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 | EF_NODEPTHTEST;
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_nodepthtestitems"))
128 e.effects |= EF_NODEPTHTEST;
129 if (cvar("g_fullbrightitems"))
130 e.effects |= EF_FULLBRIGHT;
132 // relink entity (because solid may have changed)
133 setorigin(e, e.origin);
136 void Item_Respawn (void)
139 if(!g_minstagib && self.items == IT_STRENGTH)
140 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
141 else if(!g_minstagib && self.items == IT_INVINCIBLE)
142 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
144 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
145 setorigin (self, self.origin);
147 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
148 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
151 void Item_RespawnCountdown (void)
153 if(self.count >= ITEM_RESPAWN_TICKS)
155 if(self.waypointsprite_attached)
156 WaypointSprite_Kill(self.waypointsprite_attached);
161 self.nextthink = time + 1;
172 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
173 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
174 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
181 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
182 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
187 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
188 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
192 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);
193 if(self.waypointsprite_attached)
195 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
196 //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
197 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
201 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
202 if(self.waypointsprite_attached)
204 WaypointSprite_Ping(self.waypointsprite_attached);
205 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
210 void Item_ScheduleRespawnIn(entity e, float t)
212 if(e.flags & FL_POWERUP)
214 e.think = Item_RespawnCountdown;
215 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
220 e.think = Item_Respawn;
221 e.nextthink = time + t;
225 void Item_ScheduleRespawn(entity e)
228 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
231 void Item_ScheduleInitialRespawn(entity e)
234 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
237 float Item_GiveTo(entity item, entity player)
245 // if nothing happens to player, just return without taking the item
247 _switchweapon = FALSE;
251 if(item.spawnshieldtime)
254 if (player.ammo_fuel < g_pickup_fuel_max)
257 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
258 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
260 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
264 sprint (player, strcat("You got the ^2", item.netname, "\n"));
267 _switchweapon = TRUE;
271 // play some cool sounds ;)
272 centerprint(player, "\n");
273 if (clienttype(player) == CLIENTTYPE_REAL)
275 if(player.health <= 5)
276 play2(player, "announcer/robotic/lastsecond.wav");
277 else if(player.health < 50)
278 play2(player, "announcer/robotic/narrowly.wav");
280 // sound not available
281 // else if(item.items == IT_CELLS)
282 // play2(player, "announce/robotic/ammo.wav");
284 if (item.weapons & WEPBIT_MINSTANEX)
285 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
287 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
295 // sound not available
296 // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav");
297 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
298 sprint(player, "^3You picked up some extra lives\n");
302 if (item.strength_finished)
305 // sound not available
306 // play2(player, "announce/robotic/invisible.wav");
307 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
311 if (item.invincible_finished)
314 // sound not available
315 // play2(player, "announce/robotic/speed.wav");
316 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
320 if (player.ammo_fuel < g_pickup_fuel_max)
323 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
324 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
330 if (g_weapon_stay == 1)
331 if not(item.flags & FL_NO_WEAPON_STAY)
332 if (item.flags & FL_WEAPON)
334 if(item.classname == "droppedweapon")
336 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
341 if (player.weapons & item.weapons)
346 // in case the player has autoswitch enabled do the following:
347 // if the player is using their best weapon before items are given, they
348 // probably want to switch to an even better weapon after items are given
349 if (player.autoswitch)
350 if (player.switchweapon == w_getbestweapon(player))
351 _switchweapon = TRUE;
353 if not(player.weapons & W_WeaponBit(player.switchweapon))
354 _switchweapon = TRUE;
356 if(item.spawnshieldtime)
358 if (item.ammo_shells)
359 if (player.ammo_shells < g_pickup_shells_max)
362 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
365 if (player.ammo_nails < g_pickup_nails_max)
368 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
