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1 //void Item_ClearRespawnEffect (void) {
2 //      self.effects = self.effects - (self.effects & EF_STARDUST);
3 //}
4
5 void Item_Respawn (void)
6 {
7         self.model = self.mdl;          // restore original model
8         self.solid = SOLID_TRIGGER;     // allow it to be touched again
9         sound (self, CHAN_VOICE, "misc/itemrespawn.ogg", 1, ATTN_NORM); // play respawn sound
10         setorigin (self, self.origin);
11
12         // LordHavoc: replaced respawn stardust effect with a custom te_wizspike
13         te_wizspike(self.origin + self.mins_z * '0 0 1' + '0 0 48');
14         //// Savage: Add simple Respawn effect and make sure it gets removed
15         //self.effects = self.effects | EF_STARDUST;
16         //self.think = Item_ClearRespawnEffect;
17         //self.nextthink = time + 0.1;
18 }
19
20 void Item_Touch (void)
21 {
22         local entity oldself;
23         local float _switchweapon;
24
25         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
26         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
27         {
28                 remove(self);
29                 return;
30         }
31         if (other.classname != "player")
32                 return;
33         if (other.deadflag)
34                 return;
35         if (self.solid != SOLID_TRIGGER)
36                 return;
37         if (self.health && other.health >= other.max_health)
38                 return;
39         if (self.owner == other)
40                 return;
41         // Savage: Remove the respawn effect if still present
42         self.effects = self.effects - (self.effects & EF_STARDUST);
43
44         sound (self, CHAN_BODY, self.noise, 1, ATTN_NORM);
45
46         // in case the player has autoswitch enabled do the following:
47         // if the player is using their best weapon before items are given, they
48         // probably want to switch to an even better weapon after items are given
49         _switchweapon = (other.autoswitch && (other.switchweapon == w_getbestweapon(other)) || cvar("g_minstagib"));
50
51         if (cvar("g_minstagib"))
52         {
53                 if (self.ammo_cells)
54                 {
55                         // play some cool sounds ;)
56                         centermsg_freefor(other, CENTERMSG_MINSTAGIB);
57                         centermsg_freefor(other, CENTERMSG_MINSTAGIB2);
58                         if(other.health <= 5)
59                                 stuffcmd(other, "play2 announcer/robotic/lastsecond.ogg\n");
60                         else if(other.health < 50)
61                                 stuffcmd(other, "play2 announcer/robotic/narrowly.ogg\n");
62                         // sound not available
63                         // else if(self.items == IT_CELLS)
64                         //      stuffcmd(other, "play2 announce/robotic/ammo.ogg\n");
65
66                         if (self.items & IT_NEX)
67                                 W_GiveWeapon (other, IT_NEX, "Nex");
68                         if (self.ammo_cells)
69                                 other.ammo_cells = min (other.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
70                         other.health = 100;
71                 }
72
73                 // extralife powerup
74                 if (self.max_health)
75                 {
76                         // sound not available
77                         // stuffcmd(other, "play2 announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.ogg\n");
78                         other.armorvalue = other.armorvalue + cvar("g_minstagib_extralives");
79                         sprint(other, "^3You picked up some extra lives\n");
80                 }
81
82                 // invis powerup
83                 if (self.strength_finished)
84                 {
85                         // sound not available
86                         // stuffcmd(other, "play2 announce/robotic/invisible.ogg\n");
87                         other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
88                 }
89
90                 // speed powerup
91                 if (self.invincible_finished)
92                 {
93                         // sound not available
94                         // stuffcmd(other, "play2 announce/robotic/speed.ogg\n");
95                         other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
96                 }
97         }
98         else
99         {
100                 if (cvar("deathmatch") == 2 || cvar("g_weapon_stay"))
101                 {
102                         if (self.flags & FL_WEAPON && other.items & self.items && self.classname != "droppedweapon")
103                                 return;
