- healthbars for players with attached sprite (flag carrier, key carrier, ball kicker)
[divverent/nexuiz.git] / data / qcsrc / server / t_items.qc
1 #define ITEM_RESPAWN_TICKS 10
2
3 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)
4         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
6         // range: 10 .. respawntime + respawntimejitter
7
8 floatfield Item_CounterField(float it)
9 {
10         switch(it)
11         {
12                 case IT_SHELLS:      return ammo_shells;
13                 case IT_NAILS:       return ammo_nails;
14                 case IT_ROCKETS:     return ammo_rockets;
15                 case IT_CELLS:       return ammo_cells;
16                 case IT_FUEL:        return ammo_fuel;
17                 case IT_5HP:         return health;
18                 case IT_25HP:        return health;
19                 case IT_HEALTH:      return health;
20                 case IT_ARMOR_SHARD: return armorvalue;
21                 case IT_ARMOR:       return armorvalue;
22                 // add more things here (health, armor)
23                 default:             error("requested item has no counter field");
24         }
25 }
26
27 string Item_CounterFieldName(float it)
28 {
29         switch(it)
30         {
31                 case IT_SHELLS:      return "shells";
32                 case IT_NAILS:       return "nails";
33                 case IT_ROCKETS:     return "rockets";
34                 case IT_CELLS:       return "cells";
35                 case IT_FUEL:        return "fuel";
36
37                 // add more things here (health, armor)
38                 default:             error("requested item has no counter field name");
39         }
40 }
41
42 .float max_armorvalue;
43
44 void Item_Respawn (void)
45 {
46         self.model = self.mdl;          // restore original model
47         self.solid = SOLID_TRIGGER;     // allow it to be touched again
48         if(!g_minstagib && self.items == IT_STRENGTH)
49                 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);   // play respawn sound
50         else if(!g_minstagib && self.items == IT_INVINCIBLE)
51                 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound
52         else
53                 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);        // play respawn sound
54         setorigin (self, self.origin);
55
56         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
57         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
58 }
59
60 void Item_RespawnCountdown (void)
61 {
62         if(self.count >= ITEM_RESPAWN_TICKS)
63         {
64                 if(self.waypointsprite_attached)
65                         WaypointSprite_Kill(self.waypointsprite_attached);
66                 Item_Respawn();
67         }
68         else
69         {
70                 self.nextthink = time + 1;
71                 self.count += 1;
72                 if(self.count == 1)
73                 {
74                         string name;
75                         vector rgb;
76                         name = string_null;
77                         if(g_minstagib)
78                         {
79                                 switch(self.items)
80                                 {
81                                         case IT_STRENGTH:   name = "item-invis"; rgb = '0 0 1'; break;
82                                         case IT_NAILS:      name = "item-extralife"; rgb = '1 0 0'; break;
83                                         case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
84                                 }
85                         }
86                         else
87                         {
88                                 switch(self.items)
89                                 {
90                                         case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
91                                         case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
92                                 }
93                         }
94                         switch(self.items)
95                         {
96                                 case IT_FUEL_REGEN:     name = "item-fuelregen"; rgb = '1 0.5 0'; break;
97                                 case IT_JETPACK:        name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
98                         }
99                         if(name)
100                         {
101                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, FALSE);
102                                 if(self.waypointsprite_attached)
103                                 {
104                                         WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
105                                         //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
106                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
107                                 }
108                         }
109                 }
110                 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
111                 if(self.waypointsprite_attached)
112                 {
113                         WaypointSprite_Ping(self.waypointsprite_attached);
114                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
115                 }
116         }
117 }
118
119 void Item_ScheduleRespawnIn(entity e, float t)
120 {
121         if(e.flags & FL_POWERUP)
122         {
123                 e.think = Item_RespawnCountdown;
124                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
125                 e.count = 0;
126         }
127         else
128         {
129                 e.think = Item_Respawn;
130                 e.nextthink = time + t;
131         }
132 }
133
134 void Item_ScheduleRespawn(entity e)
135 {
136         Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
137 }
138
139 void Item_ScheduleInitialRespawn(entity e)
140 {
141         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
142 }
143
144 float Item_GiveTo(entity item, entity player)
145 {
146         float _switchweapon;
147         float pickedup;
148         float it;
149         float i;
150         entity e;
151
152         // if nothing happens to player, just return without taking the item
153         pickedup = FALSE;
154         _switchweapon = FALSE;
155
156         if (g_minstagib)
157         {
158                 if (item.ammo_fuel)
159                 if (player.ammo_fuel < g_pickup_fuel_max)
160                 {
161                         pickedup = TRUE;
162                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
163                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
164                 }
165                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
166                 {
167                         pickedup = TRUE;
168                         player.items |= it;
169                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
170                 }
171
172                 _switchweapon = TRUE;
