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Q3A map compatibility
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1 //void Item_ClearRespawnEffect (void) {
2 //      self.effects = self.effects - (self.effects & EF_STARDUST);
3 //}
4
5 .float max_armorvalue;
6
7 void Item_Respawn (void)
8 {
9         self.model = self.mdl;          // restore original model
10         self.solid = SOLID_TRIGGER;     // allow it to be touched again
11         sound (self, CHAN_VOICE, "misc/itemrespawn.wav", 1, ATTN_NORM); // play respawn sound
12         setorigin (self, self.origin);
13
14         // LordHavoc: replaced respawn stardust effect with a custom te_wizspike
15         te_wizspike(self.origin + self.mins_z * '0 0 1' + '0 0 48');
16         //// Savage: Add simple Respawn effect and make sure it gets removed
17         //self.effects = self.effects | EF_STARDUST;
18         //self.think = Item_ClearRespawnEffect;
19         //self.nextthink = time + 0.1;
20 }
21
22 void Item_Touch (void)
23 {
24         local entity oldself;
25         local float _switchweapon;
26         local float pickedup;
27         local float it;
28
29         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
30         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
31         {
32                 remove(self);
33                 return;
34         }
35         if (other.classname != "player")
36                 return;
37         if (other.deadflag)
38                 return;
39         if (self.solid != SOLID_TRIGGER)
40                 return;
41         if (self.owner == other)
42                 return;
43
44         // if nothing happens to other, just return without taking the item
45         pickedup = FALSE;
46         _switchweapon = FALSE;
47
48         if (g_minstagib)
49         {
50                 _switchweapon = TRUE;
51                 if (self.ammo_cells)
52                 {
53                         pickedup = TRUE;
54                         // play some cool sounds ;)
55                         centerprint(other, "\n");
56                         if(other.health <= 5)
57                                 announce(other, "announcer/robotic/lastsecond.ogg");
58                         else if(other.health < 50)
59                                 announce(other, "announcer/robotic/narrowly.ogg");
60                         // sound not available
61                         // else if(self.items == IT_CELLS)
62                         //      play2(other, "announce/robotic/ammo.ogg");
63
64                         if (self.items & IT_NEX)
65                                 W_GiveWeapon (other, IT_NEX, "Nex");
66                         if (self.ammo_cells)
67                                 other.ammo_cells = min (other.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
68                         other.health = 100;
69                 }
70
71                 // extralife powerup
72                 if (self.max_health)
73                 {
74                         pickedup = TRUE;
75                         // sound not available
76                         // play2(other, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.ogg");
77                         other.armorvalue = other.armorvalue + cvar("g_minstagib_extralives");
78                         sprint(other, "^3You picked up some extra lives\n");
79                 }
80
81                 // invis powerup
82                 if (self.strength_finished)
83                 {
84                         pickedup = TRUE;
85                         // sound not available
86                         // play2(other, "announce/robotic/invisible.ogg");
87                         other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
88                 }
89
90                 // speed powerup
91                 if (self.invincible_finished)
92                 {
93                         pickedup = TRUE;
94                         // sound not available
95                         // play2(other, "announce/robotic/speed.ogg");
96                         other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
97                 }
98         }
99         else
100         {
101                 if (cvar("deathmatch") == 2 || cvar("g_weapon_stay"))
102                 {
103                         if (self.flags & FL_WEAPON && other.items & self.items && self.classname != "droppedweapon")
104                                 return;
105                         if (other.items & self.items && self.flags & FL_TOSSED) // don't let players stack ammo by tossing weapons
106                                 return;
107                 }
108
109                 // in case the player has autoswitch enabled do the following:
110                 // if the player is using their best weapon before items are given, they
111                 // probably want to switch to an even better weapon after items are given
112                 if (other.autoswitch)
113                 if (other.switchweapon == w_getbestweapon(other))
114                         _switchweapon = TRUE;
115
116                 if (self.ammo_shells)
117                 if (other.ammo_shells < g_pickup_shells_max)
118                 {
