]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/t_items.qc
- move RandomSelection to misc/
[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         if (self.classname == "droppedweapon")
371                 remove (self);
372         else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
373                 return;
374         else
375         {
376                 self.solid = SOLID_NOT;
377                 self.model = string_null;
378                 if(self.team)
379                 {
380                         RandomSelection_Init();
381                         for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
382                                 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
383                         e = RandomSelection_chosen_ent;
384                 }
385                 else
386                         e = self;
387                 Item_ScheduleRespawn(e);
388         }
389 }
390
391 void Item_FindTeam()
392 {
393         entity head, e;
394
395         if(self.effects & EF_NODRAW)
396         {
397                 // marker for item team search
398                 dprint("Initializing item team ", ftos(self.team), "\n");
399                 RandomSelection_Init();
400                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
401                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
402                 e = RandomSelection_chosen_ent;
403                 e.state = 0;
404
405                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
406                 {
407                         if(head != e)
408                         {
409                                 // make it a non-spawned item
410                                 head.solid = SOLID_NOT;
411                                 head.model = string_null;
412                                 head.state = 1; // state 1 = initially hidden item
413                         }
414                         head.effects &~= EF_NODRAW;
415                 }
416
417                 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
418                 {
419                         e.solid = SOLID_NOT;
420                         e.model = string_null;
421                         Item_ScheduleInitialRespawn(e);
422                 }
423         }
424 }
425
426 void Item_Reset()
427 {
428         if(self.state == 1)
429         {
430                 self.model = string_null;
431                 self.solid = SOLID_NOT;
432         }
433         else
434         {
435                 self.model = self.mdl;
436                 self.solid = SOLID_TRIGGER;
437         }
438         setorigin (self, self.origin);
439         self.think = SUB_Null;
440         self.nextthink = 0;
441
442         if(self.flags & FL_POWERUP) // do not spawn powerups initially!
443         {
444                 self.solid = SOLID_NOT;
445                 self.model = string_null;
446                 Item_ScheduleInitialRespawn(self);
447         }
448 }
449
450 // Savage: used for item garbage-collection
451 // TODO: perhaps nice special effect?
452 void RemoveItem(void)
453 {
454         remove(self);
455 }
456
457 // pickup evaluation functions
458 // these functions decide how desirable an item is to the bots
459
460 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
461
462 float weapon_pickupevalfunc(entity player, entity item)
463 {
464         // if we already have the weapon, rate it 1/5th normal value
465         if ((player.weapons & item.weapons) == item.weapons)
466                 return item.bot_pickupbasevalue * 0.2;
467         return item.bot_pickupbasevalue;
468 };
469
470 float commodity_pickupevalfunc(entity player, entity item)
471 {
472         float c;
473         c = 0;
474         // TODO: figure out if the player even has the weapon this ammo is for?
475         // may not affect strategy much though...
476         // find out how much more ammo/armor/health the player can hold
477         if (item.ammo_shells)
478         if (player.ammo_shells < g_pickup_shells_max)
479                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
480         if (item.ammo_nails)
481         if (player.ammo_nails < g_pickup_nails_max)
482                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
483         if (item.ammo_rockets)
484         if (player.ammo_rockets < g_pickup_rockets_max)
485                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
486         if (item.ammo_cells)
487         if (player.ammo_cells < g_pickup_cells_max)
488                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
489         if (item.armorvalue)
490         if (player.armorvalue < item.max_armorvalue)
491                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
492         if (item.health)
493         if (player.health < item.max_health)
494                 c = c + max(0, 1 - player.health / item.max_health);
495
496         return item.bot_pickupbasevalue * c;
497 };
498
499
500 .float is_item;
501 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)
502 {
503         startitem_failed = FALSE;
504
505         // is it a dropped weapon?
