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weapons now have force settings
[divverent/nexuiz.git] / data / qcsrc / server / t_items.qc
1 //void Item_ClearRespawnEffect (void) {
2 //      self.effects = self.effects - (self.effects & EF_STARDUST);
3 //}
4
5 .float max_armorvalue;
6
7 void Item_Respawn (void)
8 {
9         self.model = self.mdl;          // restore original model
10         self.solid = SOLID_TRIGGER;     // allow it to be touched again
11         sound (self, CHAN_VOICE, "misc/itemrespawn.ogg", 1, ATTN_NORM); // play respawn sound
12         setorigin (self, self.origin);
13
14         // LordHavoc: replaced respawn stardust effect with a custom te_wizspike
15         te_wizspike(self.origin + self.mins_z * '0 0 1' + '0 0 48');
16         //// Savage: Add simple Respawn effect and make sure it gets removed
17         //self.effects = self.effects | EF_STARDUST;
18         //self.think = Item_ClearRespawnEffect;
19         //self.nextthink = time + 0.1;
20 }
21
22 void Item_Touch (void)
23 {
24         local entity oldself;
25         local float _switchweapon;
26         local float pickedup;
27         local float it;
28
29         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
30         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
31         {
32                 remove(self);
33                 return;
34         }
35         if (other.classname != "player")
36                 return;
37         if (other.deadflag)
38                 return;
39         if (self.solid != SOLID_TRIGGER)
40                 return;
41         if (self.owner == other)
42                 return;
43
44         // if nothing happens to other, just return without taking the item
45         pickedup = FALSE;
46         _switchweapon = FALSE;
47
48         if (cvar("g_minstagib"))
49         {
50                 _switchweapon = TRUE;
51                 if (self.ammo_cells)
52                 {
53                         pickedup = TRUE;
54                         // play some cool sounds ;)
55                         centerprint(other, "\n");
56                         if(other.health <= 5)
57                                 stuffcmd(other, "play2 announcer/robotic/lastsecond.ogg\n");
58                         else if(other.health < 50)
59                                 stuffcmd(other, "play2 announcer/robotic/narrowly.ogg\n");
60                         // sound not available
61                         // else if(self.items == IT_CELLS)
62                         //      stuffcmd(other, "play2 announce/robotic/ammo.ogg\n");
63
64                         if (self.items & IT_NEX)
65                                 W_GiveWeapon (other, IT_NEX, "Nex");
66                         if (self.ammo_cells)
67                                 other.ammo_cells = min (other.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
68                         other.health = 100;
69                 }
70
71                 // extralife powerup
72                 if (self.max_health)
73                 {
74                         pickedup = TRUE;
75                         // sound not available
76                         // stuffcmd(other, "play2 announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.ogg\n");
77                         other.armorvalue = other.armorvalue + cvar("g_minstagib_extralives");
78                         sprint(other, "^3You picked up some extra lives\n");
79                 }
80
81                 // invis powerup
82                 if (self.strength_finished)
83                 {
84                         pickedup = TRUE;
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                         pickedup = TRUE;
94                         // sound not available
95                         // stuffcmd(other, "play2 announce/robotic/speed.ogg\n");
96                         other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
97                 }
98         }
99         else
100         {
101                 if (cvar("deathmatch") == 2 || cvar("g_weapon_stay"))
102                 {
103                         if (self.flags & FL_WEAPON && other.items & self.items && self.classname != "droppedweapon")
104                                 return;
105                         if (other.items & self.items && self.flags & FL_TOSSED) // don't let players stack ammo by tossing weapons
106                                 return;
107                 }
108
109                 // in case the player has autoswitch enabled do the following:
110                 // if the player is using their best weapon before items are given, they
111                 // probably want to switch to an even better weapon after items are given
112                 if (other.autoswitch)
113                 if (other.switchweapon == w_getbestweapon(other))
114                         _switchweapon = TRUE;
115
116                 if (self.ammo_shells)
117                 if (other.ammo_shells < g_pickup_shells_max)
118                 {
119                         pickedup = TRUE;
120                         other.ammo_shells = min (other.ammo_shells + self.ammo_shells, g_pickup_shells_max);
