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