370 if (item.ammo_rockets)
371 if (player.ammo_rockets < g_pickup_rockets_max)
374 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
377 if (player.ammo_cells < g_pickup_cells_max)
380 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
383 if (player.ammo_fuel < g_pickup_fuel_max)
386 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
387 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
391 if (item.flags & FL_WEAPON)
392 if ((it = item.weapons - (item.weapons & player.weapons)))
395 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
397 e = get_weaponinfo(i);
399 W_GiveWeapon (player, e.weapon, item.netname);
403 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
407 sprint (player, strcat("You got the ^2", item.netname, "\n"));
410 if(item.spawnshieldtime)
412 if (item.strength_finished)
415 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
417 if (item.invincible_finished)
420 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
422 //if (item.speed_finished)
425 // player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
427 //if (item.slowmo_finished)
430 // player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
434 if (player.health < item.max_health)
437 player.health = min(player.health + item.health, item.max_health);
438 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
441 if (player.armorvalue < item.max_armorvalue)
444 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
445 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
451 // always eat teamed entities
458 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
460 if (player.switchweapon != w_getbestweapon(player))
461 W_SwitchWeapon_Force(player, w_getbestweapon(player));
466 void Item_Touch (void)
470 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
471 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
476 if (other.classname != "player")
480 if (self.solid != SOLID_TRIGGER)
482 if (self.owner == other)
485 if(!Item_GiveTo(self, other))
488 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
490 if (self.classname == "droppedweapon")
492 else if not(self.spawnshieldtime)
494 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
500 RandomSelection_Init();
501 for(head = world; (head = findfloat(head, team, self.team)); )
503 if(head.flags & FL_ITEM)
506 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
509 e = RandomSelection_chosen_ent;
513 Item_ScheduleRespawn(e);
521 if(self.effects & EF_NODRAW)
523 // marker for item team search
524 dprint("Initializing item team ", ftos(self.team), "\n");
525 RandomSelection_Init();
526 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
527 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
528 e = RandomSelection_chosen_ent;
532 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
536 // make it a non-spawned item
538 head.state = 1; // state 1 = initially hidden item
540 head.effects &~= EF_NODRAW;
543 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
544 Item_ScheduleInitialRespawn(e);
550 Item_Show(self, !self.state);
551 setorigin (self, self.origin);
552 self.think = SUB_Null;
555 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
556 Item_ScheduleInitialRespawn(self);
559 // Savage: used for item garbage-collection
560 // TODO: perhaps nice special effect?
561 void RemoveItem(void)
566 // pickup evaluation functions
567 // these functions decide how desirable an item is to the bots
569 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
571 float weapon_pickupevalfunc(entity player, entity item)
573 float c, i, j, position;
575 // See if I have it already
576 if(player.weapons & item.weapons == item.weapons)
578 // If I can pick it up
579 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
581 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
583 // Skilled bots will grab more
584 c = bound(0, skill / 10, 1) * 0.5;
592 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
593 if( bot_custom_weapon && c )
595 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
598 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
601 // Find the highest position on any range
603 for(j = 0; j < WEP_LAST ; ++j){
605 bot_weapons_far[j] == i ||
606 bot_weapons_mid[j] == i ||
607 bot_weapons_close[j] == i
618 position = WEP_LAST - position;
619 // item.bot_pickupbasevalue is overwritten here
620 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
625 return item.bot_pickupbasevalue * c;
628 float commodity_pickupevalfunc(entity player, entity item)
630 float c, i, need_shells, need_nails, need_rockets, need_cells;
634 // Detect needed ammo
635 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
637 wi = get_weaponinfo(i);
639 if not(wi.weapons & player.weapons)
642 if(wi.items & IT_SHELLS)
644 else if(wi.items & IT_NAILS)
646 else if(wi.items & IT_ROCKETS)
648 else if(wi.items & IT_CELLS)
652 // TODO: figure out if the player even has the weapon this ammo is for?
653 // may not affect strategy much though...
