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bots: minor fixes, still not good...
[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         if(!g_minstagib && self.items == IT_STRENGTH)
47                 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);   // play respawn sound
48         else if(!g_minstagib && self.items == IT_INVINCIBLE)
49                 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound
50         else
51                 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);        // play respawn sound
52         setorigin (self, self.origin);
53
54         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
55         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
56 }
57
58 void Item_RespawnCountdown (void)
59 {
60         if(self.count >= 5)
61         {
62                 if(self.waypointsprite_attached)
63                         WaypointSprite_Kill(self.waypointsprite_attached);
64                 Item_Respawn();
65         }
66         else
67         {
68                 self.nextthink = time + 1;
69                 self.count += 1;
70                 if(self.count == 1)
71                 {
72                         string name;
73                         vector rgb;
74                         name = string_null;
75                         if(g_minstagib)
76                         {
77                                 switch(self.items)
78                                 {
79                                         case IT_STRENGTH:   name = "item-invis"; rgb = '0 0 1'; break;
80                                         case IT_NAILS:      name = "item-extralife"; rgb = '1 0 0'; break;
81                                         case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
82                                 }
83                         }
84                         else
85                         {
86                                 switch(self.items)
87                                 {
88                                         case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
89                                         case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
90                                 }
91                         }
92                         switch(self.items)
93                         {
94                                 case IT_FUEL_REGEN:     name = "item-fuelregen"; rgb = '1 0.5 0'; break;
95                                 case IT_JETPACK:        name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
96                         }
97                         if(name)
98                         {
99                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, FALSE);
100                                 if(self.waypointsprite_attached)
101                                         WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
102                         }
103                 }
104                 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
105                 if(self.waypointsprite_attached)
106                         WaypointSprite_Ping(self.waypointsprite_attached);
107         }
108 }
109
110 void Item_ScheduleRespawnIn(entity e, float t)
111 {
112         if(e.flags & FL_POWERUP)
113         {
114                 e.think = Item_RespawnCountdown;
115                 e.nextthink = time + max(0, t - 5);
116                 e.count = 0;
117         }
118         else
119         {
120                 e.think = Item_Respawn;
121                 e.nextthink = time + t;
122         }
123 }
124
125 void Item_ScheduleRespawn(entity e)
126 {
127         Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
128 }
129
130 void Item_ScheduleInitialRespawn(entity e)
131 {
132         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
133 }
134
135 float Item_GiveTo(entity item, entity player)
136 {
137         float _switchweapon;
138         float pickedup;
139         float it;
140         float i;
141         entity e;
142
143         // if nothing happens to player, just return without taking the item
144         pickedup = FALSE;
145         _switchweapon = FALSE;
146
147         if (g_minstagib)
148         {
149                 if (item.ammo_fuel)
150                 if (player.ammo_fuel < g_pickup_fuel_max)
151                 {
152                         pickedup = TRUE;
153                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
154                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
155                 }
156                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
157                 {
158                         pickedup = TRUE;
159                         player.items |= it;
160                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
161                 }
162
163                 _switchweapon = TRUE;
164                 if (item.ammo_cells)
165                 {
166                         pickedup = TRUE;
167                         // play some cool sounds ;)
168                         centerprint(player, "\n");
169                         if(player.health <= 5)
170                                 announce(player, "announcer/robotic/lastsecond.wav");
171                         else if(player.health < 50)
172                                 announce(player, "announcer/robotic/narrowly.wav");
173                         // sound not available
174                         // else if(item.items == IT_CELLS)
175                         //      play2(player, "announce/robotic/ammo.wav");
176
177                         if (item.weapons & WEPBIT_MINSTANEX)
178                                 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
179                         if (item.ammo_cells)
180                                 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
181                         player.health = 100;
182                 }
183
184                 // extralife powerup
185                 if (item.max_health)
186                 {
187                         pickedup = TRUE;
188                         // sound not available
189                         // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav");
190                         player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
191                         sprint(player, "^3You picked up some extra lives\n");
192                 }
193
194                 // invis powerup
195                 if (item.strength_finished)
196                 {
197                         pickedup = TRUE;
198                         // sound not available
199                         // play2(player, "announce/robotic/invisible.wav");
200                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
201                 }
202
203                 // speed powerup
204                 if (item.invincible_finished)
205                 {
206                         pickedup = TRUE;
207                         // sound not available
208                         // play2(player, "announce/robotic/speed.wav");
209                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
210                 }
211
212                 if (item.ammo_fuel)
213                 if (player.ammo_fuel < g_pickup_fuel_max)
214                 {
215                         pickedup = TRUE;
216                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
217                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
218                 }
219
220         }
221         else
222         {
223                 if (g_weapon_stay == 1)
224                 if not(item.flags & FL_NO_WEAPON_STAY)
225                 if (item.flags & FL_WEAPON)
226                 {
227                         if(item.classname == "droppedweapon")
228                         {
229                                 if (player.weapons & item.weapons)      // don't let players stack ammo by tossing weapons
230                                         goto skip;
231                         }
232                         else
233                         {
234                                 if (player.weapons & item.weapons)
235                                         goto skip;
236                         }
237                 }
238
