1 #define ITEM_RESPAWN_TICKS 10
3 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
4 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
6 // range: 10 .. respawntime + respawntimejitter
8 floatfield Item_CounterField(float it)
12 case IT_SHELLS: return ammo_shells;
13 case IT_NAILS: return ammo_nails;
14 case IT_ROCKETS: return ammo_rockets;
15 case IT_CELLS: return ammo_cells;
16 case IT_FUEL: return ammo_fuel;
17 case IT_5HP: return health;
18 case IT_25HP: return health;
19 case IT_HEALTH: return health;
20 case IT_ARMOR_SHARD: return armorvalue;
21 case IT_ARMOR: return armorvalue;
22 // add more things here (health, armor)
23 default: error("requested item has no counter field");
27 string Item_CounterFieldName(float it)
31 case IT_SHELLS: return "shells";
32 case IT_NAILS: return "nails";
33 case IT_ROCKETS: return "rockets";
34 case IT_CELLS: return "cells";
35 case IT_FUEL: return "fuel";
37 // add more things here (health, armor)
38 default: error("requested item has no counter field name");
42 .float max_armorvalue;
44 void Item_Show (entity e, float mode)
46 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT;
49 // make the item look normal, and be touchable
51 e.solid = SOLID_TRIGGER;
52 //e.colormod = '0 0 0';
56 if (cvar("g_fullbrightitems"))
57 e.effects = e.effects | EF_FULLBRIGHT;
59 e.spawnshieldtime = 1;
63 // hide the item completely
64 e.model = string_null;
66 //e.colormod = '0 0 0';
69 e.spawnshieldtime = 1;
71 else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))
73 // make the item translucent green and not touchable
75 e.solid = SOLID_TRIGGER; // can STILL be picked up!
76 e.effects |= EF_STARDUST;
77 //e.colormod = '0.2 1 0.2';
81 if (cvar("g_fullbrightitems"))
82 e.effects = e.effects | EF_FULLBRIGHT;
84 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
88 // make the item translucent green and not touchable
91 //e.colormod = '0.2 1 0.2';
94 e.spawnshieldtime = 1;
97 if (e.strength_finished || e.invincible_finished)
98 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
99 if (cvar("g_fullbrightitems"))
100 e.effects |= EF_FULLBRIGHT;
102 // relink entity (because solid may have changed)
103 setorigin(e, e.origin);
106 void Item_Respawn (void)
109 if(!g_minstagib && self.items == IT_STRENGTH)
110 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
111 else if(!g_minstagib && self.items == IT_INVINCIBLE)
112 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
114 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
115 setorigin (self, self.origin);
117 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
118 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
121 void Item_RespawnCountdown (void)
123 if(self.count >= ITEM_RESPAWN_TICKS)
125 if(self.waypointsprite_attached)
126 WaypointSprite_Kill(self.waypointsprite_attached);
131 self.nextthink = time + 1;
142 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
143 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
144 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
151 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
152 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
157 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
158 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
162 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);
163 if(self.waypointsprite_attached)
165 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
166 //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
167 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
171 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
172 if(self.waypointsprite_attached)
174 WaypointSprite_Ping(self.waypointsprite_attached);
175 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
180 void Item_ScheduleRespawnIn(entity e, float t)
182 if(e.flags & FL_POWERUP)
184 e.think = Item_RespawnCountdown;
185 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
190 e.think = Item_Respawn;
191 e.nextthink = time + t;
195 void Item_ScheduleRespawn(entity e)
198 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
201 void Item_ScheduleInitialRespawn(entity e)
204 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
207 float Item_GiveTo(entity item, entity player)
215 // if nothing happens to player, just return without taking the item
217 _switchweapon = FALSE;
221 if(item.spawnshieldtime)
224 if (player.ammo_fuel < g_pickup_fuel_max)
227 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
228 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
230 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
234 sprint (player, strcat("You got the ^2", item.netname, "\n"));
237 _switchweapon = TRUE;
241 // play some cool sounds ;)
242 centerprint(player, "\n");
243 if (clienttype(player) == CLIENTTYPE_REAL)
245 if(player.health <= 5)
246 play2(player, "announcer/robotic/lastsecond.wav");
247 else if(player.health < 50)
248 play2(player, "announcer/robotic/narrowly.wav");
250 // sound not available
251 // else if(item.items == IT_CELLS)
252 // play2(player, "announce/robotic/ammo.wav");
