]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/t_items.qc
items: randomize initial spawn of powerups fully
[divverent/nexuiz.git] / data / qcsrc / server / t_items.qc
1 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)
2         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
3 #define ITEM_RESPAWNTIME_INITIAL(i) (10 + random() * ((i).respawntime + (i).respawntimejitter - 10))
4         // range: 10 .. respawntime + respawntimejitter
5
6 floatfield Item_CounterField(float it)
7 {
8         switch(it)
9         {
10                 case IT_SHELLS:      return ammo_shells;
11                 case IT_NAILS:       return ammo_nails;
12                 case IT_ROCKETS:     return ammo_rockets;
13                 case IT_CELLS:       return ammo_cells;
14                 case IT_FUEL:        return ammo_fuel;
15                 case IT_5HP:         return health;
16                 case IT_25HP:        return health;
17                 case IT_HEALTH:      return health;
18                 case IT_ARMOR_SHARD: return armorvalue;
19                 case IT_ARMOR:       return armorvalue;
20                 // add more things here (health, armor)
21                 default:             error("requested item has no counter field");
22         }
23 }
24
25 string Item_CounterFieldName(float it)
26 {
27         switch(it)
28         {
29                 case IT_SHELLS:      return "shells";
30                 case IT_NAILS:       return "nails";
31                 case IT_ROCKETS:     return "rockets";
32                 case IT_CELLS:       return "cells";
33                 case IT_FUEL:        return "fuel";
34
35                 // add more things here (health, armor)
36                 default:             error("requested item has no counter field name");
37         }
38 }
39
40 .float max_armorvalue;
41
42 void Item_Respawn (void)
43 {
44         self.model = self.mdl;          // restore original model
45         self.solid = SOLID_TRIGGER;     // allow it to be touched again
46         sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);        // play respawn sound
47         setorigin (self, self.origin);
48
49         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
50         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
51 }
52
53 void Item_RespawnCountdown (void)
54 {
55         if(self.count >= 5)
56         {
57                 if(self.waypointsprite_attached)
58                         WaypointSprite_Kill(self.waypointsprite_attached);
59                 Item_Respawn();
60         }
61         else
62         {
63                 self.nextthink = time + 1;
64                 self.count += 1;
65                 if(self.count == 1)
66                 {
67                         string name;
68                         vector rgb;
69                         name = string_null;
70                         if(g_minstagib)
71                         {
72                                 switch(self.items)
73                                 {
74                                         case IT_STRENGTH:   name = "item-invis"; rgb = '0 0 1'; break;
75                                         case IT_NAILS:      name = "item-extralife"; rgb = '1 0 0'; break;
76                                         case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
77                                 }
78                         }
79                         else
80                         {
81                                 switch(self.items)
82                                 {
83                                         case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
84                                         case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
85                                 }
86                         }
87                         switch(self.items)
88                         {
89                                 case IT_FUEL_REGEN:     name = "item-fuelregen"; rgb = '1 0.5 0'; break;
90                                 case IT_JETPACK:        name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
91                         }
92                         if(name)
93                         {
94                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, FALSE);
95                                 if(self.waypointsprite_attached)
96                                         WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
97                         }
98                 }
99                 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
100                 if(self.waypointsprite_attached)
101                         WaypointSprite_Ping(self.waypointsprite_attached);
102         }
103 }
104
105 void Item_ScheduleRespawnIn(entity e, float t)
106 {
107         if(e.flags & FL_POWERUP)
108         {
109                 e.think = Item_RespawnCountdown;
110                 e.nextthink = time + max(0, t - 5);
111                 e.count = 0;
112         }
113         else
114         {
115                 e.think = Item_Respawn;
116                 e.nextthink = time + t;
117         }
118 }
119
120 void Item_ScheduleRespawn(entity e)
121 {
122         Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
123 }
124
125 void Item_ScheduleInitialRespawn(entity e)
126 {
127         Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME_INITIAL(e));
128 }
129
130 float Item_GiveTo(entity item, entity player)
131 {
132         float _switchweapon;
133         float pickedup;
134         float it;
135         float i;
136         entity e;
137
138         // if nothing happens to player, just return without taking the item
139         pickedup = FALSE;
140         _switchweapon = FALSE;
141
142         if (g_minstagib)
143         {
144                 _switchweapon = TRUE;
145                 if (item.ammo_cells)
146                 {
147                         pickedup = TRUE;
148                         // play some cool sounds ;)
149                         centerprint(player, "\n");
150                         if(player.health <= 5)
151                                 announce(player, "announcer/robotic/lastsecond.wav");
152                         else if(player.health < 50)
153                                 announce(player, "announcer/robotic/narrowly.wav");
154                         // sound not available
155                         // else if(item.items == IT_CELLS)