104                         if (other.items & self.items && self.flags & FL_TOSSED) // don't let players stack ammo by tossing weapons
105                                 return;
106                 }
107
108                 if (self.ammo_shells)
109                         other.ammo_shells = min (other.ammo_shells + self.ammo_shells, 999);
110                 if (self.ammo_nails)
111                         other.ammo_nails = min (other.ammo_nails + self.ammo_nails, 999);
112                 if (self.ammo_rockets)
113                         other.ammo_rockets = min (other.ammo_rockets + self.ammo_rockets, 999);
114                 if (self.ammo_cells)
115                         other.ammo_cells = min (other.ammo_cells + self.ammo_cells, 999);
116
117                 if (self.items & IT_UZI)                W_GiveWeapon (other, IT_UZI, self.netname);
118                 if (self.items & IT_SHOTGUN)            W_GiveWeapon (other, IT_SHOTGUN, self.netname);
119                 if (self.items & IT_GRENADE_LAUNCHER)   W_GiveWeapon (other, IT_GRENADE_LAUNCHER, self.netname);
120                 if (self.items & IT_ELECTRO)            W_GiveWeapon (other, IT_ELECTRO, self.netname);
121                 if (self.items & IT_NEX)                W_GiveWeapon (other, IT_NEX, self.netname);
122                 if (self.items & IT_HAGAR)              W_GiveWeapon (other, IT_HAGAR, self.netname);
123                 if (self.items & IT_ROCKET_LAUNCHER)    W_GiveWeapon (other, IT_ROCKET_LAUNCHER, self.netname);
124                 if (self.items & IT_CRYLINK)            W_GiveWeapon (other, IT_CRYLINK, self.netname);
125
126                 if (self.strength_finished)
127                         other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
128                 if (self.invincible_finished)
129                         other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
130                 //if (self.speed_finished)
131                 //      other.speed_finished = max(other.speed_finished, time) + cvar("g_balance_powerup_speed_time");
132                 //if (self.slowmo_finished)
133                 //      other.slowmo_finished = max(other.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
134
135                 if (self.max_health)
136                 {
137                         other.health = other.health + self.max_health;
138                         other.pauserothealth_finished = max(other.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
139                 }
140                 if (self.health && other.health < other.max_health)
141                         other.health = min(other.health + self.health, other.max_health);
142                 if (self.armorvalue)
143                 {
144                         other.armorvalue = other.armorvalue + self.armorvalue;
145                         other.pauserotarmor_finished = max(other.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
146                 }
147         }
148
149         sound (other, CHAN_AUTO, self.item_pickupsound, 1, ATTN_NORM);
150
151         oldself = self;
152         self = other;
153
154         if (_switchweapon)
155                 self.switchweapon = w_getbestweapon(self);
156         if (self.switchweapon != self.weapon)
157                 self.cnt = self.weapon;
158
159         self = oldself;
160
161         if (self.classname == "droppedweapon")
162                 remove (self);
163         else if(self.flags & FL_WEAPON && (cvar("deathmatch") == 2 || cvar("g_weapon_stay")))
164                 return;
165         else
166         {
167                 self.solid = SOLID_NOT;
168                 self.model = string_null;
169                 self.nextthink = time + self.respawntime;
170                 self.think = Item_Respawn;
171                 setorigin (self, self.origin);
172         }
173 }
174
175 // Savage: used for item garbage-collection
176 // TODO: perhaps nice special effect?
177 void RemoveItem(void) = {
178         remove(self);
179 }
180
181 // pickup evaluation functions
182 // these functions decide how desirable an item is to the bots
183
184 float(entity player, entity item) generic_pickupevalfunc = {return item.bot_pickupbasevalue;};
185
186 float(entity player, entity item) weapon_pickupevalfunc =
187 {
188         // if we already have the weapon, rate it 1/5th normal value
189         if ((player.items & item.items) == item.items)
190                 return item.bot_pickupbasevalue * 0.2;
191         return item.bot_pickupbasevalue;
192 };
193
194 float(entity player, entity item) commodity_pickupevalfunc =
195 {
196         float c;
197         c = 0;
198         // TODO: figure out if the player even has the weapon this ammo is for?
199         // may not affect strategy much though...