506         if (self.classname == "droppedweapon")
507         {
508                 self.reset = SUB_Remove;
509                 // it's a dropped weapon
510                 self.movetype = MOVETYPE_TOSS;
511                 self.solid = SOLID_TRIGGER;
512                 // Savage: remove thrown items after a certain period of time ("garbage collection")
513                 self.think = RemoveItem;
514                 self.nextthink = time + 60;
515                 // don't drop if in a NODROP zone (such as lava)
516                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
517                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
518                 {
519                         startitem_failed = TRUE;
520                         remove(self);
521                         return;
522                 }
523         }
524         else
525         {
526                 self.reset = Item_Reset;
527                 // it's a level item
528                 if(self.spawnflags & 1)
529                         self.noalign = 1;
530                 if (self.noalign)
531                         self.movetype = MOVETYPE_NONE;
532                 else
533                         self.movetype = MOVETYPE_TOSS;
534                 self.solid = SOLID_TRIGGER;
535                 // do item filtering according to game mode and other things
536                 if (!self.noalign)
537                 {
538                         // first nudge it off the floor a little bit to avoid math errors
539                         setorigin(self, self.origin + '0 0 1');
540                         // set item size before we spawn a spawnfunc_waypoint
541                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
542                                 setsize (self, '-16 -16 0', '16 16 48');
543                         else
544                                 setsize (self, '-16 -16 0', '16 16 32');
545                         // note droptofloor returns FALSE if stuck/or would fall too far
546                         droptofloor();
547                         waypoint_spawnforitem(self);
548                 }
549
550                 if(teams_matter)
551                 {
552                         if(self.notteam)
553                         {
554                                 print("removed non-teamplay ", self.classname, "\n");
555                                 startitem_failed = TRUE;
556                                 remove (self);
557                                 return;
558                         }
559                 }
560                 else
561                 {
562                         if(self.notfree)
563                         {
564                                 print("removed non-FFA ", self.classname, "\n");
565                                 startitem_failed = TRUE;
566                                 remove (self);
567                                 return;
568                         }
569                 }
570
571                 if(self.notq3a)
572                 {
573                         // We aren't TA or something like that, so we keep the Q3A entities
574                         print("removed non-Q3A ", self.classname, "\n");
575                         startitem_failed = TRUE;
576                         remove (self);
577                         return;
578                 }
579
580                 /*
581                  * can't do it that way, as it would break maps
582                  * TODO make a target_give like entity another way, that perhaps has
583                  * the weapon name in a key
584                 if(self.targetname)
585                 {
586                         // target_give not yet supported; maybe later
587                         print("removed targeted ", self.classname, "\n");
588                         startitem_failed = TRUE;
589                         remove (self);
590                         return;
591                 }
592                 */
593
594                 if(cvar("spawn_debug") >= 2)
595                 {
596                         entity otheritem;
597                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
598                         {
599                                 if(otheritem.is_item)
600                                 {
601                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
602                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
603                                         error("Mapper sucks.");
604                                 }
605                         }
606                         self.is_item = TRUE;
607                 }
608
609                 weaponsInMap |= weaponid;
610
611                 if(g_lms)
612                 {
613                         startitem_failed = TRUE;
614                         remove(self);
615                         return;
616                 }
617                 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
618                 {
619                         startitem_failed = TRUE;
620                         remove(self);
621                         return;
622                 }
623                 else if (g_minstagib)
624                 {
625                         // don't remove dropped items and powerups
626                         if (self.classname != "minstagib")
627                         {
628                                 startitem_failed = TRUE;
629                                 remove (self);
630                                 return;
631                         }
632                 }
633                 else if ((!cvar("g_pickup_items") || g_nixnex) && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
634                 {
635                         startitem_failed = TRUE;
636                         remove (self);
637                         return;
638                 }
639
