From: Mario <mario.mario@y7mail.com>
Date: Sat, 1 Aug 2020 22:37:28 +0000 (+1000)
Subject: Reorganise item code so that VM-specific code is in its correct directories and not... 
X-Git-Tag: xonotic-v0.8.5~809
X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=c3e3dd71484d563af474cb4b9e8624b6093e0b0f;p=xonotic%2Fxonotic-data.pk3dir.git

Reorganise item code so that VM-specific code is in its correct directories and not considered common code
---

diff --git a/qcsrc/client/_mod.inc b/qcsrc/client/_mod.inc
index ab9184b9b..1bd12928a 100644
--- a/qcsrc/client/_mod.inc
+++ b/qcsrc/client/_mod.inc
@@ -13,5 +13,6 @@
 
 #include <client/commands/_mod.inc>
 #include <client/hud/_mod.inc>
+#include <client/items/_mod.inc>
 #include <client/mutators/_mod.inc>
 #include <client/weapons/_mod.inc>
diff --git a/qcsrc/client/_mod.qh b/qcsrc/client/_mod.qh
index 971cc01de..1f008660b 100644
--- a/qcsrc/client/_mod.qh
+++ b/qcsrc/client/_mod.qh
@@ -13,5 +13,6 @@
 
 #include <client/commands/_mod.qh>
 #include <client/hud/_mod.qh>
+#include <client/items/_mod.qh>
 #include <client/mutators/_mod.qh>
 #include <client/weapons/_mod.qh>
diff --git a/qcsrc/client/hud/hud.qc b/qcsrc/client/hud/hud.qc
index 0bcf1fefd..c8191ba9e 100644
--- a/qcsrc/client/hud/hud.qc
+++ b/qcsrc/client/hud/hud.qc
@@ -1,6 +1,7 @@
 #include "hud.qh"
 
 #include <client/defs.qh>
+#include <client/items/items.qh>
 #include <client/miscfunctions.qh>
 #include <client/view.qh>
 #include "panel/scoreboard.qh"
@@ -8,7 +9,6 @@
 #include "../mapvoting.qh"
 #include "../teamradar.qh"
 #include <common/minigames/cl_minigames.qh>
-#include <common/items.qh>
 #include <common/deathtypes/all.qh>
 #include <common/ent_cs.qh>
 #include <common/items/_mod.qh>
diff --git a/qcsrc/client/hud/panel/ammo.qc b/qcsrc/client/hud/panel/ammo.qc
index ea4c1f5ac..69a42f426 100644
--- a/qcsrc/client/hud/panel/ammo.qc
+++ b/qcsrc/client/hud/panel/ammo.qc
@@ -2,9 +2,9 @@
 
 #include <client/autocvars.qh>
 #include <client/defs.qh>
+#include <client/items/items.qh>
 #include <client/miscfunctions.qh>
 #include <client/view.qh>
-#include <common/items.qh>
 #include <common/wepent.qh>
 #include <common/mutators/mutator/nades/nades.qh>
 
diff --git a/qcsrc/client/items/_mod.inc b/qcsrc/client/items/_mod.inc
new file mode 100644
index 000000000..781cf2a60
--- /dev/null
+++ b/qcsrc/client/items/_mod.inc
@@ -0,0 +1,2 @@
+// generated file; do not modify
+#include <client/items/items.qc>
diff --git a/qcsrc/client/items/_mod.qh b/qcsrc/client/items/_mod.qh
new file mode 100644
index 000000000..39d72e23a
--- /dev/null
+++ b/qcsrc/client/items/_mod.qh
@@ -0,0 +1,2 @@
+// generated file; do not modify
+#include <client/items/items.qh>
diff --git a/qcsrc/client/items/items.qc b/qcsrc/client/items/items.qc
new file mode 100644
index 000000000..72f69ee07
--- /dev/null
+++ b/qcsrc/client/items/items.qc
@@ -0,0 +1,273 @@
+#include "items.qh"
+
+#include <common/items/_mod.qh>
+
+#include <client/main.qh>
+#include <common/physics/movetypes/movetypes.qh>
+#include <common/weapons/_all.qh>
+#include <lib/csqcmodel/cl_model.qh>
+#include <lib/csqcmodel/common.qh>
+#include <lib/warpzone/common.qh>
+
+bool autocvar_cl_ghost_items_vehicle = true;
+.vector item_glowmod;
+.bool item_simple; // probably not really needed, but better safe than sorry
+.float alpha;
+void Item_SetAlpha(entity this)
+{
+	bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
+
+	if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
+	{
+		this.alpha = 1;
+		this.colormod = '1 1 1';
+		this.glowmod = this.item_glowmod;
+	}
+	else
+	{
+		this.alpha = autocvar_cl_ghost_items;
+		this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
+	}
+
+	if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
+	{
+		this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
+		this.alpha = autocvar_cl_weapon_stay_alpha;
+	}
+
+	this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL);
+}
+
+void ItemDraw(entity this)
+{
+    if(this.gravity)
+    {
+        Movetype_Physics_MatchServer(this, false);
+        if(IS_ONGROUND(this))
+        { // For some reason avelocity gets set to '0 0 0' here ...
+            this.oldorigin = this.origin;
+            this.gravity = 0;
+
+            if(autocvar_cl_animate_items)
+            { // ... so reset it if animations are requested.
+                if(this.ItemStatus & ITS_ANIMATE1)
+                    this.avelocity = '0 180 0';
+
+                if(this.ItemStatus & ITS_ANIMATE2)
+                    this.avelocity = '0 -90 0';
+            }
+
+            // delay is for blocking item's position for a while;
+            // it's a workaround for dropped weapons that receive the position
+            // another time right after they spawn overriding animation position
+            this.onground_time = time + 0.5;
+        }
+    }
+    else if (autocvar_cl_animate_items && !this.item_simple) // no bobbing applied to simple items, for consistency's sake (no visual difference between ammo and weapons)
+    {
+        if(this.ItemStatus & ITS_ANIMATE1)
+        {
+        	this.angles += this.avelocity * frametime;
+            float fade_in = bound(0, time - this.onground_time, 1);
+            setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
+        }
+
+        if(this.ItemStatus & ITS_ANIMATE2)
+        {
+        	this.angles += this.avelocity * frametime;
+            float fade_in = bound(0, time - this.onground_time, 1);
+            setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
+        }
+    }
+
+    Item_SetAlpha(this);
+}
+
+void Item_PreDraw(entity this)
+{
+	if(warpzone_warpzones_exist)
+	{
+		setpredraw(this, func_null); // no need to keep running this
+		return;
+	}
+	float alph;
+	vector org = getpropertyvec(VF_ORIGIN);
+	//if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
+		//alph = 0; // this shouldn't be needed, since items behind walls are culled anyway
+	if(this.fade_start)
+	{
+		if(vdist(org - this.origin, >, this.fade_end))
+			alph = 0; // save on some processing
+		else if(vdist(org - this.origin, <, this.fade_start))
+			alph = 1; // more processing saved
+		else
+			alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
+	}
+	else
+		alph = 1;
+	//printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
+	if(!hud && (this.ItemStatus & ITS_AVAILABLE))
+		this.alpha = alph;
+	if(alph <= 0)
+		this.drawmask = 0;
+	//else
+		//this.drawmask = MASK_NORMAL; // reset by the setalpha function
+}
+
+void ItemRemove(entity this)
+{
+	strfree(this.mdl);
+}
+
+HashMap ENT_CLIENT_ITEM_simple;
+STATIC_INIT(ENT_CLIENT_ITEM_simple)
+{
+	HM_NEW(ENT_CLIENT_ITEM_simple);
+}
+SHUTDOWN(ENT_CLIENT_ITEM_simple)
+{
+	HM_DELETE(ENT_CLIENT_ITEM_simple);
+}
+
+NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
+{
+    int sf = ReadByte();
+
+    if(sf & ISF_LOCATION)
+    {
+        this.origin = ReadVector();
+        setorigin(this, this.origin);
+        this.oldorigin = this.origin;
+    }
+
+    if(sf & ISF_ANGLES)
+    {
+        this.angles = ReadAngleVector();
+    }
+
+    if(sf & ISF_SIZE)
+    {
+        setsize(this, '-16 -16 0', '16 16 48');
+    }
+
+    if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
+    {
+        this.ItemStatus = ReadByte();
+
+        Item_SetAlpha(this);
+
+        if(this.ItemStatus & ITS_ALLOWFB)
+            this.effects |= EF_FULLBRIGHT;
+        else
+            this.effects &= ~EF_FULLBRIGHT;
+
+        if(this.ItemStatus & ITS_GLOW)
+        {
+            if(this.ItemStatus & ITS_AVAILABLE)
+                this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
+            else
+                this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
+        }
+    }
+
+    if(sf & ISF_MODEL)
+    {
+        this.drawmask  = MASK_NORMAL;
+		set_movetype(this, MOVETYPE_TOSS);
+		if (isnew) IL_PUSH(g_drawables, this);
+        this.draw       = ItemDraw;
+        this.solid = SOLID_TRIGGER;
+        //this.flags |= FL_ITEM;
+
+        this.fade_end = ReadShort();
+        this.fade_start = ReadShort();
+        if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
+        	setpredraw(this, Item_PreDraw);
+
+		strfree(this.mdl);
+
+        string _fn = ReadString();
+        this.item_simple = false; // reset it!
+
+        if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
+        {
+            string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
+            this.item_simple = true;
+
+			#define extensions(x) \
+				x(md3) \
+				x(dpm) \
+				x(iqm) \
+				x(mdl) \
+				/**/
+			#define tryext(ext) { \
+				string s = strcat(_fn2, autocvar_cl_simpleitems_postfix, "." #ext); \
+				string cached = HM_gets(ENT_CLIENT_ITEM_simple, s); \
+				if (cached == "") { \
+					HM_sets(ENT_CLIENT_ITEM_simple, s, cached = fexists(s) ? "1" : "0"); \
+				} \
+				if (cached != "0") { \
+					strcpy(this.mdl, s); \
+					break; \
+				} \
+			}
+			do {
+				extensions(tryext);
+				this.item_simple = false;
+                LOG_TRACEF("Simple item requested for %s but no model exists for it", _fn);
+			} while (0);
+			#undef tryext
+			#undef extensions
+        }
+
+        if(!this.item_simple)
+            strcpy(this.mdl, _fn);
+
+        if(this.mdl == "")
+            LOG_WARNF("this.mdl is unset for item %s", this.classname);
+
+        precache_model(this.mdl);
+        _setmodel(this, this.mdl);
+
+        setsize(this, '-16 -16 0', '16 16 48');
+    }
+
+    if(sf & ISF_COLORMAP)
+    {
+        this.colormap = ReadShort();
+        this.item_glowmod_x = ReadByte() / 255.0;
+        this.item_glowmod_y = ReadByte() / 255.0;
+        this.item_glowmod_z = ReadByte() / 255.0;
+    }
+
+    if(sf & ISF_DROP)
+    {
+        this.gravity = 1;
+        this.pushable = true;
+        //this.angles = '0 0 0';
+        set_movetype(this, MOVETYPE_TOSS);
+        this.velocity = ReadVector();
+        setorigin(this, this.oldorigin);
+
+        if(!this.move_time)
+        {
+            this.move_time = time;
+            this.spawntime = time;
+        }
+        else
+            this.move_time = max(this.move_time, time);
+    }
+
+    if(autocvar_cl_animate_items)
+    {
+        if(this.ItemStatus & ITS_ANIMATE1)
+            this.avelocity = '0 180 0';
+
+        if(this.ItemStatus & ITS_ANIMATE2)
+            this.avelocity = '0 -90 0';
+    }
+
+    this.entremove = ItemRemove;
+
+    return true;
+}
diff --git a/qcsrc/client/items/items.qh b/qcsrc/client/items/items.qh
new file mode 100644
index 000000000..78e109db4
--- /dev/null
+++ b/qcsrc/client/items/items.qh
@@ -0,0 +1,19 @@
+#pragma once
+
+const int AMMO_COUNT = 4; // amount of ammo types to show in the ammo panel
+
+.float onground_time;
+
+bool   autocvar_cl_items_nofade;
+float  autocvar_cl_animate_items = 1;
+float  autocvar_cl_ghost_items = 0.45;
+vector autocvar_cl_ghost_items_color = '-1 -1 -1';
+vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
+float  autocvar_cl_weapon_stay_alpha = 0.75;
+float  autocvar_cl_simple_items = 0;
+string autocvar_cl_simpleitems_postfix = "_simple";
+.float  spawntime;
+.float  gravity;
+.vector colormod;
+
+void ItemDraw(entity this);
diff --git a/qcsrc/client/main.qc b/qcsrc/client/main.qc
index ab508e490..9660a8137 100644
--- a/qcsrc/client/main.qc
+++ b/qcsrc/client/main.qc
@@ -1,6 +1,7 @@
 #include "main.qh"
 
 #include "defs.qh"
+#include <client/items/items.qh>
 #include <common/ent_cs.qh>
 #include "miscfunctions.qh"
 #include <common/effects/effect.qh>
@@ -16,7 +17,6 @@
 #include "hud/panel/quickmenu.qh"
 #include "shownames.qh"
 #include "view.qh"
-#include <common/items.qh>
 #include "weapons/projectile.qh"
 #include <common/deathtypes/all.qh>
 #include <common/items/_mod.qh>
diff --git a/qcsrc/common/_all.inc b/qcsrc/common/_all.inc
index 492b752ba..fa80064c9 100644
--- a/qcsrc/common/_all.inc
+++ b/qcsrc/common/_all.inc
@@ -39,7 +39,6 @@ noref float autocvar_net_connecttimeout = 30;
 #include "effects/all.qc"
 #include "impulses/all.qc"
 #include "notifications/all.qc"
-#include "items.qc"
 #endif
 