173                 if (item.ammo_cells)
174                 {
175                         pickedup = TRUE;
176                         // play some cool sounds ;)
177                         centerprint(player, "\n");
178                         if(player.health <= 5)
179                                 announce(player, "announcer/robotic/lastsecond.wav");
180                         else if(player.health < 50)
181                                 announce(player, "announcer/robotic/narrowly.wav");
182                         // sound not available
183                         // else if(item.items == IT_CELLS)
184                         //      play2(player, "announce/robotic/ammo.wav");
185
186                         if (item.weapons & WEPBIT_MINSTANEX)
187                                 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
188                         if (item.ammo_cells)
189                                 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
190                         player.health = 100;
191                 }
192
193                 // extralife powerup
194                 if (item.max_health)
195                 {
196                         pickedup = TRUE;
197                         // sound not available
198                         // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav");
199                         player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
200                         sprint(player, "^3You picked up some extra lives\n");
201                 }
202
203                 // invis powerup
204                 if (item.strength_finished)
205                 {
206                         pickedup = TRUE;
207                         // sound not available
208                         // play2(player, "announce/robotic/invisible.wav");
209                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
210                 }
211
212                 // speed powerup
213                 if (item.invincible_finished)
214                 {
215                         pickedup = TRUE;
216                         // sound not available
217                         // play2(player, "announce/robotic/speed.wav");
218                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
219                 }
220
221                 if (item.ammo_fuel)
222                 if (player.ammo_fuel < g_pickup_fuel_max)
223                 {
224                         pickedup = TRUE;
225                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
226                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
227                 }
228
229         }
230         else
231         {
232                 if (g_weapon_stay == 1)
233                 if not(item.flags & FL_NO_WEAPON_STAY)
234                 if (item.flags & FL_WEAPON)
235                 {
236                         if(item.classname == "droppedweapon")
237                         {
238                                 if (player.weapons & item.weapons)      // don't let players stack ammo by tossing weapons
239                                         goto skip;
240                         }
241                         else
242                         {
243                                 if (player.weapons & item.weapons)
244                                         goto skip;
245                         }
246                 }
247
248                 // in case the player has autoswitch enabled do the following:
249                 // if the player is using their best weapon before items are given, they
250                 // probably want to switch to an even better weapon after items are given
251                 if (player.autoswitch)
252                 if (player.switchweapon == w_getbestweapon(player))
253                         _switchweapon = TRUE;
254
255                 if not(player.weapons & W_WeaponBit(player.switchweapon))
256                         _switchweapon = TRUE;
257
258                 if (item.ammo_shells)
259                 if (player.ammo_shells < g_pickup_shells_max)
260                 {
261                         pickedup = TRUE;
262                         player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
263                 }
264                 if (item.ammo_nails)
265                 if (player.ammo_nails < g_pickup_nails_max)
266                 {
267                         pickedup = TRUE;
268                         player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
269                 }
270                 if (item.ammo_rockets)
271                 if (player.ammo_rockets < g_pickup_rockets_max)
272                 {
273                         pickedup = TRUE;
274                         player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
275                 }
276                 if (item.ammo_cells)
277                 if (player.ammo_cells < g_pickup_cells_max)
278                 {
279                         pickedup = TRUE;
280                         player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
281                 }
282                 if (item.ammo_fuel)
283                 if (player.ammo_fuel < g_pickup_fuel_max)
284                 {
285                         pickedup = TRUE;
286                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
287                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
288                 }
289
290                 if (item.flags & FL_WEAPON)
291                 if ((it = item.weapons - (item.weapons & player.weapons)))
292                 {
293                         pickedup = TRUE;
294                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
295                         {
296                                 e = get_weaponinfo(i);
297                                 if(it & e.weapons)
298                                         W_GiveWeapon (player, e.weapon, item.netname);
299                         }
300                 }
301
302                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
303                 {
304                         pickedup = TRUE;
305                         player.items |= it;
306                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
307                 }
308
309                 if (item.strength_finished)
310                 {
311                         pickedup = TRUE;
312                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
313                 }
314                 if (item.invincible_finished)
315                 {
316                         pickedup = TRUE;
317                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
318                 }
319                 //if (item.speed_finished)
320                 //{
321                 //      pickedup = TRUE;
322                 //      player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
323                 //}
324                 //if (item.slowmo_finished)
325                 //{