640                 precache_model (itemmodel);
641                 precache_sound (pickupsound);
642                 precache_sound ("misc/itemrespawn.wav");
643                 precache_sound ("misc/itemrespawncountdown.wav");
644
645                 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
646                         self.target = "###item###"; // for finding the nearest item using find()
647         }
648
649         self.bot_pickup = TRUE;
650         self.bot_pickupevalfunc = pickupevalfunc;
651         self.bot_pickupbasevalue = pickupbasevalue;
652         self.mdl = itemmodel;
653         self.item_pickupsound = pickupsound;
654         // let mappers override respawntime
655         if(!self.respawntime) // both set
656         {
657                 self.respawntime = defaultrespawntime;
658                 self.respawntimejitter = defaultrespawntimejitter;
659         }
660         self.netname = itemname;
661         self.items = itemid;
662         self.weapons = weaponid;
663         self.flags = FL_ITEM | itemflags;
664         self.touch = Item_Touch;
665         setmodel (self, self.mdl); // precision set below
666         self.effects |= EF_LOWPRECISION;
667         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
668                 setsize (self, '-16 -16 0', '16 16 48');
669         else
670                 setsize (self, '-16 -16 0', '16 16 32');
671         if(itemflags & FL_WEAPON)
672                 self.modelflags |= MF_ROTATE;
673
674         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
675         if (itemflags & FL_WEAPON)
676         {
677                 // neutral team color for pickup weapons
678                 self.colormap = 1024; // color shirt=0 pants=0 grey
679         }
680
681         if (cvar("g_fullbrightitems"))
682                 self.effects = self.effects | EF_FULLBRIGHT;
683
684         self.state = 0;
685         if(self.team)
686         {
687                 if(!self.cnt)
688                         self.cnt = 1; // item probability weight
689                 self.effects = self.effects | EF_NODRAW; // marker for item team search
690                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
691         }
692         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
693         {
694                 self.solid = SOLID_NOT;
695                 self.model = string_null;
696                 Item_ScheduleInitialRespawn(self);
697         }
698 }
699
700 /* replace items in minstagib
701  * IT_STRENGTH   = invisibility
702  * IT_NAILS      = extra lives
703  * IT_INVINCIBLE = speed
704  */
705 void minstagib_items (float itemid)
706 {
707         // we don't want to replace dropped weapons ;)
708         if (self.classname == "droppedweapon")
709         {
710                 self.ammo_cells = 25;
711                 StartItem ("models/weapons/g_nex.md3",
712                         "weapons/weaponpickup.wav", 15, 0,
713                         "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
714                 return;
715         }
716
717         local float rnd;
718         self.classname = "minstagib";
719
720         // replace rocket launchers and nex guns with ammo cells
721         if (itemid == IT_CELLS)
722         {
723                 self.ammo_cells = 1;
724                 StartItem ("models/items/a_cells.md3",
725                         "misc/itempickup.wav", 45, 0,
726                         "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
727                 return;
728         }
729
730         // randomize
731         rnd = random() * 3;
732         if (rnd <= 1)
733                 itemid = IT_STRENGTH;
734         else if (rnd <= 2)
735                 itemid = IT_NAILS;
736         else
737                 itemid = IT_INVINCIBLE;
738
739         // replace with invis
740         if (itemid == IT_STRENGTH)
741         {
742                 self.effects = EF_ADDITIVE;
743                 self.strength_finished = 30;
744                 StartItem ("models/items/g_strength.md3",
745                         "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
746                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
747         }
748         // replace with extra lives
749         if (itemid == IT_NAILS)
750         {
751                 self.max_health = 1;
752                 StartItem ("models/items/g_h100.md3",
753                         "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
754                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
755
756         }
757         // replace with speed
758         if (itemid == IT_INVINCIBLE)
759         {
760                 self.effects = EF_ADDITIVE;
761                 self.invincible_finished = 30;
762                 StartItem ("models/items/g_invincible.md3",
763                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
764                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
765         }
766
767 }
768
769 float minst_no_auto_cells;
770 void minst_remove_item (void) {
771         if(minst_no_auto_cells)
772                 remove(self);
773 }
774
775 float weaponswapping;
776 float internalteam;
777
778 void weapon_defaultspawnfunc(float wpn)
779 {
780         entity e;
781         float t;
782         var .float ammofield;
783         string s;
784         entity oldself;
785         float i, j;
786
787         // set the respawntime in advance (so replaced weapons can copy it)
788
789         if(!self.respawntime)
790         {
791                 e = get_weaponinfo(wpn);
792                 if(e.items == IT_SUPERWEAPON)
793                 {
794                         self.respawntime = g_pickup_respawntime_powerup;
795                         self.respawntimejitter = g_pickup_respawntimejitter_powerup;
796                 }
797                 else
798                 {
799                         self.respawntime = g_pickup_respawntime_weapon;