119                         pickedup = TRUE;
120                         other.ammo_shells = min (other.ammo_shells + self.ammo_shells, g_pickup_shells_max);
121                 }
122                 if (self.ammo_nails)
123                 if (other.ammo_nails < g_pickup_nails_max)
124                 {
125                         pickedup = TRUE;
126                         other.ammo_nails = min (other.ammo_nails + self.ammo_nails, g_pickup_nails_max);
127                 }
128                 if (self.ammo_rockets)
129                 if (other.ammo_rockets < g_pickup_rockets_max)
130                 {
131                         pickedup = TRUE;
132                         other.ammo_rockets = min (other.ammo_rockets + self.ammo_rockets, g_pickup_rockets_max);
133                 }
134                 if (self.ammo_cells)
135                 if (other.ammo_cells < g_pickup_cells_max)
136                 {
137                         pickedup = TRUE;
138                         other.ammo_cells = min (other.ammo_cells + self.ammo_cells, g_pickup_cells_max);
139                 }
140
141                 if (self.flags & FL_WEAPON)
142                 if ((it = self.items - (self.items & other.items)))
143                 {
144                         pickedup = TRUE;
145                         if (it & IT_UZI)                W_GiveWeapon (other, IT_UZI, self.netname);
146                         if (it & IT_SHOTGUN)            W_GiveWeapon (other, IT_SHOTGUN, self.netname);
147                         if (it & IT_GRENADE_LAUNCHER)   W_GiveWeapon (other, IT_GRENADE_LAUNCHER, self.netname);
148                         if (it & IT_ELECTRO)            W_GiveWeapon (other, IT_ELECTRO, self.netname);
149                         if (it & IT_NEX)                W_GiveWeapon (other, IT_NEX, self.netname);
150                         if (it & IT_HAGAR)              W_GiveWeapon (other, IT_HAGAR, self.netname);
151                         if (it & IT_ROCKET_LAUNCHER)    W_GiveWeapon (other, IT_ROCKET_LAUNCHER, self.netname);
152                         if (it & IT_CRYLINK)            W_GiveWeapon (other, IT_CRYLINK, self.netname);
153                 }
154
155                 if (self.strength_finished)
156                 {
157                         pickedup = TRUE;
158                         other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
159                 }
160                 if (self.invincible_finished)
161                 {
162                         pickedup = TRUE;
163                         other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
164                 }
165                 //if (self.speed_finished)
166                 //{
167                 //      pickedup = TRUE;
168                 //      other.speed_finished = max(other.speed_finished, time) + cvar("g_balance_powerup_speed_time");
169                 //}
170                 //if (self.slowmo_finished)
171                 //{
172                 //      pickedup = TRUE;
173                 //      other.slowmo_finished = max(other.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
174                 //}
175
176                 if (self.health)
177                 if (other.health < self.max_health)
178                 {
179                         pickedup = TRUE;
180                         other.health = min(other.health + self.health, self.max_health);
181                         other.pauserothealth_finished = max(other.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
182                 }
183                 if (self.armorvalue)
184                 if (other.armorvalue < self.max_armorvalue)
185                 {
186                         pickedup = TRUE;
187                         other.armorvalue = min(other.armorvalue + self.armorvalue, self.max_armorvalue);
188                         other.pauserotarmor_finished = max(other.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
189                 }
190         }
191
192         if (!pickedup)
193                 return;
194
195         // Savage: Remove the respawn effect if still present
196         self.effects = self.effects - (self.effects & EF_STARDUST);
197
198         sound (self, CHAN_BODY, self.noise, 1, ATTN_NORM);
199         sound (other, CHAN_AUTO, self.item_pickupsound, 1, ATTN_NORM);
200
201         oldself = self;
202         self = other;
203
204         if (_switchweapon)
205                 self.switchweapon = w_getbestweapon(self);
206         if (self.switchweapon != self.weapon)
207                 self.cnt = self.weapon;
208
209         self = oldself;
210
211         if (self.classname == "droppedweapon")
212                 remove (self);
213         else if(self.flags & FL_WEAPON && (cvar("deathmatch") == 2 || cvar("g_weapon_stay")))
214                 return;
215         else
216         {
217                 self.solid = SOLID_NOT;
218                 self.model = string_null;
219                 self.nextthink = time + self.respawntime;
220                 self.think = Item_Respawn;
221                 setorigin (self, self.origin);
222         }
223 }
224
225 // Savage: used for item garbage-collection
226 // TODO: perhaps nice special effect?
