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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(!WEPSET_EMPTY_E(self) || (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(!WEPSET_CONTAINS_ALL_EE(other, self))
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) || WEPSET_CONTAINS_ANY_EA(e, 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
352         // if nothing happens to player, just return without taking the item
353         pickedup = FALSE;
354         _switchweapon = FALSE;
355
356         if (g_minstagib)
357         {
358                 float prevcells = player.ammo_cells;
359
360                 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
361                 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
362
363                 if(player.ammo_cells > prevcells)
364                 {
365                         _switchweapon = TRUE;
366
367                         // play some cool sounds ;)
368                         if (clienttype(player) == CLIENTTYPE_REAL)
369                         {
370                                 if(player.health <= 5)
371                                         AnnounceTo(player, "lastsecond");
372                                 else if(player.health < 50)
373                                         AnnounceTo(player, "narrowly");
374                         }
375                         // sound not available
376                         // else if(item.items == IT_CELLS)
377                         //      AnnounceTo(player, "ammo");
378
379                         if (WEPSET_CONTAINS_EW(item, WEP_MINSTANEX))
380                                 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
381                         if (item.ammo_cells)
382                                 player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
383                         player.health = 100;
384                 }
385
386                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
387                 {
388                         pickedup = TRUE;
389                         player.items |= it;
390                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
391                 }
392
393                 // extralife powerup
394                 if (item.max_health)
395                 {
396                         pickedup = TRUE;
397                         // sound not available
398                         // AnnounceTo(player, "_lives");
399                         player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
400                         sprint(player, "^3You picked up some extra lives\n");
401                 }
402
403                 // invis powerup
404                 if (item.strength_finished)
405                 {
406                         pickedup = TRUE;
407                         // sound not available
408                         // AnnounceTo(player, "invisible");
409                         player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
410                 }
411
412                 // speed powerup
413                 if (item.invincible_finished)
414                 {
415                         pickedup = TRUE;
416                         // sound not available
417                         // AnnounceTo(player, "speed");
418                         player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
419                 }
420         }
421         else
422         {
423                 // in case the player has autoswitch enabled do the following:
424                 // if the player is using their best weapon before items are given, they
425                 // probably want to switch to an even better weapon after items are given
426                 if (player.autoswitch)
427                 if (player.switchweapon == w_getbestweapon(player))
428                         _switchweapon = TRUE;
429
430                 if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
431                         _switchweapon = TRUE;
432
433                 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
434                 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
435                 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
436                 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
437                 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
438                 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
439                 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
440
441                 if (item.flags & FL_WEAPON)
442                 {
443                         WEPSET_DECLARE_A(it);
444                         WEPSET_COPY_AE(it, item);
445                         WEPSET_ANDNOT_AE(it, player);
446
447                         if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
448                         {
449                                 pickedup = TRUE;
450                                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
451                                         if(WEPSET_CONTAINS_AW(it, i))
452                                                 W_GiveWeapon (player, i, item.netname);
453                         }
454                 }
455
456                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
457                 {
458                         pickedup = TRUE;
459                         player.items |= it;
460                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
461                 }
462
463                 if (item.strength_finished)
464                 {
465                         pickedup = TRUE;
466                         player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
467                 }
468                 if (item.invincible_finished)
469                 {
470                         pickedup = TRUE;
471                         player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
472                 }
473                 if (item.superweapons_finished)
474                 {
475                         pickedup = TRUE;
476                         player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
477                 }
478         }
479
480 :skip
481         // always eat teamed entities
482         if(item.team)
483                 pickedup = TRUE;
484
485         if (!pickedup)
486                 return 0;
487
488         if (_switchweapon)
489                 if (player.switchweapon != w_getbestweapon(player))
490                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
491
492         return 1;
493 }
494
495 void Item_Touch (void)
496 {
497         entity e, head;
498
499         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
500         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
501         {
502                 remove(self);
503                 return;
504         }
505         if (other.classname != "player")
506                 return;
507         if (other.deadflag)
508                 return;
509         if (self.solid != SOLID_TRIGGER)
510                 return;
511         if (self.owner == other)
512                 return;
513
514         if (self.classname == "droppedweapon")
515         {
516                 self.strength_finished = max(0, self.strength_finished - time);
517                 self.invincible_finished = max(0, self.invincible_finished - time);
518                 self.superweapons_finished = max(0, self.superweapons_finished - time);
519         }
520
521         if(!Item_GiveTo(self, other))
522         {
523                 if (self.classname == "droppedweapon")
524                 {
525                         // undo what we did above
526                         self.strength_finished += time;
527                         self.invincible_finished += time;
528                         self.superweapons_finished += time;
529                 }
530                 return;
531         }
532
533         other.last_pickup = time;
534
535         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
536         sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
537
538         if (self.classname == "droppedweapon")
539                 remove (self);
540         else if not(self.spawnshieldtime)
541                 return;
542         else
543         {
544                 if(self.team)
545                 {
546                         RandomSelection_Init();
547                         for(head = world; (head = findfloat(head, team, self.team)); )
548                         {
549                                 if(head.flags & FL_ITEM)
550                                 {
551                                         Item_Show(head, -1);
552                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
553                                 }
554                         }
555                         e = RandomSelection_chosen_ent;
556                 }
557                 else
558                         e = self;
559                 Item_ScheduleRespawn(e);
560         }
561 }
562
563 void Item_Reset()
564 {
565         Item_Show(self, !self.state);
566         setorigin (self, self.origin);
567
568         if(self.classname != "droppedweapon")
569         {
570                 self.think = SUB_Null;
571                 self.nextthink = 0;
572
573                 if(self.waypointsprite_attached)
574                         WaypointSprite_Kill(self.waypointsprite_attached);
575
576                 if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
577                         Item_ScheduleInitialRespawn(self);
578         }
579 }
580
581 void Item_FindTeam()
582 {
583         entity head, e;
584
585         if(self.effects & EF_NODRAW)
586         {
587                 // marker for item team search
588                 dprint("Initializing item team ", ftos(self.team), "\n");
589                 RandomSelection_Init();
590                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
591                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
592                 e = RandomSelection_chosen_ent;
593                 e.state = 0;
594                 Item_Show(e, 1);
595
596                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
597                 {
598                         if(head != e)
599                         {
600                                 // make it a non-spawned item
601                                 Item_Show(head, -1);
602                                 head.state = 1; // state 1 = initially hidden item
603                         }
604                         head.effects &~= EF_NODRAW;
605                 }
606
607                 Item_Reset();
608         }
609 }
610
611 // Savage: used for item garbage-collection
612 // TODO: perhaps nice special effect?