654 // find out how much more ammo/armor/health the player can hold
656 if (item.ammo_shells)
657 if (player.ammo_shells < g_pickup_shells_max)
658 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
661 if (player.ammo_nails < g_pickup_nails_max)
662 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
664 if (item.ammo_rockets)
665 if (player.ammo_rockets < g_pickup_rockets_max)
666 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
669 if (player.ammo_cells < g_pickup_cells_max)
670 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
672 if (player.armorvalue < item.max_armorvalue)
673 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
675 if (player.health < item.max_health)
676 c = c + max(0, 1 - player.health / item.max_health);
678 return item.bot_pickupbasevalue * c;
683 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)
685 startitem_failed = FALSE;
687 // is it a dropped weapon?
688 if (self.classname == "droppedweapon")
690 self.reset = SUB_Remove;
691 // it's a dropped weapon
692 self.movetype = MOVETYPE_TOSS;
693 // Savage: remove thrown items after a certain period of time ("garbage collection")
694 self.think = RemoveItem;
695 self.nextthink = time + 60;
696 // don't drop if in a NODROP zone (such as lava)
697 traceline(self.origin, self.origin, MOVE_NORMAL, self);
698 if (trace_dpstartcontents & DPCONTENTS_NODROP)
700 startitem_failed = TRUE;
707 self.reset = Item_Reset;
709 if(self.spawnflags & 1)
712 self.movetype = MOVETYPE_NONE;
714 self.movetype = MOVETYPE_TOSS;
715 // do item filtering according to game mode and other things
718 // first nudge it off the floor a little bit to avoid math errors
719 setorigin(self, self.origin + '0 0 1');
720 // set item size before we spawn a spawnfunc_waypoint
721 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
722 setsize (self, '-16 -16 0', '16 16 48');
724 setsize (self, '-16 -16 0', '16 16 32');
725 // note droptofloor returns FALSE if stuck/or would fall too far
727 waypoint_spawnforitem(self);
734 print("removed non-teamplay ", self.classname, "\n");
735 startitem_failed = TRUE;
744 print("removed non-FFA ", self.classname, "\n");
745 startitem_failed = TRUE;
753 // We aren't TA or something like that, so we keep the Q3A entities
754 print("removed non-Q3A ", self.classname, "\n");
755 startitem_failed = TRUE;
761 * can't do it that way, as it would break maps
762 * TODO make a target_give like entity another way, that perhaps has
763 * the weapon name in a key
766 // target_give not yet supported; maybe later
767 print("removed targeted ", self.classname, "\n");
768 startitem_failed = TRUE;
774 if(cvar("spawn_debug") >= 2)
777 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
779 if(otheritem.is_item)
781 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
782 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
783 error("Mapper sucks.");
789 weaponsInMap |= weaponid;
793 startitem_failed = TRUE;
797 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
799 startitem_failed = TRUE;
803 else if (g_minstagib)
805 // don't remove dropped items and powerups
806 if (self.classname != "minstagib")
808 startitem_failed = TRUE;
825 if (cvar("g_nixnex_with_healtharmor"))
830 if (cvar("g_nixnex_with_powerups"))
837 startitem_failed = TRUE;
842 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
844 startitem_failed = TRUE;
849 precache_model (itemmodel);
850 precache_sound (pickupsound);
851 precache_sound ("misc/itemrespawn.wav");
852 precache_sound ("misc/itemrespawncountdown.wav");
854 if(itemid == IT_STRENGTH)
855 precache_sound ("misc/strength_respawn.wav");
856 if(itemid == IT_INVINCIBLE)
857 precache_sound ("misc/shield_respawn.wav");
859 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
860 self.target = "###item###"; // for finding the nearest item using find()
863 self.bot_pickup = TRUE;
864 self.bot_pickupevalfunc = pickupevalfunc;
865 self.bot_pickupbasevalue = pickupbasevalue;
866 self.mdl = itemmodel;
867 self.item_pickupsound = pickupsound;
868 // let mappers override respawntime
869 if(!self.respawntime) // both set
871 self.respawntime = defaultrespawntime;
872 self.respawntimejitter = defaultrespawntimejitter;
874 self.netname = itemname;
876 self.weapons = weaponid;
877 self.flags = FL_ITEM | itemflags;
878 self.touch = Item_Touch;
879 setmodel (self, self.mdl); // precision set below
880 self.effects |= EF_LOWPRECISION;