239                 // in case the player has autoswitch enabled do the following:
240                 // if the player is using their best weapon before items are given, they
241                 // probably want to switch to an even better weapon after items are given
242                 if (player.autoswitch)
243                 if (player.switchweapon == w_getbestweapon(player))
244                         _switchweapon = TRUE;
245
246                 if not(player.weapons & W_WeaponBit(player.switchweapon))
247                         _switchweapon = TRUE;
248
249                 if (item.ammo_shells)
250                 if (player.ammo_shells < g_pickup_shells_max)
251                 {
252                         pickedup = TRUE;
253                         player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
254                 }
255                 if (item.ammo_nails)
256                 if (player.ammo_nails < g_pickup_nails_max)
257                 {
258                         pickedup = TRUE;
259                         player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
260                 }
261                 if (item.ammo_rockets)
262                 if (player.ammo_rockets < g_pickup_rockets_max)
263                 {
264                         pickedup = TRUE;
265                         player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
266                 }
267                 if (item.ammo_cells)
268                 if (player.ammo_cells < g_pickup_cells_max)
269                 {
270                         pickedup = TRUE;
271                         player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
272                 }
273                 if (item.ammo_fuel)
274                 if (player.ammo_fuel < g_pickup_fuel_max)
275                 {
276                         pickedup = TRUE;
277                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
278                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
279                 }
280
281                 if (item.flags & FL_WEAPON)
282                 if ((it = item.weapons - (item.weapons & player.weapons)))
283                 {
284                         pickedup = TRUE;
285                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
286                         {
287                                 e = get_weaponinfo(i);
288                                 if(it & e.weapons)
289                                         W_GiveWeapon (player, e.weapon, item.netname);
290                         }
291                 }
292
293                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
294                 {
295                         pickedup = TRUE;
296                         player.items |= it;
297                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
298                 }
299
300                 if (item.strength_finished)
301                 {
302                         pickedup = TRUE;
303                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
304                 }
305                 if (item.invincible_finished)
306                 {
307                         pickedup = TRUE;
308                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
309                 }
310                 //if (item.speed_finished)
311                 //{
312                 //      pickedup = TRUE;
313                 //      player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
314                 //}
315                 //if (item.slowmo_finished)
316                 //{
317                 //      pickedup = TRUE;
318                 //      player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
319                 //}
320
321                 if (item.health)
322                 if (player.health < item.max_health)
323                 {
324                         pickedup = TRUE;
325                         player.health = min(player.health + item.health, item.max_health);
326                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
327                 }
328                 if (item.armorvalue)
329                 if (player.armorvalue < item.max_armorvalue)
330                 {
331                         pickedup = TRUE;
332                         player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
333                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
334                 }
335         }
336
337 :skip
338         // always eat teamed entities
339         if(item.team)
340                 pickedup = TRUE;
341
342         if (!pickedup)
343                 return 0;
344
345         sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
346         if (_switchweapon)
347                 if (player.switchweapon != w_getbestweapon(player))
348                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
349
350         return 1;
351 }
352
353 void Item_Touch (void)
354 {
355         entity e, head;
356
357         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
358         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
359         {
360                 remove(self);
361                 return;
362         }
363         if (other.classname != "player")
364                 return;
365         if (other.deadflag)
366                 return;
367         if (self.solid != SOLID_TRIGGER)
368                 return;
369         if (self.owner == other)
370                 return;
371
372         if(!Item_GiveTo(self, other))
373                 return;
374
375         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
376
377         if (self.classname == "droppedweapon")
378                 remove (self);
379         else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
380                 return;
381         else
382         {
383                 self.solid = SOLID_NOT;
384                 self.model = string_null;
385                 if(self.team)
386                 {
387                         RandomSelection_Init();
388                         for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
389                                 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
390                         e = RandomSelection_chosen_ent;
391                 }
392                 else
393                         e = self;
394                 Item_ScheduleRespawn(e);
395         }
396 }
397
398 void Item_FindTeam()
399 {
400         entity head, e;
401
402         if(self.effects & EF_NODRAW)
403         {
404                 // marker for item team search
405                 dprint("Initializing item team ", ftos(self.team), "\n");
406                 RandomSelection_Init();
407                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
408                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
409                 e = RandomSelection_chosen_ent;
410                 e.state = 0;
411
412                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
413                 {
414                         if(head != e)
415                         {
416                                 // make it a non-spawned item
417                                 head.solid = SOLID_NOT;
418                                 head.model = string_null;
419                                 head.state = 1; // state 1 = initially hidden item
420                         }
421                         head.effects &~= EF_NODRAW;
422                 }
423
424                 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
425                 {
426                         e.solid = SOLID_NOT;
427                         e.model = string_null;
428                         Item_ScheduleInitialRespawn(e);
429                 }
430         }
431 }
432
433 void Item_Reset()
434 {
435         if(self.state == 1)
436         {
437                 self.model = string_null;
438                 self.solid = SOLID_NOT;
439         }
440         else
441         {
442                 self.model = self.mdl;
443                 self.solid = SOLID_TRIGGER;
444         }
445         setorigin (self, self.origin);
446         self.think = SUB_Null;
447         self.nextthink = 0;
448
449         if(self.flags & FL_POWERUP) // do not spawn powerups initially!