227 void RemoveItem(void) = {
228         remove(self);
229 }
230
231 // pickup evaluation functions
232 // these functions decide how desirable an item is to the bots
233
234 float(entity player, entity item) generic_pickupevalfunc = {return item.bot_pickupbasevalue;};
235
236 float(entity player, entity item) weapon_pickupevalfunc =
237 {
238         // if we already have the weapon, rate it 1/5th normal value
239         if ((player.items & item.items) == item.items)
240                 return item.bot_pickupbasevalue * 0.2;
241         return item.bot_pickupbasevalue;
242 };
243
244 float(entity player, entity item) commodity_pickupevalfunc =
245 {
246         float c;
247         c = 0;
248         // TODO: figure out if the player even has the weapon this ammo is for?
249         // may not affect strategy much though...
250         // find out how much more ammo/armor/health the player can hold
251         if (item.ammo_shells)
252         if (player.ammo_shells < g_pickup_shells_max)
253                 c = c + 1 - min(player.ammo_shells / g_pickup_shells_max, 1);
254         if (item.ammo_nails)
255         if (player.ammo_nails < g_pickup_nails_max)
256                 c = c + 1 - min(player.ammo_nails / g_pickup_nails_max, 1);
257         if (item.ammo_rockets)
258         if (player.ammo_rockets < g_pickup_rockets_max)
259                 c = c + 1 - min(player.ammo_rockets / g_pickup_rockets_max, 1);
260         if (item.ammo_cells)
261         if (player.ammo_cells < g_pickup_cells_max)
262                 c = c + 1 - min(player.ammo_cells / g_pickup_cells_max, 1);
263         if (item.armorvalue)
264         if (player.armorvalue < item.max_armorvalue)
265                 c = c + 1 - min(player.armorvalue / item.max_armorvalue, 1);
266         if (item.health)
267         if (player.health < item.max_health)
268                 c = c + 1 - min(player.health / item.max_health, 1);
269
270         if (cvar("deathmatch") == 2) // weapon stay is on, so weapons the player already has are of no interest
271         if (item.flags & FL_WEAPON)
272         if (self.items & item.items)
273         if (item.classname != "droppedweapon")
274                 c = 0;
275
276         return item.bot_pickupbasevalue * c;
277 };
278
279
280 .float is_item;
281 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
282 {
283         startitem_failed = FALSE;
284
285         if (self.classname != "droppedweapon")
286         {
287                 if(teams_matter)
288                 {
289                         if(self.notteam)
290                         {
291                                 print("removed non-teamplay ", self.classname, "\n");
292                                 startitem_failed = TRUE;
293                                 remove (self);
294                                 return;
295                         }
296                 }
297                 else
298                 {
299                         if(self.notfree)
300                         {
301                                 print("removed non-FFA ", self.classname, "\n");
302                                 startitem_failed = TRUE;
303                                 remove (self);
304                                 return;
305                         }
306                 }
307
308                 if(self.targetname)
309                 {
310                         // target_give not yet supported; maybe later
311                         print("removed targeted ", self.classname, "\n");
312                         startitem_failed = TRUE;
313                         remove (self);
314                         return;
315                 }
316                 
317                 if(cvar("spawn_debug") >= 2)
318                 {
319                         entity otheritem;
320                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
321                         {
322                                 if(otheritem.is_item)
323                                 {