800                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
801                 }
802         }
803
804         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
805         {
806                 e = get_weaponinfo(wpn);
807                 s = cvar_string(strcat("g_weaponreplace_", e.netname));
808                 if(s == "0")
809                 {
810                         remove(self);
811                         startitem_failed = TRUE;
812                         return;
813                 }
814                 t = tokenize_console(s);
815                 if(t >= 2)
816                 {
817                         self.team = --internalteam;
818                         oldself = self;
819                         for(i = 1; i < t; ++i)
820                         {
821                                 s = argv(i);
822                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
823                                 {
824                                         e = get_weaponinfo(j);
825                                         if(e.netname == s)
826                                         {
827                                                 self = spawn();
828                                                 copyentity(oldself, self);
829                                                 self.classname = "replacedweapon";
830                                                 weapon_defaultspawnfunc(j);
831                                                 break;
832                                         }
833                                 }
834                                 if(j > WEP_LAST)
835                                 {
836                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
837                                 }
838                         }
839                         self = oldself;
840                 }
841                 if(t >= 1)
842                 {
843                         s = argv(0);
844                         wpn = 0;
845                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
846                         {
847                                 e = get_weaponinfo(j);
848                                 if(e.netname == s)
849                                 {
850                                         wpn = j;
851                                         break;
852                                 }
853                         }
854                         if(j > WEP_LAST)
855                         {
856                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
857                         }
858                 }
859                 if(wpn == 0)
860                 {
861                         remove(self);
862                         startitem_failed = TRUE;
863                         return;
864                 }
865         }
866
867         e = get_weaponinfo(wpn);
868
869         if(e.items && e.items != IT_SUPERWEAPON)
870         {
871                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
872                 {
873                         if(e.items & j)
874                         {
875                                 ammofield = Item_CounterField(j);
876                                 if(!self.ammofield)
877                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
878                         }
879                 }
880         }
881         else
882         {
883                 self.flags |= FL_NO_WEAPON_STAY;
884         }
885
886         // weapon stay isn't supported for teamed weapons
887         if(self.team)
888                 self.flags |= FL_NO_WEAPON_STAY;
889
890         if(g_weapon_stay == 2 && self.classname != "droppedweapon")
891         {
892                 self.ammo_shells = 0;
893                 self.ammo_nails = 0;
894                 self.ammo_cells = 0;
895                 self.ammo_rockets = 0;
896                 // weapon stay 2: don't use ammo on weapon pickups; instead
897                 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
898         }
899
900         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
901         if (self.modelindex) // don't precache if self was removed
902                 weapon_action(e.weapon, WR_PRECACHE);
903 }
904
905 void spawnfunc_weapon_shotgun (void);
906 void spawnfunc_weapon_uzi (void) {
907         if(q3acompat_machineshotgunswap)
908         if(self.classname != "droppedweapon")
909         {
910                 weapon_defaultspawnfunc(WEP_SHOTGUN);
911                 return;
912         }
913         weapon_defaultspawnfunc(WEP_UZI);
914 }
915
916 void spawnfunc_weapon_shotgun (void) {
917         if(q3acompat_machineshotgunswap)
918         if(self.classname != "droppedweapon")
919         {
920                 weapon_defaultspawnfunc(WEP_UZI);
921                 return;
922         }
923         weapon_defaultspawnfunc(WEP_SHOTGUN);
924 }
925
926 void spawnfunc_weapon_nex (void)
927 {
928         if (g_minstagib)
929         {
930                 minstagib_items(IT_CELLS);
931                 self.think = minst_remove_item;
932                 self.nextthink = time;
933                 return;
934         }
935         weapon_defaultspawnfunc(WEP_NEX);
936 }
937
938 void spawnfunc_weapon_minstanex (void)
939 {
940         if (g_minstagib)
941         {
942                 minstagib_items(IT_CELLS);
943                 self.think = minst_remove_item;
944                 self.nextthink = time;
945                 return;
946         }
947         weapon_defaultspawnfunc(WEP_MINSTANEX);
948 }
949
950 void spawnfunc_weapon_rocketlauncher (void)
951 {
952         if (g_minstagib)
953         {
954                 minstagib_items(IT_CELLS);
955                 self.think = minst_remove_item;
956                 self.nextthink = time;
957                 return;
958         }
959         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