200         // find out how much ammo the player has, in terms of this ammo pickup
201         // (how many of these ammo pickups it would take to total the player's
202         // current ammo)
203         if (item.ammo_shells)
204                 c = c + player.ammo_shells / item.ammo_shells;
205         if (item.ammo_nails)
206                 c = c + player.ammo_nails / item.ammo_nails;
207         if (item.ammo_rockets)
208                 c = c + player.ammo_rockets / item.ammo_rockets;
209         if (item.ammo_cells)
210                 c = c + player.ammo_cells / item.ammo_cells;
211         if (item.armorvalue)
212                 c = c + player.armorvalue / item.armorvalue;
213         if (item.health)
214                 c = c + player.health / item.health / 10;
215         // the more ammo the player has, the less desirable this pickup becomes
216         c = 1 / (1 + c);
217
218         if (cvar("deathmatch") == 2) // weapon stay is on, so weapons the player already has are of no interest
219         if (item.flags & FL_WEAPON)
220         if (self.items & item.items)
221         if (item.classname != "droppedweapon")
222                 c = 0;
223
224         return item.bot_pickupbasevalue * c;
225 };
226
227
228 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
229 {
230         vector org;
231         org = self.origin;
232
233         startitem_failed = FALSE;
234
235         if (self.classname != "droppedweapon" && !self.noalign)
236         {
237                 vector z_offset;
238
239                 z_offset = '0 0 1';
240
241                 if (itemid == IT_SHELLS)
242                         z_offset = '0 0 4';
243                 else if (itemid == IT_ROCKETS)
244                         z_offset = '0 0 4';
245                 else if (itemid == IT_NAILS)
246                         z_offset = '0 0 0';
247                 else if (itemid == IT_25HP)
248                         z_offset = '0 0 5';
249                 else if (itemid == IT_ARMOR)
250                         z_offset = '0 0 3';
251
252                 org = find_floor(org) + z_offset;
253                 setorigin(self, org);
254         }
255
256         if (self.classname != "droppedweapon")
257                 waypoint_spawnforitem(self);
258
259         if (!(cvar("g_pickup_items") && !cvar("g_nixnex")) && !cvar("g_minstagib") &&
260                         itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
261         {
262                 startitem_failed = TRUE;
263                 remove (self);
264                 return;
265         }
266
267         if (cvar("g_minstagib"))
268         {
269                 // don't remove dropped items and powerups
270                 if (self.classname != "droppedweapon" &&
271                     self.classname != "minstagib")
272                 {
273                         startitem_failed = TRUE;
274                         remove (self);
275                         return;
276                 }
277         }
278
279         if(cvar("g_lms") && (self.classname != "droppedweapon"))
280         {
281                 startitem_failed = TRUE;
282                 remove(self);
283                 return;
284         }
285
286         if(cvar("g_instagib") || cvar("g_rocketarena"))
287         {
288                 startitem_failed = TRUE;
289                 remove(self);
290                 return;
291         }
292
293         if (self.classname == "droppedweapon")
294         {
295                 // don't drop if in a NODROP zone (such as lava)
296                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
297                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
298                 {
299                         startitem_failed = TRUE;
300                         remove(self);
301                         return;
302                 }
303         }
304
305         if(itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2 |
306                                 IT_ROCKET_LAUNCHER | IT_HAGAR | IT_NEX | IT_CRYLINK | IT_ELECTRO |
307                                 IT_GRENADE_LAUNCHER | IT_UZI | IT_SHOTGUN | IT_LASER) && self.classname != "droppedweapon")
308         {
309                 self.target = "###item###"; // for finding the nearest item using find()
310         }
311         self.bot_pickup = TRUE;
312         self.bot_pickupevalfunc = pickupevalfunc;
313         self.bot_pickupbasevalue = pickupbasevalue;