121                 }
122                 if (self.ammo_nails)
123                 if (other.ammo_nails < g_pickup_nails_max)
124                 {
125                         pickedup = TRUE;
126                         other.ammo_nails = min (other.ammo_nails + self.ammo_nails, g_pickup_nails_max);
127                 }
128                 if (self.ammo_rockets)
129                 if (other.ammo_rockets < g_pickup_rockets_max)
130                 {
131                         pickedup = TRUE;
132                         other.ammo_rockets = min (other.ammo_rockets + self.ammo_rockets, g_pickup_rockets_max);
133                 }
134                 if (self.ammo_cells)
135                 if (other.ammo_cells < g_pickup_cells_max)
136                 {
137                         pickedup = TRUE;
138                         other.ammo_cells = min (other.ammo_cells + self.ammo_cells, g_pickup_cells_max);
139                 }
140
141                 if (self.flags & FL_WEAPON)
142                 if ((it = self.items - (self.items & other.items)))
143                 {
144                         pickedup = TRUE;
145                         if (it & IT_UZI)                W_GiveWeapon (other, IT_UZI, self.netname);
146                         if (it & IT_SHOTGUN)            W_GiveWeapon (other, IT_SHOTGUN, self.netname);
147                         if (it & IT_GRENADE_LAUNCHER)   W_GiveWeapon (other, IT_GRENADE_LAUNCHER, self.netname);
148                         if (it & IT_ELECTRO)            W_GiveWeapon (other, IT_ELECTRO, self.netname);
149                         if (it & IT_NEX)                W_GiveWeapon (other, IT_NEX, self.netname);
150                         if (it & IT_HAGAR)              W_GiveWeapon (other, IT_HAGAR, self.netname);
151                         if (it & IT_ROCKET_LAUNCHER)    W_GiveWeapon (other, IT_ROCKET_LAUNCHER, self.netname);
152                         if (it & IT_CRYLINK)            W_GiveWeapon (other, IT_CRYLINK, self.netname);
153                 }
154
155                 if (self.strength_finished)
156                 {
157                         pickedup = TRUE;
158                         other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
159                 }
160                 if (self.invincible_finished)
161                 {
162                         pickedup = TRUE;
163                         other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
164                 }
165                 //if (self.speed_finished)
166                 //{
167                 //      pickedup = TRUE;
168                 //      other.speed_finished = max(other.speed_finished, time) + cvar("g_balance_powerup_speed_time");
169                 //}
170                 //if (self.slowmo_finished)
171                 //{
172                 //      pickedup = TRUE;
173                 //      other.slowmo_finished = max(other.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
174                 //}
175
176                 if (self.health)
177                 if (other.health < self.max_health)
178                 {
179                         pickedup = TRUE;
180                         other.health = min(other.health + self.health, self.max_health);
181                         other.pauserothealth_finished = max(other.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
182                 }
183                 if (self.armorvalue)
184                 if (other.armorvalue < self.max_armorvalue)
185                 {
186                         pickedup = TRUE;
187                         other.armorvalue = min(other.armorvalue + self.armorvalue, self.max_armorvalue);
188                         other.pauserotarmor_finished = max(other.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
189                 }
190         }
191
192         if (!pickedup)
193                 return;
194
195         // Savage: Remove the respawn effect if still present
196         self.effects = self.effects - (self.effects & EF_STARDUST);
197
198         sound (self, CHAN_BODY, self.noise, 1, ATTN_NORM);
199         sound (other, CHAN_AUTO, self.item_pickupsound, 1, ATTN_NORM);
200
201         oldself = self;
202         self = other;
203
204         if (_switchweapon)
205                 self.switchweapon = w_getbestweapon(self);
206         if (self.switchweapon != self.weapon)
207                 self.cnt = self.weapon;
208
209         self = oldself;
210
211         if (self.classname == "droppedweapon")
212                 remove (self);
213         else if(self.flags & FL_WEAPON && (cvar("deathmatch") == 2 || cvar("g_weapon_stay")))
214                 return;
215         else
216         {
217                 self.solid = SOLID_NOT;
218                 self.model = string_null;
219                 self.nextthink = time + self.respawntime;
220                 self.think = Item_Respawn;
221                 setorigin (self, self.origin);
222         }
223 }
224
225 // Savage: used for item garbage-collection
226 // TODO: perhaps nice special effect?