 #include "items/_mod.inc"
diff --git a/qcsrc/common/_mod.inc b/qcsrc/common/_mod.inc
index 5df2bbd81..bc4b66aec 100644
--- a/qcsrc/common/_mod.inc
+++ b/qcsrc/common/_mod.inc
@@ -8,7 +8,6 @@
 #include <common/net_notice.qc>
 #include <common/playerstats.qc>
 #include <common/state.qc>
-#include <common/items.qc>
 #include <common/util.qc>
 #include <common/viewloc.qc>
 #include <common/wepent.qc>
diff --git a/qcsrc/common/_mod.qh b/qcsrc/common/_mod.qh
index 853712e13..7aadf6aa1 100644
--- a/qcsrc/common/_mod.qh
+++ b/qcsrc/common/_mod.qh
@@ -8,7 +8,6 @@
 #include <common/net_notice.qh>
 #include <common/playerstats.qh>
 #include <common/state.qh>
-#include <common/items.qh>
 #include <common/util.qh>
 #include <common/viewloc.qh>
 #include <common/wepent.qh>
diff --git a/qcsrc/common/items.qc b/qcsrc/common/items.qc
deleted file mode 100644
index 02f44c389..000000000
--- a/qcsrc/common/items.qc
+++ /dev/null
@@ -1,1920 +0,0 @@
-#include "items.qh"
-
-#include "items/_mod.qh"
-
-#if defined(SVQC)
-
-    #include "../server/bot/api.qh"
-
-    #include <server/mutators/_mod.qh>
-
-    #include "../server/weapons/common.qh"
-    #include "../server/weapons/selection.qh"
-    #include "../server/weapons/weaponsystem.qh"
-
-    #include "constants.qh"
-    #include <common/deathtypes/all.qh>
-    #include <common/notifications/all.qh>
-	#include "mapobjects/subs.qh"
-    #include "util.qh"
-
-    #include <common/monsters/_mod.qh>
-
-    #include <common/weapons/_all.qh>
-
-    #include <common/mutators/mutator/buffs/buffs.qh>
-	#include <common/mutators/mutator/buffs/sv_buffs.qh>
-
-    #include "../lib/warpzone/util_server.qh"
-#elif defined(CSQC)
-	#include "physics/movetypes/movetypes.qh"
-	#include <common/weapons/_all.qh>
-	#include "../lib/csqcmodel/cl_model.qh"
-	#include "../lib/csqcmodel/common.qh"
-#endif
-
-REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
-
-#ifdef CSQC
-bool autocvar_cl_ghost_items_vehicle = true;
-.vector item_glowmod;
-.bool item_simple; // probably not really needed, but better safe than sorry
-void Item_SetAlpha(entity this)
-{
-	bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
-
-	if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
-	{
-		this.alpha = 1;
-		this.colormod = '1 1 1';
-		this.glowmod = this.item_glowmod;
-	}
-	else
-	{
-		this.alpha = autocvar_cl_ghost_items;
-		this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
-	}
-
-	if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
-	{
-		this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
-		this.alpha = autocvar_cl_weapon_stay_alpha;
-	}
-
-	this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL);
-}
-
-void ItemDraw(entity this)
-{
-    if(this.gravity)
-    {
-        Movetype_Physics_MatchServer(this, false);
-        if(IS_ONGROUND(this))
-        { // For some reason avelocity gets set to '0 0 0' here ...
-            this.oldorigin = this.origin;
-            this.gravity = 0;
-
-            if(autocvar_cl_animate_items)
-            { // ... so reset it if animations are requested.
-                if(this.ItemStatus & ITS_ANIMATE1)
-                    this.avelocity = '0 180 0';
-
-                if(this.ItemStatus & ITS_ANIMATE2)
-                    this.avelocity = '0 -90 0';
-            }
-
-            // delay is for blocking item's position for a while;
-            // it's a workaround for dropped weapons that receive the position
-            // another time right after they spawn overriding animation position
-            this.onground_time = time + 0.5;
-        }
-    }
-    else if (autocvar_cl_animate_items && !this.item_simple) // no bobbing applied to simple items, for consistency's sake (no visual difference between ammo and weapons)
-    {
-        if(this.ItemStatus & ITS_ANIMATE1)
-        {
-        	this.angles += this.avelocity * frametime;
-            float fade_in = bound(0, time - this.onground_time, 1);
-            setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
-        }
-
-        if(this.ItemStatus & ITS_ANIMATE2)
-        {
-        	this.angles += this.avelocity * frametime;
-            float fade_in = bound(0, time - this.onground_time, 1);
-            setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
-        }
-    }
-
-    Item_SetAlpha(this);
-}
-
-void Item_PreDraw(entity this)
-{
-	if(warpzone_warpzones_exist)
-	{
-		setpredraw(this, func_null); // no need to keep running this
-		return;
-	}
-	float alph;
-	vector org = getpropertyvec(VF_ORIGIN);
-	//if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
-		//alph = 0; // this shouldn't be needed, since items behind walls are culled anyway
-	if(this.fade_start)
-	{
-		if(vdist(org - this.origin, >, this.fade_end))
-			alph = 0; // save on some processing
-		else if(vdist(org - this.origin, <, this.fade_start))
-			alph = 1; // more processing saved
-		else
-			alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
-	}
-	else
-		alph = 1;
-	//printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
-	if(!hud && (this.ItemStatus & ITS_AVAILABLE))
-		this.alpha = alph;
-	if(alph <= 0)
-		this.drawmask = 0;
-	//else
-		//this.drawmask = MASK_NORMAL; // reset by the setalpha function
-}
-
-void ItemRemove(entity this)
-{
-	strfree(this.mdl);
-}
-
-HashMap ENT_CLIENT_ITEM_simple;
-STATIC_INIT(ENT_CLIENT_ITEM_simple)
-{
-	HM_NEW(ENT_CLIENT_ITEM_simple);
-}
-SHUTDOWN(ENT_CLIENT_ITEM_simple)
-{
-	HM_DELETE(ENT_CLIENT_ITEM_simple);
-}
-
-NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
-{
-    int sf = ReadByte();
-
-    if(sf & ISF_LOCATION)
-    {
-        this.origin = ReadVector();
-        setorigin(this, this.origin);
-        this.oldorigin = this.origin;
-    }
-
-    if(sf & ISF_ANGLES)
-    {
-        this.angles = ReadAngleVector();
-    }
-
-    if(sf & ISF_SIZE)
-    {
-        setsize(this, '-16 -16 0', '16 16 48');
-    }
-
-    if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
-    {
-        this.ItemStatus = ReadByte();
-
-        Item_SetAlpha(this);
-
-        if(this.ItemStatus & ITS_ALLOWFB)
-            this.effects |= EF_FULLBRIGHT;
-        else
-            this.effects &= ~EF_FULLBRIGHT;
-
-        if(this.ItemStatus & ITS_GLOW)
-        {
-            if(this.ItemStatus & ITS_AVAILABLE)
-                this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
-            else
-                this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
-        }
-    }
-
-    if(sf & ISF_MODEL)
-    {
-        this.drawmask  = MASK_NORMAL;
-		set_movetype(this, MOVETYPE_TOSS);
-		if (isnew) IL_PUSH(g_drawables, this);
-        this.draw       = ItemDraw;
-        this.solid = SOLID_TRIGGER;
-        //this.flags |= FL_ITEM;
-
-        this.fade_end = ReadShort();
-        this.fade_start = ReadShort();
-        if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
-        	setpredraw(this, Item_PreDraw);
-
-		strfree(this.mdl);
-
-        string _fn = ReadString();
-        this.item_simple = false; // reset it!
-
-        if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
-        {
-            string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
-            this.item_simple = true;
-
-			#define extensions(x) \
-				x(md3) \
-				x(dpm) \
-				x(iqm) \
-				x(mdl) \
-				/**/
-			#define tryext(ext) { \
-				string s = strcat(_fn2, autocvar_cl_simpleitems_postfix, "." #ext); \
-				string cached = HM_gets(ENT_CLIENT_ITEM_simple, s); \
-				if (cached == "") { \
-					HM_sets(ENT_CLIENT_ITEM_simple, s, cached = fexists(s) ? "1" : "0"); \
-				} \
-				if (cached != "0") { \
-					strcpy(this.mdl, s); \
-					break; \
-				} \
-			}
-			do {
-				extensions(tryext);
-				this.item_simple = false;
-                LOG_TRACEF("Simple item requested for %s but no model exists for it", _fn);
-			} while (0);
-			#undef tryext
-			#undef extensions
-        }
-
-        if(!this.item_simple)
-            strcpy(this.mdl, _fn);
-
-        if(this.mdl == "")
-            LOG_WARNF("this.mdl is unset for item %s", this.classname);
-
-        precache_model(this.mdl);
-        _setmodel(this, this.mdl);
-
-        setsize(this, '-16 -16 0', '16 16 48');
-    }
-
-    if(sf & ISF_COLORMAP)
-    {
-        this.colormap = ReadShort();
-        this.item_glowmod_x = ReadByte() / 255.0;
-        this.item_glowmod_y = ReadByte() / 255.0;
-        this.item_glowmod_z = ReadByte() / 255.0;
-    }
-
-    if(sf & ISF_DROP)
-    {
-        this.gravity = 1;
-        this.pushable = true;
-        //this.angles = '0 0 0';
-        set_movetype(this, MOVETYPE_TOSS);
-        this.velocity = ReadVector();
-        setorigin(this, this.oldorigin);
-
-        if(!this.move_time)
-        {
-            this.move_time = time;
-            this.spawntime = time;
-        }
-        else
-            this.move_time = max(this.move_time, time);
-    }
-
-    if(autocvar_cl_animate_items)
-    {
-        if(this.ItemStatus & ITS_ANIMATE1)
-            this.avelocity = '0 180 0';
-
-        if(this.ItemStatus & ITS_ANIMATE2)
-            this.avelocity = '0 -90 0';
-    }
-
-    this.entremove = ItemRemove;
-
-    return true;
-}
-
-#endif
-
-#ifdef SVQC
-bool ItemSend(entity this, entity to, int sf)
-{
-	if(this.gravity)
-		sf |= ISF_DROP;
-	else
-		sf &= ~ISF_DROP;
-
-	WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
-	WriteByte(MSG_ENTITY, sf);
-
-	//WriteByte(MSG_ENTITY, this.cnt);
-	if(sf & ISF_LOCATION)
-	{
-		WriteVector(MSG_ENTITY, this.origin);
-	}
-
-	if(sf & ISF_ANGLES)
-	{
-		WriteAngleVector(MSG_ENTITY, this.angles);
-	}
-
-	// sets size on the client, unused on server
-	//if(sf & ISF_SIZE)
-
-	if(sf & ISF_STATUS)
-		WriteByte(MSG_ENTITY, this.ItemStatus);
-
-	if(sf & ISF_MODEL)
-	{
-		WriteShort(MSG_ENTITY, this.fade_end);
-		WriteShort(MSG_ENTITY, this.fade_start);
-
-		if(this.mdl == "")
-			LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
-
-		WriteString(MSG_ENTITY, this.mdl);
-	}
-
-
-	if(sf & ISF_COLORMAP)
-	{
-		WriteShort(MSG_ENTITY, this.colormap);
-		WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
-		WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
-		WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
-	}
-
-	if(sf & ISF_DROP)
-	{
-		WriteVector(MSG_ENTITY, this.velocity);
-	}
-
-	return true;
-}
-
-void ItemUpdate(entity this)
-{
-	this.oldorigin = this.origin;
-	this.SendFlags |= ISF_LOCATION;
-}
-
-void UpdateItemAfterTeleport(entity this)
-{
-	if(getSendEntity(this) == ItemSend)
-		ItemUpdate(this);
-}
-
-bool have_pickup_item(entity this)
-{
-	if(this.itemdef.instanceOfPowerup)
-	{
-		if(autocvar_g_powerups > 0)
-			return true;
-		if(autocvar_g_powerups == 0)
-			return false;
-	}
-	else
-	{
-		if(autocvar_g_pickup_items > 0)
-			return true;
-		if(autocvar_g_pickup_items == 0)
-			return false;
-		if(g_weaponarena)
-			if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
-				return false;
-	}
-	return true;
-}
-
-void Item_Show(entity e, int mode)
-{
-	e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
-	e.ItemStatus &= ~ITS_STAYWEP;
-	entity def = e.itemdef;
-	if (mode > 0)
-	{
-		// make the item look normal, and be touchable
-		e.model = e.mdl;
-		e.solid = SOLID_TRIGGER;
-		e.spawnshieldtime = 1;
-		e.ItemStatus |= ITS_AVAILABLE;
-	}
-	else if (mode < 0)
-	{
-		// hide the item completely
-		e.model = string_null;
-		e.solid = SOLID_NOT;
-		e.spawnshieldtime = 1;
-		e.ItemStatus &= ~ITS_AVAILABLE;
-	}
-	else
-	{
-		bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
-			|| e.team // weapon stay isn't supported for teamed weapons
-			;
-		if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
-		{
-			// make the item translucent and not touchable
-			e.model = e.mdl;
-			e.solid = SOLID_TRIGGER; // can STILL be picked up!
-			e.effects |= EF_STARDUST;
-			e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
-			e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
-		}
-		else
-		{
-			//setmodel(e, "null");
-			e.solid = SOLID_NOT;
-			e.colormod = '0 0 0';
-			//e.glowmod = e.colormod;
-			e.spawnshieldtime = 1;
-			e.ItemStatus &= ~ITS_AVAILABLE;
-		}
-	}
-
-	if (def.m_glow)
-		e.ItemStatus |= ITS_GLOW;
-
-	if (autocvar_g_nodepthtestitems)
-		e.effects |= EF_NODEPTHTEST;
-
-	if (autocvar_g_fullbrightitems)
-		e.ItemStatus |= ITS_ALLOWFB;
-	else
-		e.ItemStatus &= ~ITS_ALLOWFB;
-
-	if (autocvar_sv_simple_items)
-		e.ItemStatus |= ITS_ALLOWSI;
-
-	// relink entity (because solid may have changed)
-	setorigin(e, e.origin);
-	e.SendFlags |= ISF_STATUS;
-}
-
-void Item_Think(entity this)
-{
-	this.nextthink = time;
-	if(this.origin != this.oldorigin)
-		ItemUpdate(this);
-}
-
-bool Item_ItemsTime_SpectatorOnly(GameItem it);
-bool Item_ItemsTime_Allow(GameItem it);
-float Item_ItemsTime_UpdateTime(entity e, float t);
-void Item_ItemsTime_SetTime(entity e, float t);
-void Item_ItemsTime_SetTimesForAllPlayers();
-
-void Item_Respawn(entity this)
-{
-	Item_Show(this, 1);
-	sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM);	// play respawn sound
-	setorigin(this, this.origin);
-
-	if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
-	{
-		float t = Item_ItemsTime_UpdateTime(this, 0);
-		Item_ItemsTime_SetTime(this, t);
-		Item_ItemsTime_SetTimesForAllPlayers();
-	}
-
-	setthink(this, Item_Think);
-	this.nextthink = time;
-
-	//Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
-	Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
-}
-
-void Item_RespawnCountdown(entity this)
-{
-	if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
-	{
-		if(this.waypointsprite_attached)
-			WaypointSprite_Kill(this.waypointsprite_attached);
-		Item_Respawn(this);
-	}
-	else
-	{
-		this.nextthink = time + 1;
-		this.item_respawncounter += 1;
-		if(this.item_respawncounter == 1)
-		{
-			do {
-				{
-					entity wi = REGISTRY_GET(Weapons, this.weapon);
-					if (wi != WEP_Null) {
-						entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
-						wp.wp_extra = wi.m_id;
-						break;
-					}
-				}
-				{
-					entity ii = this.itemdef;
-					if (ii != NULL) {
-						entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
-						wp.wp_extra = ii.m_id;
-						break;
-					}
-				}
-			} while (0);
-			bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
-            if(this.waypointsprite_attached)
-            {
-                GameItem def = this.itemdef;
-                if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
-                    WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
-                WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
-            }
-		}
-
-		if(this.waypointsprite_attached)
-		{
-			FOREACH_CLIENT(IS_REAL_CLIENT(it), {
-				if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
-				{
-					msg_entity = it;
-					soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM, 0);	// play respawn sound
-				}
-			});
-
-			WaypointSprite_Ping(this.waypointsprite_attached);
-			//WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
-		}
-	}
-}
-
-void Item_RespawnThink(entity this)
-{
-	this.nextthink = time;
-	if(this.origin != this.oldorigin)
-		ItemUpdate(this);
-
-	if(time >= this.wait)
-		Item_Respawn(this);
-}
-
-void Item_ScheduleRespawnIn(entity e, float t)
-{
-	// if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
-	if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
-	{
-		setthink(e, Item_RespawnCountdown);
-		e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
-		e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
-		e.item_respawncounter = 0;
-		if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
-		{
-			t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
-			Item_ItemsTime_SetTime(e, t);
-			Item_ItemsTime_SetTimesForAllPlayers();
-		}
-	}
-	else
-	{
-		setthink(e, Item_RespawnThink);
-		e.nextthink = time;
-		e.scheduledrespawntime = time + t;
-		e.wait = time + t;
-
-		if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
-		{
-			t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
-			Item_ItemsTime_SetTime(e, t);
-			Item_ItemsTime_SetTimesForAllPlayers();
-		}
-	}
-}
-
-AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to 0) can be used to achieve a constant number of items spawned *per player*");
-AUTOCVAR(g_pickup_respawntime_scaling_offset, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right - the results are not intuitive and I recommend plotting the respawn time and the number of items per player to see what's happening");
-AUTOCVAR(g_pickup_respawntime_scaling_linear, float, 1.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly");
-
-/// Adjust respawn time according to the number of players.
-float adjust_respawntime(float normal_respawntime) {
-	float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
-	float o = autocvar_g_pickup_respawntime_scaling_offset;
-	float l = autocvar_g_pickup_respawntime_scaling_linear;
-
-	if (r == 0 && l == 1) {
-		return normal_respawntime;
-	}
-
-	entity balance = TeamBalance_CheckAllowedTeams(NULL);
-	TeamBalance_GetTeamCounts(balance, NULL);
-	int players = 0;
-	for (int i = 1; i <= NUM_TEAMS; ++i)
-	{
-		if (TeamBalance_IsTeamAllowed(balance, i))
-		{
-			players += TeamBalance_GetNumberOfPlayers(balance, i);
-		}
-	}
-	TeamBalance_Destroy(balance);
-
-	if (players >= 2) {
-		return normal_respawntime * (r / (players + o) + l);
-	} else {
-		return normal_respawntime;
-	}
-}
-
-void Item_ScheduleRespawn(entity e)
-{
-	if(e.respawntime > 0)
-	{
-		Item_Show(e, 0);
-
-		float adjusted_respawntime = adjust_respawntime(e.respawntime);
-		//LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
-
-		// range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
-		float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
-		Item_ScheduleRespawnIn(e, respawn_in);
-	}
-	else // if respawntime is -1, this item does not respawn
-		Item_Show(e, -1);
-}
-
-AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
-	"For items that don't start spawned: 0: spawn after their normal respawntime; 1: spawn after `random * respawntime` with the *same* random; 2: same as 1 but each item has separate random");
-
-void Item_ScheduleInitialRespawn(entity e)
-{
-	Item_Show(e, 0);
-
-	float spawn_in;
-	if (autocvar_g_pickup_respawntime_initial_random == 0)
-	{
-		// range: respawntime .. respawntime + respawntimejitter
-		spawn_in = e.respawntime + random() * e.respawntimejitter;
-	}
-	else
-	{
-		float rnd;
-		if (autocvar_g_pickup_respawntime_initial_random == 1)
-		{
-			static float shared_random = 0;
-			// NOTE this code works only if items are scheduled at the same time (normal case)
-			// NOTE2 random() can't return exactly 1 so this check always work as intended
-			if (!shared_random || floor(time) > shared_random)
-				shared_random = floor(time) + random();
-			rnd = shared_random - floor(time);
-		}
-		else
-			rnd = random();
-
-		// range:
-		// if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
-		// else: 0 .. ITEM_RESPAWN_TICKS
-		// this is to prevent powerups spawning unexpectedly without waypoints
-		spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
-	}
-
-	Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
-}
-
-void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
-	entity ammo_entity)
-{
-	if (num_weapons == 0)
-	{
-		return;
-	}
-	int num_potential_weapons = tokenize_console(weapon_names);
-	for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
-	{
-		RandomSelection_Init();
-		for (int weapon_index = 0; weapon_index < num_potential_weapons;
-			++weapon_index)
-		{
-			string weapon = argv(weapon_index);
-			FOREACH(Weapons, it != WEP_Null,
-			{
-				// Finding a weapon which player doesn't have.
-				if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
