nixnex: add support for g_use_ammunition 0, g_nixnex_with_powerups, g_nixnex_with_hea...
[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 (g_nixnex)
650                 {
651                         local float rm;
652
653                         rm = 1;
654                         switch (itemid)
655                         {
656                                 case IT_HEALTH:
657                                 case IT_5HP:
658                                 case IT_25HP:
659                                 case IT_ARMOR:
660                                 case IT_ARMOR_SHARD:
661                                         if (cvar("g_nixnex_with_healtharmor"))
662                                                 rm = 0;
663                                         break;
664                                 case IT_STRENGTH:
665                                 case IT_INVINCIBLE:
666                                         if (cvar("g_nixnex_with_powerups"))
667                                                 rm = 0;
668                                         break;
669                         }
670
671                         if(rm)
672                         {
673                                 startitem_failed = TRUE;
674                                 remove (self);
675                                 return;
676                         }
677                 }
678                 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
679                 {
680                         startitem_failed = TRUE;
681                         remove (self);
682                         return;
683                 }
684
685                 precache_model (itemmodel);
686                 precache_sound (pickupsound);
687                 precache_sound ("misc/itemrespawn.wav");
688                 precache_sound ("misc/itemrespawncountdown.wav");
689
690                 if(itemid == IT_STRENGTH)
691                         precache_sound ("misc/strength_respawn.wav");
692                 if(itemid == IT_INVINCIBLE)
693                         precache_sound ("misc/shield_respawn.wav");
694
695                 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
696                         self.target = "###item###"; // for finding the nearest item using find()
697         }
698
699         self.bot_pickup = TRUE;
700         self.bot_pickupevalfunc = pickupevalfunc;
701         self.bot_pickupbasevalue = pickupbasevalue;
702         self.mdl = itemmodel;
703         self.item_pickupsound = pickupsound;
704         // let mappers override respawntime
705         if(!self.respawntime) // both set
706         {
707                 self.respawntime = defaultrespawntime;
708                 self.respawntimejitter = defaultrespawntimejitter;
709         }
710         self.netname = itemname;
711         self.items = itemid;
712         self.weapons = weaponid;
713         self.flags = FL_ITEM | itemflags;
714         self.touch = Item_Touch;
715         setmodel (self, self.mdl); // precision set below
716         self.effects |= EF_LOWPRECISION;
717         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
718                 setsize (self, '-16 -16 0', '16 16 48');
719         else
720                 setsize (self, '-16 -16 0', '16 16 32');
721         if(itemflags & FL_WEAPON)
722                 self.modelflags |= MF_ROTATE;
723
724         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
725         if (itemflags & FL_WEAPON)
726         {
727                 // neutral team color for pickup weapons
728                 self.colormap = 1024; // color shirt=0 pants=0 grey
729         }
730
731         if (cvar("g_fullbrightitems"))
732                 self.effects = self.effects | EF_FULLBRIGHT;
733
734         self.state = 0;
735         if(self.team)
736         {
737                 if(!self.cnt)
738                         self.cnt = 1; // item probability weight
739                 self.effects = self.effects | EF_NODRAW; // marker for item team search
740                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
741         }
742         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
743         {
744                 self.solid = SOLID_NOT;
745                 self.model = string_null;
746                 Item_ScheduleInitialRespawn(self);
747         }
748 }
749
750 /* replace items in minstagib
751  * IT_STRENGTH   = invisibility
752  * IT_NAILS      = extra lives
753  * IT_INVINCIBLE = speed
754  */
755 void minstagib_items (float itemid)
756 {
757         // we don't want to replace dropped weapons ;)
758         if (self.classname == "droppedweapon")
759         {
760                 self.ammo_cells = 25;
761                 StartItem ("models/weapons/g_nex.md3",
762                         "weapons/weaponpickup.wav", 15, 0,
763                         "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
764                 return;
765         }
766
767         local float rnd;
768         self.classname = "minstagib";
769
770         // replace rocket launchers and nex guns with ammo cells
771         if (itemid == IT_CELLS)
772         {
773                 self.ammo_cells = 1;
774                 StartItem ("models/items/a_cells.md3",
775                         "misc/itempickup.wav", 45, 0,
776                         "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