227 void RemoveItem(void) = {
228         remove(self);
229 }
230
231 // pickup evaluation functions
232 // these functions decide how desirable an item is to the bots
233
234 float(entity player, entity item) generic_pickupevalfunc = {return item.bot_pickupbasevalue;};
235
236 float(entity player, entity item) weapon_pickupevalfunc =
237 {
238         // if we already have the weapon, rate it 1/5th normal value
239         if ((player.items & item.items) == item.items)
240                 return item.bot_pickupbasevalue * 0.2;
241         return item.bot_pickupbasevalue;
242 };
243
244 float(entity player, entity item) commodity_pickupevalfunc =
245 {
246         float c;
247         c = 0;
248         // TODO: figure out if the player even has the weapon this ammo is for?
249         // may not affect strategy much though...
250         // find out how much more ammo/armor/health the player can hold
251         if (item.ammo_shells)
252         if (player.ammo_shells < g_pickup_shells_max)
253                 c = c + 1 - min(player.ammo_shells / g_pickup_shells_max, 1);
254         if (item.ammo_nails)
255         if (player.ammo_nails < g_pickup_nails_max)
256                 c = c + 1 - min(player.ammo_nails / g_pickup_nails_max, 1);
257         if (item.ammo_rockets)
258         if (player.ammo_rockets < g_pickup_rockets_max)
259                 c = c + 1 - min(player.ammo_rockets / g_pickup_rockets_max, 1);
260         if (item.ammo_cells)
261         if (player.ammo_cells < g_pickup_cells_max)
262                 c = c + 1 - min(player.ammo_cells / g_pickup_cells_max, 1);
263         if (item.armorvalue)
264         if (player.armorvalue < item.max_armorvalue)
265                 c = c + 1 - min(player.armorvalue / item.max_armorvalue, 1);
266         if (item.health)
267         if (player.health < item.max_health)
268                 c = c + 1 - min(player.health / item.max_health, 1);
269
270         if (cvar("deathmatch") == 2) // weapon stay is on, so weapons the player already has are of no interest
271         if (item.flags & FL_WEAPON)
272         if (self.items & item.items)
273         if (item.classname != "droppedweapon")
274                 c = 0;
275
276         return item.bot_pickupbasevalue * c;
277 };
278
279
280 .float is_item;
281 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
282 {
283         startitem_failed = FALSE;
284
285         if (self.classname != "droppedweapon")
286         {
287                 if(cvar("spawn_debug") >= 2)
288                 {
289                         entity otheritem;
290                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
291                         {
292                                 if(otheritem.is_item)
293                                 {
294                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
295                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
296                                         error("Mapper sucks.");
297                                 }
298                         }
299                         self.is_item = TRUE;
300                 }
301
302                 waypoint_spawnforitem(self);
303         }
304
305         if (!(cvar("g_pickup_items") && !cvar("g_nixnex")) && !cvar("g_minstagib") &&
306                         itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
307         {
308                 startitem_failed = TRUE;
309                 remove (self);
310                 return;
311         }
312
313         if (cvar("g_minstagib"))
314         {
315                 // don't remove dropped items and powerups
316                 if (self.classname != "droppedweapon" &&
317                     self.classname != "minstagib")
318                 {
319                         startitem_failed = TRUE;
320                         remove (self);
321                         return;