960 }
961
962 void spawnfunc_item_rockets (void) {
963         if(!self.ammo_rockets)
964                 self.ammo_rockets = g_pickup_rockets;
965         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);
966 }
967
968 void spawnfunc_item_shells (void);
969 void spawnfunc_item_bullets (void) {
970         if(!weaponswapping)
971         if(q3acompat_machineshotgunswap)
972         if(self.classname != "droppedweapon")
973         {
974                 weaponswapping = TRUE;
975                 spawnfunc_item_shells();
976                 weaponswapping = FALSE;
977                 return;
978         }
979
980         if(!self.ammo_nails)
981                 self.ammo_nails = g_pickup_nails;
982         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);
983 }
984
985 void spawnfunc_item_cells (void) {
986         if(!self.ammo_cells)
987                 self.ammo_cells = g_pickup_cells;
988         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);
989 }
990
991 void spawnfunc_item_shells (void) {
992         if(!weaponswapping)
993         if(q3acompat_machineshotgunswap)
994         if(self.classname != "droppedweapon")
995         {
996                 weaponswapping = TRUE;
997                 spawnfunc_item_bullets();
998                 weaponswapping = FALSE;
999                 return;
1000         }
1001
1002         if(!self.ammo_shells)
1003                 self.ammo_shells = g_pickup_shells;
1004         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);
1005 }
1006
1007 void spawnfunc_item_armor_small (void) {
1008         if(!self.armorvalue)
1009                 self.armorvalue = g_pickup_armorsmall;
1010         if(!self.max_armorvalue)
1011                 self.max_armorvalue = g_pickup_armorsmall_max;
1012         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);
1013 }
1014
1015 void spawnfunc_item_armor_medium (void) {
1016         if(!self.armorvalue)
1017                 self.armorvalue = g_pickup_armormedium;
1018         if(!self.max_armorvalue)
1019                 self.max_armorvalue = g_pickup_armormedium_max;
1020         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);
1021 }
1022
1023 void spawnfunc_item_armor_big (void) {
1024         if(!self.armorvalue)
1025                 self.armorvalue = g_pickup_armorbig;
1026         if(!self.max_armorvalue)
1027                 self.max_armorvalue = g_pickup_armorbig_max;
1028         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);
1029 }
1030
1031 void spawnfunc_item_armor_large (void) {
1032         if(!self.armorvalue)
1033                 self.armorvalue = g_pickup_armorlarge;
1034         if(!self.max_armorvalue)
1035                 self.max_armorvalue = g_pickup_armorlarge_max;
1036         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);
1037 }
1038
1039 void spawnfunc_item_health_small (void) {
1040         if(!self.max_health)
1041                 self.max_health = g_pickup_healthsmall_max;
1042         if(!self.health)
1043                 self.health = g_pickup_healthsmall;
1044         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);
1045 }
1046
1047 void spawnfunc_item_health_medium (void) {
1048         if(!self.max_health)
1049                 self.max_health = g_pickup_healthmedium_max;
1050         if(!self.health)
1051                 self.health = g_pickup_healthmedium;
1052         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);
1053 }
1054
1055 void spawnfunc_item_health_large (void) {
1056         if(!self.max_health)
1057                 self.max_health = g_pickup_healthlarge_max;
1058         if(!self.health)
1059                 self.health = g_pickup_healthlarge;
1060         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);
1061 }
1062
1063 void spawnfunc_item_health_mega (void) {
1064         if(!cvar("g_powerup_superhealth"))
1065                 return;
1066
1067         if(g_arena && !cvar("g_arena_powerups"))
1068                 return;
1069
1070         if(g_minstagib) {
1071                 minstagib_items(IT_NAILS);
1072         } else {
1073                 if(!self.max_health)
1074                         self.max_health = g_pickup_healthmega_max;
1075                 if(!self.health)
1076                         self.health = g_pickup_healthmega;
1077                 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);
1078         }
1079 }
1080
1081 // support old misnamed entities
1082 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
1083 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1084 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1085 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1086 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1087
1088 void spawnfunc_item_strength (void) {
1089         if(!cvar("g_powerup_strength"))
1090                 return;
1091
1092         if(g_arena && !cvar("g_arena_powerups"))
1093                 return;
1094
1095         if(g_minstagib) {
1096                 minstagib_items(IT_STRENGTH);
1097         } else {
1098                 precache_sound("weapons/strength_fire.wav");
1099                 self.strength_finished = 30;
1100                 self.effects = EF_ADDITIVE;
1101                 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);
1102         }
1103 }
1104
1105 void spawnfunc_item_invincible (void) {
1106         if(!cvar("g_powerup_shield"))
1107                 return;
1108
1109         if(g_arena && !cvar("g_arena_powerups"))
1110                 return;
1111
1112         if(g_minstagib) {
1113                 minstagib_items(IT_INVINCIBLE);
1114         } else {
1115                 self.invincible_finished = 30;
1116                 self.effects = EF_ADDITIVE;
1117                 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);
1118         }
1119 }
1120
1121 void spawnfunc_item_minst_cells (void) {
1122         if (g_minstagib)
1123         {