326                 //      pickedup = TRUE;
327                 //      player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
328                 //}
329
330                 if (item.health)
331                 if (player.health < item.max_health)
332                 {
333                         pickedup = TRUE;
334                         player.health = min(player.health + item.health, item.max_health);
335                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
336                 }
337                 if (item.armorvalue)
338                 if (player.armorvalue < item.max_armorvalue)
339                 {
340                         pickedup = TRUE;
341                         player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
342                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
343                 }
344         }
345
346 :skip
347         // always eat teamed entities
348         if(item.team)
349                 pickedup = TRUE;
350
351         if (!pickedup)
352                 return 0;
353
354         sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
355         if (_switchweapon)
356                 if (player.switchweapon != w_getbestweapon(player))
357                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
358
359         return 1;
360 }
361
362 void Item_Touch (void)
363 {
364         entity e, head;
365
366         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
367         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
368         {
369                 remove(self);
370                 return;
371         }
372         if (other.classname != "player")
373                 return;
374         if (other.deadflag)
375                 return;
376         if (self.solid != SOLID_TRIGGER)
377                 return;
378         if (self.owner == other)
379                 return;
380
381         if(!Item_GiveTo(self, other))
382                 return;
383
384         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
385
386         if (self.classname == "droppedweapon")
387                 remove (self);
388         else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
389                 return;
390         else
391         {
392                 self.solid = SOLID_NOT;
393                 self.model = string_null;
394                 if(self.team)
395                 {
396                         RandomSelection_Init();
397                         for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
398                                 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
399                         e = RandomSelection_chosen_ent;
400                 }
401                 else
402                         e = self;
403                 Item_ScheduleRespawn(e);
404         }
405 }
406
407 void Item_FindTeam()
408 {
409         entity head, e;
410
411         if(self.effects & EF_NODRAW)
412         {
413                 // marker for item team search
414                 dprint("Initializing item team ", ftos(self.team), "\n");
415                 RandomSelection_Init();
416                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
417                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
418                 e = RandomSelection_chosen_ent;
419                 e.state = 0;
420
421                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
422                 {
423                         if(head != e)
424                         {
425                                 // make it a non-spawned item
426                                 head.solid = SOLID_NOT;
427                                 head.model = string_null;
428                                 head.state = 1; // state 1 = initially hidden item
429                         }
430                         head.effects &~= EF_NODRAW;
431                 }
432
433                 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
434                 {
435                         e.solid = SOLID_NOT;
436                         e.model = string_null;
437                         Item_ScheduleInitialRespawn(e);
438                 }
439         }
440 }
441
442 void Item_Reset()
443 {
444         if(self.state == 1)
445         {
446                 self.model = string_null;
447                 self.solid = SOLID_NOT;
448         }
449         else
450         {
451                 self.model = self.mdl;
452                 self.solid = SOLID_TRIGGER;
453         }
454         setorigin (self, self.origin);
455         self.think = SUB_Null;
456         self.nextthink = 0;
457
458         if(self.flags & FL_POWERUP) // do not spawn powerups initially!
459         {
460                 self.solid = SOLID_NOT;
461                 self.model = string_null;
462                 Item_ScheduleInitialRespawn(self);
463         }
464 }
465
466 // Savage: used for item garbage-collection
467 // TODO: perhaps nice special effect?
468 void RemoveItem(void)
469 {
470         remove(self);
471 }
472
473 // pickup evaluation functions
474 // these functions decide how desirable an item is to the bots
475
476 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
477
478 float weapon_pickupevalfunc(entity player, entity item)
479 {
480         // if we already have the weapon, rate it 1/5th normal value
481         if ((player.weapons & item.weapons) == item.weapons)
482                 return item.bot_pickupbasevalue * 0.2;
483         return item.bot_pickupbasevalue;
484 };
485
486 float commodity_pickupevalfunc(entity player, entity item)
487 {
488         float c;
489         c = 0;
490         // TODO: figure out if the player even has the weapon this ammo is for?
491         // may not affect strategy much though...
492         // find out how much more ammo/armor/health the player can hold
493         if (item.ammo_shells)
494         if (player.ammo_shells < g_pickup_shells_max)
495                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
496         if (item.ammo_nails)
497         if (player.ammo_nails < g_pickup_nails_max)
498                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
499         if (item.ammo_rockets)
500         if (player.ammo_rockets < g_pickup_rockets_max)
501                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
502         if (item.ammo_cells)
503         if (player.ammo_cells < g_pickup_cells_max)
504                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
505         if (item.armorvalue)
506         if (player.armorvalue < item.max_armorvalue)
507                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
508         if (item.health)
509         if (player.health < item.max_health)
510                 c = c + max(0, 1 - player.health / item.max_health);
511
512         return item.bot_pickupbasevalue * c;
513 };
514
515
516 .float is_item;
517 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)
518 {
519         startitem_failed = FALSE;
520
521         // is it a dropped weapon?