881 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
882 setsize (self, '-16 -16 0', '16 16 48');
884 setsize (self, '-16 -16 0', '16 16 32');
885 if(itemflags & FL_WEAPON)
886 self.modelflags |= MF_ROTATE;
888 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
889 if (itemflags & FL_WEAPON)
891 // neutral team color for pickup weapons
892 self.colormap = 1024; // color shirt=0 pants=0 grey
900 self.cnt = 1; // item probability weight
901 self.effects = self.effects | EF_NODRAW; // marker for item team search
902 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
904 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
905 Item_ScheduleInitialRespawn(self);
908 /* replace items in minstagib
909 * IT_STRENGTH = invisibility
910 * IT_NAILS = extra lives
911 * IT_INVINCIBLE = speed
913 void minstagib_items (float itemid)
915 // we don't want to replace dropped weapons ;)
916 if (self.classname == "droppedweapon")
918 self.ammo_cells = 25;
919 StartItem ("models/weapons/g_nex.md3",
920 "weapons/weaponpickup.wav", 15, 0,
921 "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
926 self.classname = "minstagib";
928 // replace rocket launchers and nex guns with ammo cells
929 if (itemid == IT_CELLS)
932 StartItem ("models/items/a_cells.md3",
933 "misc/itempickup.wav", 45, 0,
934 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
941 itemid = IT_STRENGTH;
945 itemid = IT_INVINCIBLE;
947 // replace with invis
948 if (itemid == IT_STRENGTH)
950 self.strength_finished = 30;
951 StartItem ("models/items/g_strength.md3",
952 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
953 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
955 // replace with extra lives
956 if (itemid == IT_NAILS)
959 StartItem ("models/items/g_h100.md3",
960 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
961 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
964 // replace with speed
965 if (itemid == IT_INVINCIBLE)
967 self.invincible_finished = 30;
968 StartItem ("models/items/g_invincible.md3",
969 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
970 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
975 float minst_no_auto_cells;
976 void minst_remove_item (void) {
977 if(minst_no_auto_cells)
981 float weaponswapping;
984 void weapon_defaultspawnfunc(float wpn)
988 var .float ammofield;
993 // set the respawntime in advance (so replaced weapons can copy it)
995 if(!self.respawntime)
997 e = get_weaponinfo(wpn);
998 if(e.items == IT_SUPERWEAPON)
1000 self.respawntime = g_pickup_respawntime_powerup;
1001 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
1005 self.respawntime = g_pickup_respawntime_weapon;
1006 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1010 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1012 e = get_weaponinfo(wpn);
1013 s = cvar_string(strcat("g_weaponreplace_", e.netname));
1017 startitem_failed = TRUE;
1020 t = tokenize_console(s);
1023 self.team = --internalteam;
1025 for(i = 1; i < t; ++i)
1028 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1030 e = get_weaponinfo(j);
1034 copyentity(oldself, self);
1035 self.classname = "replacedweapon";
1036 weapon_defaultspawnfunc(j);
1042 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1051 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1053 e = get_weaponinfo(j);
1062 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1068 startitem_failed = TRUE;
1073 e = get_weaponinfo(wpn);
1075 if(e.items && e.items != IT_SUPERWEAPON)
1077 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1081 ammofield = Item_CounterField(j);
1083 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
1089 self.flags |= FL_NO_WEAPON_STAY;
1092 // weapon stay isn't supported for teamed weapons
1094 self.flags |= FL_NO_WEAPON_STAY;
1096 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1098 self.ammo_shells = 0;
1099 self.ammo_nails = 0;
1100 self.ammo_cells = 0;
1101 self.ammo_rockets = 0;
1102 // weapon stay 2: don't use ammo on weapon pickups; instead
1103 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1106 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1107 if (self.modelindex) // don't precache if self was removed
1108 weapon_action(e.weapon, WR_PRECACHE);
1111 void spawnfunc_weapon_shotgun (void);
1112 void spawnfunc_weapon_uzi (void) {
1113 if(q3acompat_machineshotgunswap)
1114 if(self.classname != "droppedweapon")
