]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/t_items.qc
Merge remote-tracking branch 'origin/divVerent/allow-override-item-model'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
index ec39afcc8c9ccd5c89ead9c8363def8fbea16dc7..46c7342f4ead3431f4a67995024da8339dab4740 100644 (file)
@@ -1,3 +1,40 @@
+float have_pickup_item(void)
+{
+       // minstagib: only allow filtered items
+       if(g_minstagib)
+               if(self.classname != "minstagib")
+                       return FALSE;
+
+       if(self.flags & FL_POWERUP)
+       {
+               if(autocvar_g_powerups > 0)
+                       return TRUE;
+               if(autocvar_g_powerups == 0)
+                       return FALSE;
+               if(g_lms)
+                       return FALSE;
+               if(g_ca)
+                       return FALSE;
+               if(g_arena)
+                       return FALSE;
+       }
+       else
+       {
+               if(autocvar_g_pickup_items > 0)
+                       return TRUE;
+               if(autocvar_g_pickup_items == 0)
+                       return FALSE;
+               if(g_lms)
+                       return FALSE;
+               if(g_ca)
+                       return FALSE;
+               if(g_weaponarena)
+                       if((self.weapons & WEPBIT_ALL) || (self.items & IT_AMMO))
+                               return FALSE;
+       }
+       return TRUE;
+}
+
 #define ITEM_RESPAWN_TICKS 10
 
 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)
@@ -94,7 +131,7 @@ void Item_Show (entity e, float mode)
 
                e.spawnshieldtime = 1;
        }
-       else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))
+       else if((e.flags & FL_WEAPON) && g_weapon_stay)
        {
                // make the item translucent and not touchable
                e.model = e.mdl;
@@ -146,11 +183,11 @@ void Item_Respawn (void)
 {
        Item_Show(self, 1);
        if(!g_minstagib && self.items == IT_STRENGTH)
-               sound (self, CH_TRIGGER_SINGLE, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);      // play respawn sound
+               sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound
        else if(!g_minstagib && self.items == IT_INVINCIBLE)
-               sound (self, CH_TRIGGER_SINGLE, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);        // play respawn sound
+               sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
        else
-               sound (self, CH_TRIGGER_SINGLE, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);   // play respawn sound
+               sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);  // play respawn sound
        setorigin (self, self.origin);
 
        //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
@@ -196,6 +233,11 @@ void Item_RespawnCountdown (void)
                                case IT_FUEL_REGEN:     name = "item-fuelregen"; rgb = '1 0.5 0'; break;
                                case IT_JETPACK:        name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
                        }
+                       if(!name)
+                       {
+                               print("Unknown powerup-marked item is wanting to respawn\n");
+                               localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
+                       }
                        if(name)
                        {
                                WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
@@ -203,7 +245,7 @@ void Item_RespawnCountdown (void)
                                        WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
                        }
                }
-               sound (self, CH_TRIGGER_SINGLE, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM);  // play respawn sound
+               sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
                if(self.waypointsprite_attached)
                {
                        WaypointSprite_Ping(self.waypointsprite_attached);
@@ -244,6 +286,53 @@ void Item_ScheduleInitialRespawn(entity e)
        Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
 }
 
+float ITEM_MODE_NONE = 0;
+float ITEM_MODE_HEALTH = 1;
+float ITEM_MODE_ARMOR = 2;
+float ITEM_MODE_FUEL = 3;
+float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
+{
+       if (!item.ammofield)
+               return FALSE;
+
+       if (item.spawnshieldtime)
+       {
+               if ((player.ammofield < ammomax) || item.pickup_anyway)
+               {
+                       player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
+                       goto YEAH;
+               }
+       }
+       else if(g_weapon_stay == 2)
+       {
+               float mi = min(item.ammofield, ammomax);
+               if (player.ammofield < mi)
+               {
+                       player.ammofield = mi;
+                       goto YEAH;
+               }
+       }
+
+       return FALSE;
+
+:YEAH
+       switch(mode)
+       {
+               case ITEM_MODE_FUEL:
+                       player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
+                       break;
+               case ITEM_MODE_HEALTH:
+                       player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
+                       break;
+               case ITEM_MODE_ARMOR:
+                       player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
+                       break;
+               default:
+                       break;
+       }
+       return TRUE;
+}
+
 float Item_GiveTo(entity item, entity player)
 {
        float _switchweapon;
@@ -258,92 +347,71 @@ float Item_GiveTo(entity item, entity player)
 