450         {
451                 self.solid = SOLID_NOT;
452                 self.model = string_null;
453                 Item_ScheduleInitialRespawn(self);
454         }
455 }
456
457 // Savage: used for item garbage-collection
458 // TODO: perhaps nice special effect?
459 void RemoveItem(void)
460 {
461         remove(self);
462 }
463
464 // pickup evaluation functions
465 // these functions decide how desirable an item is to the bots
466
467 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
468
469 float weapon_pickupevalfunc(entity player, entity item)
470 {
471         // if we already have the weapon, rate it 1/5th normal value
472         if ((player.weapons & item.weapons) == item.weapons)
473                 return item.bot_pickupbasevalue * 0.2;
474         return item.bot_pickupbasevalue;
475 };
476
477 float commodity_pickupevalfunc(entity player, entity item)
478 {
479         float c;
480         c = 0;
481         // TODO: figure out if the player even has the weapon this ammo is for?
482         // may not affect strategy much though...
483         // find out how much more ammo/armor/health the player can hold
484         if (item.ammo_shells)
485         if (player.ammo_shells < g_pickup_shells_max)
486                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
487         if (item.ammo_nails)
488         if (player.ammo_nails < g_pickup_nails_max)
489                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
490         if (item.ammo_rockets)
491         if (player.ammo_rockets < g_pickup_rockets_max)
492                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
493         if (item.ammo_cells)
494         if (player.ammo_cells < g_pickup_cells_max)
495                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
496         if (item.armorvalue)
497         if (player.armorvalue < item.max_armorvalue)
498                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
499         if (item.health)
500         if (player.health < item.max_health)
501                 c = c + max(0, 1 - player.health / item.max_health);
502
503         return item.bot_pickupbasevalue * c;
504 };
505
506
507 .float is_item;
508 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)
509 {
510         startitem_failed = FALSE;
511
512         // is it a dropped weapon?
513         if (self.classname == "droppedweapon")
514         {
515                 self.reset = SUB_Remove;
516                 // it's a dropped weapon
517                 self.movetype = MOVETYPE_TOSS;
518                 self.solid = SOLID_TRIGGER;
519                 // Savage: remove thrown items after a certain period of time ("garbage collection")
520                 self.think = RemoveItem;
521                 self.nextthink = time + 60;
522                 // don't drop if in a NODROP zone (such as lava)
523                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
524                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
525                 {
526                         startitem_failed = TRUE;
527                         remove(self);
528                         return;
529                 }
530         }
531         else
532         {
533                 self.reset = Item_Reset;
534                 // it's a level item
535                 if(self.spawnflags & 1)
536                         self.noalign = 1;
537                 if (self.noalign)
538                         self.movetype = MOVETYPE_NONE;
539                 else
540                         self.movetype = MOVETYPE_TOSS;
541                 self.solid = SOLID_TRIGGER;
542                 // do item filtering according to game mode and other things
543                 if (!self.noalign)
544                 {
545                         // first nudge it off the floor a little bit to avoid math errors
546                         setorigin(self, self.origin + '0 0 1');
547                         // set item size before we spawn a spawnfunc_waypoint
548                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
549                                 setsize (self, '-16 -16 0', '16 16 48');
550                         else
551                                 setsize (self, '-16 -16 0', '16 16 32');
552                         // note droptofloor returns FALSE if stuck/or would fall too far
553                         droptofloor();
554                         waypoint_spawnforitem(self);
555                 }
556
557                 if(teams_matter)
558                 {
559                         if(self.notteam)
560                         {
561                                 print("removed non-teamplay ", self.classname, "\n");
562                                 startitem_failed = TRUE;
563                                 remove (self);
564                                 return;
565                         }
566                 }
567                 else
568                 {
569                         if(self.notfree)
570                         {
571                                 print("removed non-FFA ", self.classname, "\n");
572                                 startitem_failed = TRUE;
573                                 remove (self);
574                                 return;
575                         }
576                 }
577
578                 if(self.notq3a)
579                 {
580                         // We aren't TA or something like that, so we keep the Q3A entities
581                         print("removed non-Q3A ", self.classname, "\n");
582                         startitem_failed = TRUE;
583                         remove (self);
584                         return;
585                 }
586
587                 /*
588                  * can't do it that way, as it would break maps
589                  * TODO make a target_give like entity another way, that perhaps has
590                  * the weapon name in a key
591                 if(self.targetname)
592                 {
593                         // target_give not yet supported; maybe later
594                         print("removed targeted ", self.classname, "\n");
595                         startitem_failed = TRUE;
596                         remove (self);
597                         return;
598                 }
599                 */
600
601                 if(cvar("spawn_debug") >= 2)
