1 #define ITEM_RESPAWN_TICKS 10
3 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
4 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
6 // range: 10 .. respawntime + respawntimejitter
8 floatfield Item_CounterField(float it)
12 case IT_SHELLS: return ammo_shells;
13 case IT_NAILS: return ammo_nails;
14 case IT_ROCKETS: return ammo_rockets;
15 case IT_CELLS: return ammo_cells;
16 case IT_FUEL: return ammo_fuel;
17 case IT_5HP: return health;
18 case IT_25HP: return health;
19 case IT_HEALTH: return health;
20 case IT_ARMOR_SHARD: return armorvalue;
21 case IT_ARMOR: return armorvalue;
22 // add more things here (health, armor)
23 default: error("requested item has no counter field");
27 string Item_CounterFieldName(float it)
31 case IT_SHELLS: return "shells";
32 case IT_NAILS: return "nails";
33 case IT_ROCKETS: return "rockets";
34 case IT_CELLS: return "cells";
35 case IT_FUEL: return "fuel";
37 // add more things here (health, armor)
38 default: error("requested item has no counter field name");
42 .float max_armorvalue;
44 float Item_Customize()
46 if(self.spawnshieldtime)
48 if(self.weapons != (self.weapons & other.weapons))
50 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
57 self.alpha = g_ghost_items;
65 void Item_Show (entity e, float mode)
67 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT;
70 // make the item look normal, and be touchable
72 e.solid = SOLID_TRIGGER;
73 //e.colormod = '0 0 0';
75 e.customizeentityforclient = func_null;
77 e.spawnshieldtime = 1;
81 // hide the item completely
82 e.model = string_null;
84 //e.colormod = '0 0 0';
86 e.customizeentityforclient = func_null;
88 e.spawnshieldtime = 1;
90 else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))
92 // make the item translucent green and not touchable
94 e.solid = SOLID_TRIGGER; // can STILL be picked up!
95 e.effects |= EF_STARDUST;
96 //e.colormod = '0.2 1 0.2';
97 //e.alpha = 0.5; // will be overridden by CEFC though...
98 e.customizeentityforclient = Item_Customize;
100 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
102 else if(g_ghost_items)
104 // make the item translucent green and not touchable
107 //e.colormod = '0.2 1 0.2';
108 e.alpha = g_ghost_items;
109 e.customizeentityforclient = func_null;
111 e.spawnshieldtime = 1;
115 // hide the item completely
116 e.model = string_null;
118 //e.colormod = '0 0 0';
120 e.customizeentityforclient = func_null;
122 e.spawnshieldtime = 1;
125 if (e.strength_finished || e.invincible_finished)
126 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
127 if (cvar("g_fullbrightitems"))
128 e.effects |= EF_FULLBRIGHT;
130 // relink entity (because solid may have changed)
131 setorigin(e, e.origin);
134 void Item_Respawn (void)
137 if(!g_minstagib && self.items == IT_STRENGTH)
138 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
139 else if(!g_minstagib && self.items == IT_INVINCIBLE)
140 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
142 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
143 setorigin (self, self.origin);
145 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
146 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
149 void Item_RespawnCountdown (void)
151 if(self.count >= ITEM_RESPAWN_TICKS)
153 if(self.waypointsprite_attached)
154 WaypointSprite_Kill(self.waypointsprite_attached);
159 self.nextthink = time + 1;
170 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
171 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
172 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
179 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
180 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
185 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
186 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
190 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);
191 if(self.waypointsprite_attached)
193 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
194 //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
195 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
199 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
200 if(self.waypointsprite_attached)
202 WaypointSprite_Ping(self.waypointsprite_attached);
203 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
208 void Item_ScheduleRespawnIn(entity e, float t)
210 if(e.flags & FL_POWERUP)
212 e.think = Item_RespawnCountdown;
213 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
218 e.think = Item_Respawn;
219 e.nextthink = time + t;
223 void Item_ScheduleRespawn(entity e)
226 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
229 void Item_ScheduleInitialRespawn(entity e)
232 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
235 float Item_GiveTo(entity item, entity player)
243 // if nothing happens to player, just return without taking the item
245 _switchweapon = FALSE;
249 if(item.spawnshieldtime)
252 if (player.ammo_fuel < g_pickup_fuel_max)
255 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
256 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
258 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
262 sprint (player, strcat("You got the ^2", item.netname, "\n"));
265 _switchweapon = TRUE;
269 // play some cool sounds ;)
270 centerprint(player, "\n");
271 if (clienttype(player) == CLIENTTYPE_REAL)
273 if(player.health <= 5)
