fix backpack item logic (separate items and weapons)
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			@ -1193,7 +1193,7 @@ void() BackpackTouch = {
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	acount = 0;
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	sprint(other, "You get ");
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	if(self.items && (other.items & self.items) == 0) {
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	if(self.weapon && (other.items & self.weapon) == 0) {
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		acount = 1;
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		sprint(other, "the ");
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		sprint(other, self.netname);
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			@ -1301,25 +1301,18 @@ entity() DropBackpack = {
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	item = spawn();
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	item.origin = self.origin - '0 0 24';
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	item.items = self.weapon | (self.items & (IT_KEY1 | IT_KEY2));
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	item.weapon = self.weapon;
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	if(item.items == IT_AXE) {
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		item.netname = WEPNAME_AXE;
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	} else if(item.items == IT_SHOTGUN) {
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		item.netname = WEPNAME_SHOTGUN;
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	} else if(item.items == IT_SUPER_SHOTGUN) {
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		item.netname = WEPNAME_SUPER_SHOTGUN;
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	} else if(item.items == IT_NAILGUN) {
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		item.netname = WEPNAME_NAILGUN;
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	} else if(item.items == IT_SUPER_NAILGUN) {
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		item.netname = WEPNAME_SUPER_NAILGUN;
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	} else if(item.items == IT_GRENADE_LAUNCHER) {
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		item.netname = WEPNAME_GRENADE_LAUNCHER;
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	} else if(item.items == IT_ROCKET_LAUNCHER) {
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		item.netname = WEPNAME_ROCKET_LAUNCHER;
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	} else if(item.items == IT_LIGHTNING) {
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		item.netname = WEPNAME_LIGHTNING;
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	} else {
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		item.netname = "";
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	switch(item.weapon) {
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		case IT_AXE:              item.netname = WEPNAME_AXE;              break;
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		case IT_SHOTGUN:          item.netname = WEPNAME_SHOTGUN;          break;
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		case IT_SUPER_SHOTGUN:    item.netname = WEPNAME_SUPER_SHOTGUN;    break;
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		case IT_NAILGUN:          item.netname = WEPNAME_NAILGUN;          break;
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		case IT_SUPER_NAILGUN:    item.netname = WEPNAME_SUPER_NAILGUN;    break;
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		case IT_GRENADE_LAUNCHER: item.netname = WEPNAME_GRENADE_LAUNCHER; break;
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		case IT_ROCKET_LAUNCHER:  item.netname = WEPNAME_ROCKET_LAUNCHER;  break;
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		case IT_LIGHTNING:        item.netname = WEPNAME_LIGHTNING;        break;
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		default:                  item.netname = "";                       break;
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	}
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	item.ammo_shells  = self.ammo_shells;
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