1124                 minst_no_auto_cells = 1;
1125                 minstagib_items(IT_CELLS);
1126         }
1127         else
1128                 remove(self);
1129 }
1130
1131 // compatibility:
1132 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1133
1134 float target_item_func_set(float a, float b)
1135 {
1136         if(b == 0)
1137                 return a;
1138         else if(b < 0)
1139                 return 0;
1140         else
1141                 return b;
1142 }
1143
1144 float target_item_func_min(float a, float b)
1145 {
1146         if(b == 0)
1147                 return a;
1148         else if(b < 0)
1149                 return 0;
1150         else
1151                 return min(a, b);
1152 }
1153
1154 float target_item_func_max(float a, float b)
1155 {
1156         return max(a, b);
1157 }
1158
1159 float target_item_func_bitset(float a, float b)
1160 {
1161         return b;
1162 }
1163
1164 float target_item_func_and(float a, float b)
1165 {
1166         return a & b;
1167 }
1168
1169 float target_item_func_itembitset(float a, float b)
1170 {
1171         return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | b;
1172 }
1173
1174 float target_item_func_itemand(float a, float b)
1175 {
1176         return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1177 }
1178
1179 float target_item_func_or(float a, float b)
1180 {
1181         return a | b;
1182 }
1183
1184 float target_item_func_andnot(float a, float b)
1185 {
1186         return a - (a & b);
1187 }
1188
1189 float target_item_changed;
1190 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1191 {
1192         float n, d;
1193         n = func(activator.field, self.field);
1194
1195         if(binary)
1196         {
1197                 d = n & activator.field;
1198                 if(d != n) // bits added?
1199                         d = +1;
1200                 else if(d != activator.field) // bits removed?
1201                         d = -1;
1202                 else
1203                         d = 0;
1204         }
1205         else
1206                 d = n - activator.field;
1207
1208         if(d < 0)
1209         {
1210                 if(sound_decrease != "")
1211                         sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1212                 target_item_changed = 1;
1213         }
1214         else if(d > 0)
1215         {
1216                 if(sound_increase != "")
1217                         sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1218                 target_item_changed = 1;
1219         }
1220         activator.field = n;
1221 }
1222
1223 void target_items_use (void)
1224 {
1225         float h0, a0;
1226
1227         if(activator.classname == "droppedweapon")
1228         {
1229                 EXACTTRIGGER_TOUCH;
1230                 remove(activator);
1231                 return;
1232         }
1233
1234         if(activator.classname != "player")
1235                 return;
1236         if(activator.deadflag != DEAD_NO)
1237                 return;
1238         EXACTTRIGGER_TOUCH;
1239
1240         entity e;
1241         for(e = world; (e = find(e, classname, "droppedweapon")); )
1242                 if(e.enemy == activator)
1243                         remove(e);
1244
1245         float _switchweapon;
1246         _switchweapon = FALSE;
1247         if (activator.autoswitch)
1248                 if (activator.switchweapon == w_getbestweapon(activator))
1249                         _switchweapon = TRUE;
1250
1251         a0 = activator.armorvalue;
1252         h0 = activator.health;
1253         target_item_changed = 0;
1254
1255         if(self.spawnflags == 0) // SET
1256         {
1257                 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1258                 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1259                 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1260                 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1261                 target_item_change(0, ammo_fuel, target_item_func_set, "misc/itempickup.wav", "");
1262                 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1263                 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1264                 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "misc/poweroff.wav");
1265                 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1266
1267                 if((self.items & activator.items) & IT_STRENGTH)
1268                         activator.strength_finished = time + self.strength_finished;
1269                 if((self.items & activator.items) & IT_INVINCIBLE)
1270                         activator.invincible_finished = time + self.invincible_finished;
1271         }
1272         else if(self.spawnflags == 1) // AND/MIN
1273         {
1274                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1275                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1276                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1277                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1278                 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1279                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1280                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1281                 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "misc/poweroff.wav");
1282                 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1283
1284                 if((self.items & activator.items) & IT_STRENGTH)
1285                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1286                 if((self.items & activator.items) & IT_INVINCIBLE)
1287                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1288         }
1289         else if(self.spawnflags == 2) // OR/MAX
1290         {