274 play2(player, "announcer/robotic/lastsecond.wav");
275 else if(player.health < 50)
276 play2(player, "announcer/robotic/narrowly.wav");
278 // sound not available
279 // else if(item.items == IT_CELLS)
280 // play2(player, "announce/robotic/ammo.wav");
282 if (item.weapons & WEPBIT_MINSTANEX)
283 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
285 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
293 // sound not available
294 // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav");
295 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
296 sprint(player, "^3You picked up some extra lives\n");
300 if (item.strength_finished)
303 // sound not available
304 // play2(player, "announce/robotic/invisible.wav");
305 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
309 if (item.invincible_finished)
312 // sound not available
313 // play2(player, "announce/robotic/speed.wav");
314 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
318 if (player.ammo_fuel < g_pickup_fuel_max)
321 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
322 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
328 if (g_weapon_stay == 1)
329 if not(item.flags & FL_NO_WEAPON_STAY)
330 if (item.flags & FL_WEAPON)
332 if(item.classname == "droppedweapon")
334 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
339 if (player.weapons & item.weapons)
344 // in case the player has autoswitch enabled do the following:
345 // if the player is using their best weapon before items are given, they
346 // probably want to switch to an even better weapon after items are given
347 if (player.autoswitch)
348 if (player.switchweapon == w_getbestweapon(player))
349 _switchweapon = TRUE;
351 if not(player.weapons & W_WeaponBit(player.switchweapon))
352 _switchweapon = TRUE;
354 if(item.spawnshieldtime)
356 if (item.ammo_shells)
357 if (player.ammo_shells < g_pickup_shells_max)
360 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
363 if (player.ammo_nails < g_pickup_nails_max)
366 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
368 if (item.ammo_rockets)
369 if (player.ammo_rockets < g_pickup_rockets_max)
372 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
375 if (player.ammo_cells < g_pickup_cells_max)
378 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
381 if (player.ammo_fuel < g_pickup_fuel_max)
384 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
385 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
389 if (item.flags & FL_WEAPON)
390 if ((it = item.weapons - (item.weapons & player.weapons)))
393 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
395 e = get_weaponinfo(i);
397 W_GiveWeapon (player, e.weapon, item.netname);
401 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
405 sprint (player, strcat("You got the ^2", item.netname, "\n"));
408 if(item.spawnshieldtime)
410 if (item.strength_finished)
413 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
415 if (item.invincible_finished)
418 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
420 //if (item.speed_finished)
423 // player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
425 //if (item.slowmo_finished)
428 // player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
432 if (player.health < item.max_health)
435 player.health = min(player.health + item.health, item.max_health);
436 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
439 if (player.armorvalue < item.max_armorvalue)
442 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
443 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
449 // always eat teamed entities
456 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
458 if (player.switchweapon != w_getbestweapon(player))
459 W_SwitchWeapon_Force(player, w_getbestweapon(player));
464 void Item_Touch (void)
468 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
469 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
474 if (other.classname != "player")
478 if (self.solid != SOLID_TRIGGER)
480 if (self.owner == other)
483 if(!Item_GiveTo(self, other))
486 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
488 if (self.classname == "droppedweapon")
490 else if not(self.spawnshieldtime)
492 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
498 RandomSelection_Init();
499 for(head = world; (head = findfloat(head, team, self.team)); )
501 if(head.flags & FL_ITEM)
504 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
507 e = RandomSelection_chosen_ent;
511 Item_ScheduleRespawn(e);
519 if(self.effects & EF_NODRAW)
521 // marker for item team search
522 dprint("Initializing item team ", ftos(self.team), "\n");
523 RandomSelection_Init();
524 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
525 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
526 e = RandomSelection_chosen_ent;
530 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
534 // make it a non-spawned item
536 head.state = 1; // state 1 = initially hidden item
538 head.effects &~= EF_NODRAW;
541 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
542 Item_ScheduleInitialRespawn(e);
548 Item_Show(self, !self.state);
549 setorigin (self, self.origin);
550 self.think = SUB_Null;
553 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
554 Item_ScheduleInitialRespawn(self);
557 // Savage: used for item garbage-collection
558 // TODO: perhaps nice special effect?