602                 {
603                         entity otheritem;
604                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
605                         {
606                                 if(otheritem.is_item)
607                                 {
608                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
609                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
610                                         error("Mapper sucks.");
611                                 }
612                         }
613                         self.is_item = TRUE;
614                 }
615
616                 weaponsInMap |= weaponid;
617
618                 if(g_lms)
619                 {
620                         startitem_failed = TRUE;
621                         remove(self);
622                         return;
623                 }
624                 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
625                 {
626                         startitem_failed = TRUE;
627                         remove(self);
628                         return;
629                 }
630                 else if (g_minstagib)
631                 {
632                         // don't remove dropped items and powerups
633                         if (self.classname != "minstagib")
634                         {
635                                 startitem_failed = TRUE;
636                                 remove (self);
637                                 return;
638                         }
639                 }
640                 else if ((!cvar("g_pickup_items") || g_nixnex) && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
641                 {
642                         startitem_failed = TRUE;
643                         remove (self);
644                         return;
645                 }
646
647                 precache_model (itemmodel);
648                 precache_sound (pickupsound);
649                 precache_sound ("misc/itemrespawn.wav");
650                 precache_sound ("misc/itemrespawncountdown.wav");
651
652                 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
653                         self.target = "###item###"; // for finding the nearest item using find()
654         }
655
656         self.bot_pickup = TRUE;
657         self.bot_pickupevalfunc = pickupevalfunc;
658         self.bot_pickupbasevalue = pickupbasevalue;
659         self.mdl = itemmodel;
660         self.item_pickupsound = pickupsound;
661         // let mappers override respawntime
662         if(!self.respawntime) // both set
663         {
664                 self.respawntime = defaultrespawntime;
665                 self.respawntimejitter = defaultrespawntimejitter;
666         }
667         self.netname = itemname;
668         self.items = itemid;
669         self.weapons = weaponid;
670         self.flags = FL_ITEM | itemflags;
671         self.touch = Item_Touch;
672         setmodel (self, self.mdl); // precision set below
673         self.effects |= EF_LOWPRECISION;
674         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
675                 setsize (self, '-16 -16 0', '16 16 48');
676         else
677                 setsize (self, '-16 -16 0', '16 16 32');
678         if(itemflags & FL_WEAPON)
679                 self.modelflags |= MF_ROTATE;
680
681         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
682         if (itemflags & FL_WEAPON)
683         {
684                 // neutral team color for pickup weapons
685                 self.colormap = 1024; // color shirt=0 pants=0 grey
686         }
687
688         if (cvar("g_fullbrightitems"))
689                 self.effects = self.effects | EF_FULLBRIGHT;
690
691         self.state = 0;
692         if(self.team)
693         {
694                 if(!self.cnt)
695                         self.cnt = 1; // item probability weight
696                 self.effects = self.effects | EF_NODRAW; // marker for item team search
697                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
698         }
699         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
700         {
701                 self.solid = SOLID_NOT;
702                 self.model = string_null;
703                 Item_ScheduleInitialRespawn(self);
704         }
705 }
706
707 /* replace items in minstagib
708  * IT_STRENGTH   = invisibility
709  * IT_NAILS      = extra lives
710  * IT_INVINCIBLE = speed
711  */
712 void minstagib_items (float itemid)
713 {
714         // we don't want to replace dropped weapons ;)
715         if (self.classname == "droppedweapon")
716         {
717                 self.ammo_cells = 25;
718                 StartItem ("models/weapons/g_nex.md3",
719                         "weapons/weaponpickup.wav", 15, 0,
720                         "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
721                 return;
722         }
723
724         local float rnd;
725         self.classname = "minstagib";
726
727         // replace rocket launchers and nex guns with ammo cells
728         if (itemid == IT_CELLS)
729         {
730                 self.ammo_cells = 1;
731                 StartItem ("models/items/a_cells.md3",
732                         "misc/itempickup.wav", 45, 0,
733                         "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
734                 return;
735         }
736
737         // randomize
738         rnd = random() * 3;
739         if (rnd <= 1)
740                 itemid = IT_STRENGTH;
741         else if (rnd <= 2)
742                 itemid = IT_NAILS;
743         else
744                 itemid = IT_INVINCIBLE;
745
746         // replace with invis
747         if (itemid == IT_STRENGTH)
748         {
749                 self.effects = EF_ADDITIVE;
750                 self.strength_finished = 30;
751                 StartItem ("models/items/g_strength.md3",
752                         "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
753                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
754         }
755         // replace with extra lives
756         if (itemid == IT_NAILS)
757         {
758                 self.max_health = 1;
759                 StartItem ("models/items/g_h100.md3",
760                         "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