1116 weapon_defaultspawnfunc(WEP_SHOTGUN);
1119 weapon_defaultspawnfunc(WEP_UZI);
1122 void spawnfunc_weapon_shotgun (void) {
1123 if(q3acompat_machineshotgunswap)
1124 if(self.classname != "droppedweapon")
1126 weapon_defaultspawnfunc(WEP_UZI);
1129 weapon_defaultspawnfunc(WEP_SHOTGUN);
1132 void spawnfunc_weapon_nex (void)
1136 minstagib_items(IT_CELLS);
1137 self.think = minst_remove_item;
1138 self.nextthink = time;
1141 weapon_defaultspawnfunc(WEP_NEX);
1144 void spawnfunc_weapon_minstanex (void)
1148 minstagib_items(IT_CELLS);
1149 self.think = minst_remove_item;
1150 self.nextthink = time;
1153 weapon_defaultspawnfunc(WEP_MINSTANEX);
1156 void spawnfunc_weapon_rocketlauncher (void)
1160 minstagib_items(IT_CELLS);
1161 self.think = minst_remove_item;
1162 self.nextthink = time;
1165 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1168 void spawnfunc_item_rockets (void) {
1169 if(!self.ammo_rockets)
1170 self.ammo_rockets = g_pickup_rockets;
1171 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);
1174 void spawnfunc_item_shells (void);
1175 void spawnfunc_item_bullets (void) {
1177 if(q3acompat_machineshotgunswap)
1178 if(self.classname != "droppedweapon")
1180 weaponswapping = TRUE;
1181 spawnfunc_item_shells();
1182 weaponswapping = FALSE;
1186 if(!self.ammo_nails)
1187 self.ammo_nails = g_pickup_nails;
1188 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
1191 void spawnfunc_item_cells (void) {
1192 if(!self.ammo_cells)
1193 self.ammo_cells = g_pickup_cells;
1194 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
1197 void spawnfunc_item_shells (void) {
1199 if(q3acompat_machineshotgunswap)
1200 if(self.classname != "droppedweapon")
1202 weaponswapping = TRUE;
1203 spawnfunc_item_bullets();
1204 weaponswapping = FALSE;
1208 if(!self.ammo_shells)
1209 self.ammo_shells = g_pickup_shells;
1210 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);
1213 void spawnfunc_item_armor_small (void) {
1214 if(!self.armorvalue)
1215 self.armorvalue = g_pickup_armorsmall;
1216 if(!self.max_armorvalue)
1217 self.max_armorvalue = g_pickup_armorsmall_max;
1218 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);
1221 void spawnfunc_item_armor_medium (void) {
1222 if(!self.armorvalue)
1223 self.armorvalue = g_pickup_armormedium;
1224 if(!self.max_armorvalue)
1225 self.max_armorvalue = g_pickup_armormedium_max;
1226 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);
1229 void spawnfunc_item_armor_big (void) {
1230 if(!self.armorvalue)
1231 self.armorvalue = g_pickup_armorbig;
1232 if(!self.max_armorvalue)
1233 self.max_armorvalue = g_pickup_armorbig_max;
1234 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);
1237 void spawnfunc_item_armor_large (void) {
1238 if(!self.armorvalue)
1239 self.armorvalue = g_pickup_armorlarge;
1240 if(!self.max_armorvalue)
1241 self.max_armorvalue = g_pickup_armorlarge_max;
1242 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);
1245 void spawnfunc_item_health_small (void) {
1246 if(!self.max_health)
1247 self.max_health = g_pickup_healthsmall_max;
1249 self.health = g_pickup_healthsmall;
1250 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);
1253 void spawnfunc_item_health_medium (void) {
1254 if(!self.max_health)
1255 self.max_health = g_pickup_healthmedium_max;
1257 self.health = g_pickup_healthmedium;
1258 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);
1261 void spawnfunc_item_health_large (void) {
1262 if(!self.max_health)
1263 self.max_health = g_pickup_healthlarge_max;
1265 self.health = g_pickup_healthlarge;
1266 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);
1269 void spawnfunc_item_health_mega (void) {
1270 if(!cvar("g_powerup_superhealth"))
1273 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1277 minstagib_items(IT_NAILS);
1279 if(!self.max_health)
1280 self.max_health = g_pickup_healthmega_max;
1282 self.health = g_pickup_healthmega;
1283 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);
1287 // support old misnamed entities
1288 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
1289 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1290 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1291 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1292 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1294 void spawnfunc_item_strength (void) {
1295 if(!cvar("g_powerup_strength"))