322                 }
323         }
324
325         if(cvar("g_lms") && (self.classname != "droppedweapon"))
326         {
327                 startitem_failed = TRUE;
328                 remove(self);
329                 return;
330         }
331
332         if(cvar("g_instagib") || cvar("g_rocketarena"))
333         {
334                 startitem_failed = TRUE;
335                 remove(self);
336                 return;
337         }
338
339         if (self.classname == "droppedweapon")
340         {
341                 // don't drop if in a NODROP zone (such as lava)
342                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
343                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
344                 {
345                         startitem_failed = TRUE;
346                         remove(self);
347                         return;
348                 }
349         }
350
351         if(itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2 |
352                                 IT_ROCKET_LAUNCHER | IT_HAGAR | IT_NEX | IT_CRYLINK | IT_ELECTRO |
353                                 IT_GRENADE_LAUNCHER | IT_UZI | IT_SHOTGUN | IT_LASER) && self.classname != "droppedweapon")
354         {
355                 self.target = "###item###"; // for finding the nearest item using find()
356         }
357         self.bot_pickup = TRUE;
358         self.bot_pickupevalfunc = pickupevalfunc;
359         self.bot_pickupbasevalue = pickupbasevalue;
360         self.mdl = itemmodel;
361         //self.noise = pickupsound;
362         self.item_pickupsound = pickupsound;
363         // let mappers override respawntime
364         if (!self.respawntime)
365                 self.respawntime = defaultrespawntime;
366         self.netname = itemname;
367         self.items = itemid;
368         self.flags = FL_ITEM | itemflags;
369         if(self.spawnflags & 1)
370                 self.noalign = 1;
371         if (self.noalign)
372                 self.movetype = MOVETYPE_NONE;
373         else
374                 self.movetype = MOVETYPE_TOSS;
375         self.solid = SOLID_TRIGGER;
376         self.touch = Item_Touch;
377         setmodel (self, self.mdl);
378         setsize (self, '-16 -16 0', '16 16 32');
379         if (itemflags & FL_WEAPON)
380         {
381                 // neutral team color for pickup weapons
382                 self.colormap = 160 * 1024 + 160;
383         }
384
385         // Savage: remove thrown items after a certain period of time ("garbage collection")
386         if (self.classname == "droppedweapon")
387         {
388                 self.think = RemoveItem;
389                 self.nextthink = time + 60;
390         }
391         else if (!self.noalign)
392         {
393                 // first nudge it off the floor a little bit to avoid math errors
394                 setorigin(self, self.origin + '0 0 1');
395                 // note droptofloor returns FALSE if stuck/or would fall too far
396                 droptofloor();
397         }
398
399         if (cvar("g_fullbrightitems"))
400                 self.effects = self.effects | EF_FULLBRIGHT;
401 }
402
403 /* replace items in minstagib
404  * IT_STRENGTH   = invisibility
405  * IT_NAILS      = extra lives
406  * IT_INVINCIBLE = speed
407  */
408 void minstagib_items (float itemid)
409 {
410         // we don't want to replace dropped weapons ;)
411         if (self.classname == "droppedweapon")
412         {
413                 self.ammo_cells = 25;
414                 StartItem ("models/weapons/g_nex.md3",
415                         "weapons/weaponpickup.ogg", 15,
416                         "Nex Gun", IT_NEX, FL_WEAPON, generic_pickupevalfunc, 1000);
417                 return;
418         }
419
420         local float rnd;
421         self.classname = "minstagib";
422
423         // replace rocket launchers and nex guns with ammo cells