522         if (self.classname == "droppedweapon")
523         {
524                 self.reset = SUB_Remove;
525                 // it's a dropped weapon
526                 self.movetype = MOVETYPE_TOSS;
527                 self.solid = SOLID_TRIGGER;
528                 // Savage: remove thrown items after a certain period of time ("garbage collection")
529                 self.think = RemoveItem;
530                 self.nextthink = time + 60;
531                 // don't drop if in a NODROP zone (such as lava)
532                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
533                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
534                 {
535                         startitem_failed = TRUE;
536                         remove(self);
537                         return;
538                 }
539         }
540         else
541         {
542                 self.reset = Item_Reset;
543                 // it's a level item
544                 if(self.spawnflags & 1)
545                         self.noalign = 1;
546                 if (self.noalign)
547                         self.movetype = MOVETYPE_NONE;
548                 else
549                         self.movetype = MOVETYPE_TOSS;
550                 self.solid = SOLID_TRIGGER;
551                 // do item filtering according to game mode and other things
552                 if (!self.noalign)
553                 {
554                         // first nudge it off the floor a little bit to avoid math errors
555                         setorigin(self, self.origin + '0 0 1');
556                         // set item size before we spawn a spawnfunc_waypoint
557                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
558                                 setsize (self, '-16 -16 0', '16 16 48');
559                         else
560                                 setsize (self, '-16 -16 0', '16 16 32');
561                         // note droptofloor returns FALSE if stuck/or would fall too far
562                         droptofloor();
563                         waypoint_spawnforitem(self);
564                 }
565
566                 if(teams_matter)
567                 {
568                         if(self.notteam)
569                         {
570                                 print("removed non-teamplay ", self.classname, "\n");
571                                 startitem_failed = TRUE;
572                                 remove (self);
573                                 return;
574                         }
575                 }
576                 else
577                 {
578                         if(self.notfree)
579                         {
580                                 print("removed non-FFA ", self.classname, "\n");
581                                 startitem_failed = TRUE;
582                                 remove (self);
583                                 return;
584                         }
585                 }
586
587                 if(self.notq3a)
588                 {
589                         // We aren't TA or something like that, so we keep the Q3A entities
590                         print("removed non-Q3A ", self.classname, "\n");
591                         startitem_failed = TRUE;
592                         remove (self);
593                         return;
594                 }
595
596                 /*
597                  * can't do it that way, as it would break maps
598                  * TODO make a target_give like entity another way, that perhaps has
599                  * the weapon name in a key
600                 if(self.targetname)
601                 {
602                         // target_give not yet supported; maybe later
603                         print("removed targeted ", self.classname, "\n");
604                         startitem_failed = TRUE;
605                         remove (self);
606                         return;
607                 }
608                 */
609
610                 if(cvar("spawn_debug") >= 2)
611                 {
612                         entity otheritem;
613                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
614                         {
615                                 if(otheritem.is_item)
616                                 {
617                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
618                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
619                                         error("Mapper sucks.");
620                                 }
621                         }
622                         self.is_item = TRUE;
623                 }
624
625                 weaponsInMap |= weaponid;
626
627                 if(g_lms)
628                 {
629                         startitem_failed = TRUE;
630                         remove(self);
631                         return;
632                 }
633                 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
634                 {
635                         startitem_failed = TRUE;
636                         remove(self);
637                         return;
638                 }
639                 else if (g_minstagib)
640                 {
641                         // don't remove dropped items and powerups
642                         if (self.classname != "minstagib")
643                         {
644                                 startitem_failed = TRUE;
645                                 remove (self);
646                                 return;
647                         }
648                 }
649                 else if ((!cvar("g_pickup_items") || g_nixnex) && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
650                 {
651                         startitem_failed = TRUE;
652                         remove (self);
653                         return;
654                 }
655
656                 precache_model (itemmodel);
657                 precache_sound (pickupsound);
658                 precache_sound ("misc/itemrespawn.wav");
659                 precache_sound ("misc/itemrespawncountdown.wav");
660
661                 if(itemid == IT_STRENGTH)
662                         precache_sound ("misc/strength_respawn.wav");
663                 if(itemid == IT_INVINCIBLE)
664                         precache_sound ("misc/shield_respawn.wav");
665
666                 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