1298 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1302 minstagib_items(IT_STRENGTH);
1304 precache_sound("weapons/strength_fire.wav");
1305 self.strength_finished = 30;
1306 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);
1310 void spawnfunc_item_invincible (void) {
1311 if(!cvar("g_powerup_shield"))
1314 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1318 minstagib_items(IT_INVINCIBLE);
1320 self.invincible_finished = 30;
1321 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);
1325 void spawnfunc_item_minst_cells (void) {
1328 minst_no_auto_cells = 1;
1329 minstagib_items(IT_CELLS);
1336 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1338 float target_item_func_set(float a, float b)
1348 float target_item_func_min(float a, float b)
1358 float target_item_func_max(float a, float b)
1363 float target_item_func_bitset(float a, float b)
1368 float target_item_func_and(float a, float b)
1373 float target_item_func_itembitset(float a, float b)
1375 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | b;
1378 float target_item_func_itemand(float a, float b)
1380 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1383 float target_item_func_or(float a, float b)
1388 float target_item_func_andnot(float a, float b)
1393 float target_item_changed;
1394 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1397 n = func(activator.field, self.field);
1401 d = n & activator.field;
1402 if(d != n) // bits added?
1404 else if(d != activator.field) // bits removed?
1410 d = n - activator.field;
1414 if(sound_decrease != "")
1415 sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1416 target_item_changed = 1;
1420 if(sound_increase != "")
1421 sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1422 target_item_changed = 1;
1424 activator.field = n;
1427 void target_items_use (void)
1431 if(activator.classname == "droppedweapon")
1438 if(activator.classname != "player")
1440 if(activator.deadflag != DEAD_NO)
1445 for(e = world; (e = find(e, classname, "droppedweapon")); )
1446 if(e.enemy == activator)
1449 float _switchweapon;
1450 _switchweapon = FALSE;
1451 if (activator.autoswitch)
1452 if (activator.switchweapon == w_getbestweapon(activator))
1453 _switchweapon = TRUE;
1455 a0 = activator.armorvalue;
1456 h0 = activator.health;
1457 f0 = activator.ammo_fuel;
1458 target_item_changed = 0;
1460 if(self.spawnflags == 0) // SET
1462 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1463 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1464 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1465 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1466 target_item_change(0, ammo_fuel, target_item_func_set, "misc/itempickup.wav", "");
1467 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1468 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1469 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "misc/poweroff.wav");
1470 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1472 if((self.items & activator.items) & IT_STRENGTH)
1473 activator.strength_finished = time + self.strength_finished;
1474 if((self.items & activator.items) & IT_INVINCIBLE)
1475 activator.invincible_finished = time + self.invincible_finished;
1477 else if(self.spawnflags == 1) // AND/MIN
1479 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1480 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1481 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1482 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1483 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1484 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1485 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1486 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "misc/poweroff.wav");
1487 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1489 if((self.items & activator.items) & IT_STRENGTH)
1490 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1491 if((self.items & activator.items) & IT_INVINCIBLE)
1492 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1494 else if(self.spawnflags == 2) // OR/MAX
1496 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1497 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1498 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1499 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1500 target_item_change(0, ammo_fuel, target_item_func_max, "misc/itempickup.wav", "");