254 if (item.weapons & WEPBIT_MINSTANEX)
255 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
257 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
265 // sound not available
266 // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav");
267 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
268 sprint(player, "^3You picked up some extra lives\n");
272 if (item.strength_finished)
275 // sound not available
276 // play2(player, "announce/robotic/invisible.wav");
277 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
281 if (item.invincible_finished)
284 // sound not available
285 // play2(player, "announce/robotic/speed.wav");
286 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
290 if (player.ammo_fuel < g_pickup_fuel_max)
293 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
294 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
300 if (g_weapon_stay == 1)
301 if not(item.flags & FL_NO_WEAPON_STAY)
302 if (item.flags & FL_WEAPON)
304 if(item.classname == "droppedweapon")
306 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
311 if (player.weapons & item.weapons)
316 // in case the player has autoswitch enabled do the following:
317 // if the player is using their best weapon before items are given, they
318 // probably want to switch to an even better weapon after items are given
319 if (player.autoswitch)
320 if (player.switchweapon == w_getbestweapon(player))
321 _switchweapon = TRUE;
323 if not(player.weapons & W_WeaponBit(player.switchweapon))
324 _switchweapon = TRUE;
326 if(item.spawnshieldtime)
328 if (item.ammo_shells)
329 if (player.ammo_shells < g_pickup_shells_max)
332 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
335 if (player.ammo_nails < g_pickup_nails_max)
338 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
340 if (item.ammo_rockets)
341 if (player.ammo_rockets < g_pickup_rockets_max)
344 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
347 if (player.ammo_cells < g_pickup_cells_max)
350 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
353 if (player.ammo_fuel < g_pickup_fuel_max)
356 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
357 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
361 if (item.flags & FL_WEAPON)
362 if ((it = item.weapons - (item.weapons & player.weapons)))
365 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
367 e = get_weaponinfo(i);
369 W_GiveWeapon (player, e.weapon, item.netname);
373 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
377 sprint (player, strcat("You got the ^2", item.netname, "\n"));
380 if(item.spawnshieldtime)
382 if (item.strength_finished)
385 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
387 if (item.invincible_finished)
390 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
392 //if (item.speed_finished)
395 // player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
397 //if (item.slowmo_finished)
400 // player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
404 if (player.health < item.max_health)
407 player.health = min(player.health + item.health, item.max_health);
408 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
411 if (player.armorvalue < item.max_armorvalue)
414 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
415 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
421 // always eat teamed entities
428 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
430 if (player.switchweapon != w_getbestweapon(player))
431 W_SwitchWeapon_Force(player, w_getbestweapon(player));
436 void Item_Touch (void)
440 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
441 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
446 if (other.classname != "player")
450 if (self.solid != SOLID_TRIGGER)
452 if (self.owner == other)
455 if(!Item_GiveTo(self, other))
458 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
460 if (self.classname == "droppedweapon")
462 else if not(self.spawnshieldtime)
464 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
470 RandomSelection_Init();
471 for(head = world; (head = findfloat(head, team, self.team)); )
473 if(head.flags & FL_ITEM)
476 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
479 e = RandomSelection_chosen_ent;
483 Item_ScheduleRespawn(e);
491 if(self.effects & EF_NODRAW)
493 // marker for item team search
494 dprint("Initializing item team ", ftos(self.team), "\n");
495 RandomSelection_Init();
496 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
497 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
498 e = RandomSelection_chosen_ent;
502 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
506 // make it a non-spawned item
508 head.state = 1; // state 1 = initially hidden item
510 head.effects &~= EF_NODRAW;
513 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
514 Item_ScheduleInitialRespawn(e);
520 Item_Show(self, !self.state);
521 setorigin (self, self.origin);
522 self.think = SUB_Null;
525 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
526 Item_ScheduleInitialRespawn(self);
529 // Savage: used for item garbage-collection
530 // TODO: perhaps nice special effect?