613 void RemoveItem(void)
614 {
615         remove(self);
616 }
617
618 // pickup evaluation functions
619 // these functions decide how desirable an item is to the bots
620
621 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
622
623 float weapon_pickupevalfunc(entity player, entity item)
624 {
625         float c, j, position;
626
627         // See if I have it already
628         if(!WEPSET_CONTAINS_ALL_EE(player, item))
629         {
630                 // If I can pick it up
631                 if(!item.spawnshieldtime)
632                         c = 0;
633                 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
634                 {
635                         // Skilled bots will grab more
636                         c = bound(0, skill / 10, 1) * 0.5;
637                 }
638                 else
639                         c = 0;
640         }
641         else
642                 c = 1;
643
644         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
645         if( bot_custom_weapon && c )
646         {
647                 // Find the highest position on any range
648                 position = -1;
649                 for(j = 0; j < WEP_LAST ; ++j){
650                         if(
651                                         bot_weapons_far[j] == item.weapon ||
652                                         bot_weapons_mid[j] == item.weapon ||
653                                         bot_weapons_close[j] == item.weapon
654                           )
655                         {
656                                 position = j;
657                                 break;
658                         }
659                 }
660
661                 // Rate it
662                 if (position >= 0 )
663                 {
664                         position = WEP_LAST - position;
665                         // item.bot_pickupbasevalue is overwritten here
666                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
667                 }
668         }
669
670         return item.bot_pickupbasevalue * c;
671 }
672
673 float commodity_pickupevalfunc(entity player, entity item)
674 {
675         float c, i, need_shells, need_nails, need_rockets, need_cells, need_fuel;
676         entity wi;
677         c = 0;
678
679         // Detect needed ammo
680         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
681         {
682                 wi = get_weaponinfo(i);
683
684                 if not(WEPSET_CONTAINS_EW(player, i))
685                         continue;
686
687                 if(wi.items & IT_SHELLS)
688                         need_shells = TRUE;
689                 else if(wi.items & IT_NAILS)
690                         need_nails = TRUE;
691                 else if(wi.items & IT_ROCKETS)
692                         need_rockets = TRUE;
693                 else if(wi.items & IT_CELLS)
694                         need_cells = TRUE;
695                 else if(wi.items & IT_FUEL)
696                         need_cells = TRUE;
697         }
698
699         // TODO: figure out if the player even has the weapon this ammo is for?
700         // may not affect strategy much though...
701         // find out how much more ammo/armor/health the player can hold
702         if (need_shells)
703         if (item.ammo_shells)
704         if (player.ammo_shells < g_pickup_shells_max)
705                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
706         if (need_nails)
707         if (item.ammo_nails)
708         if (player.ammo_nails < g_pickup_nails_max)
709                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
710         if (need_rockets)
711         if (item.ammo_rockets)
712         if (player.ammo_rockets < g_pickup_rockets_max)
713                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
714         if (need_cells)
715         if (item.ammo_cells)
716         if (player.ammo_cells < g_pickup_cells_max)
717                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
718         if (need_fuel)
719         if (item.ammo_fuel)
720         if (player.ammo_fuel < g_pickup_fuel_max)
721                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
722         if (item.armorvalue)
723         if (player.armorvalue < item.max_armorvalue)
724                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
725         if (item.health)
726         if (player.health < item.max_health)
727                 c = c + max(0, 1 - player.health / item.max_health);
728
729         return item.bot_pickupbasevalue * c;
730 }
731
732
733 .float is_item;
734 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)
735 {
736         startitem_failed = FALSE;
737
738         self.items = itemid;
739         self.weapon = weaponid;
740         if(weaponid)
741                 WEPSET_COPY_EW(self, weaponid);
742         self.flags = FL_ITEM | itemflags;
743
744         // is it a dropped weapon?