1291                 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1292                 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1293                 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1294                 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1295                 target_item_change(0, ammo_fuel, target_item_func_max, "misc/itempickup.wav", "");
1296                 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1297                 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1298                 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "misc/poweroff.wav");
1299                 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1300
1301                 if((self.items & activator.items) & IT_STRENGTH)
1302                         activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1303                 if((self.items & activator.items) & IT_INVINCIBLE)
1304                         activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1305         }
1306         else if(self.spawnflags == 4) // ANDNOT/MIN
1307         {
1308                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1309                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1310                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1311                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1312                 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1313                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1314                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1315                 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "misc/poweroff.wav");
1316                 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1317
1318                 if((self.items & activator.items) & IT_STRENGTH)
1319                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1320                 if((self.items & activator.items) & IT_INVINCIBLE)
1321                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1322         }
1323
1324         if not(activator.items & IT_STRENGTH)
1325                 activator.strength_finished = 0;
1326         if not(activator.items & IT_INVINCIBLE)
1327                 activator.invincible_finished = 0;
1328
1329         if(activator.health > h0)
1330                 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1331         else if(activator.health < h0)
1332                 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1333
1334         if(activator.armorvalue > a0)
1335                 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1336
1337         if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1338                 _switchweapon = TRUE;
1339         if(_switchweapon)
1340                 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1341
1342         if(target_item_changed)
1343                 centerprint(activator, self.message);
1344 }
1345
1346 void spawnfunc_target_items (void)
1347 {
1348         float n, i, j;
1349         entity e;
1350         self.use = target_items_use;
1351         if(!self.strength_finished)
1352                 self.strength_finished = cvar("g_balance_powerup_strength_time");
1353         if(!self.invincible_finished)
1354                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1355
1356         precache_sound("misc/itempickup.wav");
1357         precache_sound("misc/itempickup.wav");
1358         precache_sound("misc/itempickup.wav");
1359         precache_sound("misc/itempickup.wav");
1360         precache_sound("misc/megahealth.wav");
1361         precache_sound("misc/armor25.wav");
1362         precache_sound("misc/powerup.wav");
1363         precache_sound("misc/poweroff.wav");
1364         precache_sound("weapons/weaponpickup.wav");
1365
1366         n = tokenize_console(self.netname);
1367         for(i = 0; i < n; ++i)
1368         {
1369                 if(argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1370                 if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1371                 if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1372                 if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1373                 if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1374                 if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1375                 if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1376                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1377                 {
1378                         e = get_weaponinfo(j);
1379                         if(argv(i) == e.netname)
1380                         {
1381                                 self.weapons |= e.weapons;
1382                                 if(self.spawnflags == 0 || self.spawnflags == 2)
1383                                         weapon_action(e.weapon, WR_PRECACHE);
1384                         }
1385                 }
1386         }
1387 }
1388
1389 void spawnfunc_item_fuel(void)
1390 {
1391         if(!self.ammo_fuel)
1392                 self.ammo_fuel = g_pickup_fuel;
1393         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);
1394 }
1395
1396 void spawnfunc_item_fuel_regen(void)
1397 {
1398         if(start_items & IT_FUEL_REGEN)
1399         {
1400                 spawnfunc_item_fuel();
1401                 return;
1402         }
1403         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);
1404 }
1405
1406 void spawnfunc_item_jetpack(void)
1407 {
1408         if(g_grappling_hook)
1409                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1410         if(!self.ammo_fuel)
1411                 self.ammo_fuel = g_pickup_fuel_jetpack;
1412         if(start_items & IT_JETPACK)
1413         {
1414                 spawnfunc_item_fuel();
1415                 return;
1416         }
1417         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);
1418 }