+
+spawnfunc(item_health_small)
+{
+ StartItem(this, ITEM_HealthSmall);
+}
+
+spawnfunc(item_health_medium)
+{
+ StartItem(this, ITEM_HealthMedium);
+}
+
+spawnfunc(item_health_big)
+{
+ StartItem(this, ITEM_HealthBig);
+}
+
+spawnfunc(item_health_mega)
+{
+ StartItem(this, ITEM_HealthMega);
+}
+
+spawnfunc(item_armor_small)
+{
+ StartItem(this, ITEM_ArmorSmall);
+}
+
+spawnfunc(item_armor_medium)
+{
+ StartItem(this, ITEM_ArmorMedium);
+}
+
+spawnfunc(item_armor_big)
+{
+ StartItem(this, ITEM_ArmorBig);
+}
+
+spawnfunc(item_armor_mega)
+{
+ StartItem(this, ITEM_ArmorMega);
+}
+
+spawnfunc(item_shells)
+{
+ if (!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
+ (this.classname != "droppedweapon"))
+ {
+ weaponswapping = true;
+ spawnfunc_item_bullets(this);
+ weaponswapping = false;
+ return;
+ }
+ StartItem(this, ITEM_Shells);
+}
+
+spawnfunc(item_bullets)
+{
+ if (!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
+ (this.classname != "droppedweapon"))
+ {
+ weaponswapping = true;
+ spawnfunc_item_shells(this);
+ weaponswapping = false;
+ return;
+ }
+ StartItem(this, ITEM_Bullets);
+}
+
+spawnfunc(item_rockets)
+{
+ StartItem(this, ITEM_Rockets);
+}
+
+spawnfunc(item_cells)
+{
+ StartItem(this, ITEM_Cells);
+}
+
+spawnfunc(item_plasma)
+{
+ StartItem(this, ITEM_Plasma);
+}
+
+spawnfunc(item_fuel)
+{
+ StartItem(this, ITEM_JetpackFuel);
+}
+
+spawnfunc(item_strength)
+{
+ StartItem(this, ITEM_Strength);
+}
+
+spawnfunc(item_invincible)
+{
+ StartItem(this, ITEM_Shield);
+}
+
+spawnfunc(item_fuel_regen)
+{
+ if (start_items & ITEM_JetpackRegen.m_itemid)
+ {
+ spawnfunc_item_fuel(this);
+ return;
+ }
+ StartItem(this, ITEM_JetpackRegen);
+}
+
+spawnfunc(item_jetpack)
+{
+ if(start_items & ITEM_Jetpack.m_itemid)
+ {
+ spawnfunc_item_fuel(this);
+ return;
+ }
+ StartItem(this, ITEM_Jetpack);
+}
+
+// Compatibility spawn functions
+
+spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
+spawnfunc(item_armor25) { spawnfunc_item_armor_mega(this); }
+spawnfunc(item_armor_large) { spawnfunc_item_armor_mega(this); }
+spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
+spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
+spawnfunc(item_health_large) { spawnfunc_item_health_big(this); }
+spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
+
+spawnfunc(item_quad)
+{
+ this.classname = "item_strength";
+ spawnfunc_item_strength(this);
+}