156                         //      play2(player, "announce/robotic/ammo.wav");
157
158                         if (item.weapons & WEPBIT_MINSTANEX)
159                                 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
160                         if (item.ammo_cells)
161                                 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
162                         player.health = 100;
163                 }
164
165                 // extralife powerup
166                 if (item.max_health)
167                 {
168                         pickedup = TRUE;
169                         // sound not available
170                         // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav");
171                         player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
172                         sprint(player, "^3You picked up some extra lives\n");
173                 }
174
175                 // invis powerup
176                 if (item.strength_finished)
177                 {
178                         pickedup = TRUE;
179                         // sound not available
180                         // play2(player, "announce/robotic/invisible.wav");
181                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
182                 }
183
184                 // speed powerup
185                 if (item.invincible_finished)
186                 {
187                         pickedup = TRUE;
188                         // sound not available
189                         // play2(player, "announce/robotic/speed.wav");
190                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
191                 }
192         }
193         else
194         {
195                 if (g_weapon_stay == 1)
196                 if not(item.flags & FL_NO_WEAPON_STAY)
197                 if (item.flags & FL_WEAPON)
198                 {
199                         if(item.classname == "droppedweapon")
200                         {
201                                 if (player.weapons & item.weapons)      // don't let players stack ammo by tossing weapons
202                                         goto skip;
203                         }
204                         else
205                         {
206                                 if (player.weapons & item.weapons)
207                                         goto skip;
208                         }
209                 }
210
211                 // in case the player has autoswitch enabled do the following:
212                 // if the player is using their best weapon before items are given, they
213                 // probably want to switch to an even better weapon after items are given
214                 if (player.autoswitch)
215                 if (player.switchweapon == w_getbestweapon(player))
216                         _switchweapon = TRUE;
217
218                 if not(player.weapons & W_WeaponBit(player.switchweapon))
219                         _switchweapon = TRUE;
220
221                 if (item.ammo_shells)
222                 if (player.ammo_shells < g_pickup_shells_max)
223                 {
224                         pickedup = TRUE;
225                         player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
226                 }
227                 if (item.ammo_nails)
228                 if (player.ammo_nails < g_pickup_nails_max)
229                 {
230                         pickedup = TRUE;
231                         player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
232                 }
233                 if (item.ammo_rockets)
234                 if (player.ammo_rockets < g_pickup_rockets_max)
235                 {
236                         pickedup = TRUE;
237                         player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
238                 }
239                 if (item.ammo_cells)
240                 if (player.ammo_cells < g_pickup_cells_max)
241                 {
242                         pickedup = TRUE;
243                         player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
244                 }
245                 if (item.ammo_fuel)
246                 if (player.ammo_fuel < g_pickup_fuel_max)
247                 {
248                         pickedup = TRUE;
249                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
250                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
251                 }
252
253                 if (item.flags & FL_WEAPON)
254                 if ((it = item.weapons - (item.weapons & player.weapons)))
255                 {
256                         pickedup = TRUE;
257                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
258                         {
259                                 e = get_weaponinfo(i);
260                                 if(it & e.weapons)
261                                         W_GiveWeapon (player, e.weapon, item.netname);
262                         }
263                 }
264
265                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
266                 {
267                         pickedup = TRUE;
268                         player.items |= it;
269                 }
270
271                 if (item.strength_finished)
272                 {
273                         pickedup = TRUE;
274                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
275                 }
276                 if (item.invincible_finished)
277                 {
278                         pickedup = TRUE;
279                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
280                 }
281                 //if (item.speed_finished)
282                 //{
283                 //      pickedup = TRUE;
284                 //      player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
285                 //}
286                 //if (item.slowmo_finished)
287                 //{
288                 //      pickedup = TRUE;
289                 //      player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
290                 //}
291
292                 if (item.health)
293                 if (player.health < item.max_health)
294                 {
295                         pickedup = TRUE;
296                         player.health = min(player.health + item.health, item.max_health);
297                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
298                 }