531 void RemoveItem(void)
536 // pickup evaluation functions
537 // these functions decide how desirable an item is to the bots
539 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
541 float weapon_pickupevalfunc(entity player, entity item)
543 float c, i, j, position;
545 // See if I have it already
546 if(player.weapons & item.weapons == item.weapons)
548 // If I can pick it up
549 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
551 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
553 // Skilled bots will grab more
554 c = bound(0, skill / 10, 1) * 0.5;
562 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
563 if( bot_custom_weapon && c )
565 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
568 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
571 // Find the highest position on any range
573 for(j = 0; j < WEP_LAST ; ++j){
575 bot_weapons_far[j] == i ||
576 bot_weapons_mid[j] == i ||
577 bot_weapons_close[j] == i
588 position = WEP_LAST - position;
589 // item.bot_pickupbasevalue is overwritten here
590 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
595 return item.bot_pickupbasevalue * c;
598 float commodity_pickupevalfunc(entity player, entity item)
600 float c, i, need_shells, need_nails, need_rockets, need_cells;
604 // Detect needed ammo
605 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
607 wi = get_weaponinfo(i);
609 if not(wi.weapons & player.weapons)
612 if(wi.items & IT_SHELLS)
614 else if(wi.items & IT_NAILS)
616 else if(wi.items & IT_ROCKETS)
618 else if(wi.items & IT_CELLS)
622 // TODO: figure out if the player even has the weapon this ammo is for?
623 // may not affect strategy much though...
624 // find out how much more ammo/armor/health the player can hold
626 if (item.ammo_shells)
627 if (player.ammo_shells < g_pickup_shells_max)
628 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
631 if (player.ammo_nails < g_pickup_nails_max)
632 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
634 if (item.ammo_rockets)
635 if (player.ammo_rockets < g_pickup_rockets_max)
636 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
639 if (player.ammo_cells < g_pickup_cells_max)
640 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
642 if (player.armorvalue < item.max_armorvalue*0.5)
643 c = c + max(0, 1 - player.armorvalue / (item.max_armorvalue*0.5));
645 if (player.health < item.max_health*0.5)
646 c = c + max(0, 1 - player.health / (item.max_health*0.5));
648 return item.bot_pickupbasevalue * c;
653 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)
655 startitem_failed = FALSE;
657 // is it a dropped weapon?
658 if (self.classname == "droppedweapon")
660 self.reset = SUB_Remove;
661 // it's a dropped weapon
662 self.movetype = MOVETYPE_TOSS;
663 // Savage: remove thrown items after a certain period of time ("garbage collection")
664 self.think = RemoveItem;
665 self.nextthink = time + 60;
666 // don't drop if in a NODROP zone (such as lava)
667 traceline(self.origin, self.origin, MOVE_NORMAL, self);
668 if (trace_dpstartcontents & DPCONTENTS_NODROP)
670 startitem_failed = TRUE;
677 self.reset = Item_Reset;
679 if(self.spawnflags & 1)
682 self.movetype = MOVETYPE_NONE;
684 self.movetype = MOVETYPE_TOSS;
685 // do item filtering according to game mode and other things
688 // first nudge it off the floor a little bit to avoid math errors
689 setorigin(self, self.origin + '0 0 1');
690 // set item size before we spawn a spawnfunc_waypoint
691 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
692 setsize (self, '-16 -16 0', '16 16 48');
694 setsize (self, '-16 -16 0', '16 16 32');
695 // note droptofloor returns FALSE if stuck/or would fall too far
697 waypoint_spawnforitem(self);
704 print("removed non-teamplay ", self.classname, "\n");
705 startitem_failed = TRUE;
714 print("removed non-FFA ", self.classname, "\n");
715 startitem_failed = TRUE;
723 // We aren't TA or something like that, so we keep the Q3A entities
724 print("removed non-Q3A ", self.classname, "\n");
725 startitem_failed = TRUE;
731 * can't do it that way, as it would break maps