324                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
325                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
326                                         error("Mapper sucks.");
327                                 }
328                         }
329                         self.is_item = TRUE;
330                 }
331
332                 waypoint_spawnforitem(self);
333
334                 itemsInMap |= itemid;
335         }
336
337         if (!(cvar("g_pickup_items") && !g_nixnex) && !g_minstagib &&
338                         itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
339         {
340                 startitem_failed = TRUE;
341                 remove (self);
342                 return;
343         }
344
345         if (g_minstagib)
346         {
347                 // don't remove dropped items and powerups
348                 if (self.classname != "droppedweapon" &&
349                     self.classname != "minstagib")
350                 {
351                         startitem_failed = TRUE;
352                         remove (self);
353                         return;
354                 }
355         }
356
357         if(g_lms && (self.classname != "droppedweapon"))
358         {
359                 startitem_failed = TRUE;
360                 remove(self);
361                 return;
362         }
363
364         if(g_instagib || g_rocketarena)
365         {
366                 startitem_failed = TRUE;
367                 remove(self);
368                 return;
369         }
370
371         if (self.classname == "droppedweapon")
372         {
373                 // don't drop if in a NODROP zone (such as lava)
374                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
375                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
376                 {
377                         startitem_failed = TRUE;
378                         remove(self);
379                         return;
380                 }
381         }
382
383         if (self.classname != "droppedweapon")
384         {
385                 precache_model (itemmodel);
386                 precache_sound (pickupsound);
387                 precache_sound ("misc/itemrespawn.wav");
388         }
389
390         if(itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2 |
391                                 IT_ROCKET_LAUNCHER | IT_HAGAR | IT_NEX | IT_CRYLINK | IT_ELECTRO |
392                                 IT_GRENADE_LAUNCHER | IT_UZI | IT_SHOTGUN | IT_LASER) && self.classname != "droppedweapon")
393         {
394                 self.target = "###item###"; // for finding the nearest item using find()
395         }
396         self.bot_pickup = TRUE;
397         self.bot_pickupevalfunc = pickupevalfunc;
398         self.bot_pickupbasevalue = pickupbasevalue;
399         self.mdl = itemmodel;
400         //self.noise = pickupsound;
401         self.item_pickupsound = pickupsound;
402         // let mappers override respawntime
403         if (!self.respawntime)
404                 self.respawntime = defaultrespawntime;
405         self.netname = itemname;
406         self.items = itemid;
407         self.flags = FL_ITEM | itemflags;
408         if(self.spawnflags & 1)
409                 self.noalign = 1;
410         if (self.noalign)
411                 self.movetype = MOVETYPE_NONE;
412         else
413                 self.movetype = MOVETYPE_TOSS;
414         self.solid = SOLID_TRIGGER;
415         self.touch = Item_Touch;
416         setmodel (self, self.mdl); // precision set below
417         self.effects |= EF_LOWPRECISION;
418         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
419                 setsize (self, '-16 -16 0', '16 16 48');
420         else
421                 setsize (self, '-16 -16 0', '16 16 32');
422         if (itemflags & FL_WEAPON)
423         {
424                 // neutral team color for pickup weapons
425                 self.colormap = 160 * 1024 + 160;
426         }
427