777                 return;
778         }
779
780         // randomize
781         rnd = random() * 3;
782         if (rnd <= 1)
783                 itemid = IT_STRENGTH;
784         else if (rnd <= 2)
785                 itemid = IT_NAILS;
786         else
787                 itemid = IT_INVINCIBLE;
788
789         // replace with invis
790         if (itemid == IT_STRENGTH)
791         {
792                 self.effects = EF_ADDITIVE;
793                 self.strength_finished = 30;
794                 StartItem ("models/items/g_strength.md3",
795                         "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
796                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
797         }
798         // replace with extra lives
799         if (itemid == IT_NAILS)
800         {
801                 self.max_health = 1;
802                 StartItem ("models/items/g_h100.md3",
803                         "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
804                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
805
806         }
807         // replace with speed
808         if (itemid == IT_INVINCIBLE)
809         {
810                 self.effects = EF_ADDITIVE;
811                 self.invincible_finished = 30;
812                 StartItem ("models/items/g_invincible.md3",
813                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
814                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
815         }
816
817 }
818
819 float minst_no_auto_cells;
820 void minst_remove_item (void) {
821         if(minst_no_auto_cells)
822                 remove(self);
823 }
824
825 float weaponswapping;
826 float internalteam;
827
828 void weapon_defaultspawnfunc(float wpn)
829 {
830         entity e;
831         float t;
832         var .float ammofield;
833         string s;
834         entity oldself;
835         float i, j;
836
837         // set the respawntime in advance (so replaced weapons can copy it)
838
839         if(!self.respawntime)
840         {
841                 e = get_weaponinfo(wpn);
842                 if(e.items == IT_SUPERWEAPON)
843                 {
844                         self.respawntime = g_pickup_respawntime_powerup;
845                         self.respawntimejitter = g_pickup_respawntimejitter_powerup;
846                 }
847                 else
848                 {
849                         self.respawntime = g_pickup_respawntime_weapon;
850                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
851                 }
852         }
853
854         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
855         {
856                 e = get_weaponinfo(wpn);
857                 s = cvar_string(strcat("g_weaponreplace_", e.netname));
858                 if(s == "0")
859                 {
860                         remove(self);
861                         startitem_failed = TRUE;
862                         return;
863                 }
864                 t = tokenize_console(s);
865                 if(t >= 2)
866                 {
867                         self.team = --internalteam;
868                         oldself = self;
869                         for(i = 1; i < t; ++i)
870                         {
871                                 s = argv(i);
872                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
873                                 {
874                                         e = get_weaponinfo(j);
875                                         if(e.netname == s)
876                                         {
877                                                 self = spawn();
878                                                 copyentity(oldself, self);
879                                                 self.classname = "replacedweapon";
880                                                 weapon_defaultspawnfunc(j);
881                                                 break;
882                                         }
883                                 }
884                                 if(j > WEP_LAST)
885                                 {
886                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
887                                 }
888                         }
889                         self = oldself;
890                 }
891                 if(t >= 1)
892                 {
893                         s = argv(0);
894                         wpn = 0;
895                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
896                         {
897                                 e = get_weaponinfo(j);
898                                 if(e.netname == s)
899                                 {
900                                         wpn = j;
901                                         break;
902                                 }
903                         }
904                         if(j > WEP_LAST)
905                         {
906                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
907                         }
908                 }
909                 if(wpn == 0)
910                 {
911                         remove(self);
912                         startitem_failed = TRUE;
913                         return;
914                 }
915         }
916
917         e = get_weaponinfo(wpn);
918