745         if (self.classname == "droppedweapon")
746         {
747                 self.reset = SUB_Remove;
748                 // it's a dropped weapon
749                 self.movetype = MOVETYPE_TOSS;
750
751                 // Savage: remove thrown items after a certain period of time ("garbage collection")
752                 self.think = RemoveItem;
753                 self.nextthink = time + 20;
754
755                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
756                 /*
757                 if(self.items == 0)
758                 if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
759                 if(self.ammo_nails == 0)
760                 if(self.ammo_cells == 0)
761                 if(self.ammo_rockets == 0)
762                 if(self.ammo_shells == 0)
763                 if(self.ammo_fuel == 0)
764                 if(self.health == 0)
765                 if(self.armorvalue == 0)
766                 */
767                 {
768                         // if item is worthless after a timer, have it expire then
769                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
770                 }
771
772                 // don't drop if in a NODROP zone (such as lava)
773                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
774                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
775                 {
776                         startitem_failed = TRUE;
777                         remove(self);
778                         return;
779                 }
780         }
781         else
782         {
783                 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
784                 {
785                         startitem_failed = TRUE;
786                         remove(self);
787                         return;
788                 }
789
790                 if(!have_pickup_item())
791                 {
792                         startitem_failed = TRUE;
793                         remove (self);
794                         return;
795                 }
796
797                 if(self.model != "")
798                         itemmodel = self.model;
799                 if(self.item_pickupsound != "")
800                         pickupsound = self.item_pickupsound;
801
802                 self.reset = Item_Reset;
803                 // it's a level item
804                 if(self.spawnflags & 1)
805                         self.noalign = 1;
806                 if (self.noalign)
807                         self.movetype = MOVETYPE_NONE;
808                 else
809                         self.movetype = MOVETYPE_TOSS;
810                 // do item filtering according to game mode and other things
811                 if (!self.noalign)
812                 {
813                         // first nudge it off the floor a little bit to avoid math errors
814                         setorigin(self, self.origin + '0 0 1');
815                         // set item size before we spawn a spawnfunc_waypoint
816                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
817                                 setsize (self, '-16 -16 0', '16 16 48');
818                         else
819                                 setsize (self, '-16 -16 0', '16 16 32');
820                         // note droptofloor returns FALSE if stuck/or would fall too far
821                         droptofloor();
822                         waypoint_spawnforitem(self);
823                 }
824
825                 /*
826                  * can't do it that way, as it would break maps
827                  * TODO make a target_give like entity another way, that perhaps has
828                  * the weapon name in a key
829                 if(self.targetname)
830                 {
831                         // target_give not yet supported; maybe later
832                         print("removed targeted ", self.classname, "\n");
833                         startitem_failed = TRUE;
834                         remove (self);
835                         return;
836                 }
837                 */
838
839                 if(autocvar_spawn_debug >= 2)
840                 {
841                         entity otheritem;
842                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
843                         {
844                                 if(otheritem.is_item)
845                                 {
846                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
847                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
848                                         error("Mapper sucks.");
849                                 }
850                         }
851                         self.is_item = TRUE;
852                 }
853
854                 WEPSET_OR_AW(weaponsInMap, weaponid);
855
856                 precache_model (itemmodel);
857                 precache_sound (pickupsound);
858
859                 precache_sound ("misc/itemrespawncountdown.wav");
860                 if(!g_minstagib && itemid == IT_STRENGTH)
861                         precache_sound ("misc/strength_respawn.wav");
862                 else if(!g_minstagib && itemid == IT_INVINCIBLE)
863                         precache_sound ("misc/shield_respawn.wav");
864                 else
865                         precache_sound ("misc/itemrespawn.wav");
866
867                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
868                         self.target = "###item###"; // for finding the nearest item using find()
869         }
870
871         self.bot_pickup = TRUE;
872         self.bot_pickupevalfunc = pickupevalfunc;
873         self.bot_pickupbasevalue = pickupbasevalue;
874         self.mdl = itemmodel;
875         self.item_pickupsound = pickupsound;
876         // let mappers override respawntime
877         if(!self.respawntime) // both set
878         {
879                 self.respawntime = defaultrespawntime;
880                 self.respawntimejitter = defaultrespawntimejitter;
881         }
882         self.netname = itemname;
883         self.touch = Item_Touch;
884         setmodel (self, self.mdl); // precision set below
885         self.effects |= EF_LOWPRECISION;
886         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
887                 setsize (self, '-16 -16 0', '16 16 48');
888         else
889                 setsize (self, '-16 -16 0', '16 16 32');
890         if(itemflags & FL_WEAPON)
891                 self.modelflags |= MF_ROTATE;
892
893         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
894         if (itemflags & FL_WEAPON)
895         {
896                 // neutral team color for pickup weapons
897                 self.colormap = 1024; // color shirt=0 pants=0 grey
898         }
899
900         self.state = 0;
901         if(self.team)
902         {
903                 if(!self.cnt)
904                         self.cnt = 1; // item probability weight
905                 self.effects = self.effects | EF_NODRAW; // marker for item team search
906                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
907         }
908         else
909                 Item_Reset();
910 }
911
912 /* replace items in minstagib
913  * IT_STRENGTH   = invisibility
914  * IT_NAILS      = extra lives
915  * IT_INVINCIBLE = speed
916  */
917 void minstagib_items (float itemid)
918 {
919         float rnd;
920         self.classname = "minstagib";
921
922         // replace rocket launchers and nex guns with ammo cells