428         // Savage: remove thrown items after a certain period of time ("garbage collection")
429         if (self.classname == "droppedweapon")
430         {
431                 self.think = RemoveItem;
432                 self.nextthink = time + 60;
433         }
434         else if (!self.noalign)
435         {
436                 // first nudge it off the floor a little bit to avoid math errors
437                 setorigin(self, self.origin + '0 0 1');
438                 // note droptofloor returns FALSE if stuck/or would fall too far
439                 droptofloor();
440         }
441
442         if (cvar("g_fullbrightitems"))
443                 self.effects = self.effects | EF_FULLBRIGHT;
444 }
445
446 /* replace items in minstagib
447  * IT_STRENGTH   = invisibility
448  * IT_NAILS      = extra lives
449  * IT_INVINCIBLE = speed
450  */
451 void minstagib_items (float itemid)
452 {
453         // we don't want to replace dropped weapons ;)
454         if (self.classname == "droppedweapon")
455         {
456                 self.ammo_cells = 25;
457                 StartItem ("models/weapons/g_nex.md3",
458                         "weapons/weaponpickup.wav", 15,
459                         "Nex Gun", IT_NEX, FL_WEAPON, generic_pickupevalfunc, 1000);
460                 return;
461         }
462
463         local float rnd;
464         self.classname = "minstagib";
465
466         // replace rocket launchers and nex guns with ammo cells
467         if (itemid == IT_CELLS)
468         {
469                 self.ammo_cells = 1;
470                 StartItem ("models/items/a_cells.md3",
471                         "misc/itempickup.wav", 45,
472                         "Nex Ammo", IT_CELLS, 0, generic_pickupevalfunc, 100);
473                 return;
474         }
475
476         // randomize
477         rnd = random() * 3;
478         if (rnd <= 1)
479                 itemid = IT_STRENGTH;
480         else if (rnd <= 2)
481                 itemid = IT_NAILS;
482         else
483                 itemid = IT_INVINCIBLE;
484
485         // replace with invis
486         if (itemid == IT_STRENGTH)
487         {
488                 self.effects = EF_ADDITIVE;
489                 self.strength_finished = 30;
490                 StartItem ("models/items/g_strength.md3",
491                         "misc/powerup.wav", 120,
492                         "Invisibility", IT_STRENGTH, FL_POWERUP, generic_pickupevalfunc, 1000);
493         }
494         // replace with extra lives
495         if (itemid == IT_NAILS)
496         {
497                 self.max_health = 1;
498                 StartItem ("models/items/g_h100.md3",
499                         "misc/megahealth.wav", 120,
500                         "Extralife", IT_NAILS, FL_POWERUP, generic_pickupevalfunc, 1000);
501
502         }
503         // replace with speed
504         if (itemid == IT_INVINCIBLE)
505         {
506                 self.effects = EF_ADDITIVE;
507                 self.invincible_finished = 30;
508                 StartItem ("models/items/g_invincible.md3",
509                         "misc/powerup_shield.wav", 120,
510                         "Speed", IT_INVINCIBLE, FL_POWERUP, generic_pickupevalfunc, 1000);
511         }
512
513 }
514
515 float minst_no_auto_cells;
516 void minst_remove_item (void) {
517         if(minst_no_auto_cells)
518                 remove(self);
519 }
520
521 void weapon_uzi (void) {
522         if(!self.ammo_nails)
523                 self.ammo_nails = cvar("g_pickup_nails");
524         StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_UZI), IT_UZI, FL_WEAPON, weapon_pickupevalfunc, 1000);
525         if (self.modelindex) // don't precache if self was removed
526                 weapon_action(WEP_UZI, WR_PRECACHE);
527 }
528
529 void weapon_shotgun (void) {
530         if(!self.ammo_shells)
531                 self.ammo_shells = cvar("g_pickup_shells");
532         StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_SHOTGUN), IT_SHOTGUN, FL_WEAPON, weapon_pickupevalfunc, 1000);