559 void RemoveItem(void)
564 // pickup evaluation functions
565 // these functions decide how desirable an item is to the bots
567 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
569 float weapon_pickupevalfunc(entity player, entity item)
571 float c, i, j, position;
573 // See if I have it already
574 if(player.weapons & item.weapons == item.weapons)
576 // If I can pick it up
577 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
579 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
581 // Skilled bots will grab more
582 c = bound(0, skill / 10, 1) * 0.5;
590 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
591 if( bot_custom_weapon && c )
593 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
596 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
599 // Find the highest position on any range
601 for(j = 0; j < WEP_LAST ; ++j){
603 bot_weapons_far[j] == i ||
604 bot_weapons_mid[j] == i ||
605 bot_weapons_close[j] == i
616 position = WEP_LAST - position;
617 // item.bot_pickupbasevalue is overwritten here
618 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
623 return item.bot_pickupbasevalue * c;
626 float commodity_pickupevalfunc(entity player, entity item)
628 float c, i, need_shells, need_nails, need_rockets, need_cells;
632 // Detect needed ammo
633 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
635 wi = get_weaponinfo(i);
637 if not(wi.weapons & player.weapons)
640 if(wi.items & IT_SHELLS)
642 else if(wi.items & IT_NAILS)
644 else if(wi.items & IT_ROCKETS)
646 else if(wi.items & IT_CELLS)
650 // TODO: figure out if the player even has the weapon this ammo is for?
651 // may not affect strategy much though...
652 // find out how much more ammo/armor/health the player can hold
654 if (item.ammo_shells)
655 if (player.ammo_shells < g_pickup_shells_max)
656 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
659 if (player.ammo_nails < g_pickup_nails_max)
660 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
662 if (item.ammo_rockets)
663 if (player.ammo_rockets < g_pickup_rockets_max)
664 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
667 if (player.ammo_cells < g_pickup_cells_max)
668 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
670 if (player.armorvalue < item.max_armorvalue)
671 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
673 if (player.health < item.max_health)
674 c = c + max(0, 1 - player.health / item.max_health);
676 return item.bot_pickupbasevalue * c;
681 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
683 startitem_failed = FALSE;
685 // is it a dropped weapon?
686 if (self.classname == "droppedweapon")
688 self.reset = SUB_Remove;
689 // it's a dropped weapon
690 self.movetype = MOVETYPE_TOSS;
691 // Savage: remove thrown items after a certain period of time ("garbage collection")
692 self.think = RemoveItem;
693 self.nextthink = time + 60;
694 // don't drop if in a NODROP zone (such as lava)
695 traceline(self.origin, self.origin, MOVE_NORMAL, self);
696 if (trace_dpstartcontents & DPCONTENTS_NODROP)
698 startitem_failed = TRUE;
705 self.reset = Item_Reset;
707 if(self.spawnflags & 1)
710 self.movetype = MOVETYPE_NONE;
712 self.movetype = MOVETYPE_TOSS;
713 // do item filtering according to game mode and other things
716 // first nudge it off the floor a little bit to avoid math errors
717 setorigin(self, self.origin + '0 0 1');
718 // set item size before we spawn a spawnfunc_waypoint
719 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
720 setsize (self, '-16 -16 0', '16 16 48');
722 setsize (self, '-16 -16 0', '16 16 32');
723 // note droptofloor returns FALSE if stuck/or would fall too far
725 waypoint_spawnforitem(self);
732 print("removed non-teamplay ", self.classname, "\n");
733 startitem_failed = TRUE;
742 print("removed non-FFA ", self.classname, "\n");
743 startitem_failed = TRUE;
751 // We aren't TA or something like that, so we keep the Q3A entities
752 print("removed non-Q3A ", self.classname, "\n");
753 startitem_failed = TRUE;
759 * can't do it that way, as it would break maps