923         if (itemid == IT_CELLS)
924         {
925                 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
926                 StartItem ("models/items/a_cells.md3",
927                         "misc/itempickup.wav", 45, 0,
928                         "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
929                 return;
930         }
931
932         // randomize
933         rnd = random() * 3;
934         if (rnd <= 1)
935                 itemid = IT_STRENGTH;
936         else if (rnd <= 2)
937                 itemid = IT_NAILS;
938         else
939                 itemid = IT_INVINCIBLE;
940
941         // replace with invis
942         if (itemid == IT_STRENGTH)
943         {
944                 if(!self.strength_finished)
945                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
946                 StartItem ("models/items/g_strength.md3",
947                         "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
948                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
949         }
950         // replace with extra lives
951         if (itemid == IT_NAILS)
952         {
953                 self.max_health = 1;
954                 StartItem ("models/items/g_h100.md3",
955                         "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
956                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
957         }
958         // replace with speed
959         if (itemid == IT_INVINCIBLE)
960         {
961                 if(!self.invincible_finished)
962                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
963                 StartItem ("models/items/g_invincible.md3",
964                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
965                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
966         }
967 }
968
969 float minst_no_auto_cells;
970 void minst_remove_item (void) {
971         if(minst_no_auto_cells)
972                 remove(self);
973 }
974
975 float weaponswapping;
976 float internalteam;
977
978 void weapon_defaultspawnfunc(float wpn)
979 {
980         entity e;
981         float t;
982         var .float ammofield;
983         string s;
984         entity oldself;
985         float i, j;
986         float f;
987
988         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
989         {
990                 e = get_weaponinfo(wpn);
991                 s = W_Apply_Weaponreplace(e.netname);
992                 ret_string = s;
993                 other = e;
994                 MUTATOR_CALLHOOK(SetDefaultWeaponreplace);
995                 s = ret_string;
996                 if(s == "")
997                 {
998                         remove(self);
999                         startitem_failed = TRUE;
1000                         return;
1001                 }
1002                 t = tokenize_console(s);
1003                 if(t >= 2)
1004                 {
1005                         self.team = --internalteam;
1006                         oldself = self;
1007                         for(i = 1; i < t; ++i)
1008                         {
1009                                 s = argv(i);
1010                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1011                                 {
1012                                         e = get_weaponinfo(j);
1013                                         if(e.netname == s)
1014                                         {
1015                                                 self = spawn();
1016                                                 copyentity(oldself, self);
1017                                                 self.classname = "replacedweapon";
1018                                                 weapon_defaultspawnfunc(j);
1019                                                 break;
1020                                         }
1021                                 }
1022                                 if(j > WEP_LAST)
1023                                 {
1024                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1025                                 }
1026                         }
1027                         self = oldself;
1028                 }
1029                 if(t >= 1) // always the case!
1030                 {
1031                         s = argv(0);
1032                         wpn = 0;
1033                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1034                         {
1035                                 e = get_weaponinfo(j);
1036                                 if(e.netname == s)
1037                                 {
1038                                         wpn = j;
1039                                         break;
1040                                 }
1041                         }
1042                         if(j > WEP_LAST)
1043                         {
1044                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1045                         }
1046                 }
1047                 if(wpn == 0)
1048                 {
1049                         remove(self);
1050                         startitem_failed = TRUE;
1051                         return;
1052                 }
1053         }
1054
1055         e = get_weaponinfo(wpn);
1056
1057         if(!self.respawntime)
1058         {
1059                 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1060                 {
1061                         self.respawntime = g_pickup_respawntime_superweapon;
1062                         self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1063                 }
1064                 else
1065                 {
1066                         self.respawntime = g_pickup_respawntime_weapon;
1067                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1068                 }
1069         }
1070
1071         if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1072                 if(!self.superweapons_finished)
1073                         self.superweapons_finished = autocvar_g_balance_superweapons_time;
1074
1075         if(e.items)
1076         {
1077                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1078                 {
1079                         if(e.items & j)
1080                         {
1081                                 ammofield = Item_CounterField(j);
1082                                 if(!self.ammofield)
1083                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1084                         }
1085                 }
1086         }
1087
1088         // pickup anyway
1089         if(g_pickup_weapons_anyway)
1090                 self.pickup_anyway = TRUE;
1091
1092         f = FL_WEAPON;
1093
1094         // no weapon-stay on superweapons
1095         if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1096                 f |= FL_NO_WEAPON_STAY;
1097
1098         // weapon stay isn't supported for teamed weapons
1099         if(self.team)
1100                 f |= FL_NO_WEAPON_STAY;
1101
1102         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1103         if (self.modelindex) // don't precache if self was removed
1104                 weapon_action(e.weapon, WR_PRECACHE);
1105 }
1106
1107 void spawnfunc_weapon_shotgun (void);
1108 void spawnfunc_weapon_uzi (void) {
1109         if(autocvar_sv_q3acompat_machineshotgunswap)
1110         if(self.classname != "droppedweapon")
1111         {
1112                 weapon_defaultspawnfunc(WEP_SHOTGUN);