533         if (self.modelindex) // don't precache if self was removed
534                 weapon_action(WEP_SHOTGUN, WR_PRECACHE);
535 }
536
537 void weapon_grenadelauncher (void)
538 {
539         if(!self.ammo_rockets)
540                 self.ammo_rockets = cvar("g_pickup_rockets");
541         StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_GRENADE_LAUNCHER), IT_GRENADE_LAUNCHER, FL_WEAPON, weapon_pickupevalfunc, 1000);
542         if (self.modelindex) // don't precache if self was removed
543                 weapon_action(WEP_GRENADE_LAUNCHER, WR_PRECACHE);
544 }
545
546 void weapon_electro (void)
547 {
548         if(!self.ammo_cells)
549                 self.ammo_cells = cvar("g_pickup_cells");
550         StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_ELECTRO), IT_ELECTRO, FL_WEAPON, weapon_pickupevalfunc, 1000);
551         if (self.modelindex) // don't precache if self was removed
552                 weapon_action(WEP_ELECTRO, WR_PRECACHE);
553 }
554
555 void weapon_crylink (void)
556 {
557         if(!self.ammo_cells)
558                 self.ammo_cells = cvar("g_pickup_cells");
559         StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_CRYLINK), IT_CRYLINK, FL_WEAPON, weapon_pickupevalfunc, 1000);
560         if (self.modelindex) // don't precache if self was removed
561                 weapon_action(WEP_CRYLINK, WR_PRECACHE);
562 }
563
564 void weapon_nex (void)
565 {
566         float nextime;
567         if (g_minstagib)
568         {
569                 minstagib_items(IT_CELLS);
570                 self.think = minst_remove_item;
571                 self.nextthink = time + cvar("sys_ticrate");
572                 return;
573         }
574         if(!self.ammo_cells)
575                 self.ammo_cells = cvar("g_pickup_cells");
576         nextime = cvar("g_balance_nex_respawntime_modifier");
577         if(nextime)
578                 nextime = 15 * nextime;
579         else
580                 nextime = 15;
581         StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.wav", nextime, W_Name(WEP_NEX), IT_NEX, FL_WEAPON, weapon_pickupevalfunc, 1000);
582         if (self.modelindex) // don't precache if self was removed
583                 weapon_action(WEP_NEX, WR_PRECACHE);
584 }
585
586 void weapon_hagar (void)
587 {
588         if(!self.ammo_rockets)
589                 self.ammo_rockets = cvar("g_pickup_rockets");
590         StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_HAGAR), IT_HAGAR, FL_WEAPON, weapon_pickupevalfunc, 1000);
591         if (self.modelindex) // don't precache if self was removed
592                 weapon_action(WEP_HAGAR, WR_PRECACHE);
593 }
594
595 void weapon_rocketlauncher (void)
596 {
597         if (g_minstagib)
598         {
599                 minstagib_items(IT_CELLS);
600                 self.think = minst_remove_item;
601                 self.nextthink = time + cvar("sys_ticrate");
602                 return;
603         }
604         if(!self.ammo_rockets)
605                 self.ammo_rockets = g_pickup_rockets;
606         StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_ROCKET_LAUNCHER), IT_ROCKET_LAUNCHER, FL_WEAPON, weapon_pickupevalfunc, 1000);
607         if (self.modelindex) // don't precache if self was removed
608                 weapon_action(WEP_ROCKET_LAUNCHER, WR_PRECACHE);
609 }
610
611 void item_rockets (void) {
612         if(!self.ammo_rockets)
613                 self.ammo_rockets = g_pickup_rockets;
614         StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", 15, "rockets", IT_ROCKETS, 0, commodity_pickupevalfunc, 100);
615 }
616
617 void item_bullets (void) {
618         if(!self.ammo_nails)
619                 self.ammo_nails = g_pickup_nails;
620         StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", 15, "bullets", IT_NAILS, 0, commodity_pickupevalfunc, 100);
621 }
622
623 void item_cells (void) {
624         if(!self.ammo_cells)
625                 self.ammo_cells = g_pickup_cells;
626         StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", 15, "cells", IT_CELLS, 0, commodity_pickupevalfunc, 100);