919         if(e.items && e.items != IT_SUPERWEAPON)
920         {
921                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
922                 {
923                         if(e.items & j)
924                         {
925                                 ammofield = Item_CounterField(j);
926                                 if(!self.ammofield)
927                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
928                         }
929                 }
930         }
931         else
932         {
933                 self.flags |= FL_NO_WEAPON_STAY;
934         }
935
936         // weapon stay isn't supported for teamed weapons
937         if(self.team)
938                 self.flags |= FL_NO_WEAPON_STAY;
939
940         if(g_weapon_stay == 2 && self.classname != "droppedweapon")
941         {
942                 self.ammo_shells = 0;
943                 self.ammo_nails = 0;
944                 self.ammo_cells = 0;
945                 self.ammo_rockets = 0;
946                 // weapon stay 2: don't use ammo on weapon pickups; instead
947                 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
948         }
949
950         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
951         if (self.modelindex) // don't precache if self was removed
952                 weapon_action(e.weapon, WR_PRECACHE);
953 }
954
955 void spawnfunc_weapon_shotgun (void);
956 void spawnfunc_weapon_uzi (void) {
957         if(q3acompat_machineshotgunswap)
958         if(self.classname != "droppedweapon")
959         {
960                 weapon_defaultspawnfunc(WEP_SHOTGUN);
961                 return;
962         }
963         weapon_defaultspawnfunc(WEP_UZI);
964 }
965
966 void spawnfunc_weapon_shotgun (void) {
967         if(q3acompat_machineshotgunswap)
968         if(self.classname != "droppedweapon")
969         {
970                 weapon_defaultspawnfunc(WEP_UZI);
971                 return;
972         }
973         weapon_defaultspawnfunc(WEP_SHOTGUN);
974 }
975
976 void spawnfunc_weapon_nex (void)
977 {
978         if (g_minstagib)
979         {
980                 minstagib_items(IT_CELLS);
981                 self.think = minst_remove_item;
982                 self.nextthink = time;
983                 return;
984         }
985         weapon_defaultspawnfunc(WEP_NEX);
986 }
987
988 void spawnfunc_weapon_minstanex (void)
989 {
990         if (g_minstagib)
991         {
992                 minstagib_items(IT_CELLS);
993                 self.think = minst_remove_item;
994                 self.nextthink = time;
995                 return;
996         }
997         weapon_defaultspawnfunc(WEP_MINSTANEX);
998 }
999
1000 void spawnfunc_weapon_rocketlauncher (void)
1001 {
1002         if (g_minstagib)
1003         {
1004                 minstagib_items(IT_CELLS);
1005                 self.think = minst_remove_item;
1006                 self.nextthink = time;
1007                 return;
1008         }
1009         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1010 }
1011
1012 void spawnfunc_item_rockets (void) {
1013         if(!self.ammo_rockets)
1014                 self.ammo_rockets = g_pickup_rockets;
1015         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);
1016 }
1017
1018 void spawnfunc_item_shells (void);
1019 void spawnfunc_item_bullets (void) {
1020         if(!weaponswapping)
1021         if(q3acompat_machineshotgunswap)
1022         if(self.classname != "droppedweapon")
1023         {
1024                 weaponswapping = TRUE;
1025                 spawnfunc_item_shells();
1026                 weaponswapping = FALSE;
1027                 return;
1028         }
1029
1030         if(!self.ammo_nails)
1031                 self.ammo_nails = g_pickup_nails;
1032         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);
1033 }
1034
1035 void spawnfunc_item_cells (void) {
1036         if(!self.ammo_cells)
1037                 self.ammo_cells = g_pickup_cells;
1038         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);
1039 }
1040
1041 void spawnfunc_item_shells (void) {
1042         if(!weaponswapping)
1043         if(q3acompat_machineshotgunswap)
1044         if(self.classname != "droppedweapon")
1045         {
1046                 weaponswapping = TRUE;
1047                 spawnfunc_item_bullets();
1048                 weaponswapping = FALSE;
1049                 return;
1050         }
1051
1052         if(!self.ammo_shells)
1053                 self.ammo_shells = g_pickup_shells;
1054         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);
1055 }
1056
1057 void spawnfunc_item_armor_small (void) {
1058         if(!self.armorvalue)
1059                 self.armorvalue = g_pickup_armorsmall;
1060         if(!self.max_armorvalue)
1061                 self.max_armorvalue = g_pickup_armorsmall_max;
1062         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);
1063 }
1064
1065 void spawnfunc_item_armor_medium (void) {
1066         if(!self.armorvalue)
1067                 self.armorvalue = g_pickup_armormedium;
1068         if(!self.max_armorvalue)
1069                 self.max_armorvalue = g_pickup_armormedium_max;
1070         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);
1071 }
1072
1073 void spawnfunc_item_armor_big (void) {
1074         if(!self.armorvalue)
1075                 self.armorvalue = g_pickup_armorbig;