1501 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1502 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1503 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "misc/poweroff.wav");
1504 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1506 if((self.items & activator.items) & IT_STRENGTH)
1507 activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1508 if((self.items & activator.items) & IT_INVINCIBLE)
1509 activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1511 else if(self.spawnflags == 4) // ANDNOT/MIN
1513 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1514 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1515 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1516 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1517 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1518 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1519 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1520 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "misc/poweroff.wav");
1521 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1523 if((self.items & activator.items) & IT_STRENGTH)
1524 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1525 if((self.items & activator.items) & IT_INVINCIBLE)
1526 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1529 if not(activator.items & IT_STRENGTH)
1530 activator.strength_finished = 0;
1531 if not(activator.items & IT_INVINCIBLE)
1532 activator.invincible_finished = 0;
1534 if(activator.health > h0)
1535 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1536 else if(activator.health < h0)
1537 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1539 if(activator.ammo_fuel > f0)
1540 activator.pauserotfuel_finished = max(activator.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
1541 else if(activator.ammo_fuel < f0)
1542 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1544 if(activator.armorvalue > a0)
1545 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1547 if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1548 _switchweapon = TRUE;
1550 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1552 if(target_item_changed)
1553 centerprint(activator, self.message);
1556 void spawnfunc_target_items (void)
1563 // items triggers cannot work in nixnex (as they change weapons/ammo)
1568 self.use = target_items_use;
1569 if(!self.strength_finished)
1570 self.strength_finished = cvar("g_balance_powerup_strength_time");
1571 if(!self.invincible_finished)
1572 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1574 precache_sound("misc/itempickup.wav");
1575 precache_sound("misc/itempickup.wav");
1576 precache_sound("misc/itempickup.wav");
1577 precache_sound("misc/itempickup.wav");
1578 precache_sound("misc/megahealth.wav");
1579 precache_sound("misc/armor25.wav");
1580 precache_sound("misc/powerup.wav");
1581 precache_sound("misc/poweroff.wav");
1582 precache_sound("weapons/weaponpickup.wav");
1584 n = tokenize_console(self.netname);
1585 for(i = 0; i < n; ++i)
1587 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1588 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1589 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1590 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1591 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1592 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1593 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1596 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1598 e = get_weaponinfo(j);
1599 if(argv(i) == e.netname)
1601 self.weapons |= e.weapons;
1602 if(self.spawnflags == 0 || self.spawnflags == 2)
1603 weapon_action(e.weapon, WR_PRECACHE);
1608 print("target_items: invalid item ", argv(i), "\n");
1613 void spawnfunc_item_fuel(void)
1616 self.ammo_fuel = g_pickup_fuel;
1617 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);
1620 void spawnfunc_item_fuel_regen(void)
1622 if(start_items & IT_FUEL_REGEN)
1624 spawnfunc_item_fuel();
1627 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);
1630 void spawnfunc_item_jetpack(void)
1632 if(g_grappling_hook)
1633 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1635 self.ammo_fuel = g_pickup_fuel_jetpack;
1636 if(start_items & IT_JETPACK)
1638 spawnfunc_item_fuel();
1641 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);
1644 // we no longer have the seeker
1645 void spawnfunc_weapon_seeker()
1647 spawnfunc_weapon_fireball();