314         self.mdl = itemmodel;
315         //self.noise = pickupsound;
316         self.item_pickupsound = pickupsound;
317         // let mappers override respawntime
318         if (!self.respawntime)
319                 self.respawntime = defaultrespawntime;
320         self.netname = itemname;
321         self.items = itemid;
322         self.flags = FL_ITEM | itemflags;
323         setmodel (self, self.mdl);
324         if (itemflags & FL_WEAPON)
325         {
326                 setorigin (self, self.origin + '0 0 23');
327                 setsize (self, '-12 -12 -12', '12 12 12');
328
329                 // neutral team color for pickup weapons
330                 self.colormap = 160 * 1024 + 160;
331         }
332         else
333         {
334                 setorigin (self, self.origin + '0 0 25');
335         //      setsize (self, '-8 -8 -5', '8 8 8');
336         }
337         self.movetype = MOVETYPE_TOSS;
338         self.solid = SOLID_TRIGGER;
339         self.touch = Item_Touch;
340
341         // Savage: remove thrown items after a certain period of time ("garbage collection")
342         if (self.classname == "droppedweapon")
343         {
344                 self.think = RemoveItem;
345                 self.nextthink = time + 60;
346         }
347         else
348         {
349                 self.movetype = MOVETYPE_NONE;
350                 setorigin(self, org);
351         }
352
353         if (cvar("g_fullbrightitems"))
354                 self.effects = self.effects | EF_FULLBRIGHT;
355 }
356
357 /* replace items in minstagib
358  * IT_STRENGTH   = invisibility
359  * IT_NAILS      = extra lives
360  * IT_INVINCIBLE = speed
361  */
362 void minstagib_items (float itemid)
363 {
364         // we don't want to replace dropped weapons ;)
365         if (self.classname == "droppedweapon")
366         {
367                 self.ammo_cells = 25;
368                 StartItem ("models/weapons/g_nex.md3",
369                         "weapons/weaponpickup.ogg", 15,
370                         "Nex Gun", IT_NEX, FL_WEAPON, generic_pickupevalfunc, 1000);
371                 return;
372         }
373
374         local float rnd;
375         self.classname = "minstagib";
376
377         // replace rocket launchers and nex guns with ammo cells
378         if (itemid == IT_CELLS)
379         {
380                 self.ammo_cells = 1;
381                 StartItem ("models/items/a_cells.md3",
382                         "misc/itempickup.ogg", 45,
383                         "Nex Ammo", IT_CELLS, 0, generic_pickupevalfunc, 100);
384                 return;
385         }
386
387         // randomize
388         rnd = random() * 3;
389         if (rnd <= 1)
390                 itemid = IT_STRENGTH;
391         else if (rnd <= 2)
392                 itemid = IT_NAILS;
393         else
394                 itemid = IT_INVINCIBLE;
395
396         // replace with invis
397         if (itemid == IT_STRENGTH)
398         {
399                 self.effects = EF_ADDITIVE;
400                 self.strength_finished = 30;
401                 StartItem ("models/items/g_strength.md3",
402                         "misc/powerup.ogg", 120,
403                         "Invisibility", IT_STRENGTH, FL_POWERUP, generic_pickupevalfunc, 1000);
404         }
405         // replace with extra lives
406         if (itemid == IT_NAILS)
407         {
408                 self.max_health = 1;
409                 StartItem ("models/items/g_h100.md3",
410                         "misc/megahealth.ogg", 120,
411                         "Extralife", IT_NAILS, FL_POWERUP, generic_pickupevalfunc, 1000);
412
413         }
414         // replace with speed
415         if (itemid == IT_INVINCIBLE)
416         {
417                 self.effects = EF_ADDITIVE;
418                 self.invincible_finished = 30;
419                 StartItem ("models/items/g_invincible.md3",
420                         "misc/powerup_shield.ogg", 120,
421                         "Speed", IT_INVINCIBLE, FL_POWERUP, generic_pickupevalfunc, 1000);
422         }
423
424 }
425
426 void weapon_uzi (void) {
427         if(!self.ammo_nails)
428                 self.ammo_nails = 120;
429         StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_UZI), IT_UZI, FL_WEAPON, weapon_pickupevalfunc, 1000);
430 }
431
432 void weapon_shotgun (void) {
433         if(!self.ammo_shells)
434                 self.ammo_shells = 15;