299                 if (item.armorvalue)
300                 if (player.armorvalue < item.max_armorvalue)
301                 {
302                         pickedup = TRUE;
303                         player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
304                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
305                 }
306         }
307
308 :skip
309         // always eat teamed entities
310         if(item.team)
311                 pickedup = TRUE;
312
313         if (!pickedup)
314                 return 0;
315
316         sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
317         if (_switchweapon)
318                 if (player.switchweapon != w_getbestweapon(player))
319                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
320
321         return 1;
322 }
323
324 void Item_Touch (void)
325 {
326         entity e, head;
327
328         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
329         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
330         {
331                 remove(self);
332                 return;
333         }
334         if (other.classname != "player")
335                 return;
336         if (other.deadflag)
337                 return;
338         if (self.solid != SOLID_TRIGGER)
339                 return;
340         if (self.owner == other)
341                 return;
342
343         if(!Item_GiveTo(self, other))
344                 return;
345
346         if (self.classname == "droppedweapon")
347                 remove (self);
348         else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
349                 return;
350         else
351         {
352                 self.solid = SOLID_NOT;
353                 self.model = string_null;
354                 if(self.team)
355                 {
356                         RandomSelection_Init();
357                         for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
358                                 RandomSelection_Add(head, 0, head.cnt, 0);
359                         e = RandomSelection_chosen_ent;
360                 }
361                 else
362                         e = self;
363                 Item_ScheduleRespawn(e);
364         }
365 }
366
367 void Item_FindTeam()
368 {
369         entity head, e;
370
371         if(self.effects & EF_NODRAW)
372         {
373                 // marker for item team search
374                 dprint("Initializing item team ", ftos(self.team), "\n");
375                 RandomSelection_Init();
376                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
377                         RandomSelection_Add(head, 0, head.cnt, 0);
378                 e = RandomSelection_chosen_ent;
379                 e.state = 0;
380
381                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
382                 {
383                         if(head != e)
384                         {
385                                 // make it a non-spawned item
386                                 head.solid = SOLID_NOT;
387                                 head.model = string_null;
388                                 head.state = 1; // state 1 = initially hidden item
389                         }
390                         head.effects &~= EF_NODRAW;
391                 }
392
393                 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
394                 {
395                         e.solid = SOLID_NOT;
396                         e.model = string_null;
397                         Item_ScheduleInitialRespawn(e);
398                 }
399         }
400 }
401
402 void Item_Reset()
403 {
404         if(self.state == 1)
405         {
406                 self.model = string_null;
407                 self.solid = SOLID_NOT;
408         }
409         else
410         {
411                 self.model = self.mdl;
412                 self.solid = SOLID_TRIGGER;
413         }
414         setorigin (self, self.origin);
415         self.think = SUB_Null;
416         self.nextthink = 0;
417
418         if(self.flags & FL_POWERUP) // do not spawn powerups initially!
419         {
420                 self.solid = SOLID_NOT;
421                 self.model = string_null;
422                 Item_ScheduleInitialRespawn(self);
423         }
424 }
425
426 // Savage: used for item garbage-collection
427 // TODO: perhaps nice special effect?
428 void RemoveItem(void)
429 {
430         remove(self);
431 }
432
433 // pickup evaluation functions
434 // these functions decide how desirable an item is to the bots
435
436 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
437
438 float weapon_pickupevalfunc(entity player, entity item)
439 {
440         // if we already have the weapon, rate it 1/5th normal value
441         if ((player.weapons & item.weapons) == item.weapons)
442                 return item.bot_pickupbasevalue * 0.2;
443         return item.bot_pickupbasevalue;
444 };
445
446 float commodity_pickupevalfunc(entity player, entity item)
447 {
448         float c;
449         c = 0;
450         // TODO: figure out if the player even has the weapon this ammo is for?
451         // may not affect strategy much though...
452         // find out how much more ammo/armor/health the player can hold
453         if (item.ammo_shells)
454         if (player.ammo_shells < g_pickup_shells_max)
455                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
456         if (item.ammo_nails)
457         if (player.ammo_nails < g_pickup_nails_max)
458                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
459         if (item.ammo_rockets)
460         if (player.ammo_rockets < g_pickup_rockets_max)
461                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
462         if (item.ammo_cells)
463         if (player.ammo_cells < g_pickup_cells_max)
464                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
465         if (item.armorvalue)
466         if (player.armorvalue < item.max_armorvalue)
467                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
468         if (item.health)
469         if (player.health < item.max_health)
470                 c = c + max(0, 1 - player.health / item.max_health);
471
472         return item.bot_pickupbasevalue * c;
473 };
474
475
476 .float is_item;
477 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)
478 {
479         startitem_failed = FALSE;
480
481         // is it a dropped weapon?