627 }
628
629 void item_shells (void) {
630         if(!self.ammo_shells)
631                 self.ammo_shells = g_pickup_shells;
632         StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", 15, "shells", IT_SHELLS, 0, commodity_pickupevalfunc, 100);
633 }
634
635 void item_armor_small (void) {
636         if(!self.armorvalue)
637                 self.armorvalue = g_pickup_armorsmall;
638         if(!self.max_armorvalue)
639                 self.max_armorvalue = g_pickup_armorsmall_max;
640         StartItem ("models/items/g_a1.md3", "misc/armor1.wav", 15, "Armor Shard", IT_ARMOR_SHARD, 0, commodity_pickupevalfunc, 100);
641 }
642
643 void item_armor_medium (void) {
644         if(!self.armorvalue)
645                 self.armorvalue = g_pickup_armormedium;
646         if(!self.max_armorvalue)
647                 self.max_armorvalue = g_pickup_armormedium_max;
648         self.skin = 1; // "weaker" skin
649         StartItem ("models/items/g_a25.md3", "misc/armor25.wav", 30, "Armor", IT_ARMOR, 0, commodity_pickupevalfunc, 2000);
650 }
651
652 void item_armor_large (void) {
653         if(!self.armorvalue)
654                 self.armorvalue = g_pickup_armorlarge;
655         if(!self.max_armorvalue)
656                 self.max_armorvalue = g_pickup_armorlarge_max;
657         StartItem ("models/items/g_a25.md3", "misc/armor25.wav", 30, "Armor", IT_ARMOR, 0, commodity_pickupevalfunc, 2000);
658 }
659
660 void item_health_small (void) {
661         if(!self.max_health)
662                 self.max_health = g_pickup_healthsmall_max;
663         if(!self.health)
664                 self.health = g_pickup_healthsmall;
665         StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", 15, "5 Health", IT_5HP, 0, commodity_pickupevalfunc, 100);
666 }
667
668 void item_health_medium (void) {
669         if(!self.max_health)
670                 self.max_health = g_pickup_healthmedium_max;
671         if(!self.health)
672                 self.health = g_pickup_healthmedium;
673         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", 15, "25 Health", IT_25HP, 0, commodity_pickupevalfunc, 500);
674 }
675
676 void item_health_large (void) {
677         if(!self.max_health)
678                 self.max_health = g_pickup_healthlarge_max;
679         if(!self.health)
680                 self.health = g_pickup_healthlarge;
681         self.skin = 1; // "stronger" skin
682         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", 15, "25 Health", IT_25HP, 0, commodity_pickupevalfunc, 500);
683 }
684
685 void item_health_mega (void) {
686         if(!cvar("g_powerup_superhealth"))
687                 return;
688
689         if(g_arena && !cvar("g_arena_powerups"))
690                 return;
691
692         if(g_minstagib) {
693                 minstagib_items(IT_NAILS);
694         } else {
695                 if(!self.max_health)
696                         self.max_health = g_pickup_healthmega_max;
697                 if(!self.health)
698                         self.health = g_pickup_healthmega;
699                 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", 30, "100 Health", IT_HEALTH, 0, commodity_pickupevalfunc, 2000);
700         }
701 }
702
703 // support old misnamed entities
704 void item_armor1() { item_armor_small(); }
705 void item_armor25() { item_armor_large(); }
706 void item_health1() { item_health_small(); }
707 void item_health25() { item_health_medium(); }
708 void item_health100() { item_health_mega(); }
709
710 void item_strength (void) {
711         if(!cvar("g_powerup_strength"))
712                 return;
713
714         if(g_arena && !cvar("g_arena_powerups"))
715                 return;
716
717         if(g_minstagib) {
718                 minstagib_items(IT_STRENGTH);
719         } else {
720                 precache_sound("weapons/strength_fire.wav");
721                 self.strength_finished = 30;