761                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
762
763         }
764         // replace with speed
765         if (itemid == IT_INVINCIBLE)
766         {
767                 self.effects = EF_ADDITIVE;
768                 self.invincible_finished = 30;
769                 StartItem ("models/items/g_invincible.md3",
770                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
771                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
772         }
773
774 }
775
776 float minst_no_auto_cells;
777 void minst_remove_item (void) {
778         if(minst_no_auto_cells)
779                 remove(self);
780 }
781
782 float weaponswapping;
783 float internalteam;
784
785 void weapon_defaultspawnfunc(float wpn)
786 {
787         entity e;
788         float t;
789         var .float ammofield;
790         string s;
791         entity oldself;
792         float i, j;
793
794         // set the respawntime in advance (so replaced weapons can copy it)
795
796         if(!self.respawntime)
797         {
798                 e = get_weaponinfo(wpn);
799                 if(e.items == IT_SUPERWEAPON)
800                 {
801                         self.respawntime = g_pickup_respawntime_powerup;
802                         self.respawntimejitter = g_pickup_respawntimejitter_powerup;
803                 }
804                 else
805                 {
806                         self.respawntime = g_pickup_respawntime_weapon;
807                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
808                 }
809         }
810
811         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
812         {
813                 e = get_weaponinfo(wpn);
814                 s = cvar_string(strcat("g_weaponreplace_", e.netname));
815                 if(s == "0")
816                 {
817                         remove(self);
818                         startitem_failed = TRUE;
819                         return;
820                 }
821                 t = tokenize_console(s);
822                 if(t >= 2)
823                 {
824                         self.team = --internalteam;
825                         oldself = self;
826                         for(i = 1; i < t; ++i)
827                         {
828                                 s = argv(i);
829                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
830                                 {
831                                         e = get_weaponinfo(j);
832                                         if(e.netname == s)
833                                         {
834                                                 self = spawn();
835                                                 copyentity(oldself, self);
836                                                 self.classname = "replacedweapon";
837                                                 weapon_defaultspawnfunc(j);
838                                                 break;
839                                         }
840                                 }
841                                 if(j > WEP_LAST)
842                                 {
843                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
844                                 }
845                         }
846                         self = oldself;
847                 }
848                 if(t >= 1)
849                 {
850                         s = argv(0);
851                         wpn = 0;
852                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
853                         {
854                                 e = get_weaponinfo(j);
855                                 if(e.netname == s)
856                                 {
857                                         wpn = j;
858                                         break;
859                                 }
860                         }
861                         if(j > WEP_LAST)
862                         {
863                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
864                         }
865                 }
866                 if(wpn == 0)
867                 {
868                         remove(self);
869                         startitem_failed = TRUE;
870                         return;
871                 }
872         }
873
874         e = get_weaponinfo(wpn);
875
876         if(e.items && e.items != IT_SUPERWEAPON)
877         {
878                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
879                 {
880                         if(e.items & j)
881                         {
882                                 ammofield = Item_CounterField(j);
883                                 if(!self.ammofield)
884                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
885                         }
886                 }
887         }
888         else
889         {
890                 self.flags |= FL_NO_WEAPON_STAY;
891         }
892
893         // weapon stay isn't supported for teamed weapons
894         if(self.team)
895                 self.flags |= FL_NO_WEAPON_STAY;
896
897         if(g_weapon_stay == 2 && self.classname != "droppedweapon")
898         {
899                 self.ammo_shells = 0;
900                 self.ammo_nails = 0;
901                 self.ammo_cells = 0;
902                 self.ammo_rockets = 0;
903                 // weapon stay 2: don't use ammo on weapon pickups; instead
904                 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
905         }
906
907         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
908         if (self.modelindex) // don't precache if self was removed
909                 weapon_action(e.weapon, WR_PRECACHE);
910 }
911
912 void spawnfunc_weapon_shotgun (void);
913 void spawnfunc_weapon_uzi (void) {
914         if(q3acompat_machineshotgunswap)
915         if(self.classname != "droppedweapon")
916         {
917                 weapon_defaultspawnfunc(WEP_SHOTGUN);
918                 return;
919         }
920         weapon_defaultspawnfunc(WEP_UZI);
921 }
922
923 void spawnfunc_weapon_shotgun (void) {
924         if(q3acompat_machineshotgunswap)
925         if(self.classname != "droppedweapon")
926         {
927                 weapon_defaultspawnfunc(WEP_UZI);
928                 return;
929         }
930         weapon_defaultspawnfunc(WEP_SHOTGUN);