482         if (self.classname == "droppedweapon")
483         {
484                 self.reset = SUB_Remove;
485                 // it's a dropped weapon
486                 self.movetype = MOVETYPE_TOSS;
487                 self.solid = SOLID_TRIGGER;
488                 // Savage: remove thrown items after a certain period of time ("garbage collection")
489                 self.think = RemoveItem;
490                 self.nextthink = time + 60;
491                 // don't drop if in a NODROP zone (such as lava)
492                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
493                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
494                 {
495                         startitem_failed = TRUE;
496                         remove(self);
497                         return;
498                 }
499         }
500         else
501         {
502                 self.reset = Item_Reset;
503                 // it's a level item
504                 if(self.spawnflags & 1)
505                         self.noalign = 1;
506                 if (self.noalign)
507                         self.movetype = MOVETYPE_NONE;
508                 else
509                         self.movetype = MOVETYPE_TOSS;
510                 self.solid = SOLID_TRIGGER;
511                 // do item filtering according to game mode and other things
512                 if (!self.noalign)
513                 {
514                         // first nudge it off the floor a little bit to avoid math errors
515                         setorigin(self, self.origin + '0 0 1');
516                         // set item size before we spawn a spawnfunc_waypoint
517                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
518                                 setsize (self, '-16 -16 0', '16 16 48');
519                         else
520                                 setsize (self, '-16 -16 0', '16 16 32');
521                         // note droptofloor returns FALSE if stuck/or would fall too far
522                         droptofloor();
523                         waypoint_spawnforitem(self);
524                 }
525
526                 if(teams_matter)
527                 {
528                         if(self.notteam)
529                         {
530                                 print("removed non-teamplay ", self.classname, "\n");
531                                 startitem_failed = TRUE;
532                                 remove (self);
533                                 return;
534                         }
535                 }
536                 else
537                 {
538                         if(self.notfree)
539                         {
540                                 print("removed non-FFA ", self.classname, "\n");
541                                 startitem_failed = TRUE;
542                                 remove (self);
543                                 return;
544                         }
545                 }
546
547                 if(self.notq3a)
548                 {
549                         // We aren't TA or something like that, so we keep the Q3A entities
550                         print("removed non-Q3A ", self.classname, "\n");
551                         startitem_failed = TRUE;
552                         remove (self);
553                         return;
554                 }
555
556                 /*
557                  * can't do it that way, as it would break maps
558                  * TODO make a target_give like entity another way, that perhaps has
559                  * the weapon name in a key
560                 if(self.targetname)
561                 {
562                         // target_give not yet supported; maybe later
563                         print("removed targeted ", self.classname, "\n");
564                         startitem_failed = TRUE;
565                         remove (self);
566                         return;
567                 }
568                 */
569
570                 if(cvar("spawn_debug") >= 2)
571                 {
572                         entity otheritem;
573                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
574                         {
575                                 if(otheritem.is_item)
576                                 {
577                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
578                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
579                                         error("Mapper sucks.");
580                                 }
581                         }
582                         self.is_item = TRUE;
583                 }
584
585                 weaponsInMap |= weaponid;
586
587                 if(g_lms)
588                 {
589                         startitem_failed = TRUE;
590                         remove(self);
591                         return;
592                 }
593                 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
594                 {
595                         startitem_failed = TRUE;
596                         remove(self);
597                         return;
598                 }
599                 else if (g_minstagib)
600                 {
601                         // don't remove dropped items and powerups
602                         if (self.classname != "minstagib")
603                         {
604                                 startitem_failed = TRUE;
605                                 remove (self);
606                                 return;
607                         }
608                 }
609                 else if ((!cvar("g_pickup_items") || g_nixnex) && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
610                 {
611                         startitem_failed = TRUE;
612                         remove (self);
613                         return;
614                 }
615
616                 precache_model (itemmodel);
617                 precache_sound (pickupsound);
618                 precache_sound ("misc/itemrespawn.wav");
619                 precache_sound ("misc/itemrespawncountdown.wav");
620
621                 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
622                         self.target = "###item###"; // for finding the nearest item using find()
623         }
624
625         self.bot_pickup = TRUE;
626         self.bot_pickupevalfunc = pickupevalfunc;