760 * TODO make a target_give like entity another way, that perhaps has
761 * the weapon name in a key
764 // target_give not yet supported; maybe later
765 print("removed targeted ", self.classname, "\n");
766 startitem_failed = TRUE;
772 if(cvar("spawn_debug") >= 2)
775 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
777 if(otheritem.is_item)
779 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
780 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
781 error("Mapper sucks.");
787 weaponsInMap |= weaponid;
791 startitem_failed = TRUE;
795 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
797 startitem_failed = TRUE;
801 else if (g_minstagib)
803 // don't remove dropped items and powerups
804 if (self.classname != "minstagib")
806 startitem_failed = TRUE;
823 if (cvar("g_nixnex_with_healtharmor"))
828 if (cvar("g_nixnex_with_powerups"))
835 startitem_failed = TRUE;
840 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
842 startitem_failed = TRUE;
847 precache_model (itemmodel);
848 precache_sound (pickupsound);
849 precache_sound ("misc/itemrespawn.wav");
850 precache_sound ("misc/itemrespawncountdown.wav");
852 if(itemid == IT_STRENGTH)
853 precache_sound ("misc/strength_respawn.wav");
854 if(itemid == IT_INVINCIBLE)
855 precache_sound ("misc/shield_respawn.wav");
857 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
858 self.target = "###item###"; // for finding the nearest item using find()
861 self.bot_pickup = TRUE;
862 self.bot_pickupevalfunc = pickupevalfunc;
863 self.bot_pickupbasevalue = pickupbasevalue;
864 self.mdl = itemmodel;
865 self.item_pickupsound = pickupsound;
866 // let mappers override respawntime
867 if(!self.respawntime) // both set
869 self.respawntime = defaultrespawntime;
870 self.respawntimejitter = defaultrespawntimejitter;
872 self.netname = itemname;
874 self.weapons = weaponid;
875 self.flags = FL_ITEM | itemflags;
876 self.touch = Item_Touch;
877 setmodel (self, self.mdl); // precision set below
878 self.effects |= EF_LOWPRECISION;
879 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
880 setsize (self, '-16 -16 0', '16 16 48');
882 setsize (self, '-16 -16 0', '16 16 32');
883 if(itemflags & FL_WEAPON)
884 self.modelflags |= MF_ROTATE;
886 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
887 if (itemflags & FL_WEAPON)
889 // neutral team color for pickup weapons
890 self.colormap = 1024; // color shirt=0 pants=0 grey
898 self.cnt = 1; // item probability weight
899 self.effects = self.effects | EF_NODRAW; // marker for item team search
900 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
902 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
903 Item_ScheduleInitialRespawn(self);
906 /* replace items in minstagib
907 * IT_STRENGTH = invisibility
908 * IT_NAILS = extra lives
909 * IT_INVINCIBLE = speed
911 void minstagib_items (float itemid)
913 // we don't want to replace dropped weapons ;)
914 if (self.classname == "droppedweapon")
916 self.ammo_cells = 25;
917 StartItem ("models/weapons/g_nex.md3",
918 "weapons/weaponpickup.wav", 15, 0,
919 "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
924 self.classname = "minstagib";
926 // replace rocket launchers and nex guns with ammo cells
927 if (itemid == IT_CELLS)
930 StartItem ("models/items/a_cells.md3",
931 "misc/itempickup.wav", 45, 0,
932 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
939 itemid = IT_STRENGTH;
943 itemid = IT_INVINCIBLE;
945 // replace with invis
946 if (itemid == IT_STRENGTH)
948 self.strength_finished = 30;
949 StartItem ("models/items/g_strength.md3",
950 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
951 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
953 // replace with extra lives
954 if (itemid == IT_NAILS)
957 StartItem ("models/items/g_h100.md3",
958 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
959 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
962 // replace with speed
963 if (itemid == IT_INVINCIBLE)
965 self.invincible_finished = 30;
966 StartItem ("models/items/g_invincible.md3",
967 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