1113                 return;
1114         }
1115         weapon_defaultspawnfunc(WEP_UZI);
1116 }
1117
1118 void spawnfunc_weapon_shotgun (void) {
1119         if(autocvar_sv_q3acompat_machineshotgunswap)
1120         if(self.classname != "droppedweapon")
1121         {
1122                 weapon_defaultspawnfunc(WEP_UZI);
1123                 return;
1124         }
1125         weapon_defaultspawnfunc(WEP_SHOTGUN);
1126 }
1127
1128 void spawnfunc_weapon_nex (void)
1129 {
1130         if (g_minstagib)
1131         {
1132                 minstagib_items(IT_CELLS);
1133                 self.think = minst_remove_item;
1134                 self.nextthink = time;
1135                 return;
1136         }
1137         weapon_defaultspawnfunc(WEP_NEX);
1138 }
1139
1140 void spawnfunc_weapon_minstanex (void)
1141 {
1142         if (g_minstagib)
1143         {
1144                 minstagib_items(IT_CELLS);
1145                 self.think = minst_remove_item;
1146                 self.nextthink = time;
1147                 return;
1148         }
1149         weapon_defaultspawnfunc(WEP_MINSTANEX);
1150 }
1151
1152 void spawnfunc_weapon_rocketlauncher (void)
1153 {
1154         if (g_minstagib)
1155         {
1156                 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1157                 self.think = minst_remove_item;
1158                 self.nextthink = time;
1159                 return;
1160         }
1161         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1162 }
1163
1164 void spawnfunc_item_rockets (void) {
1165         if(!self.ammo_rockets)
1166                 self.ammo_rockets = g_pickup_rockets;
1167         if(!self.pickup_anyway)
1168                 self.pickup_anyway = g_pickup_ammo_anyway;
1169         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);
1170 }
1171
1172 void spawnfunc_item_shells (void);
1173 void spawnfunc_item_bullets (void) {
1174         if(!weaponswapping)
1175         if(autocvar_sv_q3acompat_machineshotgunswap)
1176         if(self.classname != "droppedweapon")
1177         {
1178                 weaponswapping = TRUE;
1179                 spawnfunc_item_shells();
1180                 weaponswapping = FALSE;
1181                 return;
1182         }
1183
1184         if(!self.ammo_nails)
1185                 self.ammo_nails = g_pickup_nails;
1186         if(!self.pickup_anyway)
1187                 self.pickup_anyway = g_pickup_ammo_anyway;
1188         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);
1189 }
1190
1191 void spawnfunc_item_cells (void) {
1192         if(!self.ammo_cells)
1193                 self.ammo_cells = g_pickup_cells;
1194         if(!self.pickup_anyway)
1195                 self.pickup_anyway = g_pickup_ammo_anyway;
1196         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);
1197 }
1198
1199 void spawnfunc_item_shells (void) {
1200         if(!weaponswapping)
1201         if(autocvar_sv_q3acompat_machineshotgunswap)
1202         if(self.classname != "droppedweapon")
1203         {
1204                 weaponswapping = TRUE;
1205                 spawnfunc_item_bullets();
1206                 weaponswapping = FALSE;
1207                 return;
1208         }
1209
1210         if(!self.ammo_shells)
1211                 self.ammo_shells = g_pickup_shells;
1212         if(!self.pickup_anyway)
1213                 self.pickup_anyway = g_pickup_ammo_anyway;
1214         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);
1215 }
1216
1217 void spawnfunc_item_armor_small (void) {
1218         if(!self.armorvalue)
1219                 self.armorvalue = g_pickup_armorsmall;
1220         if(!self.max_armorvalue)
1221                 self.max_armorvalue = g_pickup_armorsmall_max;
1222         if(!self.pickup_anyway)
1223                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1224         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);
1225 }
1226
1227 void spawnfunc_item_armor_medium (void) {
1228         if(!self.armorvalue)
1229                 self.armorvalue = g_pickup_armormedium;
1230         if(!self.max_armorvalue)
1231                 self.max_armorvalue = g_pickup_armormedium_max;
1232         if(!self.pickup_anyway)
1233                 self.pickup_anyway = g_pickup_armormedium_anyway;
1234         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);
1235 }
1236
1237 void spawnfunc_item_armor_big (void) {
1238         if(!self.armorvalue)
1239                 self.armorvalue = g_pickup_armorbig;
1240         if(!self.max_armorvalue)
1241                 self.max_armorvalue = g_pickup_armorbig_max;
1242         if(!self.pickup_anyway)
1243                 self.pickup_anyway = g_pickup_armorbig_anyway;
1244         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);
1245 }
1246
1247 void spawnfunc_item_armor_large (void) {
1248         if(!self.armorvalue)
1249                 self.armorvalue = g_pickup_armorlarge;
1250         if(!self.max_armorvalue)
1251                 self.max_armorvalue = g_pickup_armorlarge_max;
1252         if(!self.pickup_anyway)
1253                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1254         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);
1255 }
1256
1257 void spawnfunc_item_health_small (void) {
1258         if(!self.max_health)
1259                 self.max_health = g_pickup_healthsmall_max;
1260         if(!self.health)
1261                 self.health = g_pickup_healthsmall;
1262         if(!self.pickup_anyway)
1263                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1264         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);
1265 }
1266
1267 void spawnfunc_item_health_medium (void) {
1268         if(!self.max_health)
1269                 self.max_health = g_pickup_healthmedium_max;
1270         if(!self.health)
1271                 self.health = g_pickup_healthmedium;
1272         if(!self.pickup_anyway)
1273                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1274         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);
1275 }
1276
1277 void spawnfunc_item_health_large (void) {
1278         if(!self.max_health)
1279                 self.max_health = g_pickup_healthlarge_max;
1280         if(!self.health)
1281                 self.health = g_pickup_healthlarge;
1282         if(!self.pickup_anyway)
1283                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1284         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);
1285 }
1286
1287 void spawnfunc_item_health_mega (void) {
1288         if(g_minstagib) {
1289                 minstagib_items(IT_NAILS);
1290         } else {
1291                 if(!self.max_health)
1292                         self.max_health = g_pickup_healthmega_max;
1293                 if(!self.health)
1294                         self.health = g_pickup_healthmega;
1295                 if(!self.pickup_anyway)
1296                         self.pickup_anyway = g_pickup_healthmega_anyway;
1297                 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);
1298         }
1299 }
1300
1301 // support old misnamed entities
1302 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1303 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1304 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1305 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1306 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1307
1308 void spawnfunc_item_strength (void) {
1309         if(g_minstagib) {
1310                 minstagib_items(IT_STRENGTH);