667                         self.target = "###item###"; // for finding the nearest item using find()
668         }
669
670         self.bot_pickup = TRUE;
671         self.bot_pickupevalfunc = pickupevalfunc;
672         self.bot_pickupbasevalue = pickupbasevalue;
673         self.mdl = itemmodel;
674         self.item_pickupsound = pickupsound;
675         // let mappers override respawntime
676         if(!self.respawntime) // both set
677         {
678                 self.respawntime = defaultrespawntime;
679                 self.respawntimejitter = defaultrespawntimejitter;
680         }
681         self.netname = itemname;
682         self.items = itemid;
683         self.weapons = weaponid;
684         self.flags = FL_ITEM | itemflags;
685         self.touch = Item_Touch;
686         setmodel (self, self.mdl); // precision set below
687         self.effects |= EF_LOWPRECISION;
688         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
689                 setsize (self, '-16 -16 0', '16 16 48');
690         else
691                 setsize (self, '-16 -16 0', '16 16 32');
692         if(itemflags & FL_WEAPON)
693                 self.modelflags |= MF_ROTATE;
694
695         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
696         if (itemflags & FL_WEAPON)
697         {
698                 // neutral team color for pickup weapons
699                 self.colormap = 1024; // color shirt=0 pants=0 grey
700         }
701
702         if (cvar("g_fullbrightitems"))
703                 self.effects = self.effects | EF_FULLBRIGHT;
704
705         self.state = 0;
706         if(self.team)
707         {
708                 if(!self.cnt)
709                         self.cnt = 1; // item probability weight
710                 self.effects = self.effects | EF_NODRAW; // marker for item team search
711                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
712         }
713         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
714         {
715                 self.solid = SOLID_NOT;
716                 self.model = string_null;
717                 Item_ScheduleInitialRespawn(self);
718         }
719 }
720
721 /* replace items in minstagib
722  * IT_STRENGTH   = invisibility
723  * IT_NAILS      = extra lives
724  * IT_INVINCIBLE = speed
725  */
726 void minstagib_items (float itemid)
727 {
728         // we don't want to replace dropped weapons ;)
729         if (self.classname == "droppedweapon")
730         {
731                 self.ammo_cells = 25;
732                 StartItem ("models/weapons/g_nex.md3",
733                         "weapons/weaponpickup.wav", 15, 0,
734                         "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
735                 return;
736         }
737
738         local float rnd;
739         self.classname = "minstagib";
740
741         // replace rocket launchers and nex guns with ammo cells
742         if (itemid == IT_CELLS)
743         {
744                 self.ammo_cells = 1;
745                 StartItem ("models/items/a_cells.md3",
746                         "misc/itempickup.wav", 45, 0,
747                         "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
748                 return;
749         }
750
751         // randomize
752         rnd = random() * 3;
753         if (rnd <= 1)
754                 itemid = IT_STRENGTH;
755         else if (rnd <= 2)
756                 itemid = IT_NAILS;
757         else
758                 itemid = IT_INVINCIBLE;
759
760         // replace with invis
761         if (itemid == IT_STRENGTH)
762         {
763                 self.effects = EF_ADDITIVE;
764                 self.strength_finished = 30;
765                 StartItem ("models/items/g_strength.md3",
766                         "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
767                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
768         }
769         // replace with extra lives
770         if (itemid == IT_NAILS)
771         {
772                 self.max_health = 1;
773                 StartItem ("models/items/g_h100.md3",
774                         "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
775                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
776
777         }
778         // replace with speed
779         if (itemid == IT_INVINCIBLE)
780         {
781                 self.effects = EF_ADDITIVE;
782                 self.invincible_finished = 30;
783                 StartItem ("models/items/g_invincible.md3",
784                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
785                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
786         }
787
788 }
789
790 float minst_no_auto_cells;
791 void minst_remove_item (void) {
792         if(minst_no_auto_cells)
793                 remove(self);
794 }
795
796 float weaponswapping;
797 float internalteam;
798
799 void weapon_defaultspawnfunc(float wpn)
800 {
801         entity e;
802         float t;
803         var .float ammofield;
804         string s;
805         entity oldself;
806         float i, j;
807
808         // set the respawntime in advance (so replaced weapons can copy it)
809
810         if(!self.respawntime)
811         {
812                 e = get_weaponinfo(wpn);
813                 if(e.items == IT_SUPERWEAPON)
814                 {
815                         self.respawntime = g_pickup_respawntime_powerup;
816                         self.respawntimejitter = g_pickup_respawntimejitter_powerup;
817                 }
818                 else
819                 {
820                         self.respawntime = g_pickup_respawntime_weapon;
821                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
822                 }
823         }
824
825         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
826         {
827                 e = get_weaponinfo(wpn);
828                 s = cvar_string(strcat("g_weaponreplace_", e.netname));
829                 if(s == "0")
830                 {
831                         remove(self);
832                         startitem_failed = TRUE;
833                         return;
834                 }
835                 t = tokenize_console(s);
836                 if(t >= 2)
837                 {
838                         self.team = --internalteam;
839                         oldself = self;
840                         for(i = 1; i < t; ++i)
841                         {
842                                 s = argv(i);