627         self.bot_pickupbasevalue = pickupbasevalue;
628         self.mdl = itemmodel;
629         self.item_pickupsound = pickupsound;
630         // let mappers override respawntime
631         if(!self.respawntime) // both set
632         {
633                 self.respawntime = defaultrespawntime;
634                 self.respawntimejitter = defaultrespawntimejitter;
635         }
636         self.netname = itemname;
637         self.items = itemid;
638         self.weapons = weaponid;
639         self.flags = FL_ITEM | itemflags;
640         self.touch = Item_Touch;
641         setmodel (self, self.mdl); // precision set below
642         self.effects |= EF_LOWPRECISION;
643         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
644                 setsize (self, '-16 -16 0', '16 16 48');
645         else
646                 setsize (self, '-16 -16 0', '16 16 32');
647         if(itemflags & FL_WEAPON)
648                 self.modelflags |= MF_ROTATE;
649
650         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
651         if (itemflags & FL_WEAPON)
652         {
653                 // neutral team color for pickup weapons
654                 self.colormap = 1024; // color shirt=0 pants=0 grey
655         }
656
657         if (cvar("g_fullbrightitems"))
658                 self.effects = self.effects | EF_FULLBRIGHT;
659
660         self.state = 0;
661         if(self.team)
662         {
663                 if(!self.cnt)
664                         self.cnt = 1; // item probability weight
665                 self.effects = self.effects | EF_NODRAW; // marker for item team search
666                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
667         }
668         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
669         {
670                 self.solid = SOLID_NOT;
671                 self.model = string_null;
672                 Item_ScheduleInitialRespawn(self);
673         }
674 }
675
676 /* replace items in minstagib
677  * IT_STRENGTH   = invisibility
678  * IT_NAILS      = extra lives
679  * IT_INVINCIBLE = speed
680  */
681 void minstagib_items (float itemid)
682 {
683         // we don't want to replace dropped weapons ;)
684         if (self.classname == "droppedweapon")
685         {
686                 self.ammo_cells = 25;
687                 StartItem ("models/weapons/g_nex.md3",
688                         "weapons/weaponpickup.wav", 15, 0,
689                         "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
690                 return;
691         }
692
693         local float rnd;
694         self.classname = "minstagib";
695
696         // replace rocket launchers and nex guns with ammo cells
697         if (itemid == IT_CELLS)
698         {
699                 self.ammo_cells = 1;
700                 StartItem ("models/items/a_cells.md3",
701                         "misc/itempickup.wav", 45, 0,
702                         "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
703                 return;
704         }
705
706         // randomize
707         rnd = random() * 3;
708         if (rnd <= 1)
709                 itemid = IT_STRENGTH;
710         else if (rnd <= 2)
711                 itemid = IT_NAILS;
712         else
713                 itemid = IT_INVINCIBLE;
714
715         // replace with invis
716         if (itemid == IT_STRENGTH)
717         {
718                 self.effects = EF_ADDITIVE;
719                 self.strength_finished = 30;
720                 StartItem ("models/items/g_strength.md3",
721                         "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
722                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
723         }
724         // replace with extra lives
725         if (itemid == IT_NAILS)
726         {
727                 self.max_health = 1;
728                 StartItem ("models/items/g_h100.md3",
729                         "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
730                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
731
732         }
733         // replace with speed
734         if (itemid == IT_INVINCIBLE)
735         {
736                 self.effects = EF_ADDITIVE;
737                 self.invincible_finished = 30;
738                 StartItem ("models/items/g_invincible.md3",
739                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
740                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
741         }
742
743 }
744
745 float minst_no_auto_cells;
746 void minst_remove_item (void) {
747         if(minst_no_auto_cells)
748                 remove(self);
749 }
750
751 float weaponswapping;
752 float internalteam;
753
754 void weapon_defaultspawnfunc(float wpn)
755 {
756         entity e;
757         float t;
758         var .float ammofield;
759         string s;
760         entity oldself;
761         float i, j;
762
763         // set the respawntime in advance (so replaced weapons can copy it)
764
765         if(!self.respawntime)
766         {
767                 e = get_weaponinfo(wpn);
768                 if(e.items == IT_SUPERWEAPON)
769                 {
770                         self.respawntime = g_pickup_respawntime_powerup;
771                         self.respawntimejitter = g_pickup_respawntimejitter_powerup;
772                 }
773                 else
774                 {
775                         self.respawntime = g_pickup_respawntime_weapon;
776                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
777                 }
778         }
779
780         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
781         {
782                 e = get_weaponinfo(wpn);
783                 s = cvar_string(strcat("g_weaponreplace_", e.netname));
784                 if(s == "0")
785                 {
786                         remove(self);
787                         startitem_failed = TRUE;
788                         return;
789                 }
790                 t = tokenize_console(s);
791                 if(t >= 2)
792                 {
793                         self.team = --internalteam;
794                         oldself = self;
795                         for(i = 1; i < t; ++i)
796                         {
797                                 s = argv(i);
798                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