-				{
-					RandomSelection_AddEnt(it, 1, 1);
-					break;
-				}
-			});
-		}
-		if (RandomSelection_chosen_ent == NULL)
-		{
-			return;
-		}
-		STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
-		if (RandomSelection_chosen_ent.ammo_type == RES_NONE)
-		{
-			continue;
-		}
-		if (GetResource(receiver,
-			RandomSelection_chosen_ent.ammo_type) != 0)
-		{
-			continue;
-		}
-		GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
-			GetResource(ammo_entity,
-			RandomSelection_chosen_ent.ammo_type));
-	}
-}
-
-bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax)
-{
-	float amount = GetResource(item, res_type);
-	if (amount == 0)
-	{
-		return false;
-	}
-	float player_amount = GetResource(player, res_type);
-	if (item.spawnshieldtime)
-	{
-		if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
-			return false;
-	}
-	else if (g_weapon_stay == 2)
-	{
-		ammomax = min(amount, ammomax);
-		if(player_amount >= ammomax)
-			return false;
-	}
-	else
-		return false;
-	if (amount < 0)
-		TakeResourceWithLimit(player, res_type, -amount, ammomax);
-	else
-		GiveResourceWithLimit(player, res_type, amount, ammomax);
-	return true;
-}
-
-bool Item_GiveTo(entity item, entity player)
-{
-	// if nothing happens to player, just return without taking the item
-	int _switchweapon = 0;
-	// in case the player has autoswitch enabled do the following:
-	// if the player is using their best weapon before items are given, they
-	// probably want to switch to an even better weapon after items are given
-
-	if(CS(player).autoswitch)
-	{
-		for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-		{
-			.entity weaponentity = weaponentities[slot];
-			if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
-			{
-				if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
-					_switchweapon |= BIT(slot);
-
-				if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
-					_switchweapon |= BIT(slot);
-			}
-		}
-	}
-	bool pickedup = false;
-	pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health);
-	pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue);
-	pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max);
-	pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max);
-	pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max);
-	pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max);
-	pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max);
-	pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max);
-	if (item.itemdef.instanceOfWeaponPickup)
-	{
-		WepSet w;
-		w = STAT(WEAPONS, item);
-		w &= ~STAT(WEAPONS, player);
-
-		if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
-		{
-			pickedup = true;
-			FOREACH(Weapons, it != WEP_Null, {
-				if(w & (it.m_wepset))
-				{
-					for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-					{
-						.entity weaponentity = weaponentities[slot];
-						if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
-							W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
-					}
-					W_GiveWeapon(player, it.m_id);
-				}
-			});
-		}
-	}
-
-	if (item.itemdef.instanceOfPowerup)
-	{
-		if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
-			Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
-		else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
-			Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
-	}
-
-	int its;
-	if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
-	{
-		pickedup = true;
-		player.items |= its;
-		// TODO: we probably want to show a message in the console, but not this one!
-		//Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
-	}
-
-	if (item.strength_finished)
-	{
-		pickedup = true;
-		STAT(STRENGTH_FINISHED, player) = max(STAT(STRENGTH_FINISHED, player), time) + item.strength_finished;
-	}
-	if (item.invincible_finished)
-	{
-		pickedup = true;
-		STAT(INVINCIBLE_FINISHED, player) = max(STAT(INVINCIBLE_FINISHED, player), time) + item.invincible_finished;
-	}
-	if (item.superweapons_finished)
-	{
-		pickedup = true;
-		STAT(SUPERWEAPONS_FINISHED, player) = max(STAT(SUPERWEAPONS_FINISHED, player), time) + item.superweapons_finished;
-	}
-
-	// always eat teamed entities
-	if(item.team)
-		pickedup = true;
-
-	if (!pickedup)
-		return false;
-
-	// crude hack to enforce switching weapons
-	if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS(player).cvar_cl_cts_noautoswitch)
-	{
-		for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-		{
-			.entity weaponentity = weaponentities[slot];
-			if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
-				W_SwitchWeapon_Force(player, REGISTRY_GET(Weapons, item.weapon), weaponentity);
-		}
-		return true;
-	}
-
-	if(_switchweapon)
-	{
-		for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-		{
-			.entity weaponentity = weaponentities[slot];
-			if(_switchweapon & BIT(slot))
-			if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
-				W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
-		}
-	}
-
-	return true;
-}
-
-void Item_Touch(entity this, entity toucher)
-{
-	// remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
-	if (Item_IsLoot(this))
-	{
-		if (ITEM_TOUCH_NEEDKILL())
-		{
-			delete(this);
-			return;
-		}
-	}
-
-	if(!(toucher.flags & FL_PICKUPITEMS)
-	|| STAT(FROZEN, toucher)
-	|| IS_DEAD(toucher)
-	|| (this.solid != SOLID_TRIGGER)
-	|| (this.owner == toucher)
-	|| (time < this.item_spawnshieldtime)
-	) { return; }
-
-	switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
-	{
-		case MUT_ITEMTOUCH_RETURN: { return; }
-		case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
-	}
-
-	toucher = M_ARGV(1, entity);
-
-	if (Item_IsExpiring(this))
-	{
-		this.strength_finished = max(0, this.strength_finished - time);
-		this.invincible_finished = max(0, this.invincible_finished - time);
-		this.superweapons_finished = max(0, this.superweapons_finished - time);
-	}
-	bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
-	if (!gave)
-	{
-		if (Item_IsExpiring(this))
-		{
-			// undo what we did above
-			this.strength_finished += time;
-			this.invincible_finished += time;
-			this.superweapons_finished += time;
-		}
-		return;
-	}
-
-LABEL(pickup)
-
-	if(this.target && this.target != "" && this.target != "###item###") // defrag support
-		SUB_UseTargets(this, toucher, NULL);
-
-	STAT(LAST_PICKUP, toucher) = time;
-
-	Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
-	_sound (toucher, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
-
-	MUTATOR_CALLHOOK(ItemTouched, this, toucher);
-	if (wasfreed(this))
-	{
-		return;
-	}
-
-	if (Item_IsLoot(this))
-	{
-		delete(this);
-		return;
-	}
-	if (!this.spawnshieldtime)
-	{
-		return;
-	}
-	entity e;
-	if (this.team)
-	{
-		RandomSelection_Init();
-		IL_EACH(g_items, it.team == this.team,
-		{
-			if (it.itemdef) // is a registered item
-			{
-				Item_Show(it, -1);
-				it.scheduledrespawntime = 0;
-				RandomSelection_AddEnt(it, it.cnt, 0);
-			}
-		});
-		e = RandomSelection_chosen_ent;
-		Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
-	}
-	else
-		e = this;
-	Item_ScheduleRespawn(e);
-}
-
-void Item_Reset(entity this)
-{
-	Item_Show(this, !this.state);
-	setorigin(this, this.origin);
-
-	if (Item_IsLoot(this))
-	{
-		return;
-	}
-	setthink(this, Item_Think);
-	this.nextthink = time;
-	if (this.waypointsprite_attached)
-	{
-		WaypointSprite_Kill(this.waypointsprite_attached);
-	}
-	if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
-	{
-		Item_ScheduleInitialRespawn(this);
-	}
-}
-
-void Item_FindTeam(entity this)
-{
-	entity e;
-
-	if(this.effects & EF_NODRAW)
-	{
-		// marker for item team search
-		LOG_TRACE("Initializing item team ", ftos(this.team));
-		RandomSelection_Init();
-		IL_EACH(g_items, it.team == this.team,
-		{
-			if(it.itemdef) // is a registered item
-				RandomSelection_AddEnt(it, it.cnt, 0);
-		});
-
-		e = RandomSelection_chosen_ent;
-		if (!e)
-			return;
-
-		IL_EACH(g_items, it.team == this.team,
-		{
-			if(it.itemdef) // is a registered item
-			{
-				if(it != e)
-				{
-					// make it non-spawned
-					Item_Show(it, -1);
-					it.state = 1; // state 1 = initially hidden item, apparently
-				}
-				else
-					Item_Reset(it);
-				it.effects &= ~EF_NODRAW;
-			}
-		});
-	}
-}
-
-// Savage: used for item garbage-collection
-void RemoveItem(entity this)
-{
-	if(wasfreed(this) || !this) { return; }
-	Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
-	delete(this);
-}
-
-// pickup evaluation functions
-// these functions decide how desirable an item is to the bots
-
-float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
-
-float weapon_pickupevalfunc(entity player, entity item)
-{
-	// See if I have it already
-	if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
-	{
-		// If I can pick it up
-		if(!item.spawnshieldtime)
-			return 0;
-		return ammo_pickupevalfunc(player, item);
-	}
-
-	// reduce weapon value if bot already got a good arsenal
-	float c = 1;
-	int weapons_value = 0;
-	FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
-		weapons_value += it.bot_pickupbasevalue;
-	});
-	c -= bound(0, weapons_value / 20000, 1) * 0.5;
-
-	return item.bot_pickupbasevalue * c;
-}
-
-float ammo_pickupevalfunc(entity player, entity item)
-{
-	bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
-	entity wpn = NULL;
-	float c = 0;
-	float rating = 0;
-
-	// Detect needed ammo
-	if(item.itemdef.instanceOfWeaponPickup)
-	{
-		entity ammo = NULL;
-		if(GetResource(item, RES_SHELLS))       { need_shells  = true; ammo = ITEM_Shells;      }
-		else if(GetResource(item, RES_BULLETS))   { need_nails   = true; ammo = ITEM_Bullets;     }
-		else if(GetResource(item, RES_ROCKETS)) { need_rockets = true; ammo = ITEM_Rockets;     }
-		else if(GetResource(item, RES_CELLS))   { need_cells   = true; ammo = ITEM_Cells;       }
-		else if(GetResource(item, RES_PLASMA))  { need_plasma  = true; ammo = ITEM_Plasma;      }
-		else if(GetResource(item, RES_FUEL))    { need_fuel    = true; ammo = ITEM_JetpackFuel; }
-
-		if(!ammo)
-			return 0;
-		wpn = item;
-		rating = ammo.m_botvalue;
-	}
-	else
-	{
-		FOREACH(Weapons, it != WEP_Null, {
-			if(!(STAT(WEAPONS, player) & (it.m_wepset)))
-				continue;
-
-			switch(it.ammo_type)
-			{
-				case RES_SHELLS:  need_shells  = true; break;
-				case RES_BULLETS: need_nails   = true; break;
-				case RES_ROCKETS: need_rockets = true; break;
-				case RES_CELLS:   need_cells   = true; break;
-				case RES_PLASMA:  need_plasma  = true; break;
-				case RES_FUEL:    need_fuel    = true; break;
-			}
-		});
-		rating = item.bot_pickupbasevalue;
-	}
-
-	float noammorating = 0.5;
-
-	if ((need_shells) && GetResource(item, RES_SHELLS) && (GetResource(player, RES_SHELLS) < g_pickup_shells_max))
-		c = GetResource(item, RES_SHELLS) / max(noammorating, GetResource(player, RES_SHELLS));
-
-	if ((need_nails) && GetResource(item, RES_BULLETS) && (GetResource(player, RES_BULLETS) < g_pickup_nails_max))
-		c = GetResource(item, RES_BULLETS) / max(noammorating, GetResource(player, RES_BULLETS));
-
-	if ((need_rockets) && GetResource(item, RES_ROCKETS) && (GetResource(player, RES_ROCKETS) < g_pickup_rockets_max))
-		c = GetResource(item, RES_ROCKETS) / max(noammorating, GetResource(player, RES_ROCKETS));
-
-	if ((need_cells) && GetResource(item, RES_CELLS) && (GetResource(player, RES_CELLS) < g_pickup_cells_max))
-		c = GetResource(item, RES_CELLS) / max(noammorating, GetResource(player, RES_CELLS));
-
-	if ((need_plasma) && GetResource(item, RES_PLASMA) && (GetResource(player, RES_PLASMA) < g_pickup_plasma_max))
-		c = GetResource(item, RES_PLASMA) / max(noammorating, GetResource(player, RES_PLASMA));
-
-	if ((need_fuel) && GetResource(item, RES_FUEL) && (GetResource(player, RES_FUEL) < g_pickup_fuel_max))
-		c = GetResource(item, RES_FUEL) / max(noammorating, GetResource(player, RES_FUEL));
-
-	rating *= min(c, 2);
-	if(wpn)
-		rating += wpn.bot_pickupbasevalue * 0.1;
-	return rating;
-}
-
-float healtharmor_pickupevalfunc(entity player, entity item)
-{
-	float c = 0;
-	float rating = item.bot_pickupbasevalue;
-
-	float itemarmor = GetResource(item, RES_ARMOR);
-	float itemhealth = GetResource(item, RES_HEALTH);
-
-	if(item.item_group)
-	{
-		itemarmor *= min(4, item.item_group_count);
-		itemhealth *= min(4, item.item_group_count);
-	}
-
-	if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue))
-		c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3);
-
-	if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health))
-		c = itemhealth / max(1, GetResource(player, RES_HEALTH));
-
-	rating *= min(2, c);
-	return rating;
-}
-
-void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
-{
-	if(ITEM_DAMAGE_NEEDKILL(deathtype))
-		RemoveItem(this);
-}
-
-void item_use(entity this, entity actor, entity trigger)
-{
-	// use the touch function to handle collection
-	gettouch(this)(this, actor);
-}
-
-void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
-{
-	string itemname = def.m_name;
-	Model itemmodel = def.m_model;
-	Sound pickupsound = def.m_sound;
-	float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
-	float pickupbasevalue = def.m_botvalue;
-	int itemflags = def.m_itemflags;
-
-	startitem_failed = false;
-
-	this.item_model_ent = itemmodel;
-	this.item_pickupsound_ent = pickupsound;
-
-	if(def.m_iteminit)
-		def.m_iteminit(def, this);
-
-	if(!this.respawntime) // both need to be set
-	{
-		this.respawntime = defaultrespawntime;
-		this.respawntimejitter = defaultrespawntimejitter;
-	}
-
-	if(!this.pickup_anyway && def.m_pickupanyway)
-		this.pickup_anyway = def.m_pickupanyway();
-
-	int itemid = def.m_itemid;
-	this.items = itemid;
-	int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
-	this.weapon = weaponid;
-
-	if(!this.fade_end)
-	{
-		this.fade_start = autocvar_g_items_mindist;
-		this.fade_end = autocvar_g_items_maxdist;
-	}
-
-	if(weaponid)
-		STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
-
-	this.flags = FL_ITEM | itemflags;
-	IL_PUSH(g_items, this);
-
-	if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
-	{
-		startitem_failed = true;
-		delete(this);
-		return;
-	}
-
-	precache_model(this.model);
-	precache_sound(this.item_pickupsound);
-
-	if (Item_IsLoot(this))
-	{
-		this.reset = SUB_Remove;
-		set_movetype(this, MOVETYPE_TOSS);
-
-		// Savage: remove thrown items after a certain period of time ("garbage collection")
-		setthink(this, RemoveItem);
-		this.nextthink = time + 20;
-
-		this.takedamage = DAMAGE_YES;
-		this.event_damage = Item_Damage;
-
-		if (Item_IsExpiring(this))
-		{
-			// if item is worthless after a timer, have it expire then
-			this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
-		}
-
-		// don't drop if in a NODROP zone (such as lava)
-		traceline(this.origin, this.origin, MOVE_NORMAL, this);
-		if (trace_dpstartcontents & DPCONTENTS_NODROP)
-		{
-			startitem_failed = true;
-			delete(this);
-			return;
-		}
-	}
-	else
-	{
-		if(!have_pickup_item(this))
-		{
-			startitem_failed = true;
-			delete(this);
-			return;
-		}
-
-		if(this.angles != '0 0 0')
-			this.SendFlags |= ISF_ANGLES;
-
-		this.reset = Item_Reset;
-		// it's a level item
-		if(this.spawnflags & 1)
-			this.noalign = 1;
-		if (this.noalign > 0)
-			set_movetype(this, MOVETYPE_NONE);
-		else
-			set_movetype(this, MOVETYPE_TOSS);
-		// do item filtering according to game mode and other things
-		if (this.noalign <= 0)
-		{
-			// first nudge it off the floor a little bit to avoid math errors
-			setorigin(this, this.origin + '0 0 1');
-			// set item size before we spawn a spawnfunc_waypoint
-			setsize(this, def.m_mins, def.m_maxs);
-			this.SendFlags |= ISF_SIZE;
-			// note droptofloor returns false if stuck/or would fall too far
-			if (!this.noalign)
-				droptofloor(this);
-			waypoint_spawnforitem(this);
-		}
-
-		/*
-		 * can't do it that way, as it would break maps
-		 * TODO make a target_give like entity another way, that perhaps has
-		 * the weapon name in a key
-		if(this.targetname)
-		{
-			// target_give not yet supported; maybe later
-			print("removed targeted ", this.classname, "\n");
-			startitem_failed = true;
-			delete(this);
-			return;
-		}
-		*/
-
-		if(this.targetname != "" && (this.spawnflags & 16))
-			this.use = item_use;
-
-		if(autocvar_spawn_debug >= 2)
-		{
-            // why not flags & fl_item?
-		    FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
-                LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
-                LOG_TRACE(" vs ", it.netname, vtos(it.origin));
-                error("Mapper sucks.");
-            });
-			this.is_item = true;
-		}
-
-		weaponsInMap |= WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
-
-		if (   def.instanceOfPowerup
-			|| def.instanceOfWeaponPickup
-			|| (def.instanceOfHealth && def != ITEM_HealthSmall)
-			|| (def.instanceOfArmor && def != ITEM_ArmorSmall)
-			|| (itemid & (IT_KEY1 | IT_KEY2))
-		)
-		{
-			if(!this.target || this.target == "")
-				this.target = "###item###"; // for finding the nearest item using findnearest
-		}
-
-		Item_ItemsTime_SetTime(this, 0);
-	}
-
-	this.bot_pickup = true;
-	this.bot_pickupevalfunc = pickupevalfunc;
-	this.bot_pickupbasevalue = pickupbasevalue;
-	this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
-	this.netname = itemname;
-	settouch(this, Item_Touch);
-	setmodel(this, MDL_Null); // precision set below
-	//this.effects |= EF_LOWPRECISION;
-
-	setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
-
-	this.SendFlags |= ISF_SIZE;
-
-	if (!(this.spawnflags & 1024)) {
-		if(def.instanceOfPowerup)
-			this.ItemStatus |= ITS_ANIMATE1;
-
-		if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH))
-			this.ItemStatus |= ITS_ANIMATE2;
-	}
-
-	if(Item_IsLoot(this))
-		this.gravity = 1;
-
-	if(def.instanceOfWeaponPickup)
-	{
-		if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
-			this.colormap = 1024; // color shirt=0 pants=0 grey
-		if (!(this.spawnflags & 1024))
-			this.ItemStatus |= ITS_ANIMATE1;
-		this.SendFlags |= ISF_COLORMAP;
-	}
-
-	this.state = 0;
-	if(this.team)
-	{
-		if(!this.cnt)
-			this.cnt = 1; // item probability weight
-
-		this.effects |= EF_NODRAW; // marker for item team search
-		InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
-	}
-	else
-		Item_Reset(this);
-
-	Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
-
-	// call this hook after everything else has been done
-	if (MUTATOR_CALLHOOK(Item_Spawn, this))
-	{
-		startitem_failed = true;
-		delete(this);
-		return;
-	}
-
-	setItemGroup(this);
-}
-
-void StartItem(entity this, GameItem def)
-{
-    def = def.m_spawnfunc_hookreplace(def, this);
-    if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
-    {
-        delete(this);
-        return;
-    }
-    this.classname = def.m_canonical_spawnfunc;
-    _StartItem(
-    	this,
-    	this.itemdef = def,
-    	def.m_respawntime(), // defaultrespawntime
-    	def.m_respawntimejitter() // defaultrespawntimejitter
-	);
-}
-
-#define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
-int group_count = 1;
-
-void setItemGroup(entity this)
-{
-	if(!IS_SMALL(this.itemdef) || Item_IsLoot(this))
-		return;
-
-	FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
-	{
-		if(!this.item_group)
-		{
-			if(!it.item_group)
-			{
-				it.item_group = group_count;
-				group_count++;
-			}
-			this.item_group = it.item_group;
-		}
-		else // spawning item is already part of a item_group X
-		{
-			if(!it.item_group)
-				it.item_group = this.item_group;
-			else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
-			{
-				int grY = it.item_group;
-				// move all items of item_group Y to item_group X
-				IL_EACH(g_items, IS_SMALL(it.itemdef),
-				{
-					if(it.item_group == grY)
-						it.item_group = this.item_group;