1311         } else {
1312                 precache_sound("weapons/strength_fire.wav");
1313                 if(!self.strength_finished)
1314                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1315                 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);
1316         }
1317 }
1318
1319 void spawnfunc_item_invincible (void) {
1320         if(g_minstagib) {
1321                 minstagib_items(IT_INVINCIBLE);
1322         } else {
1323                 if(!self.invincible_finished)
1324                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1325                 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);
1326         }
1327 }
1328
1329 void spawnfunc_item_minst_cells (void) {
1330         if (g_minstagib)
1331         {
1332                 minst_no_auto_cells = 1;
1333                 minstagib_items(IT_CELLS);
1334         }
1335         else
1336                 remove(self);
1337 }
1338
1339 // compatibility:
1340 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1341
1342 float GiveItems(entity e, float beginarg, float endarg);
1343 void target_items_use (void)
1344 {
1345         if(activator.classname == "droppedweapon")
1346         {
1347                 EXACTTRIGGER_TOUCH;
1348                 remove(activator);
1349                 return;
1350         }
1351
1352         if(activator.classname != "player")
1353                 return;
1354         if(activator.deadflag != DEAD_NO)
1355                 return;
1356         EXACTTRIGGER_TOUCH;
1357
1358         entity e;
1359         for(e = world; (e = find(e, classname, "droppedweapon")); )
1360                 if(e.enemy == activator)
1361                         remove(e);
1362
1363         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1364                 centerprint(activator, self.message);
1365 }
1366
1367 void spawnfunc_target_items (void)
1368 {
1369         float n, i, j;
1370         entity e;
1371
1372         self.use = target_items_use;
1373         if(!self.strength_finished)
1374                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1375         if(!self.invincible_finished)
1376                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1377         if(!self.superweapons_finished)
1378                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1379
1380         precache_sound("misc/itempickup.wav");
1381         precache_sound("misc/megahealth.wav");
1382         precache_sound("misc/armor25.wav");
1383         precache_sound("misc/powerup.wav");
1384         precache_sound("misc/poweroff.wav");
1385         precache_sound("weapons/weaponpickup.wav");
1386
1387         n = tokenize_console(self.netname);
1388         if(argv(0) == "give")
1389         {
1390                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1391         }
1392         else
1393         {
1394                 for(i = 0; i < n; ++i)
1395                 {
1396                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1397                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1398                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1399                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1400                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1401                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1402                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1403                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1404                         else
1405                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1406                         {
1407                                 e = get_weaponinfo(j);
1408                                 if(argv(i) == e.netname)
1409                                 {
1410                                         WEPSET_OR_EW(self, j);
1411                                         if(self.spawnflags == 0 || self.spawnflags == 2)
1412                                                 weapon_action(e.weapon, WR_PRECACHE);
1413                                         break;
1414                                 }
1415                         }
1416                         if(j > WEP_LAST)
1417                                 print("target_items: invalid item ", argv(i), "\n");
1418                 }
1419
1420                 string itemprefix, valueprefix;
1421                 if(self.spawnflags == 0)
1422                 {
1423                         itemprefix = "";
1424                         valueprefix = "";
1425                 }
1426                 else if(self.spawnflags == 1)
1427                 {
1428                         itemprefix = "max ";
1429                         valueprefix = "max ";
1430                 }
1431                 else if(self.spawnflags == 2)
1432                 {
1433                         itemprefix = "min ";
1434                         valueprefix = "min ";
1435                 }
1436                 else if(self.spawnflags == 4)
1437                 {
1438                         itemprefix = "minus ";
1439                         valueprefix = "max ";
1440                 }
1441                 else
1442                         error("invalid spawnflags");
1443
1444                 self.netname = "";
1445                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1446                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1447                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1448                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1449                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1450                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1451                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1452                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1453                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1454                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1455                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1456                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1457                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1458                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1459                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1460                 {
1461                         e = get_weaponinfo(j);
1462                         if(e.weapon)
1463                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
1464                 }
1465         }
1466         self.netname = strzone(self.netname);
1467         //print(self.netname, "\n");
1468
1469         n = tokenize_console(self.netname);
1470         for(i = 0; i < n; ++i)
1471         {
1472                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1473                 {
1474                         e = get_weaponinfo(j);
1475                         if(argv(i) == e.netname)
1476                         {
1477                                 weapon_action(e.weapon, WR_PRECACHE);
1478                                 break;
1479                         }
1480                 }
1481         }
1482 }
1483
1484 void spawnfunc_item_fuel(void)
1485 {
1486         if(!self.ammo_fuel)
1487                 self.ammo_fuel = g_pickup_fuel;
1488         if(!self.pickup_anyway)
1489                 self.pickup_anyway = g_pickup_ammo_anyway;
1490         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);