968 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
973 float minst_no_auto_cells;
974 void minst_remove_item (void) {
975 if(minst_no_auto_cells)
979 float weaponswapping;
982 void weapon_defaultspawnfunc(float wpn)
986 var .float ammofield;
991 // set the respawntime in advance (so replaced weapons can copy it)
993 if(!self.respawntime)
995 e = get_weaponinfo(wpn);
996 if(e.items == IT_SUPERWEAPON)
998 self.respawntime = g_pickup_respawntime_powerup;
999 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
1003 self.respawntime = g_pickup_respawntime_weapon;
1004 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1008 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1010 e = get_weaponinfo(wpn);
1011 s = cvar_string(strcat("g_weaponreplace_", e.netname));
1015 startitem_failed = TRUE;
1018 t = tokenize_console(s);
1021 self.team = --internalteam;
1023 for(i = 1; i < t; ++i)
1026 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1028 e = get_weaponinfo(j);
1032 copyentity(oldself, self);
1033 self.classname = "replacedweapon";
1034 weapon_defaultspawnfunc(j);
1040 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1049 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1051 e = get_weaponinfo(j);
1060 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1066 startitem_failed = TRUE;
1071 e = get_weaponinfo(wpn);
1073 if(e.items && e.items != IT_SUPERWEAPON)
1075 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1079 ammofield = Item_CounterField(j);
1081 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
1087 self.flags |= FL_NO_WEAPON_STAY;
1090 // weapon stay isn't supported for teamed weapons
1092 self.flags |= FL_NO_WEAPON_STAY;
1094 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1096 self.ammo_shells = 0;
1097 self.ammo_nails = 0;
1098 self.ammo_cells = 0;
1099 self.ammo_rockets = 0;
1100 // weapon stay 2: don't use ammo on weapon pickups; instead
1101 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1104 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1105 if (self.modelindex) // don't precache if self was removed
1106 weapon_action(e.weapon, WR_PRECACHE);
1109 void spawnfunc_weapon_shotgun (void);
1110 void spawnfunc_weapon_uzi (void) {
1111 if(q3acompat_machineshotgunswap)
1112 if(self.classname != "droppedweapon")
1114 weapon_defaultspawnfunc(WEP_SHOTGUN);
1117 weapon_defaultspawnfunc(WEP_UZI);
1120 void spawnfunc_weapon_shotgun (void) {
1121 if(q3acompat_machineshotgunswap)
1122 if(self.classname != "droppedweapon")
1124 weapon_defaultspawnfunc(WEP_UZI);
1127 weapon_defaultspawnfunc(WEP_SHOTGUN);
1130 void spawnfunc_weapon_nex (void)
1134 minstagib_items(IT_CELLS);
1135 self.think = minst_remove_item;
1136 self.nextthink = time;
1139 weapon_defaultspawnfunc(WEP_NEX);
1142 void spawnfunc_weapon_minstanex (void)
1146 minstagib_items(IT_CELLS);
1147 self.think = minst_remove_item;
1148 self.nextthink = time;
1151 weapon_defaultspawnfunc(WEP_MINSTANEX);
1154 void spawnfunc_weapon_rocketlauncher (void)
1158 minstagib_items(IT_CELLS);
1159 self.think = minst_remove_item;
1160 self.nextthink = time;
1163 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1166 void spawnfunc_item_rockets (void) {
1167 if(!self.ammo_rockets)
1168 self.ammo_rockets = g_pickup_rockets;
1169 StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
1172 void spawnfunc_item_shells (void);
1173 void spawnfunc_item_bullets (void) {
1175 if(q3acompat_machineshotgunswap)
1176 if(self.classname != "droppedweapon")
1178 weaponswapping = TRUE;
1179 spawnfunc_item_shells();
1180 weaponswapping = FALSE;
1184 if(!self.ammo_nails)
1185 self.ammo_nails = g_pickup_nails;
1186 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
1189 void spawnfunc_item_cells (void) {
1190 if(!self.ammo_cells)
1191 self.ammo_cells = g_pickup_cells;
1192 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
1195 void spawnfunc_item_shells (void) {
1197 if(q3acompat_machineshotgunswap)
1198 if(self.classname != "droppedweapon")
1200 weaponswapping = TRUE;
1201 spawnfunc_item_bullets();
1202 weaponswapping = FALSE;
