have it already
759         if(player.weapons & item.weapons == item.weapons)
760         {
761                 // If I can pick it up
762                 if(!item.spawnshieldtime)
763                         c = 0;
764                 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
765                 {
766                         // Skilled bots will grab more
767                         c = bound(0, skill / 10, 1) * 0.5;
768                 }
769                 else
770                         c = 0;
771         }
772         else
773                 c = 1;
774
775         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
776         if( bot_custom_weapon && c )
777         {
778                 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
779                 {
780                         // Find weapon
781                         if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )
782                                 continue;
783
784                         // Find the highest position on any range
785                         position = -1;
786                         for(j = 0; j < WEP_LAST ; ++j){
787                                 if(
788                                                 bot_weapons_far[j] == i ||
789                                                 bot_weapons_mid[j] == i ||
790                                                 bot_weapons_close[j] == i
791                                   )
792                                 {
793                                         position = j;
794                                         break;
795                                 }
796                         }
797
798                         // Rate it
799                         if (position >= 0 )
800                         {
801                                 position = WEP_LAST - position;
802                                 // item.bot_pickupbasevalue is overwritten here
803                                 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
804                         }
805                 }
806         }
807
808         return item.bot_pickupbasevalue * c;
809 }
810
811 float commodity_pickupevalfunc(entity player, entity item)
812 {
813         float c, i, need_shells, need_nails, need_rockets, need_cells, need_fuel;
814         entity wi;
815         c = 0;
816
817         // Detect needed ammo
818         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
819         {
820                 wi = get_weaponinfo(i);
821
822                 if not(wi.weapons & player.weapons)
823                         continue;
824
825                 if(wi.items & IT_SHELLS)
826                         need_shells = TRUE;
827                 else if(wi.items & IT_NAILS)
828                         need_nails = TRUE;
829                 else if(wi.items & IT_ROCKETS)
830                         need_rockets = TRUE;
831                 else if(wi.items & IT_CELLS)
832                         need_cells = TRUE;
833                 else if(wi.items & IT_FUEL)
834                         need_cells = TRUE;
835         }
836
837         // TODO: figure out if the player even has the weapon this ammo is for?
838         // may not affect strategy much though...
839         // find out how much more ammo/armor/health the player can hold
840         if (need_shells)
841         if (item.ammo_shells)
842         if (player.ammo_shells < g_pickup_shells_max)
843                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
844         if (need_nails)
845         if (item.ammo_nails)
846         if (player.ammo_nails < g_pickup_nails_max)
847                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
848         if (need_rockets)
849         if (item.ammo_rockets)
850         if (player.ammo_rockets < g_pickup_rockets_max)
851                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
852         if (need_cells)
853         if (item.ammo_cells)
854         if (player.ammo_cells < g_pickup_cells_max)
855                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
856         if (need_fuel)
857         if (item.ammo_fuel)
858         if (player.ammo_fuel < g_pickup_fuel_max)
859                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
860         if (item.armorvalue)
861         if (player.armorvalue < item.max_armorvalue)
862                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
863         if (item.health)
864         if (player.health < item.max_health)
865                 c = c + max(0, 1 - player.health / item.max_health);
866
867         return item.bot_pickupbasevalue * c;
868 }
869
870
871 .float is_item;
872 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)
873 {
874         startitem_failed = FALSE;
875
876         self.items = itemid;
877         self.weapons = weaponid;
878         self.flags = FL_ITEM | itemflags;
879
880         // is it a dropped weapon?