732 * TODO make a target_give like entity another way, that perhaps has
733 * the weapon name in a key
736 // target_give not yet supported; maybe later
737 print("removed targeted ", self.classname, "\n");
738 startitem_failed = TRUE;
744 if(cvar("spawn_debug") >= 2)
747 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
749 if(otheritem.is_item)
751 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
752 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
753 error("Mapper sucks.");
759 weaponsInMap |= weaponid;
763 startitem_failed = TRUE;
767 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
769 startitem_failed = TRUE;
773 else if (g_minstagib)
775 // don't remove dropped items and powerups
776 if (self.classname != "minstagib")
778 startitem_failed = TRUE;
795 if (cvar("g_nixnex_with_healtharmor"))
800 if (cvar("g_nixnex_with_powerups"))
807 startitem_failed = TRUE;
812 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
814 startitem_failed = TRUE;
819 precache_model (itemmodel);
820 precache_sound (pickupsound);
821 precache_sound ("misc/itemrespawn.wav");
822 precache_sound ("misc/itemrespawncountdown.wav");
824 if(itemid == IT_STRENGTH)
825 precache_sound ("misc/strength_respawn.wav");
826 if(itemid == IT_INVINCIBLE)
827 precache_sound ("misc/shield_respawn.wav");
829 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
830 self.target = "###item###"; // for finding the nearest item using find()
833 self.bot_pickup = TRUE;
834 self.bot_pickupevalfunc = pickupevalfunc;
835 self.bot_pickupbasevalue = pickupbasevalue;
836 self.mdl = itemmodel;
837 self.item_pickupsound = pickupsound;
838 // let mappers override respawntime
839 if(!self.respawntime) // both set
841 self.respawntime = defaultrespawntime;
842 self.respawntimejitter = defaultrespawntimejitter;
844 self.netname = itemname;
846 self.weapons = weaponid;
847 self.flags = FL_ITEM | itemflags;
848 self.touch = Item_Touch;
849 setmodel (self, self.mdl); // precision set below
850 self.effects |= EF_LOWPRECISION;
851 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
852 setsize (self, '-16 -16 0', '16 16 48');
854 setsize (self, '-16 -16 0', '16 16 32');
855 if(itemflags & FL_WEAPON)
856 self.modelflags |= MF_ROTATE;
858 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
859 if (itemflags & FL_WEAPON)
861 // neutral team color for pickup weapons
862 self.colormap = 1024; // color shirt=0 pants=0 grey
870 self.cnt = 1; // item probability weight
871 self.effects = self.effects | EF_NODRAW; // marker for item team search
872 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
874 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
875 Item_ScheduleInitialRespawn(self);
878 /* replace items in minstagib
879 * IT_STRENGTH = invisibility
880 * IT_NAILS = extra lives
881 * IT_INVINCIBLE = speed
883 void minstagib_items (float itemid)
885 // we don't want to replace dropped weapons ;)
886 if (self.classname == "droppedweapon")
888 self.ammo_cells = 25;
889 StartItem ("models/weapons/g_nex.md3",
890 "weapons/weaponpickup.wav", 15, 0,
891 "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
896 self.classname = "minstagib";
898 // replace rocket launchers and nex guns with ammo cells
899 if (itemid == IT_CELLS)
902 StartItem ("models/items/a_cells.md3",
903 "misc/itempickup.wav", 45, 0,
904 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
911 itemid = IT_STRENGTH;
915 itemid = IT_INVINCIBLE;
917 // replace with invis
918 if (itemid == IT_STRENGTH)
920 self.strength_finished = 30;
921 StartItem ("models/items/g_strength.md3",
922 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
923 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
925 // replace with extra lives
926 if (itemid == IT_NAILS)
929 StartItem ("models/items/g_h100.md3",
930 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
931 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
934 // replace with speed
935 if (itemid == IT_INVINCIBLE)
937 self.invincible_finished = 30;
938 StartItem ("models/items/g_invincible.md3",
939 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