843                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
844                                 {
845                                         e = get_weaponinfo(j);
846                                         if(e.netname == s)
847                                         {
848                                                 self = spawn();
849                                                 copyentity(oldself, self);
850                                                 self.classname = "replacedweapon";
851                                                 weapon_defaultspawnfunc(j);
852                                                 break;
853                                         }
854                                 }
855                                 if(j > WEP_LAST)
856                                 {
857                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
858                                 }
859                         }
860                         self = oldself;
861                 }
862                 if(t >= 1)
863                 {
864                         s = argv(0);
865                         wpn = 0;
866                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
867                         {
868                                 e = get_weaponinfo(j);
869                                 if(e.netname == s)
870                                 {
871                                         wpn = j;
872                                         break;
873                                 }
874                         }
875                         if(j > WEP_LAST)
876                         {
877                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
878                         }
879                 }
880                 if(wpn == 0)
881                 {
882                         remove(self);
883                         startitem_failed = TRUE;
884                         return;
885                 }
886         }
887
888         e = get_weaponinfo(wpn);
889
890         if(e.items && e.items != IT_SUPERWEAPON)
891         {
892                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
893                 {
894                         if(e.items & j)
895                         {
896                                 ammofield = Item_CounterField(j);
897                                 if(!self.ammofield)
898                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
899                         }
900                 }
901         }
902         else
903         {
904                 self.flags |= FL_NO_WEAPON_STAY;
905         }
906
907         // weapon stay isn't supported for teamed weapons
908         if(self.team)
909                 self.flags |= FL_NO_WEAPON_STAY;
910
911         if(g_weapon_stay == 2 && self.classname != "droppedweapon")
912         {
913                 self.ammo_shells = 0;
914                 self.ammo_nails = 0;
915                 self.ammo_cells = 0;
916                 self.ammo_rockets = 0;
917                 // weapon stay 2: don't use ammo on weapon pickups; instead
918                 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
919         }
920
921         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
922         if (self.modelindex) // don't precache if self was removed
923                 weapon_action(e.weapon, WR_PRECACHE);
924 }
925
926 void spawnfunc_weapon_shotgun (void);
927 void spawnfunc_weapon_uzi (void) {
928         if(q3acompat_machineshotgunswap)
929         if(self.classname != "droppedweapon")
930         {
931                 weapon_defaultspawnfunc(WEP_SHOTGUN);
932                 return;
933         }
934         weapon_defaultspawnfunc(WEP_UZI);
935 }
936
937 void spawnfunc_weapon_shotgun (void) {
938         if(q3acompat_machineshotgunswap)
939         if(self.classname != "droppedweapon")
940         {
941                 weapon_defaultspawnfunc(WEP_UZI);
942                 return;
943         }
944         weapon_defaultspawnfunc(WEP_SHOTGUN);
945 }
946
947 void spawnfunc_weapon_nex (void)
948 {
949         if (g_minstagib)
950         {
951                 minstagib_items(IT_CELLS);
952                 self.think = minst_remove_item;
953                 self.nextthink = time;
954                 return;
955         }
956         weapon_defaultspawnfunc(WEP_NEX);
957 }
958
959 void spawnfunc_weapon_minstanex (void)
960 {
961         if (g_minstagib)
962         {
963                 minstagib_items(IT_CELLS);
964                 self.think = minst_remove_item;
965                 self.nextthink = time;
966                 return;
967         }
968         weapon_defaultspawnfunc(WEP_MINSTANEX);
969 }
970
971 void spawnfunc_weapon_rocketlauncher (void)
972 {
973         if (g_minstagib)
974         {
975                 minstagib_items(IT_CELLS);
976                 self.think = minst_remove_item;
977                 self.nextthink = time;
978                 return;
979         }
980         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
981 }
982
983 void spawnfunc_item_rockets (void) {
984         if(!self.ammo_rockets)
985                 self.ammo_rockets = g_pickup_rockets;
986         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);
987 }
988
989 void spawnfunc_item_shells (void);
990 void spawnfunc_item_bullets (void) {
991         if(!weaponswapping)
992         if(q3acompat_machineshotgunswap)
993         if(self.classname != "droppedweapon")
994         {
995                 weaponswapping = TRUE;
996                 spawnfunc_item_shells();
997                 weaponswapping = FALSE;
998                 return;
999         }
1000
1001         if(!self.ammo_nails)
1002                 self.ammo_nails = g_pickup_nails;
1003         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);
1004 }
1005
1006 void spawnfunc_item_cells (void) {
1007         if(!self.ammo_cells)
1008                 self.ammo_cells = g_pickup_cells;
1009         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);
1010 }
1011
1012 void spawnfunc_item_shells (void) {
1013         if(!weaponswapping)
1014         if(q3acompat_machineshotgunswap)
1015         if(self.classname != "droppedweapon")
1016         {
1017                 weaponswapping = TRUE;
1018                 spawnfunc_item_bullets();
1019                 weaponswapping = FALSE;
1020                 return;
1021         }
1022