881         if (self.classname == "droppedweapon")
882         {
883                 self.reset = SUB_Remove;
884                 // it's a dropped weapon
885                 self.movetype = MOVETYPE_TOSS;
886
887                 // Savage: remove thrown items after a certain period of time ("garbage collection")
888                 self.think = RemoveItem;
889                 self.nextthink = time + 20;
890
891                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
892                 /*
893                 if(self.items == 0)
894                 if(self.weapons == (self.weapons & WEPBIT_SUPERWEAPONS)) // only superweapons
895                 if(self.ammo_nails == 0)
896                 if(self.ammo_cells == 0)
897                 if(self.ammo_rockets == 0)
898                 if(self.ammo_shells == 0)
899                 if(self.ammo_fuel == 0)
900                 if(self.health == 0)
901                 if(self.armorvalue == 0)
902                 */
903                 {
904                         // if item is worthless after a timer, have it expire then
905                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
906                 }
907
908                 // don't drop if in a NODROP zone (such as lava)
909                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
910                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
911                 {
912                         startitem_failed = TRUE;
913                         remove(self);
914                         return;
915                 }
916         }
917         else
918         {
919                 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
920                 {
921                         startitem_failed = TRUE;
922                         remove(self);
923                         return;
924                 }
925
926                 if(!have_pickup_item())
927                 {
928                         startitem_failed = TRUE;
929                         remove (self);
930                         return;
931                 }
932
933                 if(self.model != "")
934                         itemmodel = self.model;
935                 if(self.item_pickupsound != "")
936                         pickupsound = self.item_pickupsound;
937
938                 self.reset = Item_Reset;
939                 // it's a level item
940                 if(self.spawnflags & 1)
941                         self.noalign = 1;
942                 if (self.noalign)
943                         self.movetype = MOVETYPE_NONE;
944                 else
945                         self.movetype = MOVETYPE_TOSS;
946                 // do item filtering according to game mode and other things
947                 if (!self.noalign)
948                 {
949                         // first nudge it off the floor a little bit to avoid math errors
950                         setorigin(self, self.origin + '0 0 1');
951                         // set item size before we spawn a spawnfunc_waypoint
952                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
953                                 setsize (self, '-16 -16 0', '16 16 48');
954                         else
955                                 setsize (self, '-16 -16 0', '16 16 32');
956                         // note droptofloor returns FALSE if stuck/or would fall too far
957                         droptofloor();
958                         waypoint_spawnforitem(self);
959                 }
960
961                 /*
962                  * can't do it that way, as it would break maps
963                  * TODO make a target_give like entity another way, that perhaps has
964                  * the weapon name in a key
965                 if(self.targetname)
966                 {
967                         // target_give not yet supported; maybe later
968                         print("removed targeted ", self.classname, "\n");
969                         startitem_failed = TRUE;
970                         remove (self);
971                         return;
972                 }
973                 */
974
975                 if(autocvar_spawn_debug >= 2)
976                 {
977                         entity otheritem;
978                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
979                         {
980                                 if(otheritem.is_item)
981                                 {
982                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
983                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
984                                         error("Mapper sucks.");
985                                 }
986                         }
987                         self.is_item = TRUE;
988                 }
989
990                 weaponsInMap |= weaponid;
991
992                 precache_model (itemmodel);
993                 precache_sound (pickupsound);
994
995                 precache_sound ("misc/itemrespawncountdown.wav");
996                 if(!g_minstagib && itemid == IT_STRENGTH)
997                         precache_sound ("misc/strength_respawn.wav");
998                 else if(!g_minstagib && itemid == IT_INVINCIBLE)
999                         precache_sound ("misc/shield_respawn.wav");
1000                 else
1001                         precache_sound ("misc/itemrespawn.wav");
1002
1003                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1004                         self.target = "###item###"; // for finding the nearest item using find()
1005         }
1006
1007         self.bot_pickup = TRUE;
1008         self.bot_pickupevalfunc = pickupevalfunc;
1009         self.bot_pickupbasevalue = pickupbasevalue;
1010         self.mdl = itemmodel;
1011         self.item_pickupsound = pickupsound;
1012         if(self.weapons)
1013                 self.weapon = WEP_FIRST + log2of(lowestbit(self.weapons));
1014         else
1015                 self.weapon = 0;
1016         // let mappers override respawntime
1017         if(!self.respawntime) // both set
1018         {
1019                 self.respawntime = defaultrespawntime;
1020                 self.respawntimejitter = defaultrespawntimejitter;
1021         }
1022         self.netname = itemname;
1023         self.touch = Item_Touch;