940 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
945 float minst_no_auto_cells;
946 void minst_remove_item (void) {
947 if(minst_no_auto_cells)
951 float weaponswapping;
954 void weapon_defaultspawnfunc(float wpn)
958 var .float ammofield;
963 // set the respawntime in advance (so replaced weapons can copy it)
965 if(!self.respawntime)
967 e = get_weaponinfo(wpn);
968 if(e.items == IT_SUPERWEAPON)
970 self.respawntime = g_pickup_respawntime_powerup;
971 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
975 self.respawntime = g_pickup_respawntime_weapon;
976 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
980 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
982 e = get_weaponinfo(wpn);
983 s = cvar_string(strcat("g_weaponreplace_", e.netname));
987 startitem_failed = TRUE;
990 t = tokenize_console(s);
993 self.team = --internalteam;
995 for(i = 1; i < t; ++i)
998 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1000 e = get_weaponinfo(j);
1004 copyentity(oldself, self);
1005 self.classname = "replacedweapon";
1006 weapon_defaultspawnfunc(j);
1012 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1021 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1023 e = get_weaponinfo(j);
1032 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1038 startitem_failed = TRUE;
1043 e = get_weaponinfo(wpn);
1045 if(e.items && e.items != IT_SUPERWEAPON)
1047 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1051 ammofield = Item_CounterField(j);
1053 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
1059 self.flags |= FL_NO_WEAPON_STAY;
1062 // weapon stay isn't supported for teamed weapons
1064 self.flags |= FL_NO_WEAPON_STAY;
1066 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1068 self.ammo_shells = 0;
1069 self.ammo_nails = 0;
1070 self.ammo_cells = 0;
1071 self.ammo_rockets = 0;
1072 // weapon stay 2: don't use ammo on weapon pickups; instead
1073 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1076 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1077 if (self.modelindex) // don't precache if self was removed
1078 weapon_action(e.weapon, WR_PRECACHE);
1081 void spawnfunc_weapon_shotgun (void);
1082 void spawnfunc_weapon_uzi (void) {
1083 if(q3acompat_machineshotgunswap)
1084 if(self.classname != "droppedweapon")
1086 weapon_defaultspawnfunc(WEP_SHOTGUN);
1089 weapon_defaultspawnfunc(WEP_UZI);
1092 void spawnfunc_weapon_shotgun (void) {
1093 if(q3acompat_machineshotgunswap)
1094 if(self.classname != "droppedweapon")
1096 weapon_defaultspawnfunc(WEP_UZI);
1099 weapon_defaultspawnfunc(WEP_SHOTGUN);
1102 void spawnfunc_weapon_nex (void)
1106 minstagib_items(IT_CELLS);
1107 self.think = minst_remove_item;
1108 self.nextthink = time;
1111 weapon_defaultspawnfunc(WEP_NEX);
1114 void spawnfunc_weapon_minstanex (void)
1118 minstagib_items(IT_CELLS);
1119 self.think = minst_remove_item;
1120 self.nextthink = time;
1123 weapon_defaultspawnfunc(WEP_MINSTANEX);
1126 void spawnfunc_weapon_rocketlauncher (void)
1130 minstagib_items(IT_CELLS);
1131 self.think = minst_remove_item;
1132 self.nextthink = time;
1135 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1138 void spawnfunc_item_rockets (void) {
1139 if(!self.ammo_rockets)
1140 self.ammo_rockets = g_pickup_rockets;
1141 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);
1144 void spawnfunc_item_shells (void);
1145 void spawnfunc_item_bullets (void) {
1147 if(q3acompat_machineshotgunswap)
1148 if(self.classname != "droppedweapon")
1150 weaponswapping = TRUE;
1151 spawnfunc_item_shells();
1152 weaponswapping = FALSE;
1156 if(!self.ammo_nails)
1157 self.ammo_nails = g_pickup_nails;
1158 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);
1161 void spawnfunc_item_cells (void) {
1162 if(!self.ammo_cells)
1163 self.ammo_cells = g_pickup_cells;
1164 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);
1167 void spawnfunc_item_shells (void) {
1169 if(q3acompat_machineshotgunswap)
1170 if(self.classname != "droppedweapon")
1172 weaponswapping = TRUE;
1173 spawnfunc_item_bullets();