1023         if(!self.ammo_shells)
1024                 self.ammo_shells = g_pickup_shells;
1025         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);
1026 }
1027
1028 void spawnfunc_item_armor_small (void) {
1029         if(!self.armorvalue)
1030                 self.armorvalue = g_pickup_armorsmall;
1031         if(!self.max_armorvalue)
1032                 self.max_armorvalue = g_pickup_armorsmall_max;
1033         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);
1034 }
1035
1036 void spawnfunc_item_armor_medium (void) {
1037         if(!self.armorvalue)
1038                 self.armorvalue = g_pickup_armormedium;
1039         if(!self.max_armorvalue)
1040                 self.max_armorvalue = g_pickup_armormedium_max;
1041         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);
1042 }
1043
1044 void spawnfunc_item_armor_big (void) {
1045         if(!self.armorvalue)
1046                 self.armorvalue = g_pickup_armorbig;
1047         if(!self.max_armorvalue)
1048                 self.max_armorvalue = g_pickup_armorbig_max;
1049         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);
1050 }
1051
1052 void spawnfunc_item_armor_large (void) {
1053         if(!self.armorvalue)
1054                 self.armorvalue = g_pickup_armorlarge;
1055         if(!self.max_armorvalue)
1056                 self.max_armorvalue = g_pickup_armorlarge_max;
1057         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);
1058 }
1059
1060 void spawnfunc_item_health_small (void) {
1061         if(!self.max_health)
1062                 self.max_health = g_pickup_healthsmall_max;
1063         if(!self.health)
1064                 self.health = g_pickup_healthsmall;
1065         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);
1066 }
1067
1068 void spawnfunc_item_health_medium (void) {
1069         if(!self.max_health)
1070                 self.max_health = g_pickup_healthmedium_max;
1071         if(!self.health)
1072                 self.health = g_pickup_healthmedium;
1073         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);
1074 }
1075
1076 void spawnfunc_item_health_large (void) {
1077         if(!self.max_health)
1078                 self.max_health = g_pickup_healthlarge_max;
1079         if(!self.health)
1080                 self.health = g_pickup_healthlarge;
1081         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);
1082 }
1083
1084 void spawnfunc_item_health_mega (void) {
1085         if(!cvar("g_powerup_superhealth"))
1086                 return;
1087
1088         if(g_arena && !cvar("g_arena_powerups"))
1089                 return;
1090
1091         if(g_minstagib) {
1092                 minstagib_items(IT_NAILS);
1093         } else {
1094                 if(!self.max_health)
1095                         self.max_health = g_pickup_healthmega_max;
1096                 if(!self.health)
1097                         self.health = g_pickup_healthmega;
1098                 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);
1099         }
1100 }
1101
1102 // support old misnamed entities
1103 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
1104 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1105 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1106 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1107 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1108
1109 void spawnfunc_item_strength (void) {
1110         if(!cvar("g_powerup_strength"))
1111                 return;
1112
1113         if(g_arena && !cvar("g_arena_powerups"))
1114                 return;
1115
1116         if(g_minstagib) {
1117                 minstagib_items(IT_STRENGTH);
1118         } else {
1119                 precache_sound("weapons/strength_fire.wav");
1120                 self.strength_finished = 30;
1121                 self.effects = EF_ADDITIVE;
1122                 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);
1123         }
1124 }
1125
1126 void spawnfunc_item_invincible (void) {
1127         if(!cvar("g_powerup_shield"))
1128                 return;
1129
1130         if(g_arena && !cvar("g_arena_powerups"))
1131                 return;
1132
1133         if(g_minstagib) {
1134                 minstagib_items(IT_INVINCIBLE);
1135         } else {
1136                 self.invincible_finished = 30;
1137                 self.effects = EF_ADDITIVE;
1138                 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);
1139         }
1140 }
1141
1142 void spawnfunc_item_minst_cells (void) {
1143         if (g_minstagib)
1144         {
1145                 minst_no_auto_cells = 1;
1146                 minstagib_items(IT_CELLS);
1147         }
1148         else
1149                 remove(self);
1150 }
1151
1152 // compatibility:
1153 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1154
1155 float target_item_func_set(float a, float b)
1156 {
1157         if(b == 0)
1158                 return a;
1159         else if(b < 0)
1160                 return 0;
1161         else
1162                 return b;
1163 }
1164
1165 float target_item_func_min(float a, float b)
1166 {
1167         if(b == 0)
1168                 return a;
1169         else if(b < 0)
1170                 return 0;
1171         else
1172                 return min(a, b);
1173 }
1174
1175 float target_item_func_max(float a, float b)
1176 {
1177         return max(a, b);
1178 }
1179
1180 float target_item_func_bitset(float a, float b)
1181 {
1182         return b;
1183 }
1184
1185 float target_item_func_and(float a, float b)
1186 {
1187         return a & b;
1188 }
1189
1190 float target_item_func_itembitset(float a, float b)
1191 {
1192         return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | b;
1193 }
1194
1195 float target_item_func_itemand(float a, float b)
1196 {
1197         return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1198 }
1199
1200 float target_item_func_or(float a, float b)
1201 {
1202         return a | b;
1203 }
1204
1205 float target_item_func_andnot(float a, float b)
1206 {
1207         return a - (a & b);
1208 }
1209
1210 float target_item_changed;
1211 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1212 {
1213         float n, d;
1214         n = func(activator.field, self.field);
1215
1216         if(binary)
1217         {
1218                 d = n & activator.field;
1219                 if(d != n) // bits added?
1220                         d = +1;
1221                 else if(d != activator.field) // bits removed?