424         if (itemid == IT_CELLS)
425         {
426                 self.ammo_cells = 1;
427                 StartItem ("models/items/a_cells.md3",
428                         "misc/itempickup.ogg", 45,
429                         "Nex Ammo", IT_CELLS, 0, generic_pickupevalfunc, 100);
430                 return;
431         }
432
433         // randomize
434         rnd = random() * 3;
435         if (rnd <= 1)
436                 itemid = IT_STRENGTH;
437         else if (rnd <= 2)
438                 itemid = IT_NAILS;
439         else
440                 itemid = IT_INVINCIBLE;
441
442         // replace with invis
443         if (itemid == IT_STRENGTH)
444         {
445                 self.effects = EF_ADDITIVE;
446                 self.strength_finished = 30;
447                 StartItem ("models/items/g_strength.md3",
448                         "misc/powerup.ogg", 120,
449                         "Invisibility", IT_STRENGTH, FL_POWERUP, generic_pickupevalfunc, 1000);
450         }
451         // replace with extra lives
452         if (itemid == IT_NAILS)
453         {
454                 self.max_health = 1;
455                 StartItem ("models/items/g_h100.md3",
456                         "misc/megahealth.ogg", 120,
457                         "Extralife", IT_NAILS, FL_POWERUP, generic_pickupevalfunc, 1000);
458
459         }
460         // replace with speed
461         if (itemid == IT_INVINCIBLE)
462         {
463                 self.effects = EF_ADDITIVE;
464                 self.invincible_finished = 30;
465                 StartItem ("models/items/g_invincible.md3",
466                         "misc/powerup_shield.ogg", 120,
467                         "Speed", IT_INVINCIBLE, FL_POWERUP, generic_pickupevalfunc, 1000);
468         }
469
470 }
471
472 void weapon_uzi (void) {
473         if(!self.ammo_nails)
474                 self.ammo_nails = cvar("g_pickup_nails");
475         StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_UZI), IT_UZI, FL_WEAPON, weapon_pickupevalfunc, 1000);
476 }
477
478 void weapon_shotgun (void) {
479         if(!self.ammo_shells)
480                 self.ammo_shells = cvar("g_pickup_shells");
481         StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_SHOTGUN), IT_SHOTGUN, FL_WEAPON, weapon_pickupevalfunc, 1000);
482 }
483
484 void weapon_grenadelauncher (void) {
485         if(!self.ammo_rockets)
486                 self.ammo_rockets = cvar("g_pickup_rockets");
487         StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_GRENADE_LAUNCHER), IT_GRENADE_LAUNCHER, FL_WEAPON, weapon_pickupevalfunc, 1000);
488 }
489
490 void weapon_electro (void) {
491         if(!self.ammo_cells)
492                 self.ammo_cells = cvar("g_pickup_cells");
493         StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_ELECTRO), IT_ELECTRO, FL_WEAPON, weapon_pickupevalfunc, 1000);
494 }
495
496 void weapon_crylink (void) {
497         if(!self.ammo_cells)
498                 self.ammo_cells = cvar("g_pickup_cells");
499         StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_CRYLINK), IT_CRYLINK, FL_WEAPON, weapon_pickupevalfunc, 1000);
500 }
501
502 void weapon_nex (void) {
503         if (cvar("g_minstagib")) {
504                 minstagib_items(IT_CELLS);
505         } else {
506                 float nextime;
507                 if(!self.ammo_cells)
508                         self.ammo_cells = cvar("g_pickup_cells");
509                 nextime = cvar("g_balance_nex_respawntime_modifier");
510                 if(nextime)
511                         nextime = 15 * nextime;
512                 else
513                         nextime = 15;
514                 StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.ogg", nextime, W_Name(WEP_NEX), IT_NEX, FL_WEAPON, weapon_pickupevalfunc, 1000);
515         }
516 }
517
518 void weapon_hagar (void) {