722                 self.effects = EF_ADDITIVE;StartItem ("models/items/g_strength.md3", "misc/powerup.wav", 120, "Strength Powerup", IT_STRENGTH, FL_POWERUP, generic_pickupevalfunc, 10000);
723         }
724 }
725
726 void item_invincible (void) {
727         if(!cvar("g_powerup_shield"))
728                 return;
729
730         if(g_arena && !cvar("g_arena_powerups"))
731                 return;
732
733         if(g_minstagib) {
734                 minstagib_items(IT_INVINCIBLE);
735         } else {
736                 self.invincible_finished = 30;
737                 self.effects = EF_ADDITIVE;
738                 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", 120, "Invulnerability", IT_INVINCIBLE, FL_POWERUP, generic_pickupevalfunc, 10000);
739         }
740 }
741 //void item_speed (void) {self.speed_finished = 30;StartItem ("models/items/g_speed.md3", "misc/powerup.wav", 120, "Speed Powerup", IT_SPEED, FL_POWERUP, generic_pickupevalfunc, 10000);}
742 //void item_slowmo (void) {self.slowmo_finished = 30;StartItem ("models/items/g_slowmo.md3", "misc/powerup.wav", 120, "Slow Motion", IT_SLOWMO, FL_POWERUP, generic_pickupevalfunc, 10000);}
743
744 void item_minst_cells (void) {
745         if (g_minstagib)
746         {
747                 minst_no_auto_cells = 1;
748                 minstagib_items(IT_CELLS);
749         }
750         else
751                 remove(self);
752 }
753
754 // compatibility:
755 void item_quad (void) {self.classname = "item_strength";item_strength();}
756
757 void misc_models (void)
758 {
759         precache_model (self.model);
760         setmodel (self, self.model); // precision set by mapper
761         setsize (self, self.mins, self.maxs);
762 }
763
764
765
766
767
768 floatfield Item_CounterField(float it)
769 {
770         switch(it)
771         {
772                 case IT_SHELLS:      return ammo_shells;
773                 case IT_NAILS:       return ammo_nails;
774                 case IT_ROCKETS:     return ammo_rockets;
775                 case IT_CELLS:       return ammo_cells;
776                 case IT_5HP:         return health;
777                 case IT_25HP:        return health;
778                 case IT_HEALTH:      return health;
779                 case IT_ARMOR_SHARD: return armorvalue;
780                 case IT_ARMOR:       return armorvalue;
781                 // add more things here (health, armor)
782                 default:             error("requested item has no counter field");
783         }
784 }
785
786 float Item_WeaponCode(float it)
787 {
788         switch(it)
789         {
790                 case IT_LASER:            return WEP_LASER;
791                 case IT_SHOTGUN:          return WEP_SHOTGUN;
792                 case IT_UZI:              return WEP_UZI;
793                 case IT_GRENADE_LAUNCHER: return WEP_GRENADE_LAUNCHER;
794                 case IT_ELECTRO:          return WEP_ELECTRO;
795                 case IT_CRYLINK:          return WEP_CRYLINK;
796                 case IT_NEX:              return WEP_NEX;
797                 case IT_HAGAR:            return WEP_HAGAR;
798                 case IT_ROCKET_LAUNCHER:  return WEP_ROCKET_LAUNCHER;
799                 default:                  return 0;
800         }
801 }
802
803 void Item_SpawnByItemCode(float it)
804 {
805         switch(it)
806         {
807                 case IT_SHOTGUN:          weapon_shotgun(); break;
808                 case IT_UZI:              weapon_uzi(); break;
809                 case IT_GRENADE_LAUNCHER: weapon_grenadelauncher(); break;
810                 case IT_ELECTRO:          weapon_electro(); break;
811                 case IT_CRYLINK:          weapon_crylink(); break;
812                 case IT_NEX:              weapon_nex(); break;
813                 case IT_HAGAR:            weapon_hagar(); break;
814                 case IT_ROCKET_LAUNCHER:  weapon_rocketlauncher(); break;
815                 // add all other item spawn functions here
816                 default:
817                         error("requested item can't be spawned");
818         }
819 }