799                                 {
800                                         e = get_weaponinfo(j);
801                                         if(e.netname == s)
802                                         {
803                                                 self = spawn();
804                                                 copyentity(oldself, self);
805                                                 self.classname = "replacedweapon";
806                                                 weapon_defaultspawnfunc(j);
807                                                 break;
808                                         }
809                                 }
810                                 if(j > WEP_LAST)
811                                 {
812                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
813                                 }
814                         }
815                         self = oldself;
816                 }
817                 if(t >= 1)
818                 {
819                         s = argv(0);
820                         wpn = 0;
821                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
822                         {
823                                 e = get_weaponinfo(j);
824                                 if(e.netname == s)
825                                 {
826                                         wpn = j;
827                                         break;
828                                 }
829                         }
830                         if(j > WEP_LAST)
831                         {
832                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
833                         }
834                 }
835                 if(wpn == 0)
836                 {
837                         remove(self);
838                         startitem_failed = TRUE;
839                         return;
840                 }
841         }
842
843         e = get_weaponinfo(wpn);
844
845         if(e.items && e.items != IT_SUPERWEAPON)
846         {
847                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
848                 {
849                         if(e.items & j)
850                         {
851                                 ammofield = Item_CounterField(j);
852                                 if(!self.ammofield)
853                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
854                         }
855                 }
856         }
857         else
858         {
859                 self.flags |= FL_NO_WEAPON_STAY;
860         }
861
862         // weapon stay isn't supported for teamed weapons
863         if(self.team)
864                 self.flags |= FL_NO_WEAPON_STAY;
865
866         if(g_weapon_stay == 2 && self.classname != "droppedweapon")
867         {
868                 self.ammo_shells = 0;
869                 self.ammo_nails = 0;
870                 self.ammo_cells = 0;
871                 self.ammo_rockets = 0;
872                 // weapon stay 2: don't use ammo on weapon pickups; instead
873                 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
874         }
875
876         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
877         if (self.modelindex) // don't precache if self was removed
878                 weapon_action(e.weapon, WR_PRECACHE);
879 }
880
881 void spawnfunc_weapon_shotgun (void);
882 void spawnfunc_weapon_uzi (void) {
883         if(q3acompat_machineshotgunswap)
884         if(self.classname != "droppedweapon")
885         {
886                 weapon_defaultspawnfunc(WEP_SHOTGUN);
887                 return;
888         }
889         weapon_defaultspawnfunc(WEP_UZI);
890 }
891
892 void spawnfunc_weapon_shotgun (void) {
893         if(q3acompat_machineshotgunswap)
894         if(self.classname != "droppedweapon")
895         {
896                 weapon_defaultspawnfunc(WEP_UZI);
897                 return;
898         }
899         weapon_defaultspawnfunc(WEP_SHOTGUN);
900 }
901
902 void spawnfunc_weapon_nex (void)
903 {
904         if (g_minstagib)
905         {
906                 minstagib_items(IT_CELLS);
907                 self.think = minst_remove_item;
908                 self.nextthink = time;
909                 return;
910         }
911         weapon_defaultspawnfunc(WEP_NEX);
912 }
913
914 void spawnfunc_weapon_minstanex (void)
915 {
916         if (g_minstagib)
917         {
918                 minstagib_items(IT_CELLS);
919                 self.think = minst_remove_item;
920                 self.nextthink = time;
921                 return;
922         }
923         weapon_defaultspawnfunc(WEP_MINSTANEX);
924 }
925
926 void spawnfunc_weapon_rocketlauncher (void)
927 {
928         if (g_minstagib)
929         {
930                 minstagib_items(IT_CELLS);
931                 self.think = minst_remove_item;
932                 self.nextthink = time;
933                 return;
934         }
935         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
936 }
937
938 void spawnfunc_item_rockets (void) {
939         if(!self.ammo_rockets)
940                 self.ammo_rockets = g_pickup_rockets;
941         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);
942 }
943
944 void spawnfunc_item_shells (void);
945 void spawnfunc_item_bullets (void) {
946         if(!weaponswapping)
947         if(q3acompat_machineshotgunswap)
948         if(self.classname != "droppedweapon")
949         {
950                 weaponswapping = TRUE;
951                 spawnfunc_item_shells();
952                 weaponswapping = FALSE;
953                 return;
954         }
955
956         if(!self.ammo_nails)
957                 self.ammo_nails = g_pickup_nails;
958         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);
959 }
960
961 void spawnfunc_item_cells (void) {
962         if(!self.ammo_cells)
963                 self.ammo_cells = g_pickup_cells;
964         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);
965 }
966
967 void spawnfunc_item_shells (void) {
968         if(!weaponswapping)
969         if(q3acompat_machineshotgunswap)
970         if(self.classname != "droppedweapon")
971         {
972                 weaponswapping = TRUE;
973                 spawnfunc_item_bullets();
974                 weaponswapping = FALSE;
975                 return;
976         }
977
978         if(!self.ammo_shells)
979                 self.ammo_shells = g_pickup_shells;