1024         setmodel (self, self.mdl); // precision set below
1025         self.effects |= EF_LOWPRECISION;
1026         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1027                 setsize (self, '-16 -16 0', '16 16 48');
1028         else
1029                 setsize (self, '-16 -16 0', '16 16 32');
1030         if(itemflags & FL_WEAPON)
1031                 self.modelflags |= MF_ROTATE;
1032
1033         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1034         if (itemflags & FL_WEAPON)
1035         {
1036                 // neutral team color for pickup weapons
1037                 self.colormap = 1024; // color shirt=0 pants=0 grey
1038         }
1039
1040         self.state = 0;
1041         if(self.team)
1042         {
1043                 if(!self.cnt)
1044                         self.cnt = 1; // item probability weight
1045                 self.effects = self.effects | EF_NODRAW; // marker for item team search
1046                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1047         }
1048         else
1049                 Item_Reset();
1050     
1051     if(self.classname == "droppedweapon")
1052         return;
1053     
1054     //self.SendFlags = 0xFFFFFF;
1055     if(cvar("g_csqc_items"))
1056         Net_LinkEntity(self, FALSE, 0, ItemSend);
1057
1058 }
1059
1060 /* replace items in minstagib
1061  * IT_STRENGTH   = invisibility
1062  * IT_NAILS      = extra lives
1063  * IT_INVINCIBLE = speed
1064  */
1065 void minstagib_items (float itemid)
1066 {
1067         float rnd;
1068         self.classname = "minstagib";
1069
1070         // replace rocket launchers and nex guns with ammo cells
1071         if (itemid == IT_CELLS)
1072         {
1073                 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1074                 StartItem ("models/items/a_cells.md3",
1075                         "misc/itempickup.wav", 45, 0,
1076                         "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
1077                 return;
1078         }
1079
1080         // randomize
1081         rnd = random() * 3;
1082         if (rnd <= 1)
1083                 itemid = IT_STRENGTH;
1084         else if (rnd <= 2)
1085                 itemid = IT_NAILS;
1086         else
1087                 itemid = IT_INVINCIBLE;
1088
1089         // replace with invis
1090         if (itemid == IT_STRENGTH)
1091         {
1092                 if(!self.strength_finished)
1093                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1094                 StartItem ("models/items/g_strength.md3",
1095                         "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1096                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1097         }
1098         // replace with extra lives
1099         if (itemid == IT_NAILS)
1100         {
1101                 self.max_health = 1;
1102                 StartItem ("models/items/g_h100.md3",
1103                         "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1104                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1105         }
1106         // replace with speed
1107         if (itemid == IT_INVINCIBLE)
1108         {
1109                 if(!self.invincible_finished)
1110                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1111                 StartItem ("models/items/g_invincible.md3",
1112                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1113                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1114         }
1115 }
1116
1117 float minst_no_auto_cells;
1118 void minst_remove_item (void) {
1119         if(minst_no_auto_cells)
1120                 remove(self);
1121 }
1122
1123 float weaponswapping;
1124 float internalteam;
1125
1126 void weapon_defaultspawnfunc(float wpn)
1127 {
1128         entity e;
1129         float t;
1130         var .float ammofield;
1131         string s;
1132         entity oldself;
1133         float i, j;
1134         float f;
1135
1136         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1137         {
1138                 e = get_weaponinfo(wpn);
1139                 s = cvar_string(strcat("g_weaponreplace_", e.netname));
1140                 if(s == "0")
1141                 {
1142                         remove(self);
1143                         startitem_failed = TRUE;
1144                         return;
1145                 }
1146                 t = tokenize_console(s);
1147                 if(t >= 2)
1148                 {
1149                         self.team = --internalteam;
1150                         oldself = self;
1151                         for(i = 1; i < t; ++i)
1152                         {
1153                                 s = argv(i);
1154                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1155                                 {
1156                                         e = get_weaponinfo(j);
1157                                         if(e.netname == s)
1158                                         {
1159                                                 self = spawn();
1160                                                 copyentity(oldself, self);
1161                                                 self.classname = "replacedweapon";
1162                                                 weapon_defaultspawnfunc(j);
1163                                                 break;
1164                                         }
1165                                 }
1166                                 if(j > WEP_LAST)
1167                                 {
1168                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1169                                 }
1170                         }
1171                         self = oldself;
1172                 }
1173                 if(t >= 1)
1174                 {
1175                         s = argv(0);
1176                         wpn = 0;
1177                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1178                         {
1179                                 e = get_weaponinfo(j);
1180                                 if(e.netname == s)
1181                                 {
1182                                         wpn = j;
1183                                         break;