1222                         d = -1;
1223                 else
1224                         d = 0;
1225         }
1226         else
1227                 d = n - activator.field;
1228
1229         if(d < 0)
1230         {
1231                 if(sound_decrease != "")
1232                         sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1233                 target_item_changed = 1;
1234         }
1235         else if(d > 0)
1236         {
1237                 if(sound_increase != "")
1238                         sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1239                 target_item_changed = 1;
1240         }
1241         activator.field = n;
1242 }
1243
1244 void target_items_use (void)
1245 {
1246         float h0, a0, f0;
1247
1248         if(activator.classname == "droppedweapon")
1249         {
1250                 EXACTTRIGGER_TOUCH;
1251                 remove(activator);
1252                 return;
1253         }
1254
1255         if(activator.classname != "player")
1256                 return;
1257         if(activator.deadflag != DEAD_NO)
1258                 return;
1259         EXACTTRIGGER_TOUCH;
1260
1261         entity e;
1262         for(e = world; (e = find(e, classname, "droppedweapon")); )
1263                 if(e.enemy == activator)
1264                         remove(e);
1265
1266         float _switchweapon;
1267         _switchweapon = FALSE;
1268         if (activator.autoswitch)
1269                 if (activator.switchweapon == w_getbestweapon(activator))
1270                         _switchweapon = TRUE;
1271
1272         a0 = activator.armorvalue;
1273         h0 = activator.health;
1274         f0 = activator.ammo_fuel;
1275         target_item_changed = 0;
1276
1277         if(self.spawnflags == 0) // SET
1278         {
1279                 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1280                 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1281                 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1282                 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1283                 target_item_change(0, ammo_fuel, target_item_func_set, "misc/itempickup.wav", "");
1284                 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1285                 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1286                 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "misc/poweroff.wav");
1287                 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1288
1289                 if((self.items & activator.items) & IT_STRENGTH)
1290                         activator.strength_finished = time + self.strength_finished;
1291                 if((self.items & activator.items) & IT_INVINCIBLE)
1292                         activator.invincible_finished = time + self.invincible_finished;
1293         }
1294         else if(self.spawnflags == 1) // AND/MIN
1295         {
1296                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1297                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1298                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1299                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1300                 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1301                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1302                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1303                 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "misc/poweroff.wav");
1304                 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1305
1306                 if((self.items & activator.items) & IT_STRENGTH)
1307                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1308                 if((self.items & activator.items) & IT_INVINCIBLE)
1309                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1310         }
1311         else if(self.spawnflags == 2) // OR/MAX
1312         {
1313                 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1314                 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1315                 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1316                 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1317                 target_item_change(0, ammo_fuel, target_item_func_max, "misc/itempickup.wav", "");
1318                 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1319                 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1320                 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "misc/poweroff.wav");
1321                 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1322
1323                 if((self.items & activator.items) & IT_STRENGTH)
1324                         activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1325                 if((self.items & activator.items) & IT_INVINCIBLE)
1326                         activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1327         }
1328         else if(self.spawnflags == 4) // ANDNOT/MIN
1329         {
1330                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1331                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1332                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1333                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1334                 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1335                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1336                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1337                 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "misc/poweroff.wav");
1338                 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1339
1340                 if((self.items & activator.items) & IT_STRENGTH)
1341                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1342                 if((self.items & activator.items) & IT_INVINCIBLE)
1343                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1344         }
1345
1346         if not(activator.items & IT_STRENGTH)
1347                 activator.strength_finished = 0;
1348         if not(activator.items & IT_INVINCIBLE)
1349                 activator.invincible_finished = 0;
1350
1351         if(activator.health > h0)
1352                 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1353         else if(activator.health < h0)
1354                 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1355
1356         if(activator.ammo_fuel > f0)
1357                 activator.pauserotfuel_finished = max(activator.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
1358         else if(activator.ammo_fuel < f0)
1359                 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1360
1361         if(activator.armorvalue > a0)
1362                 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1363
1364         if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1365                 _switchweapon = TRUE;
1366         if(_switchweapon)
1367                 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1368
1369         if(target_item_changed)
1370                 centerprint(activator, self.message);
1371 }
1372
1373 void spawnfunc_target_items (void)
1374 {
1375         float n, i, j;
1376         entity e;
1377         self.use = target_items_use;
1378         if(!self.strength_finished)
1379                 self.strength_finished = cvar("g_balance_powerup_strength_time");
1380         if(!self.invincible_finished)
1381                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1382
1383         precache_sound("misc/itempickup.wav");
1384         precache_sound("misc/itempickup.wav");
1385         precache_sound("misc/itempickup.wav");
1386         precache_sound("misc/itempickup.wav");
1387         precache_sound("misc/megahealth.wav");
1388         precache_sound("misc/armor25.wav");
1389         precache_sound("misc/powerup.wav");
1390         precache_sound("misc/poweroff.wav");
1391         precache_sound("weapons/weaponpickup.wav");
1392
1393         n = tokenize_console(self.netname);
1394         for(i = 0; i < n; ++i)
1395         {
1396                 if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1397                 else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1398                 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1399                 else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1400                 else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1401                 else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1402                 else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1403                 else
1404                 {
1405                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1406                         {
1407                                 e = get_weaponinfo(j);
1408                                 if(argv(i) == e.netname)
1409                                 {
1410                                         self.weapons |= e.weapons;
1411                                         if(self.spawnflags == 0 || self.spawnflags == 2)
1412                                                 weapon_action(e.weapon, WR_PRECACHE);
1413                                         break;
1414                                 }
1415                         }
1416                         if(j > WEP_LAST)
1417                                 print("target_items: invalid item ", argv(i), "\n");
1418                 }
1419         }
1420 }
1421
1422 void spawnfunc_item_fuel(void)
1423 {
1424         if(!self.ammo_fuel)
1425                 self.ammo_fuel = g_pickup_fuel;
1426         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);
1427 }
1428
1429 void spawnfunc_item_fuel_regen(void)
1430 {
1431         if(start_items & IT_FUEL_REGEN)
1432         {
1433                 spawnfunc_item_fuel();
1434                 return;
1435         }
1436         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);
1437 }
1438
1439 void spawnfunc_item_jetpack(void)
1440 {
1441         if(g_grappling_hook)
1442                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1443         if(!self.ammo_fuel)
1444                 self.ammo_fuel = g_pickup_fuel_jetpack;
1445         if(start_items & IT_JETPACK)
1446         {
1447                 spawnfunc_item_fuel();
1448                 return;
1449         }
1450         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);
1451 }