980         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);
981 }
982
983 void spawnfunc_item_armor_small (void) {
984         if(!self.armorvalue)
985                 self.armorvalue = g_pickup_armorsmall;
986         if(!self.max_armorvalue)
987                 self.max_armorvalue = g_pickup_armorsmall_max;
988         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);
989 }
990
991 void spawnfunc_item_armor_medium (void) {
992         if(!self.armorvalue)
993                 self.armorvalue = g_pickup_armormedium;
994         if(!self.max_armorvalue)
995                 self.max_armorvalue = g_pickup_armormedium_max;
996         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);
997 }
998
999 void spawnfunc_item_armor_big (void) {
1000         if(!self.armorvalue)
1001                 self.armorvalue = g_pickup_armorbig;
1002         if(!self.max_armorvalue)
1003                 self.max_armorvalue = g_pickup_armorbig_max;
1004         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);
1005 }
1006
1007 void spawnfunc_item_armor_large (void) {
1008         if(!self.armorvalue)
1009                 self.armorvalue = g_pickup_armorlarge;
1010         if(!self.max_armorvalue)
1011                 self.max_armorvalue = g_pickup_armorlarge_max;
1012         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);
1013 }
1014
1015 void spawnfunc_item_health_small (void) {
1016         if(!self.max_health)
1017                 self.max_health = g_pickup_healthsmall_max;
1018         if(!self.health)
1019                 self.health = g_pickup_healthsmall;
1020         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);
1021 }
1022
1023 void spawnfunc_item_health_medium (void) {
1024         if(!self.max_health)
1025                 self.max_health = g_pickup_healthmedium_max;
1026         if(!self.health)
1027                 self.health = g_pickup_healthmedium;
1028         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);
1029 }
1030
1031 void spawnfunc_item_health_large (void) {
1032         if(!self.max_health)
1033                 self.max_health = g_pickup_healthlarge_max;
1034         if(!self.health)
1035                 self.health = g_pickup_healthlarge;
1036         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);
1037 }
1038
1039 void spawnfunc_item_health_mega (void) {
1040         if(!cvar("g_powerup_superhealth"))
1041                 return;
1042
1043         if(g_arena && !cvar("g_arena_powerups"))
1044                 return;
1045
1046         if(g_minstagib) {
1047                 minstagib_items(IT_NAILS);
1048         } else {
1049                 if(!self.max_health)
1050                         self.max_health = g_pickup_healthmega_max;
1051                 if(!self.health)
1052                         self.health = g_pickup_healthmega;
1053                 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);
1054         }
1055 }
1056
1057 // support old misnamed entities
1058 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
1059 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1060 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1061 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1062 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1063
1064 void spawnfunc_item_strength (void) {
1065         if(!cvar("g_powerup_strength"))
1066                 return;
1067
1068         if(g_arena && !cvar("g_arena_powerups"))
1069                 return;
1070
1071         if(g_minstagib) {
1072                 minstagib_items(IT_STRENGTH);
1073         } else {
1074                 precache_sound("weapons/strength_fire.wav");
1075                 self.strength_finished = 30;
1076                 self.effects = EF_ADDITIVE;
1077                 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);
1078         }
1079 }
1080
1081 void spawnfunc_item_invincible (void) {
1082         if(!cvar("g_powerup_shield"))
1083                 return;
1084
1085         if(g_arena && !cvar("g_arena_powerups"))
1086                 return;
1087
1088         if(g_minstagib) {
1089                 minstagib_items(IT_INVINCIBLE);
1090         } else {
1091                 self.invincible_finished = 30;
1092                 self.effects = EF_ADDITIVE;
1093                 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);
1094         }
1095 }
1096
1097 void spawnfunc_item_minst_cells (void) {
1098         if (g_minstagib)
1099         {
1100                 minst_no_auto_cells = 1;
1101                 minstagib_items(IT_CELLS);
1102         }
1103         else
1104                 remove(self);
1105 }
1106
1107 // compatibility:
1108 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1109
1110 float target_item_func_set(float a, float b)
1111 {
1112         if(b == 0)
1113                 return a;
1114         else if(b < 0)
1115                 return 0;
1116         else
1117                 return b;
1118 }
1119
1120 float target_item_func_min(float a, float b)
1121 {
1122         if(b == 0)
1123                 return a;
1124         else if(b < 0)
1125                 return 0;
1126         else
1127                 return min(a, b);
1128 }
1129
1130 float target_item_func_max(float a, float b)
1131 {
1132         return max(a, b);
1133 }
1134
1135 float target_item_func_bitset(float a, float b)
1136 {
1137         return b;
1138 }
1139
1140 float target_item_func_and(float a, float b)
1141 {
1142         return a & b;
1143 }
1144
1145 float target_item_func_itembitset(float a, float b)
1146 {
1147         return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | b;
1148 }
1149
1150 float target_item_func_itemand(float a, float b)
1151 {
1152         return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1153 }
1154
1155 float target_item_func_or(float a, float b)
1156 {
1157         return a | b;
1158 }
1159
1160 float target_item_func_andnot(float a, float b)
1161 {
1162         return a - (a & b);
1163 }
1164
1165 float target_item_changed;
1166 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1167 {
1168         float n, d;
1169         n = func(activator.field, self.field);
1170
1171         if(binary)
1172         {
1173                 d = n & activator.field;
1174                 if(d != n) // bits added?
1175                         d = +1;
1176                 else if(d != activator.field) // bits removed?