1174 weaponswapping = FALSE;
1178 if(!self.ammo_shells)
1179 self.ammo_shells = g_pickup_shells;
1180 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);
1183 void spawnfunc_item_armor_small (void) {
1184 if(!self.armorvalue)
1185 self.armorvalue = g_pickup_armorsmall;
1186 if(!self.max_armorvalue)
1187 self.max_armorvalue = g_pickup_armorsmall_max;
1188 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);
1191 void spawnfunc_item_armor_medium (void) {
1192 if(!self.armorvalue)
1193 self.armorvalue = g_pickup_armormedium;
1194 if(!self.max_armorvalue)
1195 self.max_armorvalue = g_pickup_armormedium_max;
1196 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);
1199 void spawnfunc_item_armor_big (void) {
1200 if(!self.armorvalue)
1201 self.armorvalue = g_pickup_armorbig;
1202 if(!self.max_armorvalue)
1203 self.max_armorvalue = g_pickup_armorbig_max;
1204 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);
1207 void spawnfunc_item_armor_large (void) {
1208 if(!self.armorvalue)
1209 self.armorvalue = g_pickup_armorlarge;
1210 if(!self.max_armorvalue)
1211 self.max_armorvalue = g_pickup_armorlarge_max;
1212 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);
1215 void spawnfunc_item_health_small (void) {
1216 if(!self.max_health)
1217 self.max_health = g_pickup_healthsmall_max;
1219 self.health = g_pickup_healthsmall;
1220 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);
1223 void spawnfunc_item_health_medium (void) {
1224 if(!self.max_health)
1225 self.max_health = g_pickup_healthmedium_max;
1227 self.health = g_pickup_healthmedium;
1228 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);
1231 void spawnfunc_item_health_large (void) {
1232 if(!self.max_health)
1233 self.max_health = g_pickup_healthlarge_max;
1235 self.health = g_pickup_healthlarge;
1236 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);
1239 void spawnfunc_item_health_mega (void) {
1240 if(!cvar("g_powerup_superhealth"))
1243 if(g_arena && !cvar("g_arena_powerups"))
1247 minstagib_items(IT_NAILS);
1249 if(!self.max_health)
1250 self.max_health = g_pickup_healthmega_max;
1252 self.health = g_pickup_healthmega;
1253 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);
1257 // support old misnamed entities
1258 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
1259 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1260 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1261 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1262 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1264 void spawnfunc_item_strength (void) {
1265 if(!cvar("g_powerup_strength"))
1268 if(g_arena && !cvar("g_arena_powerups"))
1272 minstagib_items(IT_STRENGTH);
1274 precache_sound("weapons/strength_fire.wav");
1275 self.strength_finished = 30;
1276 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);
1280 void spawnfunc_item_invincible (void) {
1281 if(!cvar("g_powerup_shield"))
1284 if(g_arena && !cvar("g_arena_powerups"))
1288 minstagib_items(IT_INVINCIBLE);
1290 self.invincible_finished = 30;
1291 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);
1295 void spawnfunc_item_minst_cells (void) {
1298 minst_no_auto_cells = 1;
1299 minstagib_items(IT_CELLS);
1306 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1308 float target_item_func_set(float a, float b)
1318 float target_item_func_min(float a, float b)
1328 float target_item_func_max(float a, float b)
1333 float target_item_func_bitset(float a, float b)
1338 float target_item_func_and(float a, float b)
1343 float target_item_func_itembitset(float a, float b)
1345 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | b;
1348 float target_item_func_itemand(float a, float b)
1350 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1353 float target_item_func_or(float a, float b)
1358 float target_item_func_andnot(float a, float b)
1363 float target_item_changed;
1364 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1367 n = func(activator.field, self.field);
1371 d = n & activator.field;
1372 if(d != n) // bits added?
1374 else if(d != activator.field) // bits removed?