931 }
932
933 void spawnfunc_weapon_nex (void)
934 {
935         if (g_minstagib)
936         {
937                 minstagib_items(IT_CELLS);
938                 self.think = minst_remove_item;
939                 self.nextthink = time;
940                 return;
941         }
942         weapon_defaultspawnfunc(WEP_NEX);
943 }
944
945 void spawnfunc_weapon_minstanex (void)
946 {
947         if (g_minstagib)
948         {
949                 minstagib_items(IT_CELLS);
950                 self.think = minst_remove_item;
951                 self.nextthink = time;
952                 return;
953         }
954         weapon_defaultspawnfunc(WEP_MINSTANEX);
955 }
956
957 void spawnfunc_weapon_rocketlauncher (void)
958 {
959         if (g_minstagib)
960         {
961                 minstagib_items(IT_CELLS);
962                 self.think = minst_remove_item;
963                 self.nextthink = time;
964                 return;
965         }
966         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
967 }
968
969 void spawnfunc_item_rockets (void) {
970         if(!self.ammo_rockets)
971                 self.ammo_rockets = g_pickup_rockets;
972         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);
973 }
974
975 void spawnfunc_item_shells (void);
976 void spawnfunc_item_bullets (void) {
977         if(!weaponswapping)
978         if(q3acompat_machineshotgunswap)
979         if(self.classname != "droppedweapon")
980         {
981                 weaponswapping = TRUE;
982                 spawnfunc_item_shells();
983                 weaponswapping = FALSE;
984                 return;
985         }
986
987         if(!self.ammo_nails)
988                 self.ammo_nails = g_pickup_nails;
989         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);
990 }
991
992 void spawnfunc_item_cells (void) {
993         if(!self.ammo_cells)
994                 self.ammo_cells = g_pickup_cells;
995         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);
996 }
997
998 void spawnfunc_item_shells (void) {
999         if(!weaponswapping)
1000         if(q3acompat_machineshotgunswap)
1001         if(self.classname != "droppedweapon")
1002         {
1003                 weaponswapping = TRUE;
1004                 spawnfunc_item_bullets();
1005                 weaponswapping = FALSE;
1006                 return;
1007         }
1008
1009         if(!self.ammo_shells)
1010                 self.ammo_shells = g_pickup_shells;
1011         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);
1012 }
1013
1014 void spawnfunc_item_armor_small (void) {
1015         if(!self.armorvalue)
1016                 self.armorvalue = g_pickup_armorsmall;
1017         if(!self.max_armorvalue)
1018                 self.max_armorvalue = g_pickup_armorsmall_max;
1019         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);
1020 }
1021
1022 void spawnfunc_item_armor_medium (void) {
1023         if(!self.armorvalue)
1024                 self.armorvalue = g_pickup_armormedium;
1025         if(!self.max_armorvalue)
1026                 self.max_armorvalue = g_pickup_armormedium_max;
1027         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);
1028 }
1029
1030 void spawnfunc_item_armor_big (void) {
1031         if(!self.armorvalue)
1032                 self.armorvalue = g_pickup_armorbig;
1033         if(!self.max_armorvalue)
1034                 self.max_armorvalue = g_pickup_armorbig_max;
1035         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);
1036 }
1037
1038 void spawnfunc_item_armor_large (void) {
1039         if(!self.armorvalue)
1040                 self.armorvalue = g_pickup_armorlarge;
1041         if(!self.max_armorvalue)
1042                 self.max_armorvalue = g_pickup_armorlarge_max;
1043         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);
1044 }
1045
1046 void spawnfunc_item_health_small (void) {
1047         if(!self.max_health)
1048                 self.max_health = g_pickup_healthsmall_max;
1049         if(!self.health)
1050                 self.health = g_pickup_healthsmall;
1051         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);
1052 }
1053
1054 void spawnfunc_item_health_medium (void) {
1055         if(!self.max_health)
1056                 self.max_health = g_pickup_healthmedium_max;
1057         if(!self.health)
1058                 self.health = g_pickup_healthmedium;
1059         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);
1060 }
1061
1062 void spawnfunc_item_health_large (void) {
1063         if(!self.max_health)
1064                 self.max_health = g_pickup_healthlarge_max;
1065         if(!self.health)
1066                 self.health = g_pickup_healthlarge;
1067         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);
1068 }
1069
1070 void spawnfunc_item_health_mega (void) {
1071         if(!cvar("g_powerup_superhealth"))
1072                 return;
1073
1074         if(g_arena && !cvar("g_arena_powerups"))
1075                 return;
1076
1077         if(g_minstagib) {
1078                 minstagib_items(IT_NAILS);
1079         } else {
1080                 if(!self.max_health)
1081                         self.max_health = g_pickup_healthmega_max;
1082                 if(!self.health)
1083                         self.health = g_pickup_healthmega;
1084                 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);
1085         }
1086 }
1087
1088 // support old misnamed entities
1089 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
1090 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1091 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1092 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1093 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1094
1095 void spawnfunc_item_strength (void) {
1096         if(!cvar("g_powerup_strength"))
1097                 return;
1098
1099         if(g_arena && !cvar("g_arena_powerups"))
1100                 return;
1101
1102         if(g_minstagib) {
1103                 minstagib_items(IT_STRENGTH);
1104         } else {
1105                 precache_sound("weapons/strength_fire.wav");
1106                 self.strength_finished = 30;
1107                 self.effects = EF_ADDITIVE;
1108                 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);
1109         }
1110 }
1111
1112 void spawnfunc_item_invincible (void) {