1076         if(!self.max_armorvalue)
1077                 self.max_armorvalue = g_pickup_armorbig_max;
1078         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);
1079 }
1080
1081 void spawnfunc_item_armor_large (void) {
1082         if(!self.armorvalue)
1083                 self.armorvalue = g_pickup_armorlarge;
1084         if(!self.max_armorvalue)
1085                 self.max_armorvalue = g_pickup_armorlarge_max;
1086         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);
1087 }
1088
1089 void spawnfunc_item_health_small (void) {
1090         if(!self.max_health)
1091                 self.max_health = g_pickup_healthsmall_max;
1092         if(!self.health)
1093                 self.health = g_pickup_healthsmall;
1094         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);
1095 }
1096
1097 void spawnfunc_item_health_medium (void) {
1098         if(!self.max_health)
1099                 self.max_health = g_pickup_healthmedium_max;
1100         if(!self.health)
1101                 self.health = g_pickup_healthmedium;
1102         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);
1103 }
1104
1105 void spawnfunc_item_health_large (void) {
1106         if(!self.max_health)
1107                 self.max_health = g_pickup_healthlarge_max;
1108         if(!self.health)
1109                 self.health = g_pickup_healthlarge;
1110         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);
1111 }
1112
1113 void spawnfunc_item_health_mega (void) {
1114         if(!cvar("g_powerup_superhealth"))
1115                 return;
1116
1117         if(g_arena && !cvar("g_arena_powerups"))
1118                 return;
1119
1120         if(g_minstagib) {
1121                 minstagib_items(IT_NAILS);
1122         } else {
1123                 if(!self.max_health)
1124                         self.max_health = g_pickup_healthmega_max;
1125                 if(!self.health)
1126                         self.health = g_pickup_healthmega;
1127                 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);
1128         }
1129 }
1130
1131 // support old misnamed entities
1132 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
1133 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1134 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1135 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1136 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1137
1138 void spawnfunc_item_strength (void) {
1139         if(!cvar("g_powerup_strength"))
1140                 return;
1141
1142         if(g_arena && !cvar("g_arena_powerups"))
1143                 return;
1144
1145         if(g_minstagib) {
1146                 minstagib_items(IT_STRENGTH);
1147         } else {
1148                 precache_sound("weapons/strength_fire.wav");
1149                 self.strength_finished = 30;
1150                 self.effects = EF_ADDITIVE;
1151                 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);
1152         }
1153 }
1154
1155 void spawnfunc_item_invincible (void) {
1156         if(!cvar("g_powerup_shield"))
1157                 return;
1158
1159         if(g_arena && !cvar("g_arena_powerups"))
1160                 return;
1161
1162         if(g_minstagib) {
1163                 minstagib_items(IT_INVINCIBLE);
1164         } else {
1165                 self.invincible_finished = 30;
1166                 self.effects = EF_ADDITIVE;
1167                 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);
1168         }
1169 }
1170
1171 void spawnfunc_item_minst_cells (void) {
1172         if (g_minstagib)
1173         {
1174                 minst_no_auto_cells = 1;
1175                 minstagib_items(IT_CELLS);
1176         }
1177         else
1178                 remove(self);
1179 }
1180
1181 // compatibility:
1182 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1183
1184 float target_item_func_set(float a, float b)
1185 {
1186         if(b == 0)
1187                 return a;
1188         else if(b < 0)
1189                 return 0;
1190         else
1191                 return b;
1192 }
1193
1194 float target_item_func_min(float a, float b)
1195 {
1196         if(b == 0)
1197                 return a;
1198         else if(b < 0)
1199                 return 0;
1200         else
1201                 return min(a, b);
1202 }
1203
1204 float target_item_func_max(float a, float b)
1205 {
1206         return max(a, b);
1207 }
1208
1209 float target_item_func_bitset(float a, float b)
1210 {
1211         return b;
1212 }
1213
1214 float target_item_func_and(float a, float b)
1215 {
1216         return a & b;
1217 }
1218
1219 float target_item_func_itembitset(float a, float b)
1220 {
1221         return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | b;
1222 }
1223
1224 float target_item_func_itemand(float a, float b)
1225 {
1226         return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1227 }
1228
1229 float target_item_func_or(float a, float b)
1230 {
1231         return a | b;
1232 }
1233
1234 float target_item_func_andnot(float a, float b)
1235 {
1236         return a - (a & b);
1237 }
1238
1239 float target_item_changed;
1240 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1241 {
1242         float n, d;
1243         n = func(activator.field, self.field);
1244
1245         if(binary)
1246         {
1247                 d = n & activator.field;