1380 d = n - activator.field;
1384 if(sound_decrease != "")
1385 sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1386 target_item_changed = 1;
1390 if(sound_increase != "")
1391 sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1392 target_item_changed = 1;
1394 activator.field = n;
1397 void target_items_use (void)
1401 if(activator.classname == "droppedweapon")
1408 if(activator.classname != "player")
1410 if(activator.deadflag != DEAD_NO)
1415 for(e = world; (e = find(e, classname, "droppedweapon")); )
1416 if(e.enemy == activator)
1419 float _switchweapon;
1420 _switchweapon = FALSE;
1421 if (activator.autoswitch)
1422 if (activator.switchweapon == w_getbestweapon(activator))
1423 _switchweapon = TRUE;
1425 a0 = activator.armorvalue;
1426 h0 = activator.health;
1427 f0 = activator.ammo_fuel;
1428 target_item_changed = 0;
1430 if(self.spawnflags == 0) // SET
1432 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1433 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1434 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1435 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1436 target_item_change(0, ammo_fuel, target_item_func_set, "misc/itempickup.wav", "");
1437 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1438 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1439 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "misc/poweroff.wav");
1440 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1442 if((self.items & activator.items) & IT_STRENGTH)
1443 activator.strength_finished = time + self.strength_finished;
1444 if((self.items & activator.items) & IT_INVINCIBLE)
1445 activator.invincible_finished = time + self.invincible_finished;
1447 else if(self.spawnflags == 1) // AND/MIN
1449 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1450 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1451 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1452 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1453 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1454 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1455 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1456 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "misc/poweroff.wav");
1457 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1459 if((self.items & activator.items) & IT_STRENGTH)
1460 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1461 if((self.items & activator.items) & IT_INVINCIBLE)
1462 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1464 else if(self.spawnflags == 2) // OR/MAX
1466 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1467 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1468 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1469 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1470 target_item_change(0, ammo_fuel, target_item_func_max, "misc/itempickup.wav", "");
1471 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1472 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1473 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "misc/poweroff.wav");
1474 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1476 if((self.items & activator.items) & IT_STRENGTH)
1477 activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1478 if((self.items & activator.items) & IT_INVINCIBLE)
1479 activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1481 else if(self.spawnflags == 4) // ANDNOT/MIN
1483 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1484 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1485 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1486 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1487 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1488 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1489 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1490 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "misc/poweroff.wav");
1491 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1493 if((self.items & activator.items) & IT_STRENGTH)
1494 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1495 if((self.items & activator.items) & IT_INVINCIBLE)
1496 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1499 if not(activator.items & IT_STRENGTH)
1500 activator.strength_finished = 0;
1501 if not(activator.items & IT_INVINCIBLE)
1502 activator.invincible_finished = 0;
1504 if(activator.health > h0)
1505 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1506 else if(activator.health < h0)
1507 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1509 if(activator.ammo_fuel > f0)
1510 activator.pauserotfuel_finished = max(activator.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
1511 else if(activator.ammo_fuel < f0)
1512 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1514 if(activator.armorvalue > a0)
1515 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1517 if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1518 _switchweapon = TRUE;
1520 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1522 if(target_item_changed)
1523 centerprint(activator, self.message);
1526 void spawnfunc_target_items (void)
1533 // items triggers cannot work in nixnex (as they change weapons/ammo)
1538 self.use = target_items_use;
1539 if(!self.strength_finished)
1540 self.strength_finished = cvar("g_balance_powerup_strength_time");
1541 if(!self.invincible_finished)
1542 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1544 precache_sound("misc/itempickup.wav");
1545 precache_sound("misc/itempickup.wav");
1546 precache_sound("misc/itempickup.wav");
1547 precache_sound("misc/itempickup.wav");
1548 precache_sound("misc/megahealth.wav");
1549 precache_sound("misc/armor25.wav");
1550 precache_sound("misc/powerup.wav");
1551 precache_sound("misc/poweroff.wav");
1552 precache_sound("weapons/weaponpickup.wav");
1554 n = tokenize_console(self.netname);
1555 for(i = 0; i < n; ++i)
1557 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1558 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1559 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1560 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1561 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1562 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1563 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1566 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1568 e = get_weaponinfo(j);
1569 if(argv(i) == e.netname)
1571 self.weapons |= e.weapons;
1572 if(self.spawnflags == 0 || self.spawnflags == 2)
1573 weapon_action(e.weapon, WR_PRECACHE);
1578 print("target_items: invalid item ", argv(i), "\n");
1583 void spawnfunc_item_fuel(void)
1586 self.ammo_fuel = g_pickup_fuel;
1587 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);
1590 void spawnfunc_item_fuel_regen(void)
1592 if(start_items & IT_FUEL_REGEN)
1594 spawnfunc_item_fuel();
1597 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);
1600 void spawnfunc_item_jetpack(void)
1602 if(g_grappling_hook)
1603 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1605 self.ammo_fuel = g_pickup_fuel_jetpack;
1606 if(start_items & IT_JETPACK)
1608 spawnfunc_item_fuel();
1611 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);
1614 // we no longer have the seeker
1615 void spawnfunc_weapon_seeker()
1617 spawnfunc_weapon_fireball();