1491 }
1492
1493 void spawnfunc_item_fuel_regen(void)
1494 {
1495         if(start_items & IT_FUEL_REGEN)
1496         {
1497                 spawnfunc_item_fuel();
1498                 return;
1499         }
1500         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);
1501 }
1502
1503 void spawnfunc_item_jetpack(void)
1504 {
1505         if(g_grappling_hook)
1506                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1507         if(!self.ammo_fuel)
1508                 self.ammo_fuel = g_pickup_fuel_jetpack;
1509         if(start_items & IT_JETPACK)
1510         {
1511                 spawnfunc_item_fuel();
1512                 return;
1513         }
1514         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);
1515 }
1516
1517
1518 #define OP_SET 0
1519 #define OP_MIN 1
1520 #define OP_MAX 2
1521 #define OP_PLUS 3
1522 #define OP_MINUS 4
1523
1524 float GiveWeapon(entity e, float wpn, float op, float val)
1525 {
1526         float v0, v1;
1527         v0 = WEPSET_CONTAINS_EW(e, wpn);
1528         switch(op)
1529         {
1530                 case OP_SET:
1531                         if(val > 0)
1532                                 WEPSET_OR_EW(e, wpn);
1533                         else
1534                                 WEPSET_ANDNOT_EW(e, wpn);
1535                         break;
1536                 case OP_MIN:
1537                 case OP_PLUS:
1538                         if(val > 0)
1539                                 WEPSET_OR_EW(e, wpn);
1540                         break;
1541                 case OP_MAX:
1542                         if(val <= 0)
1543                                 WEPSET_ANDNOT_EW(e, wpn);
1544                         break;
1545                 case OP_MINUS:
1546                         if(val > 0)
1547                                 WEPSET_ANDNOT_EW(e, wpn);
1548                         break;
1549         }
1550         v1 = WEPSET_CONTAINS_EW(e, wpn);
1551         return (v0 != v1);
1552 }
1553
1554 float GiveBit(entity e, .float fld, float bit, float op, float val)
1555 {
1556         float v0, v1;
1557         v0 = (e.fld & bit);
1558         switch(op)
1559         {
1560                 case OP_SET:
1561                         if(val > 0)
1562                                 e.fld |= bit;
1563                         else
1564                                 e.fld &~= bit;
1565                         break;
1566                 case OP_MIN:
1567                 case OP_PLUS:
1568                         if(val > 0)
1569                                 e.fld |= bit;
1570                         break;
1571                 case OP_MAX:
1572                         if(val <= 0)
1573                                 e.fld &~= bit;
1574                         break;
1575                 case OP_MINUS:
1576                         if(val > 0)
1577                                 e.fld &~= bit;
1578                         break;
1579         }
1580         v1 = (e.fld & bit);
1581         return (v0 != v1);
1582 }
1583
1584 float GiveValue(entity e, .float fld, float op, float val)
1585 {
1586         float v0, v1;
1587         v0 = e.fld;
1588         switch(op)
1589         {
1590                 case OP_SET:
1591                         e.fld = val;
1592                         break;
1593                 case OP_MIN:
1594                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1595                         break;
1596                 case OP_MAX:
1597                         e.fld = min(e.fld, val);
1598                         break;
1599                 case OP_PLUS:
1600                         e.fld += val;
1601                         break;
1602                 case OP_MINUS:
1603                         e.fld -= val;
1604                         break;
1605         }
1606         v1 = e.fld;
1607         return (v0 != v1);
1608 }
1609
1610 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1611 {
1612         if(v1 == v0)
1613                 return;
1614         if(v1 <= v0 - t)
1615         {
1616                 if(snd_decr != "")
1617                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1618         }
1619         else if(v0 >= v0 + t)
1620         {
1621                 if(snd_incr != "")
1622                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1623         }
1624 }
1625
1626 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1627 {
1628         if(v0 < v1)
1629                 e.rotfield = max(e.rotfield, time + rottime);
1630         else if(v0 > v1)
1631                 e.regenfield = max(e.regenfield, time + regentime);
1632 }
1633
1634 #define PREGIVE_WEAPONS(e) WEPSET_DECLARE_A(save_weapons); WEPSET_COPY_AE(save_weapons, e)
1635 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1636 #define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), WEPSET_CONTAINS_AW(save_weapons, b), WEPSET_CONTAINS_EW(e, b), 0, snd_incr, snd_decr)
1637 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1638 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1639 #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)
1640
1641 float GiveItems(entity e, float beginarg, float endarg)
1642 {
1643         float got, i, j, val, op;
1644         float _switchweapon;
1645         entity wi;
1646         string cmd;
1647
1648         val = 999;
1649         op = OP_SET;
1650
1651         got = 0;
1652
1653         _switchweapon = FALSE;
1654         if (e.autoswitch)
1655                 if (e.switchweapon == w_getbestweapon(e))
1656                         _switchweapon = TRUE;
1657
1658         e.strength_finished = max(0, e.strength_finished - time);
1659         e.invincible_finished = max(0, e.invincible_finished - time);
1660         e.superweapons_finished = max(0, e.superweapons_finished - time);
1661         
1662         PREGIVE(e, items);
1663         PREGIVE_WEAPONS(e);
1664         PREGIVE(e, strength_finished);
1665         PREGIVE(e, invincible_finished);
1666         PREGIVE(e, superweapons_finished);
1667         PREGIVE(e, ammo_nails);
1668         PREGIVE(e, ammo_cells);
1669         PREGIVE(e, ammo_shells);
1670         PREGIVE(e, ammo_rockets);
1671         PREGIVE(e, ammo_fuel);
1672         PREGIVE(e, armorvalue);
1673         PREGIVE(e, health);
1674
1675         for(i = beginarg; i < endarg; ++i)
1676         {
1677                 cmd = argv(i);
1678
1679                 if(cmd == "0" || stof(cmd))
1680                 {
1681                         val = stof(cmd);
1682                         continue;
1683                 }
1684                 switch(cmd)
1685                 {
1686                         case "no":
1687                                 op = OP_MAX;
1688                                 val = 0;
1689                                 continue;
1690                         case "max":
1691                                 op = OP_MAX;
1692                                 continue;
1693                         case "min":
1694                                 op = OP_MIN;
1695                                 continue;
1696                         case "plus":
1697                                 op = OP_PLUS;
1698                                 continue;
1699                         case "minus":
1700                                 op = OP_MINUS;
1701                                 continue;
1702                         case "ALL":
1703                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1704                                 got += GiveValue(e, strength_finished, op, val);