1184                                 }
1185                         }
1186                         if(j > WEP_LAST)
1187                         {
1188                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1189                         }
1190                 }
1191                 if(wpn == 0)
1192                 {
1193                         remove(self);
1194                         startitem_failed = TRUE;
1195                         return;
1196                 }
1197         }
1198
1199         e = get_weaponinfo(wpn);
1200
1201         if(!self.respawntime)
1202         {
1203                 if(e.weapons & WEPBIT_SUPERWEAPONS)
1204                 {
1205                         self.respawntime = g_pickup_respawntime_superweapon;
1206                         self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1207                 }
1208                 else
1209                 {
1210                         self.respawntime = g_pickup_respawntime_weapon;
1211                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1212                 }
1213         }
1214
1215         if(e.weapons & WEPBIT_SUPERWEAPONS)
1216                 if(!self.superweapons_finished)
1217                         self.superweapons_finished = autocvar_g_balance_superweapons_time;
1218
1219         if(e.items)
1220         {
1221                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1222                 {
1223                         if(e.items & j)
1224                         {
1225                                 ammofield = Item_CounterField(j);
1226                                 if(!self.ammofield)
1227                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1228                         }
1229                 }
1230         }
1231
1232         // pickup anyway
1233         if(g_pickup_weapons_anyway)
1234                 self.pickup_anyway = TRUE;
1235
1236         f = FL_WEAPON;
1237
1238         // no weapon-stay on superweapons
1239         if(e.weapons & WEPBIT_SUPERWEAPONS)
1240                 f |= FL_NO_WEAPON_STAY;
1241
1242         // weapon stay isn't supported for teamed weapons
1243         if(self.team)
1244                 f |= FL_NO_WEAPON_STAY;
1245
1246         // stupid minstagib hack, don't ask
1247         if(g_minstagib)
1248                 if(self.ammo_cells)
1249                         self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1250
1251         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1252         if (self.modelindex) // don't precache if self was removed
1253                 weapon_action(e.weapon, WR_PRECACHE);
1254 }
1255
1256 void spawnfunc_weapon_shotgun (void);
1257 void spawnfunc_weapon_uzi (void) {
1258         if(autocvar_sv_q3acompat_machineshotgunswap)
1259         if(self.classname != "droppedweapon")
1260         {
1261                 weapon_defaultspawnfunc(WEP_SHOTGUN);
1262                 return;
1263         }
1264         weapon_defaultspawnfunc(WEP_UZI);
1265 }
1266
1267 void spawnfunc_weapon_shotgun (void) {
1268         if(autocvar_sv_q3acompat_machineshotgunswap)
1269         if(self.classname != "droppedweapon")
1270         {
1271                 weapon_defaultspawnfunc(WEP_UZI);
1272                 return;
1273         }
1274         weapon_defaultspawnfunc(WEP_SHOTGUN);
1275 }
1276
1277 void spawnfunc_weapon_nex (void)
1278 {
1279         if (g_minstagib)
1280         {
1281                 minstagib_items(IT_CELLS);
1282                 self.think = minst_remove_item;
1283                 self.nextthink = time;
1284                 return;
1285         }
1286         weapon_defaultspawnfunc(WEP_NEX);
1287 }
1288
1289 void spawnfunc_weapon_minstanex (void)
1290 {
1291         if (g_minstagib)
1292         {
1293                 minstagib_items(IT_CELLS);
1294                 self.think = minst_remove_item;
1295                 self.nextthink = time;
1296                 return;
1297         }
1298         weapon_defaultspawnfunc(WEP_MINSTANEX);
1299 }
1300
1301 void spawnfunc_weapon_rocketlauncher (void)
1302 {
1303         if (g_minstagib)
1304         {
1305                 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1306                 self.think = minst_remove_item;
1307                 self.nextthink = time;
1308                 return;
1309         }
1310         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1311 }
1312
1313 void spawnfunc_item_rockets (void) {
1314         if(!self.ammo_rockets)
1315                 self.ammo_rockets = g_pickup_rockets;
1316         if(!self.pickup_anyway)
1317                 self.pickup_anyway = g_pickup_ammo_anyway;
1318         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);
1319 }
1320
1321 void spawnfunc_item_shells (void);
1322 void spawnfunc_item_bullets (void) {
1323         if(!weaponswapping)
1324         if(autocvar_sv_q3acompat_machineshotgunswap)
1325         if(self.classname != "droppedweapon")
1326         {
1327                 weaponswapping = TRUE;
1328                 spawnfunc_item_shells();
1329                 weaponswapping = FALSE;
1330                 return;
1331         }
1332
1333         if(!self.ammo_nails)
1334                 self.ammo_nails = g_pickup_nails;
1335         if(!self.pickup_anyway)
1336                 self.pickup_anyway = g_pickup_ammo_anyway;
1337         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);
1338 }
1339
1340 void spawnfunc_item_cells (void) {
1341         if(!self.ammo_cells)
1342                 self.ammo_cells = g_pickup_cells;
1343         if(!self.pickup_anyway)
1344                 self.pickup_anyway = g_pickup_ammo_anyway;
1345         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);
1346 }
1347
1348 void spawnfunc_item_shells (void) {
1349         if(!weaponswapping)
1350         if(autocvar_sv_q3acompat_machineshotgunswap)
1351         if(self.classname != "droppedweapon")
1352         {
1353                 weaponswapping = TRUE;
1354                 spawnfunc_item_bullets();
1355                 weaponswapping = FALSE;
1356                 return;
1357         }
1358
1359         if(!self.ammo_shells)
1360                 self.ammo_shells = g_pickup_shells;
1361         if(!self.pickup_anyway)
1362                 self.pickup_anyway = g_pickup_ammo_anyway;