-				});
-			}
-		}
-	});
-}
-
-void setItemGroupCount()
-{
-	for (int k = 1; k <= group_count; k++)
-	{
-		int count = 0;
-		IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
-		if (count)
-			IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
-	}
-}
-
-void target_items_use(entity this, entity actor, entity trigger)
-{
-	if(Item_IsLoot(actor))
-	{
-		EXACTTRIGGER_TOUCH(this, trigger);
-		delete(actor);
-		return;
-	}
-
-	if (!IS_PLAYER(actor) || IS_DEAD(actor))
-		return;
-
-	if(trigger.solid == SOLID_TRIGGER)
-	{
-		EXACTTRIGGER_TOUCH(this, trigger);
-	}
-
-	IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
-	{
-		delete(it);
-	});
-
-	if(GiveItems(actor, 0, tokenize_console(this.netname)))
-		centerprint(actor, this.message);
-}
-
-spawnfunc(target_items)
-{
-	this.use = target_items_use;
-	if(!this.strength_finished)
-		this.strength_finished = autocvar_g_balance_powerup_strength_time;
-	if(!this.invincible_finished)
-		this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
-	if(!this.superweapons_finished)
-		this.superweapons_finished = autocvar_g_balance_superweapons_time;
-
-	string str;
-	int n = tokenize_console(this.netname);
-	if(argv(0) == "give")
-	{
-		str = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
-	}
-	else
-	{
-		for(int j = 0; j < n; ++j)
-		{
-			// this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
-			if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
-			else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_AMMO;
-			else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
-			else if(argv(j) == "strength")               this.items |= ITEM_Strength.m_itemid;
-			else if(argv(j) == "invincible")             this.items |= ITEM_Shield.m_itemid;
-			else if(argv(j) == "superweapons")           this.items |= IT_SUPERWEAPON;
-			else if(argv(j) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
-			else if(argv(j) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
-			else
-			{
-				FOREACH(Buffs, it != BUFF_Null,
-				{
-					string s = Buff_UndeprecateName(argv(j));
-					if(s == it.netname)
-					{
-						STAT(BUFFS, this) |= (it.m_itemid);
-						if(!STAT(BUFF_TIME, this))
-							STAT(BUFF_TIME, this) = it.m_time(it);
-						break;
-					}
-				});
-				FOREACH(Weapons, it != WEP_Null, {
-					string s = W_UndeprecateName(argv(j));
-					if(s == it.netname)
-					{
-						STAT(WEAPONS, this) |= (it.m_wepset);
-						if(this.spawnflags == 0 || this.spawnflags == 2)
-							it.wr_init(it);
-						break;
-					}
-				});
-			}
-		}
-
-		string itemprefix, valueprefix;
-		if(this.spawnflags == 0)
-		{
-			itemprefix = "";
-			valueprefix = "";
-		}
-		else if(this.spawnflags == 1)
-		{
-			itemprefix = "max ";
-			valueprefix = "max ";
-		}
-		else if(this.spawnflags == 2)
-		{
-			itemprefix = "min ";
-			valueprefix = "min ";
-		}
-		else if(this.spawnflags == 4)
-		{
-			itemprefix = "minus ";
-			valueprefix = "max ";
-		}
-		else
-		{
-			error("invalid spawnflags");
-			itemprefix = valueprefix = string_null;
-		}
-
-		str = "";
-		str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
-		str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
-		str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
-		str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
-		str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
-		str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
-		str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
-		float res;
-		res = GetResource(this, RES_SHELLS);  if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "shells");
-		res = GetResource(this, RES_BULLETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "nails");
-		res = GetResource(this, RES_ROCKETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "rockets");
-		res = GetResource(this, RES_CELLS);   if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "cells");
-		res = GetResource(this, RES_PLASMA);  if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "plasma");
-		res = GetResource(this, RES_FUEL);    if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "fuel");
-		res = GetResource(this, RES_HEALTH);  if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "health");
-		res = GetResource(this, RES_ARMOR);   if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "armor");
-		// HACK: buffs share a single timer, so we need to include enabled buffs AFTER disabled ones to avoid loss
-		FOREACH(Buffs, it != BUFF_Null && !(STAT(BUFFS, this) & it.m_itemid), str = sprintf("%s %s%d %s", str, valueprefix, max(0, STAT(BUFF_TIME, this)), it.netname));
-		FOREACH(Buffs, it != BUFF_Null && (STAT(BUFFS, this) & it.m_itemid), str = sprintf("%s %s%d %s", str, valueprefix, max(0, STAT(BUFF_TIME, this)), it.netname));
-		FOREACH(Weapons, it != WEP_Null, str = sprintf("%s %s%d %s", str, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
-	}
-	this.netname = strzone(str);
-
-	n = tokenize_console(this.netname);
-	for(int j = 0; j < n; ++j)
-	{
-		FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
-			it.wr_init(it);
-			break;
-		});
-	}
-}
-
-float GiveWeapon(entity e, float wpn, float op, float val)
-{
-	WepSet v0, v1;
-	WepSet s = WepSet_FromWeapon(REGISTRY_GET(Weapons, wpn));
-	v0 = (STAT(WEAPONS, e) & s);
-	switch(op)
-	{
-		case OP_SET:
-			if(val > 0)
-				STAT(WEAPONS, e) |= s;
-			else
-				STAT(WEAPONS, e) &= ~s;
-			break;
-		case OP_MIN:
-		case OP_PLUS:
-			if(val > 0)
-				STAT(WEAPONS, e) |= s;
-			break;
-		case OP_MAX:
-			if(val <= 0)
-				STAT(WEAPONS, e) &= ~s;
-			break;
-		case OP_MINUS:
-			if(val > 0)
-				STAT(WEAPONS, e) &= ~s;
-			break;
-	}
-	v1 = (STAT(WEAPONS, e) & s);
-	return (v0 != v1);
-}
-
-bool GiveBuff(entity e, Buff thebuff, int op, int val)
-{
-	bool had_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
-	float new_buff_time = ((had_buff) ? STAT(BUFF_TIME, e) : 0);
-	switch (op)
-	{
-		case OP_SET:
-			new_buff_time = val;
-			break;
-		case OP_MIN:
-			new_buff_time = max(new_buff_time, val);
-			break;
-		case OP_MAX:
-			new_buff_time = min(new_buff_time, val);
-			break;
-		case OP_PLUS:
-			new_buff_time += val;
-			break;
-		case OP_MINUS:
-			new_buff_time -= val;
-			break;
-	}
-	if(new_buff_time <= 0)
-	{
-		if(had_buff)
-			STAT(BUFF_TIME, e) = new_buff_time;
-		STAT(BUFFS, e) &= ~thebuff.m_itemid;
-	}
-	else
-	{
-		STAT(BUFF_TIME, e) = new_buff_time;
-		STAT(BUFFS, e) = thebuff.m_itemid; // NOTE: replaces any existing buffs on the player!
-	}
-	bool have_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
-	return (had_buff != have_buff);
-}
-
-void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
-{
-	if(v1 == v0)
-		return;
-	if(v1 <= v0 - t)
-	{
-		if(snd_decr != NULL)
-			sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
-	}
-	else if(v0 >= v0 + t)
-	{
-		if(snd_incr != NULL)
-			sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
-	}
-}
-
-void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
-{
-	if(v0 < v1)
-		e.(rotfield) = max(e.(rotfield), time + rottime);
-	else if(v0 > v1)
-		e.(regenfield) = max(e.(regenfield), time + regentime);
-}
-bool GiveResourceValue(entity e, int res_type, int op, int val)
-{
-	int v0 = GetResource(e, res_type);
-	float new_val = 0;
-	switch (op)
-	{
-		// min 100 cells = at least 100 cells
-		case OP_SET: new_val = val; break;
-		case OP_MIN: new_val = max(v0, val); break;
-		case OP_MAX: new_val = min(v0, val); break;
-		case OP_PLUS: new_val = v0 + val; break;
-		case OP_MINUS: new_val = v0 - val; break;
-		default: return false;
-	}
-
-	return SetResourceExplicit(e, res_type, new_val);
-}
-
-float GiveItems(entity e, float beginarg, float endarg)
-{
-	float got, i, val, op;
-	string cmd;
-
-	val = 999;
-	op = OP_SET;
-
-	got = 0;
-
-	int _switchweapon = 0;
-
-	if(CS(e).autoswitch)
-	{
-		for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-		{
-			.entity weaponentity = weaponentities[slot];
-			if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
-			if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
-				_switchweapon |= BIT(slot);
-		}
-	}
-
-	STAT(STRENGTH_FINISHED, e) = max(0, STAT(STRENGTH_FINISHED, e) - time);
-	STAT(INVINCIBLE_FINISHED, e) = max(0, STAT(INVINCIBLE_FINISHED, e) - time);
-	STAT(SUPERWEAPONS_FINISHED, e) = max(0, STAT(SUPERWEAPONS_FINISHED, e) - time);
-	STAT(BUFF_TIME, e) = max(0, STAT(BUFF_TIME, e) - time);
-
-	PREGIVE(e, items);
-	PREGIVE_WEAPONS(e);
-	PREGIVE(e, stat_STRENGTH_FINISHED);
-	PREGIVE(e, stat_INVINCIBLE_FINISHED);
-	PREGIVE(e, stat_SUPERWEAPONS_FINISHED);
-	PREGIVE_RESOURCE(e, RES_BULLETS);
-	PREGIVE_RESOURCE(e, RES_CELLS);
-	PREGIVE_RESOURCE(e, RES_PLASMA);
-	PREGIVE_RESOURCE(e, RES_SHELLS);
-	PREGIVE_RESOURCE(e, RES_ROCKETS);
-	PREGIVE_RESOURCE(e, RES_FUEL);
-	PREGIVE_RESOURCE(e, RES_ARMOR);
-	PREGIVE_RESOURCE(e, RES_HEALTH);
-
-	for(i = beginarg; i < endarg; ++i)
-	{
-		cmd = argv(i);
-
-		if(cmd == "0" || stof(cmd))
-		{
-			val = stof(cmd);
-			continue;
-		}
-		switch(cmd)
-		{
-			case "no":
-				op = OP_MAX;
-				val = 0;
-				continue;
-			case "max":
-				op = OP_MAX;
-				continue;
-			case "min":
-				op = OP_MIN;
-				continue;
-			case "plus":
-				op = OP_PLUS;
-				continue;
-			case "minus":
-				op = OP_MINUS;
-				continue;
-			case "ALL":
-				got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
-				got += GiveValue(e, stat_STRENGTH_FINISHED, op, val);
-				got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val);
-				got += GiveValue(e, stat_SUPERWEAPONS_FINISHED, op, val);
-				got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
-			case "all":
-				got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
-				got += GiveResourceValue(e, RES_HEALTH, op, val);
-				got += GiveResourceValue(e, RES_ARMOR, op, val);
-			case "allweapons":
-				FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val));
-			//case "allbuffs": // all buffs makes a player god, do not want!
-				//FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
-			case "allammo":
-				got += GiveResourceValue(e, RES_CELLS, op, val);
-				got += GiveResourceValue(e, RES_PLASMA, op, val);
-				got += GiveResourceValue(e, RES_SHELLS, op, val);
-				got += GiveResourceValue(e, RES_BULLETS, op, val);
-				got += GiveResourceValue(e, RES_ROCKETS, op, val);
-				got += GiveResourceValue(e, RES_FUEL, op, val);
-				break;
-			case "unlimited_ammo":
-				// this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
-				got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
-				break;
-			case "unlimited_weapon_ammo":
-				got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
-				break;
-			case "unlimited_superweapons":
-				got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
-				break;
-			case "jetpack":
-				got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
-				break;
-			case "fuel_regen":
-				got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
-				break;
-			case "strength":
-				got += GiveValue(e, stat_STRENGTH_FINISHED, op, val);
-				break;
-			case "invincible":
-				got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val);
-				break;
-			case "superweapons":
-				got += GiveValue(e, stat_SUPERWEAPONS_FINISHED, op, val);
-				break;
-			case "cells":
-				got += GiveResourceValue(e, RES_CELLS, op, val);
-				break;
-			case "plasma":
-				got += GiveResourceValue(e, RES_PLASMA, op, val);
-				break;
-			case "shells":
-				got += GiveResourceValue(e, RES_SHELLS, op, val);
-				break;
-			case "nails":
-			case "bullets":
-				got += GiveResourceValue(e, RES_BULLETS, op, val);
-				break;
-			case "rockets":
-				got += GiveResourceValue(e, RES_ROCKETS, op, val);
-				break;
-			case "health":
-				got += GiveResourceValue(e, RES_HEALTH, op, val);
-				break;
-			case "armor":
-				got += GiveResourceValue(e, RES_ARMOR, op, val);
-				break;
-			case "fuel":
-				got += GiveResourceValue(e, RES_FUEL, op, val);
-				break;
-			default:
-				FOREACH(Buffs, it != BUFF_Null && buff_Available(it) && Buff_UndeprecateName(cmd) == it.netname,
-				{
-					got += GiveBuff(e, it, op, val);
-					break;
-				});
-				FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
-                    got += GiveWeapon(e, it.m_id, op, val);
-                    break;
-				});
-				break;
-		}
-		val = 999;
-		op = OP_SET;
-	}
-
-	POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
-	POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
-	POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
-	POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
-	FOREACH(Weapons, it != WEP_Null, {
-		POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
-		if(!(save_weapons & (it.m_wepset)))
-			if(STAT(WEAPONS, e) & (it.m_wepset))
-				it.wr_init(it);
-	});
-	POSTGIVE_VALUE(e, stat_STRENGTH_FINISHED, 1, SND_POWERUP, SND_POWEROFF);
-	POSTGIVE_VALUE(e, stat_INVINCIBLE_FINISHED, 1, SND_Shield, SND_POWEROFF);
-	//POSTGIVE_VALUE(e, stat_SUPERWEAPONS_FINISHED, 1, SND_Null, SND_Null);
-	POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
-	POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
-	POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
-	POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
-	POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
-	POSTGIVE_RES_ROT(e, RES_FUEL, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null);
-	POSTGIVE_RES_ROT(e, RES_ARMOR, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
-	POSTGIVE_RES_ROT(e, RES_HEALTH, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
-
-	if(STAT(SUPERWEAPONS_FINISHED, e) <= 0)
-		if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
-			STAT(SUPERWEAPONS_FINISHED, e) = autocvar_g_balance_superweapons_time;
-
-	if(STAT(STRENGTH_FINISHED, e) <= 0)
-		STAT(STRENGTH_FINISHED, e) = 0;
-	else
-		STAT(STRENGTH_FINISHED, e) += time;
-	if(STAT(INVINCIBLE_FINISHED, e) <= 0)
-		STAT(INVINCIBLE_FINISHED, e) = 0;
-	else
-		STAT(INVINCIBLE_FINISHED, e) += time;
-	if(STAT(SUPERWEAPONS_FINISHED, e) <= 0)
-		STAT(SUPERWEAPONS_FINISHED, e) = 0;
-	else
-		STAT(SUPERWEAPONS_FINISHED, e) += time;
-	if(STAT(BUFF_TIME, e) <= 0)
-		STAT(BUFF_TIME, e) = 0;
-	else
-		STAT(BUFF_TIME, e) += time;
-
-	for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-	{
-		.entity weaponentity = weaponentities[slot];
-		if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
-		if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
-			_switchweapon |= BIT(slot);
-	}
-
-	if(_switchweapon)
-	{
-		for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-		{
-			.entity weaponentity = weaponentities[slot];
-			if(_switchweapon & BIT(slot))
-			{
-				Weapon wep = w_getbestweapon(e, weaponentity);
-				if(wep != e.(weaponentity).m_switchweapon)
-					W_SwitchWeapon_Force(e, wep, weaponentity);
-			}
-		}
-	}
-
-	return got;
-}
-#endif
diff --git a/qcsrc/common/items.qh b/qcsrc/common/items.qh
deleted file mode 100644
index 7b0d760df..000000000
--- a/qcsrc/common/items.qh
+++ /dev/null
@@ -1,138 +0,0 @@
-#pragma once
-
-const int AMMO_COUNT = 4; // amount of ammo types to show in the ammo panel
-
-// item networking
-const int ISF_LOCATION 			= BIT(1);
-const int ISF_MODEL				= BIT(2);
-const int ISF_STATUS 			= BIT(3);
-    const int ITS_STAYWEP 		    = BIT(0);
-    const int ITS_ANIMATE1 		    = BIT(1);
-    const int ITS_ANIMATE2 		    = BIT(2);
-    const int ITS_AVAILABLE 	    = BIT(3);
-    const int ITS_ALLOWFB 		    = BIT(4);
-    const int ITS_ALLOWSI 		    = BIT(5);
-    const int ITS_GLOW   		    = BIT(6);
-const int ISF_COLORMAP 			= BIT(4);
-const int ISF_DROP 				= BIT(5);
-const int ISF_ANGLES 			= BIT(6);
-const int ISF_SIZE 				= BIT(7);
-
-.int ItemStatus;
-
-.float onground_time;
-.float fade_start;
-.float fade_end;
-
-#ifdef SVQC
-void StartItem(entity this, entity a);
-.int item_group;
-.int item_group_count;
-#endif
-
-#ifdef CSQC
-
-bool   autocvar_cl_items_nofade;
-float  autocvar_cl_animate_items = 1;
-float  autocvar_cl_ghost_items = 0.45;
-vector autocvar_cl_ghost_items_color = '-1 -1 -1';
-vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
-float  autocvar_cl_weapon_stay_alpha = 0.75;
-float  autocvar_cl_simple_items = 0;
-string autocvar_cl_simpleitems_postfix = "_simple";
-.float  spawntime;
-.float  gravity;
-.vector colormod;
-
-void ItemDraw(entity this);
-
-#endif
-#ifdef SVQC
-
-float autocvar_sv_simple_items;
-bool ItemSend(entity this, entity to, int sf);
-
-bool have_pickup_item(entity this);
-
-const float ITEM_RESPAWN_TICKS = 10;
-
-.float max_armorvalue;
-.float pickup_anyway;
-
-.float item_respawncounter;
-
-void Item_Show (entity e, int mode);
-
-void Item_Respawn (entity this);
-
-void Item_RespawnCountdown(entity this);
-void Item_ScheduleRespawnIn(entity e, float t);
-
-void Item_ScheduleRespawn(entity e);
-
-void Item_ScheduleInitialRespawn(entity e);
-
-/// \brief Give several random weapons and ammo to the entity.
-/// \param[in,out] receiver Entity to give weapons to.
-/// \param[in] num_weapons Number of weapons to give.
-/// \param[in] weapon_names Names of weapons to give separated by spaces.
-/// \param[in] ammo Entity containing the ammo amount for each possible weapon.
-/// \return No return.
-void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, entity ammo_entity);
-
-bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax);
-
-bool Item_GiveTo(entity item, entity player);
-
-void Item_Touch(entity this, entity toucher);
-
-void Item_Reset(entity this);
-
-void Item_FindTeam(entity this);
-// Savage: used for item garbage-collection
-
-bool ItemSend(entity this, entity to, int sf);
-void ItemUpdate(entity this);
-
-void UpdateItemAfterTeleport(entity this);
-
-// pickup evaluation functions
-// these functions decide how desirable an item is to the bots
-
-float generic_pickupevalfunc(entity player, entity item);// {return item.bot_pickupbasevalue;} // WEAPONTODO
-
-float weapon_pickupevalfunc(entity player, entity item);
-float ammo_pickupevalfunc(entity player, entity item);
-float healtharmor_pickupevalfunc(entity player, entity item);
-
-.bool is_item;
-.entity itemdef;
-void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter);
-
-void setItemGroup(entity this);
-void setItemGroupCount();
-
-float GiveWeapon(entity e, float wpn, float op, float val);
-
-float GiveBit(entity e, .float fld, float bit, float op, float val);
-
-float GiveValue(entity e, .float fld, float op, float val);
-
-void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr);
-
-void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime);
-
-spawnfunc(target_items);
-
-#define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = STAT(WEAPONS, e)
-#define PREGIVE(e,f) float save_##f; save_##f = (e).f
-#define PREGIVE_RESOURCE(e,f) float save_##f = GetResource((e), (f))
-#define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(STAT(WEAPONS, e) & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr)
-#define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
-#define POSTGIVE_RESOURCE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, GetResource((e), (f)), t, snd_incr, snd_decr)
-#define POSTGIVE_RES_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e),save_##f,GetResource((e),(f)),rotfield,rottime,regenfield,regentime);GiveSound((e),save_##f,GetResource((e),(f)),t,snd_incr,snd_decr)
-#define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
-#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)
-
-float GiveItems(entity e, float beginarg, float endarg);
-#endif
diff --git a/qcsrc/common/items/item.qh b/qcsrc/common/items/item.qh
index ef909382b..02151e307 100644
--- a/qcsrc/common/items/item.qh
+++ b/qcsrc/common/items/item.qh
@@ -11,6 +11,7 @@
 #include <server/items/spawning.qh>
 #endif
 