1248                 if(d != n) // bits added?
1249                         d = +1;
1250                 else if(d != activator.field) // bits removed?
1251                         d = -1;
1252                 else
1253                         d = 0;
1254         }
1255         else
1256                 d = n - activator.field;
1257
1258         if(d < 0)
1259         {
1260                 if(sound_decrease != "")
1261                         sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1262                 target_item_changed = 1;
1263         }
1264         else if(d > 0)
1265         {
1266                 if(sound_increase != "")
1267                         sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1268                 target_item_changed = 1;
1269         }
1270         activator.field = n;
1271 }
1272
1273 void target_items_use (void)
1274 {
1275         float h0, a0, f0;
1276
1277         if(activator.classname == "droppedweapon")
1278         {
1279                 EXACTTRIGGER_TOUCH;
1280                 remove(activator);
1281                 return;
1282         }
1283
1284         if(activator.classname != "player")
1285                 return;
1286         if(activator.deadflag != DEAD_NO)
1287                 return;
1288         EXACTTRIGGER_TOUCH;
1289
1290         entity e;
1291         for(e = world; (e = find(e, classname, "droppedweapon")); )
1292                 if(e.enemy == activator)
1293                         remove(e);
1294
1295         float _switchweapon;
1296         _switchweapon = FALSE;
1297         if (activator.autoswitch)
1298                 if (activator.switchweapon == w_getbestweapon(activator))
1299                         _switchweapon = TRUE;
1300
1301         a0 = activator.armorvalue;
1302         h0 = activator.health;
1303         f0 = activator.ammo_fuel;
1304         target_item_changed = 0;
1305
1306         if(self.spawnflags == 0) // SET
1307         {
1308                 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1309                 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1310                 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1311                 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1312                 target_item_change(0, ammo_fuel, target_item_func_set, "misc/itempickup.wav", "");
1313                 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1314                 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1315                 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "misc/poweroff.wav");
1316                 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1317
1318                 if((self.items & activator.items) & IT_STRENGTH)
1319                         activator.strength_finished = time + self.strength_finished;
1320                 if((self.items & activator.items) & IT_INVINCIBLE)
1321                         activator.invincible_finished = time + self.invincible_finished;
1322         }
1323         else if(self.spawnflags == 1) // AND/MIN
1324         {
1325                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1326                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1327                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1328                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1329                 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1330                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1331                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1332                 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "misc/poweroff.wav");
1333                 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1334
1335                 if((self.items & activator.items) & IT_STRENGTH)
1336                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1337                 if((self.items & activator.items) & IT_INVINCIBLE)
1338                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1339         }
1340         else if(self.spawnflags == 2) // OR/MAX
1341         {
1342                 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1343                 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1344                 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1345                 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1346                 target_item_change(0, ammo_fuel, target_item_func_max, "misc/itempickup.wav", "");
1347                 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1348                 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1349                 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "misc/poweroff.wav");
1350                 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1351
1352                 if((self.items & activator.items) & IT_STRENGTH)
1353                         activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1354                 if((self.items & activator.items) & IT_INVINCIBLE)
1355                         activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1356         }
1357         else if(self.spawnflags == 4) // ANDNOT/MIN
1358         {