435         StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_SHOTGUN), IT_SHOTGUN, FL_WEAPON, weapon_pickupevalfunc, 1000);
436 }
437
438 void weapon_grenadelauncher (void) {
439         if(!self.ammo_rockets)
440                 self.ammo_rockets = 15;
441         StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_GRENADE_LAUNCHER), IT_GRENADE_LAUNCHER, FL_WEAPON, weapon_pickupevalfunc, 1000);
442 }
443
444 void weapon_electro (void) {
445         if(!self.ammo_cells)
446                 self.ammo_cells = 25;
447         StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_ELECTRO), IT_ELECTRO, FL_WEAPON, weapon_pickupevalfunc, 1000);
448 }
449
450 void weapon_crylink (void) {
451         if(!self.ammo_cells)
452                 self.ammo_cells = 25;
453         StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_CRYLINK), IT_CRYLINK, FL_WEAPON, weapon_pickupevalfunc, 1000);
454 }
455
456 void weapon_nex (void) {
457         if (cvar("g_minstagib")) {
458                 minstagib_items(IT_CELLS);
459         } else {
460                 float nextime;
461                 if(!self.ammo_cells)
462                         self.ammo_cells = 25;
463                 nextime = cvar("g_balance_nex_respawntime_modifier");
464                 if(nextime)
465                         nextime = 15 * nextime;
466                 else
467                         nextime = 15;
468                 StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.ogg", nextime, W_Name(WEP_NEX), IT_NEX, FL_WEAPON, weapon_pickupevalfunc, 1000);
469         }
470 }
471
472 void weapon_hagar (void) {
473         if(!self.ammo_rockets)
474                 self.ammo_rockets = 15;
475         StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_HAGAR), IT_HAGAR, FL_WEAPON, weapon_pickupevalfunc, 1000);
476 }
477
478 void weapon_rocketlauncher (void) {
479         if (cvar("g_minstagib")) {
480                 minstagib_items(IT_CELLS);
481         } else {
482                 if(!self.ammo_rockets)
483                         self.ammo_rockets = 15;
484                 StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_ROCKET_LAUNCHER), IT_ROCKET_LAUNCHER, FL_WEAPON, weapon_pickupevalfunc, 1000);
485         }
486 }
487
488 void item_rockets (void) {
489         if(!self.ammo_rockets)
490                 self.ammo_rockets = 15;
491         StartItem ("models/items/a_rockets.md3", "misc/itempickup.ogg", 15, "rockets", IT_ROCKETS, 0, commodity_pickupevalfunc, 100);
492 }
493
494 void item_bullets (void) {
495         if(!self.ammo_nails)
496                 self.ammo_nails = 120;
497         StartItem ("models/items/a_bullets.mdl", "misc/itempickup.ogg", 15, "bullets", IT_NAILS, 0, commodity_pickupevalfunc, 100);
498 }
499
500 void item_cells (void) {
501         if(!self.ammo_cells)
502                 self.ammo_cells = 25;
503         StartItem ("models/items/a_cells.md3", "misc/itempickup.ogg", 15, "cells", IT_CELLS, 0, commodity_pickupevalfunc, 100);
504 }
505
506 void item_shells (void) {
507         if(!self.ammo_shells)
508                 self.ammo_shells = 15;
509         StartItem ("models/items/a_shells.md3", "misc/itempickup.ogg", 15, "shells", IT_SHELLS, 0, commodity_pickupevalfunc, 100);
510 }
511
512 void item_armor1 (void) {
513         if(!self.armorvalue)
514                 self.armorvalue = 5;
515         StartItem ("models/items/g_a1.md3", "misc/armor1.wav", 15, "Armor Shard", IT_ARMOR_SHARD, 0, commodity_pickupevalfunc, 100);
516 }
517
518 void item_armor25 (void) {
519         if(!self.armorvalue)
520                 self.armorvalue = 100;
521         StartItem ("models/items/g_a25.md3", "misc/armor25.wav", 30, "Armor", IT_ARMOR, 0, commodity_pickupevalfunc, 2000);
522 }
523
524 void item_health1 (void) {
525         if(!self.max_health)
526                 self.max_health = 5;
527         StartItem ("models/items/g_h1.md3", "misc/minihealth.ogg", 15, "5 Health", IT_5HP, 0, commodity_pickupevalfunc, 100);
528 }
529
530 void item_health25 (void) {
531         if(!self.max_health)
532                 self.max_health = 25;
533         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.ogg", 15, "25 Health", IT_25HP, 0, commodity_pickupevalfunc, 500);
534 }
535
536 void item_health100 (void) {
537         if(!cvar("g_powerup_superhealth"))
538                 return;
539
540         if(cvar("g_arena") && !cvar("g_arena_powerups"))
541                 return;
542
543         if(cvar("g_minstagib")) {
544                 minstagib_items(IT_NAILS);