+#ifdef GAMEQC
 const int IT_UNLIMITED_AMMO 			=  BIT(0); // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
 const int IT_UNLIMITED_SUPERWEAPONS		=  BIT(1); // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
 
@@ -23,8 +24,6 @@ const int IT_RESOURCE       			=  BIT(5); // bitflag to mark this item as a reso
 const int IT_KEY1						= BIT(6);
 const int IT_KEY2						= BIT(7);
 
-const int IT_CTF_SHIELDED          		= BIT(8); // set for the flag shield
-
 // special colorblend meaning in engine
 const int IT_INVISIBILITY 				= BIT(9);
 const int IT_INVINCIBLE 				= BIT(10);
@@ -34,6 +33,31 @@ const int IT_STRENGTH   				= BIT(12);
 // item masks
 const int IT_PICKUPMASK                	= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately
 
+// item networking
+const int ISF_LOCATION          = BIT(1);
+const int ISF_MODEL             = BIT(2);
+const int ISF_STATUS            = BIT(3);
+const int ISF_COLORMAP          = BIT(4);
+const int ISF_DROP              = BIT(5);
+const int ISF_ANGLES            = BIT(6);
+const int ISF_SIZE              = BIT(7);
+
+REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
+
+// item status
+.int ItemStatus;
+const int ITS_STAYWEP           = BIT(0);
+const int ITS_ANIMATE1          = BIT(1);
+const int ITS_ANIMATE2          = BIT(2);
+const int ITS_AVAILABLE         = BIT(3);
+const int ITS_ALLOWFB           = BIT(4);
+const int ITS_ALLOWSI           = BIT(5);
+const int ITS_GLOW              = BIT(6);
+
+.float fade_start;
+.float fade_end;
+#endif
+
 #ifdef SVQC
 .float strength_finished; // NOTE: this field is used only by map entities, it does not directly apply the strength stat
 .float invincible_finished; // ditto
diff --git a/qcsrc/common/items/item/ammo.qh b/qcsrc/common/items/item/ammo.qh
index aae18626d..187080b37 100644
--- a/qcsrc/common/items/item/ammo.qh
+++ b/qcsrc/common/items/item/ammo.qh
@@ -3,7 +3,7 @@
 #include "pickup.qh"
 #include <common/items/all.qh>
 #ifdef SVQC
-    #include <common/items.qh>
+    #include <server/items/items.qh>
     #include <server/resources.qh>
 #endif
 
diff --git a/qcsrc/common/items/item/armor.qh b/qcsrc/common/items/item/armor.qh
index 469288b77..e5ae8e36b 100644
--- a/qcsrc/common/items/item/armor.qh
+++ b/qcsrc/common/items/item/armor.qh
@@ -11,7 +11,7 @@ CLASS(Armor, Pickup)
 ENDCLASS(Armor)
 
 #ifdef SVQC
-    #include <common/items.qh>
+    #include <server/items/items.qh>
 #endif
 
 #ifdef GAMEQC
diff --git a/qcsrc/common/items/item/health.qh b/qcsrc/common/items/item/health.qh
index 734a3f39b..27f5dafc6 100644
--- a/qcsrc/common/items/item/health.qh
+++ b/qcsrc/common/items/item/health.qh
@@ -11,7 +11,7 @@ CLASS(Health, Pickup)
 ENDCLASS(Health)
 
 #ifdef SVQC
-    #include <common/items.qh>
+    #include <server/items/items.qh>
 #endif
 
 #ifdef GAMEQC
diff --git a/qcsrc/common/items/item/jetpack.qh b/qcsrc/common/items/item/jetpack.qh
index 41a671120..962f16170 100644
--- a/qcsrc/common/items/item/jetpack.qh
+++ b/qcsrc/common/items/item/jetpack.qh
@@ -1,7 +1,7 @@
 #pragma once
 
 #ifdef SVQC
-    #include <common/items.qh>
+    #include <server/items/items.qh>
 #endif
 
 #include "ammo.qh"
diff --git a/qcsrc/common/items/item/powerup.qh b/qcsrc/common/items/item/powerup.qh
index 43414b3d0..395db4656 100644
--- a/qcsrc/common/items/item/powerup.qh
+++ b/qcsrc/common/items/item/powerup.qh
@@ -45,7 +45,9 @@ REGISTER_ITEM(Strength, Powerup) {
     this.m_color            =   '0 0 1';
     this.m_waypoint         =   _("Strength");
     this.m_waypointblink    =   2;
+#ifdef GAMEQC
     this.m_itemid           =   IT_STRENGTH;
+#endif
 #ifdef SVQC
     this.m_iteminit         =   powerup_strength_init;
 #endif
@@ -81,7 +83,9 @@ REGISTER_ITEM(Shield, Powerup) {
     this.m_color            =   '1 0 1';
     this.m_waypoint         =   _("Shield");
     this.m_waypointblink    =   2;
+#ifdef GAMEQC
     this.m_itemid           =   IT_INVINCIBLE;
+#endif
 #ifdef SVQC
     this.m_iteminit         =   powerup_shield_init;
 #endif
diff --git a/qcsrc/common/mutators/mutator/instagib/items.qh b/qcsrc/common/mutators/mutator/instagib/items.qh
index c0aa83121..4724eda17 100644
--- a/qcsrc/common/mutators/mutator/instagib/items.qh
+++ b/qcsrc/common/mutators/mutator/instagib/items.qh
@@ -61,7 +61,9 @@ REGISTER_ITEM(ExtraLife, Powerup) {
     this.m_color                =   '1 0 0';
     this.m_waypoint             =   _("Extra life");
     this.m_waypointblink        =   2;
+#ifdef SVQC
     this.m_itemid               =   IT_RESOURCE;
+#endif
 }
 
 SPAWNFUNC_ITEM(item_extralife, ITEM_ExtraLife)
@@ -93,7 +95,9 @@ REGISTER_ITEM(Invisibility, Powerup) {
     this.m_color            =   '0 0 1';
     this.m_waypoint         =   _("Invisibility");
     this.m_waypointblink    =   2;
+#ifdef GAMEQC
     this.m_itemid           =   IT_STRENGTH;
+#endif
 #ifdef SVQC
     this.m_iteminit         =   powerup_invisibility_init;
 #endif
@@ -128,7 +132,9 @@ REGISTER_ITEM(Speed, Powerup) {
     this.m_color            =   '1 0 1';
     this.m_waypoint         =   _("Speed");
     this.m_waypointblink    =   2;
+#ifdef GAMEQC
     this.m_itemid           =   IT_INVINCIBLE;
+#endif
 #ifdef SVQC
     this.m_iteminit         =   powerup_speed_init;
 #endif
diff --git a/qcsrc/lib/warpzone/common.qc b/qcsrc/lib/warpzone/common.qc
index 2438864a5..830c56de6 100644
--- a/qcsrc/lib/warpzone/common.qc
+++ b/qcsrc/lib/warpzone/common.qc
@@ -1,7 +1,7 @@
 #include "common.qh"
 
 #if defined(CSQC)
-    #include <common/items.qh>
+    #include <client/items/items.qh>
 #elif defined(MENUQC)
 #elif defined(SVQC)
     #include <common/weapons/_all.qh>
diff --git a/qcsrc/server/bot/default/bot.qc b/qcsrc/server/bot/default/bot.qc
index 4594da27f..bcf02da4b 100644
--- a/qcsrc/server/bot/default/bot.qc
+++ b/qcsrc/server/bot/default/bot.qc
@@ -19,7 +19,7 @@
 #include "../../constants.qh"
 #include "../../defs.qh"
 #include "../../race.qh"
-#include <common/items.qh>
+#include <server/items/items.qh>
 
 #include <server/mutators/_mod.qh>
 
diff --git a/qcsrc/server/bot/default/navigation.qc b/qcsrc/server/bot/default/navigation.qc
index 08da16f6f..26d69abbd 100644
--- a/qcsrc/server/bot/default/navigation.qc
+++ b/qcsrc/server/bot/default/navigation.qc
@@ -7,7 +7,7 @@
 #include "bot.qh"
 #include "waypoints.qh"
 
-#include <common/items.qh>
+#include <server/items/items.qh>
 
 #include <common/items/_mod.qh>
 
diff --git a/qcsrc/server/compat/quake3.qc b/qcsrc/server/compat/quake3.qc
index 4103ccf29..4c8073b1a 100644
--- a/qcsrc/server/compat/quake3.qc
+++ b/qcsrc/server/compat/quake3.qc
@@ -2,10 +2,10 @@
 