1705                                 got += GiveValue(e, invincible_finished, op, val);
1706                                 got += GiveValue(e, superweapons_finished, op, val);
1707                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1708                         case "all":
1709                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1710                                 got += GiveValue(e, health, op, val);
1711                                 got += GiveValue(e, armorvalue, op, val);
1712                         case "allweapons":
1713                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1714                                 {
1715                                         wi = get_weaponinfo(j);
1716                                         if(wi.weapon)
1717                                                 if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1718                                                         got += GiveWeapon(e, j, op, val);
1719                                 }
1720                         case "allammo":
1721                                 got += GiveValue(e, ammo_cells, op, val);
1722                                 got += GiveValue(e, ammo_shells, op, val);
1723                                 got += GiveValue(e, ammo_nails, op, val);
1724                                 got += GiveValue(e, ammo_rockets, op, val);
1725                                 got += GiveValue(e, ammo_fuel, op, val);
1726                                 break;
1727                         case "unlimited_ammo":
1728                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1729                                 break;
1730                         case "unlimited_weapon_ammo":
1731                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1732                                 break;
1733                         case "unlimited_superweapons":
1734                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1735                                 break;
1736                         case "jetpack":
1737                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1738                                 break;
1739                         case "fuel_regen":
1740                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1741                                 break;
1742                         case "strength":
1743                                 got += GiveValue(e, strength_finished, op, val);
1744                                 break;
1745                         case "invincible":
1746                                 got += GiveValue(e, invincible_finished, op, val);
1747                                 break;
1748                         case "superweapons":
1749                                 got += GiveValue(e, superweapons_finished, op, val);
1750                                 break;
1751                         case "cells":
1752                                 got += GiveValue(e, ammo_cells, op, val);
1753                                 break;
1754                         case "shells":
1755                                 got += GiveValue(e, ammo_shells, op, val);
1756                                 break;
1757                         case "nails":
1758                         case "bullets":
1759                                 got += GiveValue(e, ammo_nails, op, val);
1760                                 break;
1761                         case "rockets":
1762                                 got += GiveValue(e, ammo_rockets, op, val);
1763                                 break;
1764                         case "health":
1765                                 got += GiveValue(e, health, op, val);
1766                                 break;
1767                         case "armor":
1768                                 got += GiveValue(e, armorvalue, op, val);
1769                                 break;
1770                         case "fuel":
1771                                 got += GiveValue(e, ammo_fuel, op, val);
1772                                 break;
1773                         default:
1774                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1775                                 {
1776                                         wi = get_weaponinfo(j);
1777                                         if(cmd == wi.netname)
1778                                         {
1779                                                 got += GiveWeapon(e, j, op, val);
1780                                                 break;
1781                                         }
1782                                 }
1783                                 if(j > WEP_LAST)
1784                                         print("give: invalid item ", cmd, "\n");
1785                                 break;
1786                 }
1787                 val = 999;
1788                 op = OP_SET;
1789         }
1790
1791         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1792         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1793         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1794         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1795         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1796         {
1797                 wi = get_weaponinfo(j);
1798                 if(wi.weapon)
1799                 {
1800                         POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1801                         if not(WEPSET_CONTAINS_AW(save_weapons, j))
1802                                 if(WEPSET_CONTAINS_EW(e, j))
1803                                         weapon_action(wi.weapon, WR_PRECACHE);
1804                 }
1805         }
1806         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1807         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1808         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1809         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1810         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1811         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1812         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);
1813         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);
1814         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);
1815
1816         if(e.superweapons_finished <= 0)
1817                 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1818                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1819
1820         if (g_minstagib)
1821         {
1822                 e.health = bound(0, e.health, 100);
1823                 e.armorvalue = bound(0, e.armorvalue, 999);
1824         }
1825
1826         if(e.strength_finished <= 0)
1827                 e.strength_finished = 0;
1828         else
1829                 e.strength_finished += time;
1830         if(e.invincible_finished <= 0)
1831                 e.invincible_finished = 0;
1832         else
1833                 e.invincible_finished += time;
1834         if(e.superweapons_finished <= 0)
1835                 e.superweapons_finished = 0;
1836         else
1837                 e.superweapons_finished += time;
1838
1839         if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
1840                 _switchweapon = TRUE;
1841         if(_switchweapon)
1842                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1843
1844         return got;
1845 }