1363         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);
1364 }
1365
1366 void spawnfunc_item_armor_small (void) {
1367         if(!self.armorvalue)
1368                 self.armorvalue = g_pickup_armorsmall;
1369         if(!self.max_armorvalue)
1370                 self.max_armorvalue = g_pickup_armorsmall_max;
1371         if(!self.pickup_anyway)
1372                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1373         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);
1374 }
1375
1376 void spawnfunc_item_armor_medium (void) {
1377         if(!self.armorvalue)
1378                 self.armorvalue = g_pickup_armormedium;
1379         if(!self.max_armorvalue)
1380                 self.max_armorvalue = g_pickup_armormedium_max;
1381         if(!self.pickup_anyway)
1382                 self.pickup_anyway = g_pickup_armormedium_anyway;
1383         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);
1384 }
1385
1386 void spawnfunc_item_armor_big (void) {
1387         if(!self.armorvalue)
1388                 self.armorvalue = g_pickup_armorbig;
1389         if(!self.max_armorvalue)
1390                 self.max_armorvalue = g_pickup_armorbig_max;
1391         if(!self.pickup_anyway)
1392                 self.pickup_anyway = g_pickup_armorbig_anyway;
1393         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);
1394 }
1395
1396 void spawnfunc_item_armor_large (void) {
1397         if(!self.armorvalue)
1398                 self.armorvalue = g_pickup_armorlarge;
1399         if(!self.max_armorvalue)
1400                 self.max_armorvalue = g_pickup_armorlarge_max;
1401         if(!self.pickup_anyway)
1402                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1403         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);
1404 }
1405
1406 void spawnfunc_item_health_small (void) {
1407         if(!self.max_health)
1408                 self.max_health = g_pickup_healthsmall_max;
1409         if(!self.health)
1410                 self.health = g_pickup_healthsmall;
1411         if(!self.pickup_anyway)
1412                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1413         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);
1414 }
1415
1416 void spawnfunc_item_health_medium (void) {
1417         if(!self.max_health)
1418                 self.max_health = g_pickup_healthmedium_max;
1419         if(!self.health)
1420                 self.health = g_pickup_healthmedium;
1421         if(!self.pickup_anyway)
1422                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1423         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);
1424 }
1425
1426 void spawnfunc_item_health_large (void) {
1427         if(!self.max_health)
1428                 self.max_health = g_pickup_healthlarge_max;
1429         if(!self.health)
1430                 self.health = g_pickup_healthlarge;
1431         if(!self.pickup_anyway)
1432                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1433         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);
1434 }
1435
1436 void spawnfunc_item_health_mega (void) {
1437         if(g_minstagib) {
1438                 minstagib_items(IT_NAILS);
1439         } else {
1440                 if(!self.max_health)
1441                         self.max_health = g_pickup_healthmega_max;
1442                 if(!self.health)
1443                         self.health = g_pickup_healthmega;
1444                 if(!self.pickup_anyway)
1445                         self.pickup_anyway = g_pickup_healthmega_anyway;
1446                 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);
1447         }
1448 }
1449
1450 // support old misnamed entities
1451 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1452 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1453 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1454 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1455 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1456
1457 void spawnfunc_item_strength (void) {
1458         if(g_minstagib) {
1459                 minstagib_items(IT_STRENGTH);
1460         } else {
1461                 precache_sound("weapons/strength_fire.wav");
1462                 if(!self.strength_finished)
1463                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1464                 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);
1465         }
1466 }
1467
1468 void spawnfunc_item_invincible (void) {
1469         if(g_minstagib) {
1470                 minstagib_items(IT_INVINCIBLE);
1471         } else {
1472                 if(!self.invincible_finished)
1473                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1474                 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);
1475         }
1476 }
1477
1478 void spawnfunc_item_minst_cells (void) {
1479         if (g_minstagib)
1480         {
1481                 minst_no_auto_cells = 1;
1482                 minstagib_items(IT_CELLS);
1483         }
1484         else
1485                 remove(self);
1486 }
1487
1488 // compatibility:
1489 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1490
1491 float GiveItems(entity e, float beginarg, float endarg);
1492 void target_items_use (void)
1493 {
1494         if(activator.classname == "droppedweapon")
1495         {
1496                 EXACTTRIGGER_TOUCH;
1497                 remove(activator);
1498                 return;
1499         }
1500
1501         if(activator.classname != "player")
1502                 return;
1503         if(activator.deadflag != DEAD_NO)
1504                 return;
1505         EXACTTRIGGER_TOUCH;
1506
1507         entity e;
1508         for(e = world; (e = find(e, classname, "droppedweapon")); )
1509                 if(e.enemy == activator)
1510                         remove(e);
1511
1512         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1513                 centerprint(activator, self.message);
1514 }
1515
1516 void spawnfunc_target_items (void)
1517 {
1518         float n, i, j;
1519         entity e;
1520
1521         self.use = target_items_use;
1522         if(!self.strength_finished)
1523                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1524         if(!self.invincible_finished)