 #include <server/defs.qh>
 #include <server/miscfunctions.qh>
+#include <server/items/items.qh>
 #include <server/items/spawning.qh>
 #include <server/resources.qh>
 #include <common/gamemodes/_mod.qh>
-#include <common/items.qh>
 #include <common/gamemodes/gamemode/ctf/sv_ctf.qh>
 #include <common/mapobjects/triggers.qh>
 #include <common/mapobjects/trigger/counter.qh>
diff --git a/qcsrc/server/g_damage.qc b/qcsrc/server/g_damage.qc
index b26c779eb..074a070e9 100644
--- a/qcsrc/server/g_damage.qc
+++ b/qcsrc/server/g_damage.qc
@@ -4,13 +4,13 @@
 #include "bot/api.qh"
 #include "g_hook.qh"
 #include <server/gamelog.qh>
+#include <server/items/items.qh>
 #include <server/mutators/_mod.qh>
 #include "teamplay.qh"
 #include "scores.qh"
 #include "spawnpoints.qh"
 #include "../common/state.qh"
 #include "../common/physics/player.qh"
-#include "../common/items.qh"
 #include "resources.qh"
 #include "../common/vehicles/all.qh"
 #include "../common/items/_mod.qh"
diff --git a/qcsrc/server/g_damage.qh b/qcsrc/server/g_damage.qh
index 27cd8197d..794b27ccc 100644
--- a/qcsrc/server/g_damage.qh
+++ b/qcsrc/server/g_damage.qh
@@ -4,6 +4,7 @@
 #elif defined(MENUQC)
 #elif defined(SVQC)
     #include <server/defs.qh>
+    #include <server/items/items.qh>
     #include <server/miscfunctions.qh>
     #include <lib/warpzone/common.qh>
     #include <common/constants.qh>
@@ -13,7 +14,6 @@
     #include "weapons/accuracy.qh"
     #include "weapons/csqcprojectile.qh"
     #include "weapons/selection.qh"
-    #include <common/items.qh>
     #include "autocvars.qh"
     #include "constants.qh"
     #include "defs.qh"
diff --git a/qcsrc/server/items/_mod.inc b/qcsrc/server/items/_mod.inc
index 9c55d0b5c..33936e230 100644
--- a/qcsrc/server/items/_mod.inc
+++ b/qcsrc/server/items/_mod.inc
@@ -1,2 +1,3 @@
 // generated file; do not modify
+#include <server/items/items.qc>
 #include <server/items/spawning.qc>
diff --git a/qcsrc/server/items/_mod.qh b/qcsrc/server/items/_mod.qh
index eb6ff1ce5..d64b2c0bf 100644
--- a/qcsrc/server/items/_mod.qh
+++ b/qcsrc/server/items/_mod.qh
@@ -1,2 +1,3 @@
 // generated file; do not modify
+#include <server/items/items.qh>
 #include <server/items/spawning.qh>
diff --git a/qcsrc/server/items/items.qc b/qcsrc/server/items/items.qc
new file mode 100644
index 000000000..66b5bc9d4
--- /dev/null
+++ b/qcsrc/server/items/items.qc
@@ -0,0 +1,1643 @@
+#include "items.qh"
+
+#include <common/items/_mod.qh>
+
+#include <server/bot/api.qh>
+
+#include <server/mutators/_mod.qh>
+
+#include <server/weapons/common.qh>
+#include <server/weapons/selection.qh>
+#include <server/weapons/weaponsystem.qh>
+
+#include <common/constants.qh>
+#include <common/deathtypes/all.qh>
+#include <common/notifications/all.qh>
+#include <common/mapobjects/subs.qh>
+#include <common/util.qh>
+
+#include <common/monsters/_mod.qh>
+
+#include <common/weapons/_all.qh>
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+#include <common/mutators/mutator/buffs/sv_buffs.qh>
+
+#include <lib/warpzone/util_server.qh>
+
+bool ItemSend(entity this, entity to, int sf)
+{
+	if(this.gravity)
+		sf |= ISF_DROP;
+	else
+		sf &= ~ISF_DROP;
+
+	WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
+	WriteByte(MSG_ENTITY, sf);
+
+	//WriteByte(MSG_ENTITY, this.cnt);
+	if(sf & ISF_LOCATION)
+	{
+		WriteVector(MSG_ENTITY, this.origin);
+	}
+
+	if(sf & ISF_ANGLES)
+	{
+		WriteAngleVector(MSG_ENTITY, this.angles);
+	}
+
+	// sets size on the client, unused on server
+	//if(sf & ISF_SIZE)
+
+	if(sf & ISF_STATUS)
+		WriteByte(MSG_ENTITY, this.ItemStatus);
+
+	if(sf & ISF_MODEL)
+	{
+		WriteShort(MSG_ENTITY, this.fade_end);
+		WriteShort(MSG_ENTITY, this.fade_start);
+
+		if(this.mdl == "")
+			LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
+
+		WriteString(MSG_ENTITY, this.mdl);
+	}
+
+
+	if(sf & ISF_COLORMAP)
+	{
+		WriteShort(MSG_ENTITY, this.colormap);
+		WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
+		WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
+		WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
+	}
+
+	if(sf & ISF_DROP)
+	{
+		WriteVector(MSG_ENTITY, this.velocity);
+	}
+
+	return true;
+}
+
+void ItemUpdate(entity this)
+{
+	this.oldorigin = this.origin;
+	this.SendFlags |= ISF_LOCATION;
+}
+
+void UpdateItemAfterTeleport(entity this)
+{
+	if(getSendEntity(this) == ItemSend)
+		ItemUpdate(this);
+}
+
+bool have_pickup_item(entity this)
+{
+	if(this.itemdef.instanceOfPowerup)
+	{
+		if(autocvar_g_powerups > 0)
+			return true;
+		if(autocvar_g_powerups == 0)
+			return false;
+	}
+	else
+	{
+		if(autocvar_g_pickup_items > 0)
+			return true;
+		if(autocvar_g_pickup_items == 0)
+			return false;
+		if(g_weaponarena)
+			if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
+				return false;
+	}
+	return true;
+}
+
+void Item_Show(entity e, int mode)
+{
+	e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
+	e.ItemStatus &= ~ITS_STAYWEP;
+	entity def = e.itemdef;
+	if (mode > 0)
+	{
+		// make the item look normal, and be touchable
+		e.model = e.mdl;
+		e.solid = SOLID_TRIGGER;
+		e.spawnshieldtime = 1;
+		e.ItemStatus |= ITS_AVAILABLE;
+	}
+	else if (mode < 0)
+	{
+		// hide the item completely
+		e.model = string_null;
+		e.solid = SOLID_NOT;
+		e.spawnshieldtime = 1;
+		e.ItemStatus &= ~ITS_AVAILABLE;
+	}
+	else
+	{
+		bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
+			|| e.team // weapon stay isn't supported for teamed weapons
+			;
+		if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
+		{
+			// make the item translucent and not touchable
+			e.model = e.mdl;
+			e.solid = SOLID_TRIGGER; // can STILL be picked up!
+			e.effects |= EF_STARDUST;
+			e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
+			e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
+		}
+		else
+		{
+			//setmodel(e, "null");
+			e.solid = SOLID_NOT;
+			e.colormod = '0 0 0';
+			//e.glowmod = e.colormod;
+			e.spawnshieldtime = 1;
+			e.ItemStatus &= ~ITS_AVAILABLE;
+		}
+	}
+
+	if (def.m_glow)
+		e.ItemStatus |= ITS_GLOW;
+
+	if (autocvar_g_nodepthtestitems)
+		e.effects |= EF_NODEPTHTEST;
+
+	if (autocvar_g_fullbrightitems)
+		e.ItemStatus |= ITS_ALLOWFB;
+	else
+		e.ItemStatus &= ~ITS_ALLOWFB;
+
+	if (autocvar_sv_simple_items)
+		e.ItemStatus |= ITS_ALLOWSI;
+
+	// relink entity (because solid may have changed)
+	setorigin(e, e.origin);
+	e.SendFlags |= ISF_STATUS;
+}
+
+void Item_Think(entity this)
+{
+	this.nextthink = time;
+	if(this.origin != this.oldorigin)
+		ItemUpdate(this);
+}
+
+bool Item_ItemsTime_SpectatorOnly(GameItem it);
+bool Item_ItemsTime_Allow(GameItem it);
+float Item_ItemsTime_UpdateTime(entity e, float t);
+void Item_ItemsTime_SetTime(entity e, float t);
+void Item_ItemsTime_SetTimesForAllPlayers();
+
+void Item_Respawn(entity this)
+{
+	Item_Show(this, 1);
+	sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM);	// play respawn sound
+	setorigin(this, this.origin);
+
+	if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
+	{
+		float t = Item_ItemsTime_UpdateTime(this, 0);
+		Item_ItemsTime_SetTime(this, t);
+		Item_ItemsTime_SetTimesForAllPlayers();
+	}
+
+	setthink(this, Item_Think);
+	this.nextthink = time;
+
+	//Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
+	Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
+}
+
+void Item_RespawnCountdown(entity this)
+{
+	if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
+	{
+		if(this.waypointsprite_attached)
+			WaypointSprite_Kill(this.waypointsprite_attached);
+		Item_Respawn(this);
+	}
+	else
+	{
+		this.nextthink = time + 1;
+		this.item_respawncounter += 1;
+		if(this.item_respawncounter == 1)
+		{
+			do {
+				{
+					entity wi = REGISTRY_GET(Weapons, this.weapon);
+					if (wi != WEP_Null) {
+						entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
+						wp.wp_extra = wi.m_id;
+						break;
+					}
+				}
+				{
+					entity ii = this.itemdef;
+					if (ii != NULL) {
+						entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
+						wp.wp_extra = ii.m_id;
+						break;
+					}
+				}
+			} while (0);
+			bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
+            if(this.waypointsprite_attached)
+            {
+                GameItem def = this.itemdef;
+                if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
+                    WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
+                WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
+            }
+		}
+
+		if(this.waypointsprite_attached)
+		{
+			FOREACH_CLIENT(IS_REAL_CLIENT(it), {
+				if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
+				{
+					msg_entity = it;
+					soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM, 0);	// play respawn sound
+				}
+			});
+
+			WaypointSprite_Ping(this.waypointsprite_attached);
+			//WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
+		}
+	}
+}
+
+void Item_RespawnThink(entity this)
+{
+	this.nextthink = time;
+	if(this.origin != this.oldorigin)
+		ItemUpdate(this);
+
+	if(time >= this.wait)
+		Item_Respawn(this);
+}
+
+void Item_ScheduleRespawnIn(entity e, float t)
+{
+	// if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
+	if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
+	{
+		setthink(e, Item_RespawnCountdown);
+		e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
+		e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
+		e.item_respawncounter = 0;
+		if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
+		{
+			t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
+			Item_ItemsTime_SetTime(e, t);
+			Item_ItemsTime_SetTimesForAllPlayers();
+		}
+	}
+	else
+	{
+		setthink(e, Item_RespawnThink);
+		e.nextthink = time;
+		e.scheduledrespawntime = time + t;
+		e.wait = time + t;
+
+		if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
+		{
+			t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
+			Item_ItemsTime_SetTime(e, t);
+			Item_ItemsTime_SetTimesForAllPlayers();
+		}
+	}
+}
+
+AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to 0) can be used to achieve a constant number of items spawned *per player*");
+AUTOCVAR(g_pickup_respawntime_scaling_offset, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right - the results are not intuitive and I recommend plotting the respawn time and the number of items per player to see what's happening");
+AUTOCVAR(g_pickup_respawntime_scaling_linear, float, 1.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly");
+
+/// Adjust respawn time according to the number of players.
+float adjust_respawntime(float normal_respawntime) {
+	float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
+	float o = autocvar_g_pickup_respawntime_scaling_offset;
+	float l = autocvar_g_pickup_respawntime_scaling_linear;
+
+	if (r == 0 && l == 1) {
+		return normal_respawntime;
+	}
+
+	entity balance = TeamBalance_CheckAllowedTeams(NULL);
+	TeamBalance_GetTeamCounts(balance, NULL);
+	int players = 0;
+	for (int i = 1; i <= NUM_TEAMS; ++i)
+	{
+		if (TeamBalance_IsTeamAllowed(balance, i))
+		{
+			players += TeamBalance_GetNumberOfPlayers(balance, i);
+		}
+	}
+	TeamBalance_Destroy(balance);
+
+	if (players >= 2) {
+		return normal_respawntime * (r / (players + o) + l);
+	} else {
+		return normal_respawntime;
+	}
+}
+
+void Item_ScheduleRespawn(entity e)
+{
+	if(e.respawntime > 0)
+	{
+		Item_Show(e, 0);
+
+		float adjusted_respawntime = adjust_respawntime(e.respawntime);
+		//LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
+
+		// range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
+		float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
+		Item_ScheduleRespawnIn(e, respawn_in);
+	}
+	else // if respawntime is -1, this item does not respawn
+		Item_Show(e, -1);
+}
+
+AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
+	"For items that don't start spawned: 0: spawn after their normal respawntime; 1: spawn after `random * respawntime` with the *same* random; 2: same as 1 but each item has separate random");
+
+void Item_ScheduleInitialRespawn(entity e)
+{
+	Item_Show(e, 0);
+
+	float spawn_in;
+	if (autocvar_g_pickup_respawntime_initial_random == 0)
+	{
+		// range: respawntime .. respawntime + respawntimejitter
+		spawn_in = e.respawntime + random() * e.respawntimejitter;
+	}
+	else
+	{
+		float rnd;
+		if (autocvar_g_pickup_respawntime_initial_random == 1)
+		{
+			static float shared_random = 0;
+			// NOTE this code works only if items are scheduled at the same time (normal case)
+			// NOTE2 random() can't return exactly 1 so this check always work as intended
+			if (!shared_random || floor(time) > shared_random)
+				shared_random = floor(time) + random();
+			rnd = shared_random - floor(time);
+		}
+		else
+			rnd = random();
+
+		// range:
+		// if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
+		// else: 0 .. ITEM_RESPAWN_TICKS
+		// this is to prevent powerups spawning unexpectedly without waypoints
+		spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
+	}
+
+	Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
+}
+
+void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
+	entity ammo_entity)
+{
+	if (num_weapons == 0)
+	{
+		return;
+	}
+	int num_potential_weapons = tokenize_console(weapon_names);
+	for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
+	{
+		RandomSelection_Init();
+		for (int weapon_index = 0; weapon_index < num_potential_weapons;
+			++weapon_index)
+		{
+			string weapon = argv(weapon_index);
+			FOREACH(Weapons, it != WEP_Null,
+			{
+				// Finding a weapon which player doesn't have.
+				if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
+				{
+					RandomSelection_AddEnt(it, 1, 1);
+					break;
+				}
+			});
+		}
+		if (RandomSelection_chosen_ent == NULL)
+		{
+			return;
+		}
+		STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
+		if (RandomSelection_chosen_ent.ammo_type == RES_NONE)
+		{
+			continue;
+		}
+		if (GetResource(receiver,
+			RandomSelection_chosen_ent.ammo_type) != 0)
+		{
+			continue;
+		}
+		GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
+			GetResource(ammo_entity,
+			RandomSelection_chosen_ent.ammo_type));
+	}
+}
+
+bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax)
+{
+	float amount = GetResource(item, res_type);
+	if (amount == 0)
+	{
+		return false;
+	}
+	float player_amount = GetResource(player, res_type);
+	if (item.spawnshieldtime)
+	{
+		if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
+			return false;
+	}
+	else if (g_weapon_stay == 2)
+	{
+		ammomax = min(amount, ammomax);
+		if(player_amount >= ammomax)
+			return false;
+	}
+	else
+		return false;
+	if (amount < 0)
+		TakeResourceWithLimit(player, res_type, -amount, ammomax);
+	else
+		GiveResourceWithLimit(player, res_type, amount, ammomax);
+	return true;
+}
+
+bool Item_GiveTo(entity item, entity player)
+{
+	// if nothing happens to player, just return without taking the item
+	int _switchweapon = 0;
+	// in case the player has autoswitch enabled do the following:
+	// if the player is using their best weapon before items are given, they
+	// probably want to switch to an even better weapon after items are given
+
+	if(CS(player).autoswitch)
+	{
+		for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+		{
+			.entity weaponentity = weaponentities[slot];
+			if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
+			{
+				if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
+					_switchweapon |= BIT(slot);
+
+				if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
+					_switchweapon |= BIT(slot);
+			}
+		}
+	}
+	bool pickedup = false;
+	pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health);
+	pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue);
+	pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max);
+	pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max);
+	pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max);
+	pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max);
+	pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max);
+	pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max);
+	if (item.itemdef.instanceOfWeaponPickup)
+	{
+		WepSet w;
+		w = STAT(WEAPONS, item);
+		w &= ~STAT(WEAPONS, player);
+
+		if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
+		{
+			pickedup = true;
+			FOREACH(Weapons, it != WEP_Null, {
+				if(w & (it.m_wepset))
+				{
+					for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+					{
+						.entity weaponentity = weaponentities[slot];
+						if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
+							W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
+					}
+					W_GiveWeapon(player, it.m_id);
+				}
+			});
+		}
+	}
+
+	if (item.itemdef.instanceOfPowerup)
+	{
+		if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
+			Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
+		else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
+			Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
+	}
+
+	int its;
+	if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
+	{
+		pickedup = true;
+		player.items |= its;
+		// TODO: we probably want to show a message in the console, but not this one!
+		//Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
+	}
+
+	if (item.strength_finished)
+	{
+		pickedup = true;
+		STAT(STRENGTH_FINISHED, player) = max(STAT(STRENGTH_FINISHED, player), time) + item.strength_finished;
+	}
+	if (item.invincible_finished)
+	{
+		pickedup = true;
+		STAT(INVINCIBLE_FINISHED, player) = max(STAT(INVINCIBLE_FINISHED, player), time) + item.invincible_finished;
+	}
+	if (item.superweapons_finished)
+	{
+		pickedup = true;
+		STAT(SUPERWEAPONS_FINISHED, player) = max(STAT(SUPERWEAPONS_FINISHED, player), time) + item.superweapons_finished;
+	}
+
+	// always eat teamed entities
+	if(item.team)
+		pickedup = true;
+
+	if (!pickedup)
+		return false;
+
+	// crude hack to enforce switching weapons
+	if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS(player).cvar_cl_cts_noautoswitch)
+	{
+		for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+		{
+			.entity weaponentity = weaponentities[slot];
+			if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
+				W_SwitchWeapon_Force(player, REGISTRY_GET(Weapons, item.weapon), weaponentity);
+		}
+		return true;
+	}
+
+	if(_switchweapon)
+	{
+		for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+		{
+			.entity weaponentity = weaponentities[slot];
+			if(_switchweapon & BIT(slot))
+			if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
+				W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
+		}
+	}
+
+	return true;
+}
+
+void Item_Touch(entity this, entity toucher)
+{
+	// remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
+	if (Item_IsLoot(this))
+	{
+		if (ITEM_TOUCH_NEEDKILL())
+		{
+			delete(this);
+			return;
+		}
+	}
+
+	if(!(toucher.flags & FL_PICKUPITEMS)
+	|| STAT(FROZEN, toucher)
+	|| IS_DEAD(toucher)
+	|| (this.solid != SOLID_TRIGGER)
+	|| (this.owner == toucher)
+	|| (time < this.item_spawnshieldtime)
+	) { return; }
+
+	switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
+	{
+		case MUT_ITEMTOUCH_RETURN: { return; }
+		case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
+	}
+
+	toucher = M_ARGV(1, entity);
+
+	if (Item_IsExpiring(this))
+	{
+		this.strength_finished = max(0, this.strength_finished - time);
+		this.invincible_finished = max(0, this.invincible_finished - time);
+		this.superweapons_finished = max(0, this.superweapons_finished - time);
+	}
+	bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
+	if (!gave)
+	{
+		if (Item_IsExpiring(this))
+		{
+			// undo what we did above
+			this.strength_finished += time;
+			this.invincible_finished += time;
+			this.superweapons_finished += time;
+		}
+		return;
+	}
+
+LABEL(pickup)
+
+	if(this.target && this.target != "" && this.target != "###item###") // defrag support
+		SUB_UseTargets(this, toucher, NULL);
+
+	STAT(LAST_PICKUP, toucher) = time;
+
+	Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
+	_sound (toucher, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
+
+	MUTATOR_CALLHOOK(ItemTouched, this, toucher);
+	if (wasfreed(this))
+	{
+		return;
+	}
+
+	if (Item_IsLoot(this))
+	{
+		delete(this);
+		return;
+	}
+	if (!this.spawnshieldtime)
+	{
+		return;
+	}
+	entity e;
+	if (this.team)
+	{
+		RandomSelection_Init();
+		IL_EACH(g_items, it.team == this.team,
+		{
+			if (it.itemdef) // is a registered item
+			{
+				Item_Show(it, -1);
+				it.scheduledrespawntime = 0;
+				RandomSelection_AddEnt(it, it.cnt, 0);
+			}
+		});
+		e = RandomSelection_chosen_ent;
+		Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
+	}
+	else
+		e = this;
+	Item_ScheduleRespawn(e);
+}
+
+void Item_Reset(entity this)
+{
+	Item_Show(this, !this.state);
+	setorigin(this, this.origin);
+
+	if (Item_IsLoot(this))
+	{
+		return;
+	}
+	setthink(this, Item_Think);
+	this.nextthink = time;
+	if (this.waypointsprite_attached)
+	{
+		WaypointSprite_Kill(this.waypointsprite_attached);
+	}
+	if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
+	{
+		Item_ScheduleInitialRespawn(this);
+	}
+}
+
+void Item_FindTeam(entity this)
+{
+	entity e;
+
+	if(this.effects & EF_NODRAW)
+	{
+		// marker for item team search
+		LOG_TRACE("Initializing item team ", ftos(this.team));
+		RandomSelection_Init();
+		IL_EACH(g_items, it.team == this.team,
+		{
+			if(it.itemdef) // is a registered item
+				RandomSelection_AddEnt(it, it.cnt, 0);
+		});
+
+		e = RandomSelection_chosen_ent;
+		if (!e)
+			return;
+
+		IL_EACH(g_items, it.team == this.team,
+		{
+			if(it.itemdef) // is a registered item
+			{
+				if(it != e)
+				{
+					// make it non-spawned
+					Item_Show(it, -1);
+					it.state = 1; // state 1 = initially hidden item, apparently
+				}
+				else
+					Item_Reset(it);
+				it.effects &= ~EF_NODRAW;
+			}
+		});
+	}
+}
+
+// Savage: used for item garbage-collection
+void RemoveItem(entity this)
+{
+	if(wasfreed(this) || !this) { return; }
+	Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
+	delete(this);
+}
+
+// pickup evaluation functions
+// these functions decide how desirable an item is to the bots
+
+float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
+
+float weapon_pickupevalfunc(entity player, entity item)
+{
+	// See if I have it already
+	if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
+	{
+		// If I can pick it up
+		if(!item.spawnshieldtime)
+			return 0;
+		return ammo_pickupevalfunc(player, item);
+	}
+
+	// reduce weapon value if bot already got a good arsenal
+	float c = 1;
+	int weapons_value = 0;
+	FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
+		weapons_value += it.bot_pickupbasevalue;
+	});
+	c -= bound(0, weapons_value / 20000, 1) * 0.5;
+
+	return item.bot_pickupbasevalue * c;
+}
+
+float ammo_pickupevalfunc(entity player, entity item)
+{
+	bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
+	entity wpn = NULL;
+	float c = 0;
+	float rating = 0;
+
+	// Detect needed ammo
+	if(item.itemdef.instanceOfWeaponPickup)
+	{
+		entity ammo = NULL;
+		if(GetResource(item, RES_SHELLS))       { need_shells  = true; ammo = ITEM_Shells;      }
+		else if(GetResource(item, RES_BULLETS))   { need_nails   = true; ammo = ITEM_Bullets;     }
+		else if(GetResource(item, RES_ROCKETS)) { need_rockets = true; ammo = ITEM_Rockets;     }
+		else if(GetResource(item, RES_CELLS))   { need_cells   = true; ammo = ITEM_Cells;       }
+		else if(GetResource(item, RES_PLASMA))  { need_plasma  = true; ammo = ITEM_Plasma;      }
+		else if(GetResource(item, RES_FUEL))    { need_fuel    = true; ammo = ITEM_JetpackFuel; }
+
+		if(!ammo)
+			return 0;
+		wpn = item;
+		rating = ammo.m_botvalue;
+	}
+	else
+	{
+		FOREACH(Weapons, it != WEP_Null, {
+			if(!(STAT(WEAPONS, player) & (it.m_wepset)))
+				continue;
+
+			switch(it.ammo_type)
+			{
+				case RES_SHELLS:  need_shells  = true; break;
+				case RES_BULLETS: need_nails   = true; break;
+				case RES_ROCKETS: need_rockets = true; break;
+				case RES_CELLS:   need_cells   = true; break;
+				case RES_PLASMA:  need_plasma  = true; break;
+				case RES_FUEL:    need_fuel    = true; break;
+			}
+		});
+		rating = item.bot_pickupbasevalue;
+	}
+
+	float noammorating = 0.5;
+
+	if ((need_shells) && GetResource(item, RES_SHELLS) && (GetResource(player, RES_SHELLS) < g_pickup_shells_max))
+		c = GetResource(item, RES_SHELLS) / max(noammorating, GetResource(player, RES_SHELLS));
+
+	if ((need_nails) && GetResource(item, RES_BULLETS) && (GetResource(player, RES_BULLETS) < g_pickup_nails_max))
+		c = GetResource(item, RES_BULLETS) / max(noammorating, GetResource(player, RES_BULLETS));
+
+	if ((need_rockets) && GetResource(item, RES_ROCKETS) && (GetResource(player, RES_ROCKETS) < g_pickup_rockets_max))
+		c = GetResource(item, RES_ROCKETS) / max(noammorating, GetResource(player, RES_ROCKETS));
+
+	if ((need_cells) && GetResource(item, RES_CELLS) && (GetResource(player, RES_CELLS) < g_pickup_cells_max))
+		c = GetResource(item, RES_CELLS) / max(noammorating, GetResource(player, RES_CELLS));
+
+	if ((need_plasma) && GetResource(item, RES_PLASMA) && (GetResource(player, RES_PLASMA) < g_pickup_plasma_max))
+		c = GetResource(item, RES_PLASMA) / max(noammorating, GetResource(player, RES_PLASMA));
+
+	if ((need_fuel) && GetResource(item, RES_FUEL) && (GetResource(player, RES_FUEL) < g_pickup_fuel_max))
+		c = GetResource(item, RES_FUEL) / max(noammorating, GetResource(player, RES_FUEL));
+
+	rating *= min(c, 2);
+	if(wpn)
+		rating += wpn.bot_pickupbasevalue * 0.1;
+	return rating;
+}
+
+float healtharmor_pickupevalfunc(entity player, entity item)
+{
+	float c = 0;
+	float rating = item.bot_pickupbasevalue;
+
+	float itemarmor = GetResource(item, RES_ARMOR);
+	float itemhealth = GetResource(item, RES_HEALTH);
+
+	if(item.item_group)
+	{
+		itemarmor *= min(4, item.item_group_count);
+		itemhealth *= min(4, item.item_group_count);
+	}
+
+	if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue))
+		c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3);
+
+	if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health))
+		c = itemhealth / max(1, GetResource(player, RES_HEALTH));
+
+	rating *= min(2, c);