1359                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1360                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1361                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1362                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1363                 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1364                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1365                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1366                 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "misc/poweroff.wav");
1367                 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1368
1369                 if((self.items & activator.items) & IT_STRENGTH)
1370                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1371                 if((self.items & activator.items) & IT_INVINCIBLE)
1372                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1373         }
1374
1375         if not(activator.items & IT_STRENGTH)
1376                 activator.strength_finished = 0;
1377         if not(activator.items & IT_INVINCIBLE)
1378                 activator.invincible_finished = 0;
1379
1380         if(activator.health > h0)
1381                 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1382         else if(activator.health < h0)
1383                 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1384
1385         if(activator.ammo_fuel > f0)
1386                 activator.pauserotfuel_finished = max(activator.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
1387         else if(activator.ammo_fuel < f0)
1388                 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1389
1390         if(activator.armorvalue > a0)
1391                 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1392
1393         if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1394                 _switchweapon = TRUE;
1395         if(_switchweapon)
1396                 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1397
1398         if(target_item_changed)
1399                 centerprint(activator, self.message);
1400 }
1401
1402 void spawnfunc_target_items (void)
1403 {
1404         float n, i, j;
1405         entity e;
1406         self.use = target_items_use;
1407         if(!self.strength_finished)
1408                 self.strength_finished = cvar("g_balance_powerup_strength_time");
1409         if(!self.invincible_finished)
1410                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1411
1412         precache_sound("misc/itempickup.wav");
1413         precache_sound("misc/itempickup.wav");
1414         precache_sound("misc/itempickup.wav");
1415         precache_sound("misc/itempickup.wav");
1416         precache_sound("misc/megahealth.wav");
1417         precache_sound("misc/armor25.wav");
1418         precache_sound("misc/powerup.wav");
1419         precache_sound("misc/poweroff.wav");
1420         precache_sound("weapons/weaponpickup.wav");
1421
1422         n = tokenize_console(self.netname);
1423         for(i = 0; i < n; ++i)
1424         {
1425                 if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1426                 else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1427                 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1428                 else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1429                 else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1430                 else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1431                 else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1432                 else
1433                 {
1434                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1435                         {
1436                                 e = get_weaponinfo(j);
1437                                 if(argv(i) == e.netname)
1438                                 {
1439                                         self.weapons |= e.weapons;
1440                                         if(self.spawnflags == 0 || self.spawnflags == 2)
1441                                                 weapon_action(e.weapon, WR_PRECACHE);
1442                                         break;
1443                                 }
1444                         }
1445                         if(j > WEP_LAST)
1446                                 print("target_items: invalid item ", argv(i), "\n");
1447                 }
1448         }
1449 }
1450
1451 void spawnfunc_item_fuel(void)
1452 {
1453         if(!self.ammo_fuel)
1454                 self.ammo_fuel = g_pickup_fuel;
1455         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);
1456 }
1457
1458 void spawnfunc_item_fuel_regen(void)
1459 {
1460         if(start_items & IT_FUEL_REGEN)
1461         {
1462                 spawnfunc_item_fuel();
1463                 return;
1464         }
1465         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);
1466 }
1467
1468 void spawnfunc_item_jetpack(void)
1469 {
1470         if(g_grappling_hook)
1471                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1472         if(!self.ammo_fuel)
1473                 self.ammo_fuel = g_pickup_fuel_jetpack;
1474         if(start_items & IT_JETPACK)
1475         {
1476                 spawnfunc_item_fuel();
1477                 return;
1478         }
1479         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);
1480 }