1113         if(!cvar("g_powerup_shield"))
1114                 return;
1115
1116         if(g_arena && !cvar("g_arena_powerups"))
1117                 return;
1118
1119         if(g_minstagib) {
1120                 minstagib_items(IT_INVINCIBLE);
1121         } else {
1122                 self.invincible_finished = 30;
1123                 self.effects = EF_ADDITIVE;
1124                 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);
1125         }
1126 }
1127
1128 void spawnfunc_item_minst_cells (void) {
1129         if (g_minstagib)
1130         {
1131                 minst_no_auto_cells = 1;
1132                 minstagib_items(IT_CELLS);
1133         }
1134         else
1135                 remove(self);
1136 }
1137
1138 // compatibility:
1139 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1140
1141 float target_item_func_set(float a, float b)
1142 {
1143         if(b == 0)
1144                 return a;
1145         else if(b < 0)
1146                 return 0;
1147         else
1148                 return b;
1149 }
1150
1151 float target_item_func_min(float a, float b)
1152 {
1153         if(b == 0)
1154                 return a;
1155         else if(b < 0)
1156                 return 0;
1157         else
1158                 return min(a, b);
1159 }
1160
1161 float target_item_func_max(float a, float b)
1162 {
1163         return max(a, b);
1164 }
1165
1166 float target_item_func_bitset(float a, float b)
1167 {
1168         return b;
1169 }
1170
1171 float target_item_func_and(float a, float b)
1172 {
1173         return a & b;
1174 }
1175
1176 float target_item_func_itembitset(float a, float b)
1177 {
1178         return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | b;
1179 }
1180
1181 float target_item_func_itemand(float a, float b)
1182 {
1183         return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1184 }
1185
1186 float target_item_func_or(float a, float b)
1187 {
1188         return a | b;
1189 }
1190
1191 float target_item_func_andnot(float a, float b)
1192 {
1193         return a - (a & b);
1194 }
1195
1196 float target_item_changed;
1197 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1198 {
1199         float n, d;
1200         n = func(activator.field, self.field);
1201
1202         if(binary)
1203         {
1204                 d = n & activator.field;
1205                 if(d != n) // bits added?
1206                         d = +1;
1207                 else if(d != activator.field) // bits removed?
1208                         d = -1;
1209                 else
1210                         d = 0;
1211         }
1212         else
1213                 d = n - activator.field;
1214
1215         if(d < 0)
1216         {
1217                 if(sound_decrease != "")
1218                         sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1219                 target_item_changed = 1;
1220         }
1221         else if(d > 0)
1222         {
1223                 if(sound_increase != "")
1224                         sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1225                 target_item_changed = 1;
1226         }
1227         activator.field = n;
1228 }
1229
1230 void target_items_use (void)
1231 {
1232         float h0, a0, f0;
1233
1234         if(activator.classname == "droppedweapon")
1235         {
1236                 EXACTTRIGGER_TOUCH;
1237                 remove(activator);
1238                 return;
1239         }
1240
1241         if(activator.classname != "player")
1242                 return;
1243         if(activator.deadflag != DEAD_NO)
1244                 return;
1245         EXACTTRIGGER_TOUCH;
1246
1247         entity e;
1248         for(e = world; (e = find(e, classname, "droppedweapon")); )
1249                 if(e.enemy == activator)
1250                         remove(e);
1251
1252         float _switchweapon;
1253         _switchweapon = FALSE;
1254         if (activator.autoswitch)
1255                 if (activator.switchweapon == w_getbestweapon(activator))
1256                         _switchweapon = TRUE;
1257
1258         a0 = activator.armorvalue;
1259         h0 = activator.health;
1260         f0 = activator.ammo_fuel;
1261         target_item_changed = 0;
1262
1263         if(self.spawnflags == 0) // SET
1264         {
1265                 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1266                 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1267                 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1268                 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1269                 target_item_change(0, ammo_fuel, target_item_func_set, "misc/itempickup.wav", "");
1270                 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1271                 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1272                 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "misc/poweroff.wav");
1273                 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1274
1275                 if((self.items & activator.items) & IT_STRENGTH)
1276                         activator.strength_finished = time + self.strength_finished;
1277                 if((self.items & activator.items) & IT_INVINCIBLE)
1278                         activator.invincible_finished = time + self.invincible_finished;
1279         }
1280         else if(self.spawnflags == 1) // AND/MIN
1281         {
1282                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1283                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1284                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1285                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1286                 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1287                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1288                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1289                 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "misc/poweroff.wav");
1290                 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1291
1292                 if((self.items & activator.items) & IT_STRENGTH)
1293                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1294                 if((self.items & activator.items) & IT_INVINCIBLE)
1295                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1296         }