+	return rating;
+}
+
+void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+{
+	if(ITEM_DAMAGE_NEEDKILL(deathtype))
+		RemoveItem(this);
+}
+
+void item_use(entity this, entity actor, entity trigger)
+{
+	// use the touch function to handle collection
+	gettouch(this)(this, actor);
+}
+
+void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
+{
+	string itemname = def.m_name;
+	Model itemmodel = def.m_model;
+	Sound pickupsound = def.m_sound;
+	float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
+	float pickupbasevalue = def.m_botvalue;
+	int itemflags = def.m_itemflags;
+
+	startitem_failed = false;
+
+	this.item_model_ent = itemmodel;
+	this.item_pickupsound_ent = pickupsound;
+
+	if(def.m_iteminit)
+		def.m_iteminit(def, this);
+
+	if(!this.respawntime) // both need to be set
+	{
+		this.respawntime = defaultrespawntime;
+		this.respawntimejitter = defaultrespawntimejitter;
+	}
+
+	if(!this.pickup_anyway && def.m_pickupanyway)
+		this.pickup_anyway = def.m_pickupanyway();
+
+	int itemid = def.m_itemid;
+	this.items = itemid;
+	int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
+	this.weapon = weaponid;
+
+	if(!this.fade_end)
+	{
+		this.fade_start = autocvar_g_items_mindist;
+		this.fade_end = autocvar_g_items_maxdist;
+	}
+
+	if(weaponid)
+		STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
+
+	this.flags = FL_ITEM | itemflags;
+	IL_PUSH(g_items, this);
+
+	if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
+	{
+		startitem_failed = true;
+		delete(this);
+		return;
+	}
+
+	precache_model(this.model);
+	precache_sound(this.item_pickupsound);
+
+	if (Item_IsLoot(this))
+	{
+		this.reset = SUB_Remove;
+		set_movetype(this, MOVETYPE_TOSS);
+
+		// Savage: remove thrown items after a certain period of time ("garbage collection")
+		setthink(this, RemoveItem);
+		this.nextthink = time + 20;
+
+		this.takedamage = DAMAGE_YES;
+		this.event_damage = Item_Damage;
+
+		if (Item_IsExpiring(this))
+		{
+			// if item is worthless after a timer, have it expire then
+			this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
+		}
+
+		// don't drop if in a NODROP zone (such as lava)
+		traceline(this.origin, this.origin, MOVE_NORMAL, this);
+		if (trace_dpstartcontents & DPCONTENTS_NODROP)
+		{
+			startitem_failed = true;
+			delete(this);
+			return;
+		}
+	}
+	else
+	{
+		if(!have_pickup_item(this))
+		{
+			startitem_failed = true;
+			delete(this);
+			return;
+		}
+
+		if(this.angles != '0 0 0')
+			this.SendFlags |= ISF_ANGLES;
+
+		this.reset = Item_Reset;
+		// it's a level item
+		if(this.spawnflags & 1)
+			this.noalign = 1;
+		if (this.noalign > 0)
+			set_movetype(this, MOVETYPE_NONE);
+		else
+			set_movetype(this, MOVETYPE_TOSS);
+		// do item filtering according to game mode and other things
+		if (this.noalign <= 0)
+		{
+			// first nudge it off the floor a little bit to avoid math errors
+			setorigin(this, this.origin + '0 0 1');
+			// set item size before we spawn a spawnfunc_waypoint
+			setsize(this, def.m_mins, def.m_maxs);
+			this.SendFlags |= ISF_SIZE;
+			// note droptofloor returns false if stuck/or would fall too far
+			if (!this.noalign)
+				droptofloor(this);
+			waypoint_spawnforitem(this);
+		}
+
+		/*
+		 * can't do it that way, as it would break maps
+		 * TODO make a target_give like entity another way, that perhaps has
+		 * the weapon name in a key
+		if(this.targetname)
+		{
+			// target_give not yet supported; maybe later
+			print("removed targeted ", this.classname, "\n");
+			startitem_failed = true;
+			delete(this);
+			return;
+		}
+		*/
+
+		if(this.targetname != "" && (this.spawnflags & 16))
+			this.use = item_use;
+
+		if(autocvar_spawn_debug >= 2)
+		{
+            // why not flags & fl_item?
+		    FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
+                LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
+                LOG_TRACE(" vs ", it.netname, vtos(it.origin));
+                error("Mapper sucks.");
+            });
+			this.is_item = true;
+		}
+
+		weaponsInMap |= WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
+
+		if (   def.instanceOfPowerup
+			|| def.instanceOfWeaponPickup
+			|| (def.instanceOfHealth && def != ITEM_HealthSmall)
+			|| (def.instanceOfArmor && def != ITEM_ArmorSmall)
+			|| (itemid & (IT_KEY1 | IT_KEY2))
+		)
+		{
+			if(!this.target || this.target == "")
+				this.target = "###item###"; // for finding the nearest item using findnearest
+		}
+
+		Item_ItemsTime_SetTime(this, 0);
+	}
+
+	this.bot_pickup = true;
+	this.bot_pickupevalfunc = pickupevalfunc;
+	this.bot_pickupbasevalue = pickupbasevalue;
+	this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
+	this.netname = itemname;
+	settouch(this, Item_Touch);
+	setmodel(this, MDL_Null); // precision set below
+	//this.effects |= EF_LOWPRECISION;
+
+	setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
+
+	this.SendFlags |= ISF_SIZE;
+
+	if (!(this.spawnflags & 1024)) {
+		if(def.instanceOfPowerup)
+			this.ItemStatus |= ITS_ANIMATE1;
+
+		if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH))
+			this.ItemStatus |= ITS_ANIMATE2;
+	}
+
+	if(Item_IsLoot(this))
+		this.gravity = 1;
+
+	if(def.instanceOfWeaponPickup)
+	{
+		if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
+			this.colormap = 1024; // color shirt=0 pants=0 grey
+		if (!(this.spawnflags & 1024))
+			this.ItemStatus |= ITS_ANIMATE1;
+		this.SendFlags |= ISF_COLORMAP;
+	}
+
+	this.state = 0;
+	if(this.team)
+	{
+		if(!this.cnt)
+			this.cnt = 1; // item probability weight
+
+		this.effects |= EF_NODRAW; // marker for item team search
+		InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
+	}
+	else
+		Item_Reset(this);
+
+	Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
+
+	// call this hook after everything else has been done
+	if (MUTATOR_CALLHOOK(Item_Spawn, this))
+	{
+		startitem_failed = true;
+		delete(this);
+		return;
+	}
+
+	setItemGroup(this);
+}
+
+void StartItem(entity this, GameItem def)
+{
+    def = def.m_spawnfunc_hookreplace(def, this);
+    if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
+    {
+        delete(this);
+        return;
+    }
+    this.classname = def.m_canonical_spawnfunc;
+    _StartItem(
+    	this,
+    	this.itemdef = def,
+    	def.m_respawntime(), // defaultrespawntime
+    	def.m_respawntimejitter() // defaultrespawntimejitter
+	);
+}
+
+#define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
+int group_count = 1;
+
+void setItemGroup(entity this)
+{
+	if(!IS_SMALL(this.itemdef) || Item_IsLoot(this))
+		return;
+
+	FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
+	{
+		if(!this.item_group)
+		{
+			if(!it.item_group)
+			{
+				it.item_group = group_count;
+				group_count++;
+			}
+			this.item_group = it.item_group;
+		}
+		else // spawning item is already part of a item_group X
+		{
+			if(!it.item_group)
+				it.item_group = this.item_group;
+			else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
+			{
+				int grY = it.item_group;
+				// move all items of item_group Y to item_group X
+				IL_EACH(g_items, IS_SMALL(it.itemdef),
+				{
+					if(it.item_group == grY)
+						it.item_group = this.item_group;
+				});
+			}
+		}
+	});
+}
+
+void setItemGroupCount()
+{
+	for (int k = 1; k <= group_count; k++)
+	{
+		int count = 0;
+		IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
+		if (count)
+			IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
+	}
+}
+
+void target_items_use(entity this, entity actor, entity trigger)
+{
+	if(Item_IsLoot(actor))
+	{
+		EXACTTRIGGER_TOUCH(this, trigger);
+		delete(actor);
+		return;
+	}
+
+	if (!IS_PLAYER(actor) || IS_DEAD(actor))
+		return;
+
+	if(trigger.solid == SOLID_TRIGGER)
+	{
+		EXACTTRIGGER_TOUCH(this, trigger);
+	}
+
+	IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
+	{
+		delete(it);
+	});
+
+	if(GiveItems(actor, 0, tokenize_console(this.netname)))
+		centerprint(actor, this.message);
+}
+
+spawnfunc(target_items)
+{
+	this.use = target_items_use;
+	if(!this.strength_finished)
+		this.strength_finished = autocvar_g_balance_powerup_strength_time;
+	if(!this.invincible_finished)
+		this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
+	if(!this.superweapons_finished)
+		this.superweapons_finished = autocvar_g_balance_superweapons_time;
+
+	string str;
+	int n = tokenize_console(this.netname);
+	if(argv(0) == "give")
+	{
+		str = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
+	}
+	else
+	{
+		for(int j = 0; j < n; ++j)
+		{
+			// this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
+			if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
+			else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_AMMO;
+			else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
+			else if(argv(j) == "strength")               this.items |= ITEM_Strength.m_itemid;
+			else if(argv(j) == "invincible")             this.items |= ITEM_Shield.m_itemid;
+			else if(argv(j) == "superweapons")           this.items |= IT_SUPERWEAPON;
+			else if(argv(j) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
+			else if(argv(j) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
+			else
+			{
+				FOREACH(Buffs, it != BUFF_Null,
+				{
+					string s = Buff_UndeprecateName(argv(j));
+					if(s == it.netname)
+					{
+						STAT(BUFFS, this) |= (it.m_itemid);
+						if(!STAT(BUFF_TIME, this))
+							STAT(BUFF_TIME, this) = it.m_time(it);
+						break;
+					}
+				});
+				FOREACH(Weapons, it != WEP_Null, {
+					string s = W_UndeprecateName(argv(j));
+					if(s == it.netname)
+					{
+						STAT(WEAPONS, this) |= (it.m_wepset);
+						if(this.spawnflags == 0 || this.spawnflags == 2)
+							it.wr_init(it);
+						break;
+					}
+				});
+			}
+		}
+
+		string itemprefix, valueprefix;
+		if(this.spawnflags == 0)
+		{
+			itemprefix = "";
+			valueprefix = "";
+		}
+		else if(this.spawnflags == 1)
+		{
+			itemprefix = "max ";
+			valueprefix = "max ";
+		}
+		else if(this.spawnflags == 2)
+		{
+			itemprefix = "min ";
+			valueprefix = "min ";
+		}
+		else if(this.spawnflags == 4)
+		{
+			itemprefix = "minus ";
+			valueprefix = "max ";
+		}
+		else
+		{
+			error("invalid spawnflags");
+			itemprefix = valueprefix = string_null;
+		}
+
+		str = "";
+		str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
+		str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
+		str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
+		str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
+		str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
+		str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
+		str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
+		float res;
+		res = GetResource(this, RES_SHELLS);  if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "shells");
+		res = GetResource(this, RES_BULLETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "nails");
+		res = GetResource(this, RES_ROCKETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "rockets");
+		res = GetResource(this, RES_CELLS);   if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "cells");
+		res = GetResource(this, RES_PLASMA);  if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "plasma");
+		res = GetResource(this, RES_FUEL);    if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "fuel");
+		res = GetResource(this, RES_HEALTH);  if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "health");
+		res = GetResource(this, RES_ARMOR);   if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "armor");
+		// HACK: buffs share a single timer, so we need to include enabled buffs AFTER disabled ones to avoid loss
+		FOREACH(Buffs, it != BUFF_Null && !(STAT(BUFFS, this) & it.m_itemid), str = sprintf("%s %s%d %s", str, valueprefix, max(0, STAT(BUFF_TIME, this)), it.netname));
+		FOREACH(Buffs, it != BUFF_Null && (STAT(BUFFS, this) & it.m_itemid), str = sprintf("%s %s%d %s", str, valueprefix, max(0, STAT(BUFF_TIME, this)), it.netname));
+		FOREACH(Weapons, it != WEP_Null, str = sprintf("%s %s%d %s", str, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
+	}
+	this.netname = strzone(str);
+
+	n = tokenize_console(this.netname);
+	for(int j = 0; j < n; ++j)
+	{
+		FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
+			it.wr_init(it);
+			break;
+		});
+	}
+}
+
+float GiveWeapon(entity e, float wpn, float op, float val)
+{
+	WepSet v0, v1;
+	WepSet s = WepSet_FromWeapon(REGISTRY_GET(Weapons, wpn));
+	v0 = (STAT(WEAPONS, e) & s);
+	switch(op)
+	{
+		case OP_SET:
+			if(val > 0)
+				STAT(WEAPONS, e) |= s;
+			else
+				STAT(WEAPONS, e) &= ~s;
+			break;
+		case OP_MIN:
+		case OP_PLUS:
+			if(val > 0)
+				STAT(WEAPONS, e) |= s;
+			break;
+		case OP_MAX:
+			if(val <= 0)
+				STAT(WEAPONS, e) &= ~s;
+			break;
+		case OP_MINUS:
+			if(val > 0)
+				STAT(WEAPONS, e) &= ~s;
+			break;
+	}
+	v1 = (STAT(WEAPONS, e) & s);
+	return (v0 != v1);
+}
+
+bool GiveBuff(entity e, Buff thebuff, int op, int val)
+{
+	bool had_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
+	float new_buff_time = ((had_buff) ? STAT(BUFF_TIME, e) : 0);
+	switch (op)
+	{
+		case OP_SET:
+			new_buff_time = val;
+			break;
+		case OP_MIN:
+			new_buff_time = max(new_buff_time, val);
+			break;
+		case OP_MAX:
+			new_buff_time = min(new_buff_time, val);
+			break;
+		case OP_PLUS:
+			new_buff_time += val;
+			break;
+		case OP_MINUS:
+			new_buff_time -= val;
+			break;
+	}
+	if(new_buff_time <= 0)
+	{
+		if(had_buff)
+			STAT(BUFF_TIME, e) = new_buff_time;
+		STAT(BUFFS, e) &= ~thebuff.m_itemid;
+	}
+	else
+	{
+		STAT(BUFF_TIME, e) = new_buff_time;
+		STAT(BUFFS, e) = thebuff.m_itemid; // NOTE: replaces any existing buffs on the player!
+	}
+	bool have_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
+	return (had_buff != have_buff);
+}
+
+void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
+{
+	if(v1 == v0)
+		return;
+	if(v1 <= v0 - t)
+	{
+		if(snd_decr != NULL)
+			sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
+	}
+	else if(v0 >= v0 + t)
+	{
+		if(snd_incr != NULL)
+			sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
+	}
+}
+
+void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
+{
+	if(v0 < v1)
+		e.(rotfield) = max(e.(rotfield), time + rottime);
+	else if(v0 > v1)
+		e.(regenfield) = max(e.(regenfield), time + regentime);
+}
+bool GiveResourceValue(entity e, int res_type, int op, int val)
+{
+	int v0 = GetResource(e, res_type);
+	float new_val = 0;
+	switch (op)
+	{
+		// min 100 cells = at least 100 cells
+		case OP_SET: new_val = val; break;
+		case OP_MIN: new_val = max(v0, val); break;
+		case OP_MAX: new_val = min(v0, val); break;
+		case OP_PLUS: new_val = v0 + val; break;
+		case OP_MINUS: new_val = v0 - val; break;
+		default: return false;
+	}
+
+	return SetResourceExplicit(e, res_type, new_val);
+}
+
+float GiveItems(entity e, float beginarg, float endarg)
+{
+	float got, i, val, op;
+	string cmd;
+
+	val = 999;
+	op = OP_SET;
+
+	got = 0;
+
+	int _switchweapon = 0;
+
+	if(CS(e).autoswitch)
+	{
+		for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+		{
+			.entity weaponentity = weaponentities[slot];
+			if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
+			if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
+				_switchweapon |= BIT(slot);
+		}
+	}
+
+	STAT(STRENGTH_FINISHED, e) = max(0, STAT(STRENGTH_FINISHED, e) - time);
+	STAT(INVINCIBLE_FINISHED, e) = max(0, STAT(INVINCIBLE_FINISHED, e) - time);
+	STAT(SUPERWEAPONS_FINISHED, e) = max(0, STAT(SUPERWEAPONS_FINISHED, e) - time);
+	STAT(BUFF_TIME, e) = max(0, STAT(BUFF_TIME, e) - time);
+
+	PREGIVE(e, items);
+	PREGIVE_WEAPONS(e);
+	PREGIVE(e, stat_STRENGTH_FINISHED);
+	PREGIVE(e, stat_INVINCIBLE_FINISHED);
+	PREGIVE(e, stat_SUPERWEAPONS_FINISHED);
+	PREGIVE_RESOURCE(e, RES_BULLETS);
+	PREGIVE_RESOURCE(e, RES_CELLS);
+	PREGIVE_RESOURCE(e, RES_PLASMA);
+	PREGIVE_RESOURCE(e, RES_SHELLS);
+	PREGIVE_RESOURCE(e, RES_ROCKETS);
+	PREGIVE_RESOURCE(e, RES_FUEL);
+	PREGIVE_RESOURCE(e, RES_ARMOR);
+	PREGIVE_RESOURCE(e, RES_HEALTH);
+
+	for(i = beginarg; i < endarg; ++i)
+	{
+		cmd = argv(i);
+
+		if(cmd == "0" || stof(cmd))
+		{
+			val = stof(cmd);
+			continue;
+		}
+		switch(cmd)
+		{
+			case "no":
+				op = OP_MAX;
+				val = 0;
+				continue;
+			case "max":
+				op = OP_MAX;
+				continue;
+			case "min":
+				op = OP_MIN;
+				continue;
+			case "plus":
+				op = OP_PLUS;
+				continue;
+			case "minus":
+				op = OP_MINUS;
+				continue;
+			case "ALL":
+				got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
+				got += GiveValue(e, stat_STRENGTH_FINISHED, op, val);
+				got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val);
+				got += GiveValue(e, stat_SUPERWEAPONS_FINISHED, op, val);
+				got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
+			case "all":
+				got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
+				got += GiveResourceValue(e, RES_HEALTH, op, val);
+				got += GiveResourceValue(e, RES_ARMOR, op, val);
+			case "allweapons":
+				FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val));
+			//case "allbuffs": // all buffs makes a player god, do not want!
+				//FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
+			case "allammo":
+				got += GiveResourceValue(e, RES_CELLS, op, val);
+				got += GiveResourceValue(e, RES_PLASMA, op, val);
+				got += GiveResourceValue(e, RES_SHELLS, op, val);
+				got += GiveResourceValue(e, RES_BULLETS, op, val);
+				got += GiveResourceValue(e, RES_ROCKETS, op, val);
+				got += GiveResourceValue(e, RES_FUEL, op, val);
+				break;
+			case "unlimited_ammo":
+				// this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
+				got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
+				break;
+			case "unlimited_weapon_ammo":
+				got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
+				break;
+			case "unlimited_superweapons":
+				got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
+				break;
+			case "jetpack":
+				got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
+				break;
+			case "fuel_regen":
+				got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
+				break;
+			case "strength":
+				got += GiveValue(e, stat_STRENGTH_FINISHED, op, val);
+				break;
+			case "invincible":
+				got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val);
+				break;
+			case "superweapons":
+				got += GiveValue(e, stat_SUPERWEAPONS_FINISHED, op, val);
+				break;
+			case "cells":
+				got += GiveResourceValue(e, RES_CELLS, op, val);
+				break;
+			case "plasma":
+				got += GiveResourceValue(e, RES_PLASMA, op, val);
+				break;
+			case "shells":
+				got += GiveResourceValue(e, RES_SHELLS, op, val);
+				break;
+			case "nails":
+			case "bullets":
+				got += GiveResourceValue(e, RES_BULLETS, op, val);
+				break;
+			case "rockets":
+				got += GiveResourceValue(e, RES_ROCKETS, op, val);
+				break;
+			case "health":
+				got += GiveResourceValue(e, RES_HEALTH, op, val);
+				break;
+			case "armor":
+				got += GiveResourceValue(e, RES_ARMOR, op, val);
+				break;
+			case "fuel":
+				got += GiveResourceValue(e, RES_FUEL, op, val);
+				break;
+			default:
+				FOREACH(Buffs, it != BUFF_Null && buff_Available(it) && Buff_UndeprecateName(cmd) == it.netname,
+				{
+					got += GiveBuff(e, it, op, val);
+					break;
+				});
+				FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
+                    got += GiveWeapon(e, it.m_id, op, val);
+                    break;
+				});
+				break;
+		}
+		val = 999;
+		op = OP_SET;
+	}
+
+	POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
+	POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
+	POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
+	POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
+	FOREACH(Weapons, it != WEP_Null, {
+		POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
+		if(!(save_weapons & (it.m_wepset)))
+			if(STAT(WEAPONS, e) & (it.m_wepset))
+				it.wr_init(it);
+	});
+	POSTGIVE_VALUE(e, stat_STRENGTH_FINISHED, 1, SND_POWERUP, SND_POWEROFF);
+	POSTGIVE_VALUE(e, stat_INVINCIBLE_FINISHED, 1, SND_Shield, SND_POWEROFF);
+	//POSTGIVE_VALUE(e, stat_SUPERWEAPONS_FINISHED, 1, SND_Null, SND_Null);
+	POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
+	POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
+	POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
+	POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
+	POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
+	POSTGIVE_RES_ROT(e, RES_FUEL, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null);
+	POSTGIVE_RES_ROT(e, RES_ARMOR, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
+	POSTGIVE_RES_ROT(e, RES_HEALTH, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
+
+	if(STAT(SUPERWEAPONS_FINISHED, e) <= 0)
+		if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
+			STAT(SUPERWEAPONS_FINISHED, e) = autocvar_g_balance_superweapons_time;
+
+	if(STAT(STRENGTH_FINISHED, e) <= 0)
+		STAT(STRENGTH_FINISHED, e) = 0;
+	else
+		STAT(STRENGTH_FINISHED, e) += time;
+	if(STAT(INVINCIBLE_FINISHED, e) <= 0)
+		STAT(INVINCIBLE_FINISHED, e) = 0;
+	else
+		STAT(INVINCIBLE_FINISHED, e) += time;
+	if(STAT(SUPERWEAPONS_FINISHED, e) <= 0)
+		STAT(SUPERWEAPONS_FINISHED, e) = 0;
+	else
+		STAT(SUPERWEAPONS_FINISHED, e) += time;
+	if(STAT(BUFF_TIME, e) <= 0)
+		STAT(BUFF_TIME, e) = 0;
+	else
+		STAT(BUFF_TIME, e) += time;
+
+	for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+	{
+		.entity weaponentity = weaponentities[slot];
+		if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
+		if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
+			_switchweapon |= BIT(slot);
+	}
+
+	if(_switchweapon)
+	{
+		for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+		{
+			.entity weaponentity = weaponentities[slot];
+			if(_switchweapon & BIT(slot))
+			{
+				Weapon wep = w_getbestweapon(e, weaponentity);
+				if(wep != e.(weaponentity).m_switchweapon)
+					W_SwitchWeapon_Force(e, wep, weaponentity);
+			}
+		}
+	}
+
+	return got;
+}
diff --git a/qcsrc/server/items/items.qh b/qcsrc/server/items/items.qh
new file mode 100644
index 000000000..825bd2f01
--- /dev/null
+++ b/qcsrc/server/items/items.qh
@@ -0,0 +1,92 @@
+#pragma once
+
+void StartItem(entity this, entity a);
+.int item_group;
+.int item_group_count;
+
+float autocvar_sv_simple_items;
+bool ItemSend(entity this, entity to, int sf);
+
+bool have_pickup_item(entity this);
+
+const float ITEM_RESPAWN_TICKS = 10;
+
+.float max_armorvalue;
+.float pickup_anyway;
+
+.float item_respawncounter;
+
+void Item_Show (entity e, int mode);
+
+void Item_Respawn (entity this);
+
+void Item_RespawnCountdown(entity this);
+void Item_ScheduleRespawnIn(entity e, float t);
+
+void Item_ScheduleRespawn(entity e);
+
+void Item_ScheduleInitialRespawn(entity e);
+
+/// \brief Give several random weapons and ammo to the entity.
+/// \param[in,out] receiver Entity to give weapons to.
+/// \param[in] num_weapons Number of weapons to give.
+/// \param[in] weapon_names Names of weapons to give separated by spaces.
+/// \param[in] ammo Entity containing the ammo amount for each possible weapon.
+/// \return No return.
+void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, entity ammo_entity);
+
+bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax);
+
+bool Item_GiveTo(entity item, entity player);
+
+void Item_Touch(entity this, entity toucher);
+
+void Item_Reset(entity this);
+
+void Item_FindTeam(entity this);
+// Savage: used for item garbage-collection
+
+bool ItemSend(entity this, entity to, int sf);
+void ItemUpdate(entity this);
+
+void UpdateItemAfterTeleport(entity this);
+
+// pickup evaluation functions
+// these functions decide how desirable an item is to the bots
+
+float generic_pickupevalfunc(entity player, entity item);// {return item.bot_pickupbasevalue;} // WEAPONTODO
+
+float weapon_pickupevalfunc(entity player, entity item);
+float ammo_pickupevalfunc(entity player, entity item);
+float healtharmor_pickupevalfunc(entity player, entity item);
+
+.bool is_item;
+.entity itemdef;
+void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter);
+
+void setItemGroup(entity this);
+void setItemGroupCount();
+
+float GiveWeapon(entity e, float wpn, float op, float val);
+
+float GiveBit(entity e, .float fld, float bit, float op, float val);
+
+float GiveValue(entity e, .float fld, float op, float val);
+
+void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr);
+
+void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime);
+
+spawnfunc(target_items);
+
+#define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = STAT(WEAPONS, e)
+#define PREGIVE(e,f) float save_##f; save_##f = (e).f
+#define PREGIVE_RESOURCE(e,f) float save_##f = GetResource((e), (f))
+#define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(STAT(WEAPONS, e) & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr)
+#define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
+#define POSTGIVE_RESOURCE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, GetResource((e), (f)), t, snd_incr, snd_decr)
+#define POSTGIVE_RES_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e),save_##f,GetResource((e),(f)),rotfield,rottime,regenfield,regentime);GiveSound((e),save_##f,GetResource((e),(f)),t,snd_incr,snd_decr)
+#define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
+#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)
+
+float GiveItems(entity e, float beginarg, float endarg);
diff --git a/qcsrc/server/miscfunctions.qc b/qcsrc/server/miscfunctions.qc
index bb99abb4b..73b732978 100644
--- a/qcsrc/server/miscfunctions.qc
+++ b/qcsrc/server/miscfunctions.qc
@@ -6,8 +6,8 @@
 #include "g_hook.qh"
 #include <server/gamelog.qh>
 #include "ipban.qh"
+#include <server/items/items.qh>
 #include <server/mutators/_mod.qh>
-#include "../common/items.qh"
 #include "mapvoting.qh"
 #include "resources.qh"
 #include <server/items/spawning.qh>
diff --git a/qcsrc/server/miscfunctions.qh b/qcsrc/server/miscfunctions.qh
index bafd368f6..7b440bb0d 100644
--- a/qcsrc/server/miscfunctions.qh
+++ b/qcsrc/server/miscfunctions.qh
@@ -3,7 +3,7 @@
 #include <server/defs.qh>
 #include <server/g_world.qh>
 