1525                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1526         if(!self.superweapons_finished)
1527                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1528
1529         precache_sound("misc/itempickup.wav");
1530         precache_sound("misc/megahealth.wav");
1531         precache_sound("misc/armor25.wav");
1532         precache_sound("misc/powerup.wav");
1533         precache_sound("misc/poweroff.wav");
1534         precache_sound("weapons/weaponpickup.wav");
1535
1536         n = tokenize_console(self.netname);
1537         if(argv(0) == "give")
1538         {
1539                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1540         }
1541         else
1542         {
1543                 for(i = 0; i < n; ++i)
1544                 {
1545                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1546                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1547                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1548                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1549                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1550                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1551                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1552                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1553                         else
1554                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1555                         {
1556                                 e = get_weaponinfo(j);
1557                                 if(argv(i) == e.netname)
1558                                 {
1559                                         self.weapons |= e.weapons;
1560                                         if(self.spawnflags == 0 || self.spawnflags == 2)
1561                                                 weapon_action(e.weapon, WR_PRECACHE);
1562                                         break;
1563                                 }
1564                         }
1565                         if(j > WEP_LAST)
1566                                 print("target_items: invalid item ", argv(i), "\n");
1567                 }
1568
1569                 string itemprefix, valueprefix;
1570                 if(self.spawnflags == 0)
1571                 {
1572                         itemprefix = "";
1573                         valueprefix = "";
1574                 }
1575                 else if(self.spawnflags == 1)
1576                 {
1577                         itemprefix = "max ";
1578                         valueprefix = "max ";
1579                 }
1580                 else if(self.spawnflags == 2)
1581                 {
1582                         itemprefix = "min ";
1583                         valueprefix = "min ";
1584                 }
1585                 else if(self.spawnflags == 4)
1586                 {
1587                         itemprefix = "minus ";
1588                         valueprefix = "max ";
1589                 }
1590                 else
1591                         error("invalid spawnflags");
1592
1593                 self.netname = "";
1594                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1595                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1596                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1597                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1598                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1599                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1600                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1601                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1602                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1603                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1604                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1605                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1606                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1607                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1608                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1609                 {
1610                         e = get_weaponinfo(j);
1611                         if(e.weapons)
1612                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1613                 }
1614         }
1615         self.netname = strzone(self.netname);
1616         //print(self.netname, "\n");
1617
1618         n = tokenize_console(self.netname);
1619         for(i = 0; i < n; ++i)
1620         {
1621                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1622                 {
1623                         e = get_weaponinfo(j);
1624                         if(argv(i) == e.netname)
1625                         {
1626                                 weapon_action(e.weapon, WR_PRECACHE);
1627                                 break;
1628                         }
1629                 }
1630         }
1631 }
1632
1633 void spawnfunc_item_fuel(void)
1634 {
1635         if(!self.ammo_fuel)
1636                 self.ammo_fuel = g_pickup_fuel;
1637         if(!self.pickup_anyway)
1638                 self.pickup_anyway = g_pickup_ammo_anyway;
1639         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);
1640 }
1641
1642 void spawnfunc_item_fuel_regen(void)
1643 {
1644         if(start_items & IT_FUEL_REGEN)
1645         {
1646                 spawnfunc_item_fuel();
1647                 return;
1648         }
1649         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);
1650 }
1651
1652 void spawnfunc_item_jetpack(void)
1653 {
1654         if(g_grappling_hook)
1655                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1656         if(!self.ammo_fuel)
1657                 self.ammo_fuel = g_pickup_fuel_jetpack;
1658         if(start_items & IT_JETPACK)
1659         {
1660                 spawnfunc_item_fuel();
1661                 return;
1662         }
1663         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);
1664 }
1665
1666
1667 #define OP_SET 0
1668 #define OP_MIN 1
1669 #define OP_MAX 2
1670 #define OP_PLUS 3
1671 #define OP_MINUS 4
1672
1673 float GiveBit(entity e, .float fld, float bit, float op, float val)