1206 if(!self.ammo_shells)
1207 self.ammo_shells = g_pickup_shells;
1208 StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
1211 void spawnfunc_item_armor_small (void) {
1212 if(!self.armorvalue)
1213 self.armorvalue = g_pickup_armorsmall;
1214 if(!self.max_armorvalue)
1215 self.max_armorvalue = g_pickup_armorsmall_max;
1216 StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1219 void spawnfunc_item_armor_medium (void) {
1220 if(!self.armorvalue)
1221 self.armorvalue = g_pickup_armormedium;
1222 if(!self.max_armorvalue)
1223 self.max_armorvalue = g_pickup_armormedium_max;
1224 StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1227 void spawnfunc_item_armor_big (void) {
1228 if(!self.armorvalue)
1229 self.armorvalue = g_pickup_armorbig;
1230 if(!self.max_armorvalue)
1231 self.max_armorvalue = g_pickup_armorbig_max;
1232 StartItem ("models/items/g_a50.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1235 void spawnfunc_item_armor_large (void) {
1236 if(!self.armorvalue)
1237 self.armorvalue = g_pickup_armorlarge;
1238 if(!self.max_armorvalue)
1239 self.max_armorvalue = g_pickup_armorlarge_max;
1240 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1243 void spawnfunc_item_health_small (void) {
1244 if(!self.max_health)
1245 self.max_health = g_pickup_healthsmall_max;
1247 self.health = g_pickup_healthsmall;
1248 StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1251 void spawnfunc_item_health_medium (void) {
1252 if(!self.max_health)
1253 self.max_health = g_pickup_healthmedium_max;
1255 self.health = g_pickup_healthmedium;
1256 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1259 void spawnfunc_item_health_large (void) {
1260 if(!self.max_health)
1261 self.max_health = g_pickup_healthlarge_max;
1263 self.health = g_pickup_healthlarge;
1264 StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1267 void spawnfunc_item_health_mega (void) {
1268 if(!cvar("g_powerup_superhealth"))
1271 if(g_arena && !cvar("g_arena_powerups"))
1275 minstagib_items(IT_NAILS);
1277 if(!self.max_health)
1278 self.max_health = g_pickup_healthmega_max;
1280 self.health = g_pickup_healthmega;
1281 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1285 // support old misnamed entities
1286 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
1287 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1288 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1289 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1290 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1292 void spawnfunc_item_strength (void) {
1293 if(!cvar("g_powerup_strength"))
1296 if(g_arena && !cvar("g_arena_powerups"))
1300 minstagib_items(IT_STRENGTH);
1302 precache_sound("weapons/strength_fire.wav");
1303 self.strength_finished = 30;
1304 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1308 void spawnfunc_item_invincible (void) {
1309 if(!cvar("g_powerup_shield"))
1312 if(g_arena && !cvar("g_arena_powerups"))
1316 minstagib_items(IT_INVINCIBLE);
1318 self.invincible_finished = 30;
1319 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1323 void spawnfunc_item_minst_cells (void) {
1326 minst_no_auto_cells = 1;
1327 minstagib_items(IT_CELLS);
1334 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1336 float target_item_func_set(float a, float b)
1346 float target_item_func_min(float a, float b)
1356 float target_item_func_max(float a, float b)
1361 float target_item_func_bitset(float a, float b)
1366 float target_item_func_and(float a, float b)
1371 float target_item_func_itembitset(float a, float b)
1373 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | b;
1376 float target_item_func_itemand(float a, float b)
1378 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1381 float target_item_func_or(float a, float b)
1386 float target_item_func_andnot(float a, float b)
1391 float target_item_changed;
1392 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1395 n = func(activator.field, self.field);
1399 d = n & activator.field;
1400 if(d != n) // bits added?
1402 else if(d != activator.field) // bits removed?