-#include <common/items.qh>
+#include <server/items/items.qh>
 
 #include <server/mutators/_mod.qh>
 
diff --git a/qcsrc/server/weapons/common.qc b/qcsrc/server/weapons/common.qc
index 3592e3f7e..c910983b9 100644
--- a/qcsrc/server/weapons/common.qc
+++ b/qcsrc/server/weapons/common.qc
@@ -1,8 +1,8 @@
 #include "common.qh"
 
 #include <server/defs.qh>
+#include <server/items/items.qh>
 #include <server/miscfunctions.qh>
-#include <common/items.qh>
 #include <common/constants.qh>
 #include <common/net_linked.qh>
 #include <common/deathtypes/all.qh>
diff --git a/qcsrc/server/weapons/csqcprojectile.qc b/qcsrc/server/weapons/csqcprojectile.qc
index f6fc2e622..504bbd451 100644
--- a/qcsrc/server/weapons/csqcprojectile.qc
+++ b/qcsrc/server/weapons/csqcprojectile.qc
@@ -1,8 +1,8 @@
 #include "csqcprojectile.qh"
 
 #include <server/defs.qh>
+#include <server/items/items.qh>
 #include <server/miscfunctions.qh>
-#include <common/items.qh>
 
 #include "../command/common.qh"
 
diff --git a/qcsrc/server/weapons/selection.qc b/qcsrc/server/weapons/selection.qc
index 94034bdbb..3f362016d 100644
--- a/qcsrc/server/weapons/selection.qc
+++ b/qcsrc/server/weapons/selection.qc
@@ -1,7 +1,7 @@
 #include "selection.qh"
 
 #include "weaponsystem.qh"
-#include <common/items.qh>
+#include <server/items/items.qh>
 #include <server/items/spawning.qh>
 #include <common/constants.qh>
 #include <common/net_linked.qh>
diff --git a/qcsrc/server/weapons/spawning.qc b/qcsrc/server/weapons/spawning.qc
index 684ea842b..63bc865e2 100644
--- a/qcsrc/server/weapons/spawning.qc
+++ b/qcsrc/server/weapons/spawning.qc
@@ -3,7 +3,7 @@
 #include "weaponsystem.qh"
 #include "../resources.qh"
 #include <server/mutators/_mod.qh>
-#include <common/items.qh>
+#include <server/items/items.qh>
 #include <server/items/spawning.qh>
 #include <common/weapons/_all.qh>
 
diff --git a/qcsrc/server/weapons/throwing.qc b/qcsrc/server/weapons/throwing.qc
index d111a7a4f..395bfb9b1 100644
--- a/qcsrc/server/weapons/throwing.qc
+++ b/qcsrc/server/weapons/throwing.qc
@@ -4,7 +4,7 @@
 #include "../resources.qh"
 #include <server/items/spawning.qh>
 #include <server/mutators/_mod.qh>
-#include <common/items.qh>
+#include <server/items/items.qh>
 #include "../g_damage.qh"
 #include <common/items/item.qh>
 #include <common/mapinfo.qh>
diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc
index dc2ed5dfe..73727759b 100644
--- a/qcsrc/server/weapons/weaponsystem.qc
+++ b/qcsrc/server/weapons/weaponsystem.qc
@@ -3,11 +3,11 @@
 #include "selection.qh"
 
 #include "../command/common.qh"
+#include <server/items/items.qh>
 #include <server/mutators/_mod.qh>
 #include "../round_handler.qh"
 #include <server/cheats.qh>
 #include <server/resources.qh>
-#include <common/items.qh>
 #include <common/animdecide.qh>
 #include <common/constants.qh>
 #include <common/net_linked.qh>