1674 {
1675         float v0, v1;
1676         v0 = (e.fld & bit);
1677         switch(op)
1678         {
1679                 case OP_SET:
1680                         if(val > 0)
1681                                 e.fld |= bit;
1682                         else
1683                                 e.fld &~= bit;
1684                         break;
1685                 case OP_MIN:
1686                 case OP_PLUS:
1687                         if(val > 0)
1688                                 e.fld |= bit;
1689                         break;
1690                 case OP_MAX:
1691                         if(val <= 0)
1692                                 e.fld &~= bit;
1693                         break;
1694                 case OP_MINUS:
1695                         if(val > 0)
1696                                 e.fld &~= bit;
1697                         break;
1698         }
1699         v1 = (e.fld & bit);
1700         return (v0 != v1);
1701 }
1702
1703 float GiveValue(entity e, .float fld, float op, float val)
1704 {
1705         float v0, v1;
1706         v0 = e.fld;
1707         switch(op)
1708         {
1709                 case OP_SET:
1710                         e.fld = val;
1711                         break;
1712                 case OP_MIN:
1713                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1714                         break;
1715                 case OP_MAX:
1716                         e.fld = min(e.fld, val);
1717                         break;
1718                 case OP_PLUS:
1719                         e.fld += val;
1720                         break;
1721                 case OP_MINUS:
1722                         e.fld -= val;
1723                         break;
1724         }
1725         v1 = e.fld;
1726         return (v0 != v1);
1727 }
1728
1729 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1730 {
1731         if(v1 == v0)
1732                 return;
1733         if(v1 <= v0 - t)
1734         {
1735                 if(snd_decr != "")
1736                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1737         }
1738         else if(v0 >= v0 + t)
1739         {
1740                 if(snd_incr != "")
1741                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1742         }
1743 }
1744
1745 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1746 {
1747         if(v0 < v1)
1748                 e.rotfield = max(e.rotfield, time + rottime);
1749         else if(v0 > v1)
1750                 e.regenfield = max(e.regenfield, time + regentime);
1751 }
1752
1753 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1754 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1755 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1756 #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)
1757
1758 float GiveItems(entity e, float beginarg, float endarg)
1759 {
1760         float got, i, j, val, op;
1761         float _switchweapon;
1762         entity wi;
1763         string cmd;
1764
1765         val = 999;
1766         op = OP_SET;
1767
1768         got = 0;
1769
1770         _switchweapon = FALSE;
1771         if (e.autoswitch)
1772                 if (e.switchweapon == w_getbestweapon(e))
1773                         _switchweapon = TRUE;
1774
1775         e.strength_finished = max(0, e.strength_finished - time);
1776         e.invincible_finished = max(0, e.invincible_finished - time);
1777         e.superweapons_finished = max(0, e.superweapons_finished - time);
1778         
1779         PREGIVE(e, items);
1780         PREGIVE(e, weapons);
1781         PREGIVE(e, strength_finished);
1782         PREGIVE(e, invincible_finished);
1783         PREGIVE(e, superweapons_finished);
1784         PREGIVE(e, ammo_nails);
1785         PREGIVE(e, ammo_cells);
1786         PREGIVE(e, ammo_shells);
1787         PREGIVE(e, ammo_rockets);
1788         PREGIVE(e, ammo_fuel);
1789         PREGIVE(e, armorvalue);
1790         PREGIVE(e, health);
1791
1792         for(i = beginarg; i < endarg; ++i)
1793         {
1794                 cmd = argv(i);
1795
1796                 if(cmd == "0" || stof(cmd))
1797                 {
1798                         val = stof(cmd);
1799                         continue;
1800                 }
1801                 switch(cmd)
1802                 {
1803                         case "no":
1804                                 op = OP_MAX;
1805                                 val = 0;
1806                                 continue;
1807                         case "max":
1808                                 op = OP_MAX;
1809                                 continue;
1810                         case "min":
1811                                 op = OP_MIN;
1812                                 continue;
1813                         case "plus":
1814                                 op = OP_PLUS;
1815                                 continue;
1816                         case "minus":
1817                                 op = OP_MINUS;
1818                                 continue;
1819                         case "ALL":
1820                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1821                                 got += GiveValue(e, strength_finished, op, val);
1822                                 got += GiveValue(e, invincible_finished, op, val);
1823                                 got += GiveValue(e, superweapons_finished, op, val);
1824                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1825                         case "all":
1826                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1827                                 got += GiveValue(e, health, op, val);
1828                                 got += GiveValue(e, armorvalue, op, val);
1829                         case "allweapons":
1830                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1831                                 {
1832                                         wi = get_weaponinfo(j);
1833                                         if(wi.weapons)
1834                                                 got += GiveBit(e, weapons, wi.weapons, op, val);
1835                                 }
1836                         case "allammo":
1837                                 got += GiveValue(e, ammo_cells, op, val);