1408 d = n - activator.field;
1412 if(sound_decrease != "")
1413 sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1414 target_item_changed = 1;
1418 if(sound_increase != "")
1419 sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1420 target_item_changed = 1;
1422 activator.field = n;
1425 void target_items_use (void)
1429 if(activator.classname == "droppedweapon")
1436 if(activator.classname != "player")
1438 if(activator.deadflag != DEAD_NO)
1443 for(e = world; (e = find(e, classname, "droppedweapon")); )
1444 if(e.enemy == activator)
1447 float _switchweapon;
1448 _switchweapon = FALSE;
1449 if (activator.autoswitch)
1450 if (activator.switchweapon == w_getbestweapon(activator))
1451 _switchweapon = TRUE;
1453 a0 = activator.armorvalue;
1454 h0 = activator.health;
1455 f0 = activator.ammo_fuel;
1456 target_item_changed = 0;
1458 if(self.spawnflags == 0) // SET
1460 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1461 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1462 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1463 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1464 target_item_change(0, ammo_fuel, target_item_func_set, "misc/itempickup.wav", "");
1465 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1466 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1467 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "misc/poweroff.wav");
1468 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1470 if((self.items & activator.items) & IT_STRENGTH)
1471 activator.strength_finished = time + self.strength_finished;
1472 if((self.items & activator.items) & IT_INVINCIBLE)
1473 activator.invincible_finished = time + self.invincible_finished;
1475 else if(self.spawnflags == 1) // AND/MIN
1477 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1478 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1479 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1480 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1481 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1482 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1483 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1484 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "misc/poweroff.wav");
1485 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1487 if((self.items & activator.items) & IT_STRENGTH)
1488 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1489 if((self.items & activator.items) & IT_INVINCIBLE)
1490 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1492 else if(self.spawnflags == 2) // OR/MAX
1494 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1495 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1496 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1497 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1498 target_item_change(0, ammo_fuel, target_item_func_max, "misc/itempickup.wav", "");
1499 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1500 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1501 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "misc/poweroff.wav");
1502 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1504 if((self.items & activator.items) & IT_STRENGTH)
1505 activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1506 if((self.items & activator.items) & IT_INVINCIBLE)
1507 activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1509 else if(self.spawnflags == 4) // ANDNOT/MIN
1511 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1512 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1513 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1514 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1515 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1516 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1517 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1518 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "misc/poweroff.wav");
1519 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1521 if((self.items & activator.items) & IT_STRENGTH)
1522 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1523 if((self.items & activator.items) & IT_INVINCIBLE)
1524 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1527 if not(activator.items & IT_STRENGTH)
1528 activator.strength_finished = 0;
1529 if not(activator.items & IT_INVINCIBLE)
1530 activator.invincible_finished = 0;
1532 if(activator.health > h0)
1533 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1534 else if(activator.health < h0)
1535 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1537 if(activator.ammo_fuel > f0)
1538 activator.pauserotfuel_finished = max(activator.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
1539 else if(activator.ammo_fuel < f0)
1540 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1542 if(activator.armorvalue > a0)
1543 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1545 if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1546 _switchweapon = TRUE;
1548 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1550 if(target_item_changed)
1551 centerprint(activator, self.message);
1554 void spawnfunc_target_items (void)
1561 // items triggers cannot work in nixnex (as they change weapons/ammo)
1566 self.use = target_items_use;
1567 if(!self.strength_finished)
1568 self.strength_finished = cvar("g_balance_powerup_strength_time");
1569 if(!self.invincible_finished)
1570 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1572 precache_sound("misc/itempickup.wav");
1573 precache_sound("misc/itempickup.wav");
1574 precache_sound("misc/itempickup.wav");
1575 precache_sound("misc/itempickup.wav");
1576 precache_sound("misc/megahealth.wav");
1577 precache_sound("misc/armor25.wav");
1578 precache_sound("misc/powerup.wav");
1579 precache_sound("misc/poweroff.wav");
1580 precache_sound("weapons/weaponpickup.wav");
1582 n = tokenize_console(self.netname);
1583 for(i = 0; i < n; ++i)
1585 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1586 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1587 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1588 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1589 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1590 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1591 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1594 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1596 e = get_weaponinfo(j);
1597 if(argv(i) == e.netname)
1599 self.weapons |= e.weapons;
1600 if(self.spawnflags == 0 || self.spawnflags == 2)
1601 weapon_action(e.weapon, WR_PRECACHE);
1606 print("target_items: invalid item ", argv(i), "\n");
1611 void spawnfunc_item_fuel(void)
1614 self.ammo_fuel = g_pickup_fuel;
1615 StartItem ("models/items/g_fuel.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel", IT_FUEL, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1618 void spawnfunc_item_fuel_regen(void)
1620 if(start_items & IT_FUEL_REGEN)
1622 spawnfunc_item_fuel();
1625 StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Fuel regenerator", IT_FUEL_REGEN, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1628 void spawnfunc_item_jetpack(void)
1630 if(g_grappling_hook)
1631 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1633 self.ammo_fuel = g_pickup_fuel_jetpack;
1634 if(start_items & IT_JETPACK)
1636 spawnfunc_item_fuel();
1639 StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Jet pack", IT_JETPACK, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1642 // we no longer have the seeker
1643 void spawnfunc_weapon_seeker()
1645 spawnfunc_weapon_fireball();