519         if(!self.ammo_rockets)
520                 self.ammo_rockets = cvar("g_pickup_rockets");
521         StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_HAGAR), IT_HAGAR, FL_WEAPON, weapon_pickupevalfunc, 1000);
522 }
523
524 void weapon_rocketlauncher (void) {
525         if (cvar("g_minstagib")) {
526                 minstagib_items(IT_CELLS);
527         } else {
528                 if(!self.ammo_rockets)
529                         self.ammo_rockets = g_pickup_rockets;
530                 StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_ROCKET_LAUNCHER), IT_ROCKET_LAUNCHER, FL_WEAPON, weapon_pickupevalfunc, 1000);
531         }
532 }
533
534 void item_rockets (void) {
535         if(!self.ammo_rockets)
536                 self.ammo_rockets = g_pickup_rockets;
537         StartItem ("models/items/a_rockets.md3", "misc/itempickup.ogg", 15, "rockets", IT_ROCKETS, 0, commodity_pickupevalfunc, 100);
538 }
539
540 void item_bullets (void) {
541         if(!self.ammo_nails)
542                 self.ammo_nails = g_pickup_nails;
543         StartItem ("models/items/a_bullets.mdl", "misc/itempickup.ogg", 15, "bullets", IT_NAILS, 0, commodity_pickupevalfunc, 100);
544 }
545
546 void item_cells (void) {
547         if(!self.ammo_cells)
548                 self.ammo_cells = g_pickup_cells;
549         StartItem ("models/items/a_cells.md3", "misc/itempickup.ogg", 15, "cells", IT_CELLS, 0, commodity_pickupevalfunc, 100);
550 }
551
552 void item_shells (void) {
553         if(!self.ammo_shells)
554                 self.ammo_shells = g_pickup_shells;
555         StartItem ("models/items/a_shells.md3", "misc/itempickup.ogg", 15, "shells", IT_SHELLS, 0, commodity_pickupevalfunc, 100);
556 }
557
558 void item_armor1 (void) {
559         if(!self.armorvalue)
560                 self.armorvalue = g_pickup_armorshard;
561         if(!self.max_armorvalue)
562                 self.max_armorvalue = g_pickup_armorshard_max;
563         StartItem ("models/items/g_a1.md3", "misc/armor1.wav", 15, "Armor Shard", IT_ARMOR_SHARD, 0, commodity_pickupevalfunc, 100);
564 }
565
566 void item_armor25 (void) {
567         if(!self.armorvalue)
568                 self.armorvalue = g_pickup_armor;
569         if(!self.max_armorvalue)
570                 self.max_armorvalue = g_pickup_armor_max;
571         StartItem ("models/items/g_a25.md3", "misc/armor25.wav", 30, "Armor", IT_ARMOR, 0, commodity_pickupevalfunc, 2000);
572 }
573
574 void item_health1 (void) {
575         if(!self.max_health)
576                 self.max_health = g_pickup_healthshard_max;
577         if(!self.health)
578                 self.health = g_pickup_healthshard;
579         StartItem ("models/items/g_h1.md3", "misc/minihealth.ogg", 15, "5 Health", IT_5HP, 0, commodity_pickupevalfunc, 100);
580 }
581
582 void item_health25 (void) {
583         if(!self.max_health)
584                 self.max_health = g_pickup_health_max;
585         if(!self.health)
586                 self.health = g_pickup_health;
587         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.ogg", 15, "25 Health", IT_25HP, 0, commodity_pickupevalfunc, 500);
588 }
589
590 void item_health100 (void) {
591         if(!cvar("g_powerup_superhealth"))
592                 return;
593
594         if(cvar("g_arena") && !cvar("g_arena_powerups"))
595                 return;
596
597         if(cvar("g_minstagib")) {
598                 minstagib_items(IT_NAILS);
599         } else {
600                 if(!self.max_health)
601                         self.max_health = g_pickup_healthmega_max;
602                 if(!self.health)
603                         self.health = g_pickup_healthmega;
604                 StartItem ("models/items/g_h100.md3", "misc/megahealth.ogg", 30, "100 Health", IT_HEALTH, 0, commodity_pickupevalfunc, 2000);
605         }
606 }
607
608 void item_strength (void) {