1838                                 got += GiveValue(e, ammo_shells, op, val);
1839                                 got += GiveValue(e, ammo_nails, op, val);
1840                                 got += GiveValue(e, ammo_rockets, op, val);
1841                                 got += GiveValue(e, ammo_fuel, op, val);
1842                                 break;
1843                         case "unlimited_ammo":
1844                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1845                                 break;
1846                         case "unlimited_weapon_ammo":
1847                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1848                                 break;
1849                         case "unlimited_superweapons":
1850                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1851                                 break;
1852                         case "jetpack":
1853                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1854                                 break;
1855                         case "fuel_regen":
1856                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1857                                 break;
1858                         case "strength":
1859                                 got += GiveValue(e, strength_finished, op, val);
1860                                 break;
1861                         case "invincible":
1862                                 got += GiveValue(e, invincible_finished, op, val);
1863                                 break;
1864                         case "superweapons":
1865                                 got += GiveValue(e, superweapons_finished, op, val);
1866                                 break;
1867                         case "cells":
1868                                 got += GiveValue(e, ammo_cells, op, val);
1869                                 break;
1870                         case "shells":
1871                                 got += GiveValue(e, ammo_shells, op, val);
1872                                 break;
1873                         case "nails":
1874                         case "bullets":
1875                                 got += GiveValue(e, ammo_nails, op, val);
1876                                 break;
1877                         case "rockets":
1878                                 got += GiveValue(e, ammo_rockets, op, val);
1879                                 break;
1880                         case "health":
1881                                 got += GiveValue(e, health, op, val);
1882                                 break;
1883                         case "armor":
1884                                 got += GiveValue(e, armorvalue, op, val);
1885                                 break;
1886                         case "fuel":
1887                                 got += GiveValue(e, ammo_fuel, op, val);
1888                                 break;
1889                         default:
1890                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1891                                 {
1892                                         wi = get_weaponinfo(j);
1893                                         if(cmd == wi.netname)
1894                                         {
1895                                                 got += GiveBit(e, weapons, wi.weapons, op, val);
1896                                                 break;
1897                                         }
1898                                 }
1899                                 if(j > WEP_LAST)
1900                                         print("give: invalid item ", cmd, "\n");
1901                                 break;
1902                 }
1903                 val = 999;
1904                 op = OP_SET;
1905         }
1906
1907         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1908         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1909         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1910         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1911         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1912         {
1913                 wi = get_weaponinfo(j);
1914                 if(wi.weapons)
1915                 {
1916                         POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1917                         if not(save_weapons & wi.weapons)
1918                                 if(e.weapons & wi.weapons)
1919                                         weapon_action(wi.weapon, WR_PRECACHE);
1920                 }
1921         }
1922         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1923         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1924         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1925         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1926         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1927         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1928         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);
1929         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);
1930         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);
1931
1932         if(e.superweapons_finished <= 0)
1933                 if(self.weapons & WEPBIT_SUPERWEAPONS)
1934                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1935
1936         if (g_minstagib)
1937         {
1938                 e.health = bound(0, e.health, 100);
1939                 e.armorvalue = bound(0, e.armorvalue, 999);
1940         }
1941
1942         if(e.strength_finished <= 0)
1943                 e.strength_finished = 0;
1944         else
1945                 e.strength_finished += time;
1946         if(e.invincible_finished <= 0)
1947                 e.invincible_finished = 0;
1948         else
1949                 e.invincible_finished += time;
1950         if(e.superweapons_finished <= 0)
1951                 e.superweapons_finished = 0;
1952         else
1953                 e.superweapons_finished += time;
1954
1955         if not(e.weapons & W_WeaponBit(e.switchweapon))
1956                 _switchweapon = TRUE;
1957         if(_switchweapon)
1958                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1959
1960         return got;
1961 }
1962 #endif