1297         else if(self.spawnflags == 2) // OR/MAX
1298         {
1299                 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1300                 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1301                 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1302                 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1303                 target_item_change(0, ammo_fuel, target_item_func_max, "misc/itempickup.wav", "");
1304                 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1305                 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1306                 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "misc/poweroff.wav");
1307                 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1308
1309                 if((self.items & activator.items) & IT_STRENGTH)
1310                         activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1311                 if((self.items & activator.items) & IT_INVINCIBLE)
1312                         activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1313         }
1314         else if(self.spawnflags == 4) // ANDNOT/MIN
1315         {
1316                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1317                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1318                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1319                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1320                 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1321                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1322                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1323                 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "misc/poweroff.wav");
1324                 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1325
1326                 if((self.items & activator.items) & IT_STRENGTH)
1327                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1328                 if((self.items & activator.items) & IT_INVINCIBLE)
1329                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1330         }
1331
1332         if not(activator.items & IT_STRENGTH)
1333                 activator.strength_finished = 0;
1334         if not(activator.items & IT_INVINCIBLE)
1335                 activator.invincible_finished = 0;
1336
1337         if(activator.health > h0)
1338                 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1339         else if(activator.health < h0)
1340                 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1341
1342         if(activator.ammo_fuel > f0)
1343                 activator.pauserotfuel_finished = max(activator.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
1344         else if(activator.ammo_fuel < f0)
1345                 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1346
1347         if(activator.armorvalue > a0)
1348                 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1349
1350         if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1351                 _switchweapon = TRUE;
1352         if(_switchweapon)
1353                 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1354
1355         if(target_item_changed)
1356                 centerprint(activator, self.message);
1357 }
1358
1359 void spawnfunc_target_items (void)
1360 {
1361         float n, i, j;
1362         entity e;
1363         self.use = target_items_use;
1364         if(!self.strength_finished)
1365                 self.strength_finished = cvar("g_balance_powerup_strength_time");
1366         if(!self.invincible_finished)
1367                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1368
1369         precache_sound("misc/itempickup.wav");
1370         precache_sound("misc/itempickup.wav");
1371         precache_sound("misc/itempickup.wav");
1372         precache_sound("misc/itempickup.wav");
1373         precache_sound("misc/megahealth.wav");
1374         precache_sound("misc/armor25.wav");
1375         precache_sound("misc/powerup.wav");
1376         precache_sound("misc/poweroff.wav");
1377         precache_sound("weapons/weaponpickup.wav");
1378
1379         n = tokenize_console(self.netname);
1380         for(i = 0; i < n; ++i)
1381         {
1382                 if(argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1383                 if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1384                 if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1385                 if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1386                 if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1387                 if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1388                 if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1389                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1390                 {
1391                         e = get_weaponinfo(j);
1392                         if(argv(i) == e.netname)
1393                         {
1394                                 self.weapons |= e.weapons;
1395                                 if(self.spawnflags == 0 || self.spawnflags == 2)
1396                                         weapon_action(e.weapon, WR_PRECACHE);
1397                         }
1398                 }
1399         }
1400 }
1401
1402 void spawnfunc_item_fuel(void)
1403 {
1404         if(!self.ammo_fuel)
1405                 self.ammo_fuel = g_pickup_fuel;
1406         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);
1407 }
1408
1409 void spawnfunc_item_fuel_regen(void)
1410 {
1411         if(start_items & IT_FUEL_REGEN)
1412         {
1413                 spawnfunc_item_fuel();
1414                 return;
1415         }
1416         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);
1417 }
1418
1419 void spawnfunc_item_jetpack(void)
1420 {
1421         if(g_grappling_hook)
1422                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1423         if(!self.ammo_fuel)
1424                 self.ammo_fuel = g_pickup_fuel_jetpack;
1425         if(start_items & IT_JETPACK)
1426         {
1427                 spawnfunc_item_fuel();
1428                 return;
1429         }
1430         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);
1431 }