609         if(!cvar("g_powerup_strength"))
610                 return;
611
612         if(cvar("g_arena") && !cvar("g_arena_powerups"))
613                 return;
614
615         if(cvar("g_minstagib")) {
616                 minstagib_items(IT_STRENGTH);
617         } else {
618                 self.strength_finished = 30;
619                 self.effects = EF_ADDITIVE;StartItem ("models/items/g_strength.md3", "misc/powerup.ogg", 120, "Strength Powerup", IT_STRENGTH, FL_POWERUP, generic_pickupevalfunc, 10000);
620         }
621 }
622
623 void item_invincible (void) {
624         if(!cvar("g_powerup_shield"))
625                 return;
626
627         if(cvar("g_arena") && !cvar("g_arena_powerups"))
628                 return;
629
630         if(cvar("g_minstagib")) {
631                 minstagib_items(IT_INVINCIBLE);
632         } else {
633                 self.invincible_finished = 30;
634                 self.effects = EF_ADDITIVE;
635                 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.ogg", 120, "Invulnerability", IT_INVINCIBLE, FL_POWERUP, generic_pickupevalfunc, 10000);
636         }
637 }
638 //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);}
639 //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);}
640
641 // compatibility:
642 void item_quad (void) {self.classname = "item_strength";item_strength();}
643
644 void misc_models (void)
645 {
646         precache_model (self.model);
647         setmodel (self, self.model);
648         setsize (self, self.mins, self.maxs);
649 }
650
651
652
653
654
655 floatfield Item_CounterField(float it)
656 {
657         switch(it)
658         {
659                 case IT_SHELLS:      return ammo_shells;
660                 case IT_NAILS:       return ammo_nails;
661                 case IT_ROCKETS:     return ammo_rockets;
662                 case IT_CELLS:       return ammo_cells;
663                 case IT_5HP:         return health;
664                 case IT_25HP:        return health;
665                 case IT_HEALTH:      return health;
666                 case IT_ARMOR_SHARD: return armorvalue;
667                 case IT_ARMOR:       return armorvalue;
668                 // add more things here (health, armor)
669                 default:             error("requested item has no counter field");
670         }
671 }
672
673 float Item_WeaponCode(float it)
674 {
675         switch(it)
676         {
677                 case IT_LASER:            return WEP_LASER;
678                 case IT_SHOTGUN:          return WEP_SHOTGUN;
679                 case IT_UZI:              return WEP_UZI;
680                 case IT_GRENADE_LAUNCHER: return WEP_GRENADE_LAUNCHER;
681                 case IT_ELECTRO:          return WEP_ELECTRO;
682                 case IT_CRYLINK:          return WEP_CRYLINK;
683                 case IT_NEX:              return WEP_NEX;
684                 case IT_HAGAR:            return WEP_HAGAR;
685                 case IT_ROCKET_LAUNCHER:  return WEP_ROCKET_LAUNCHER;
686                 default:                  return 0;
687         }
688 }
689
690 spawnfunc Item_SpawnFunc(float it)
691 {
692         switch(it)
693         {
694                 case IT_SHOTGUN:          return weapon_shotgun;
695                 case IT_UZI:              return weapon_uzi;
696                 case IT_GRENADE_LAUNCHER: return weapon_grenadelauncher;
697                 case IT_ELECTRO:          return weapon_electro;
698                 case IT_CRYLINK:          return weapon_crylink;
699                 case IT_NEX:              return weapon_nex;
700                 case IT_HAGAR:            return weapon_hagar;
701                 case IT_ROCKET_LAUNCHER:  return weapon_rocketlauncher;
702                 // add all other item spawn functions here
703                 default:                  error("requested item can't be spawned");
704         }
705 }