545         } else {
546                 if(!self.max_health)
547                         self.max_health = 100;
548                 StartItem ("models/items/g_h100.md3", "misc/megahealth.ogg", 30, "100 Health", IT_HEALTH, 0, commodity_pickupevalfunc, 2000);
549         }
550 }
551
552 void item_strength (void) {
553         if(!cvar("g_powerup_strength"))
554                 return;
555
556         if(cvar("g_arena") && !cvar("g_arena_powerups"))
557                 return;
558
559         if(cvar("g_minstagib")) {
560                 minstagib_items(IT_STRENGTH);
561         } else {
562                 self.strength_finished = 30;
563                 self.effects = EF_ADDITIVE;StartItem ("models/items/g_strength.md3", "misc/powerup.ogg", 120, "Strength Powerup", IT_STRENGTH, FL_POWERUP, generic_pickupevalfunc, 10000);
564         }
565 }
566
567 void item_invincible (void) {
568         if(!cvar("g_powerup_shield"))
569                 return;
570
571         if(cvar("g_arena") && !cvar("g_arena_powerups"))
572                 return;
573
574         if(cvar("g_minstagib")) {
575                 minstagib_items(IT_INVINCIBLE);
576         } else {
577                 self.invincible_finished = 30;
578                 self.effects = EF_ADDITIVE;
579                 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.ogg", 120, "Invulnerability", IT_INVINCIBLE, FL_POWERUP, generic_pickupevalfunc, 10000);
580         }
581 }
582 //void item_speed (void) {self.speed_finished = 30;StartItem ("models/items/g_speed.md3", "misc/powerup.wav", 120, "Speed Powerup", IT_SPEED, FL_POWERUP, generic_pickupevalfunc, 10000);}
583 //void item_slowmo (void) {self.slowmo_finished = 30;StartItem ("models/items/g_slowmo.md3", "misc/powerup.wav", 120, "Slow Motion", IT_SLOWMO, FL_POWERUP, generic_pickupevalfunc, 10000);}
584
585 // compatibility:
586 void item_quad (void) {self.classname = "item_strength";item_strength();}
587
588 void misc_models (void)
589 {
590         precache_model (self.model);
591         setmodel (self, self.model);
592         setsize (self, self.mins, self.maxs);
593 }
594
595
596
597
598
599 floatfield Item_CounterField(float it)
600 {
601         switch(it)
602         {
603                 case IT_SHELLS:      return ammo_shells;
604                 case IT_NAILS:       return ammo_nails;
605                 case IT_ROCKETS:     return ammo_rockets;
606                 case IT_CELLS:       return ammo_cells;
607                 case IT_5HP:         return health;
608                 case IT_25HP:        return health;
609                 case IT_HEALTH:      return health;
610                 case IT_ARMOR_SHARD: return armorvalue;
611                 case IT_ARMOR:       return armorvalue;
612                 // add more things here (health, armor)
613                 default:             error("requested item has no counter field");
614         }
615 }
616
617 float Item_WeaponCode(float it)
618 {
619         switch(it)
620         {
621                 case IT_LASER:            return WEP_LASER;
622                 case IT_SHOTGUN:          return WEP_SHOTGUN;
623                 case IT_UZI:              return WEP_UZI;
624                 case IT_GRENADE_LAUNCHER: return WEP_GRENADE_LAUNCHER;
625                 case IT_ELECTRO:          return WEP_ELECTRO;
626                 case IT_CRYLINK:          return WEP_CRYLINK;
627                 case IT_NEX:              return WEP_NEX;
628                 case IT_HAGAR:            return WEP_HAGAR;
629                 case IT_ROCKET_LAUNCHER:  return WEP_ROCKET_LAUNCHER;
630                 default:                  return 0;
631         }
632 }
633
634 spawnfunc Item_SpawnFunc(float it)
635 {
636         switch(it)
637         {
638                 case IT_SHOTGUN:          return weapon_shotgun;
639                 case IT_UZI:              return weapon_uzi;
640                 case IT_GRENADE_LAUNCHER: return weapon_grenadelauncher;
641                 case IT_ELECTRO:          return weapon_electro;
642                 case IT_CRYLINK:          return weapon_crylink;
643                 case IT_NEX:              return weapon_nex;
644                 case IT_HAGAR:            return weapon_hagar;
645                 case IT_ROCKET_LAUNCHER:  return weapon_rocketlauncher;
646                 // add all other item spawn functions here
647                 default:                  error("requested item can't be spawned");
648         }
649 }