1177                         d = -1;
1178                 else
1179                         d = 0;
1180         }
1181         else
1182                 d = n - activator.field;
1183
1184         if(d < 0)
1185         {
1186                 if(sound_decrease != "")
1187                         sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1188                 target_item_changed = 1;
1189         }
1190         else if(d > 0)
1191         {
1192                 if(sound_increase != "")
1193                         sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1194                 target_item_changed = 1;
1195         }
1196         activator.field = n;
1197 }
1198
1199 void target_items_use (void)
1200 {
1201         float h0, a0;
1202
1203         if(activator.classname == "droppedweapon")
1204         {
1205                 EXACTTRIGGER_TOUCH;
1206                 remove(activator);
1207                 return;
1208         }
1209
1210         if(activator.classname != "player")
1211                 return;
1212         if(activator.deadflag != DEAD_NO)
1213                 return;
1214         EXACTTRIGGER_TOUCH;
1215
1216         entity e;
1217         for(e = world; (e = find(e, classname, "droppedweapon")); )
1218                 if(e.enemy == activator)
1219                         remove(e);
1220
1221         float _switchweapon;
1222         _switchweapon = FALSE;
1223         if (activator.autoswitch)
1224                 if (activator.switchweapon == w_getbestweapon(activator))
1225                         _switchweapon = TRUE;
1226
1227         a0 = activator.armorvalue;
1228         h0 = activator.health;
1229         target_item_changed = 0;
1230
1231         if(self.spawnflags == 0) // SET
1232         {
1233                 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1234                 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1235                 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1236                 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1237                 target_item_change(0, ammo_fuel, target_item_func_set, "misc/itempickup.wav", "");
1238                 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1239                 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1240                 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "misc/poweroff.wav");
1241                 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1242
1243                 if((self.items & activator.items) & IT_STRENGTH)
1244                         activator.strength_finished = time + self.strength_finished;
1245                 if((self.items & activator.items) & IT_INVINCIBLE)
1246                         activator.invincible_finished = time + self.invincible_finished;
1247         }
1248         else if(self.spawnflags == 1) // AND/MIN
1249         {
1250                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1251                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1252                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1253                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1254                 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1255                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1256                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1257                 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "misc/poweroff.wav");
1258                 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1259
1260                 if((self.items & activator.items) & IT_STRENGTH)
1261                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1262                 if((self.items & activator.items) & IT_INVINCIBLE)
1263                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1264         }
1265         else if(self.spawnflags == 2) // OR/MAX
1266         {
1267                 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1268                 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1269                 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1270                 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1271                 target_item_change(0, ammo_fuel, target_item_func_max, "misc/itempickup.wav", "");
1272                 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1273                 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1274                 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "misc/poweroff.wav");
1275                 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1276
1277                 if((self.items & activator.items) & IT_STRENGTH)
1278                         activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1279                 if((self.items & activator.items) & IT_INVINCIBLE)
1280                         activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1281         }
1282         else if(self.spawnflags == 4) // ANDNOT/MIN
1283         {
1284                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1285                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1286                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1287                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1288                 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1289                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1290                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1291                 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "misc/poweroff.wav");
1292                 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1293
1294                 if((self.items & activator.items) & IT_STRENGTH)
1295                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1296                 if((self.items & activator.items) & IT_INVINCIBLE)
1297                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1298         }
1299
1300         if not(activator.items & IT_STRENGTH)
1301                 activator.strength_finished = 0;
1302         if not(activator.items & IT_INVINCIBLE)
1303                 activator.invincible_finished = 0;
1304
1305         if(activator.health > h0)
1306                 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1307         else if(activator.health < h0)
1308                 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1309
1310         if(activator.armorvalue > a0)
1311                 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1312
1313         if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1314                 _switchweapon = TRUE;
1315         if(_switchweapon)
1316                 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1317
1318         if(target_item_changed)
1319                 centerprint(activator, self.message);
1320 }
1321
1322 void spawnfunc_target_items (void)
1323 {
1324         float n, i, j;
1325         entity e;
1326         self.use = target_items_use;
1327         if(!self.strength_finished)
1328                 self.strength_finished = cvar("g_balance_powerup_strength_time");
1329         if(!self.invincible_finished)
1330                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1331
1332         precache_sound("misc/itempickup.wav");
1333         precache_sound("misc/itempickup.wav");
1334         precache_sound("misc/itempickup.wav");
1335         precache_sound("misc/itempickup.wav");
1336         precache_sound("misc/megahealth.wav");
1337         precache_sound("misc/armor25.wav");
1338         precache_sound("misc/powerup.wav");
1339         precache_sound("misc/poweroff.wav");
1340         precache_sound("weapons/weaponpickup.wav");
1341
1342         n = tokenize_console(self.netname);
1343         for(i = 0; i < n; ++i)
1344         {
1345                 if(argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1346                 if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1347                 if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1348                 if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1349                 if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1350                 if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1351                 if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1352                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1353                 {
1354                         e = get_weaponinfo(j);
1355                         if(argv(i) == e.netname)
1356                         {
1357                                 self.weapons |= e.weapons;
1358                                 if(self.spawnflags == 0 || self.spawnflags == 2)
1359                                         weapon_action(e.weapon, WR_PRECACHE);
1360                         }
1361                 }
1362         }
1363 }
1364
1365 void spawnfunc_item_fuel(void)
1366 {
1367         if(!self.ammo_fuel)
1368                 self.ammo_fuel = g_pickup_fuel;
1369         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);
1370 }
1371
1372 void spawnfunc_item_fuel_regen(void)
1373 {
1374         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);
1375 }
1376
1377 void spawnfunc_item_jetpack(void)
1378 {
1379         if(g_grappling_hook)
1380                 return; // sorry, but these two can't coexist (same button)
1381         if(!self.ammo_fuel)
1382                 self.ammo_fuel = g_pickup_fuel_jetpack;
1383         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);
1384 }