        if (g_minstagib)
        {
-               if(item.spawnshieldtime)
+               float prevcells = player.ammo_cells;
+
+               pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
+               pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
+
+               if(player.ammo_cells > prevcells)
                {
-                       if (item.ammo_fuel)
-                       if (player.ammo_fuel < g_pickup_fuel_max)
-                       {
-                               pickedup = TRUE;
-                               player.ammo_fuel = bound(player.ammo_fuel, g_pickup_fuel_max, player.ammo_fuel + item.ammo_fuel);
-                               player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
-                       }
-                       if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
+                       _switchweapon = TRUE;
+
+                       // play some cool sounds ;)
+                       if (clienttype(player) == CLIENTTYPE_REAL)
                        {
-                               pickedup = TRUE;
-                               player.items |= it;
-                               sprint (player, strcat("You got the ^2", item.netname, "\n"));
+                               if(player.health <= 5)
+                                       AnnounceTo(player, "lastsecond");
+                               else if(player.health < 50)
+                                       AnnounceTo(player, "narrowly");
                        }
+                       // sound not available
+                       // else if(item.items == IT_CELLS)
+                       //      AnnounceTo(player, "ammo");
 
-                       _switchweapon = TRUE;
+                       if (item.weapons & WEPBIT_MINSTANEX)
+                               W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
                        if (item.ammo_cells)
-                       {
-                               pickedup = TRUE;
-                               // play some cool sounds ;)
-                               if (clienttype(player) == CLIENTTYPE_REAL)
-                               {
-                                       if(player.health <= 5)
-                                               AnnounceTo(player, "lastsecond");
-                                       else if(player.health < 50)
-                                               AnnounceTo(player, "narrowly");
-                               }
-                               // sound not available
-                               // else if(item.items == IT_CELLS)
-                               //      AnnounceTo(player, "ammo");
-
-                               if (item.weapons & WEPBIT_MINSTANEX)
-                                       W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
-                               if (item.ammo_cells)
-                                       player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
-                               player.health = 100;
-                       }
+                               player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
+                       player.health = 100;
+               }
 
-                       // extralife powerup
-                       if (item.max_health)
-                       {
-                               pickedup = TRUE;
-                               // sound not available
-                               // AnnounceTo(player, "_lives");
-                               player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
-                               sprint(player, "^3You picked up some extra lives\n");
-                       }
+               if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
+               {
+                       pickedup = TRUE;
+                       player.items |= it;
+                       sprint (player, strcat("You got the ^2", item.netname, "\n"));
+               }
 
-                       // invis powerup
-                       if (item.strength_finished)
-                       {
-                               pickedup = TRUE;
-                               // sound not available
-                               // AnnounceTo(player, "invisible");
-                               player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
-                       }
+               // extralife powerup
+               if (item.max_health)
+               {
+                       pickedup = TRUE;
+                       // sound not available
+                       // AnnounceTo(player, "_lives");
+                       player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
+                       sprint(player, "^3You picked up some extra lives\n");
+               }
 
-                       // speed powerup
-                       if (item.invincible_finished)
-                       {
-                               pickedup = TRUE;
-                               // sound not available
-                               // AnnounceTo(player, "speed");
-                               player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
-                       }
+               // invis powerup
+               if (item.strength_finished)
+               {
+                       pickedup = TRUE;
+                       // sound not available
+                       // AnnounceTo(player, "invisible");
+                       player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
+               }
+
+               // speed powerup
+               if (item.invincible_finished)
+               {
+                       pickedup = TRUE;
+                       // sound not available
+                       // AnnounceTo(player, "speed");
+                       player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
                }
        }
        else
        {
-               if (g_weapon_stay == 1)
-               if not(item.flags & FL_NO_WEAPON_STAY)
-               if (item.flags & FL_WEAPON)
-               {
-                       if(item.classname == "droppedweapon")
-                       {
-                               if (player.weapons & item.weapons)      // don't let players stack ammo by tossing weapons
-                                       goto skip;
-                       }
-                       else
-                       {
-                               if (player.weapons & item.weapons)
-                                       goto skip;
-                       }
-               }
-
                // in case the player has autoswitch enabled do the following:
                // if the player is using their best weapon before items are given, they
                // probably want to switch to an even better weapon after items are given
@@ -354,43 +422,16 @@ float Item_GiveTo(entity item, entity player)
                if not(player.weapons & W_WeaponBit(player.switchweapon))
                        _switchweapon = TRUE;
 
-               if(item.spawnshieldtime)
-               {
-                       if (item.ammo_shells)
-                       if ((player.ammo_shells < g_pickup_shells_max) || item.pickup_anyway)
-                       {
-                               pickedup = TRUE;
-                               player.ammo_shells = bound(player.ammo_shells, g_pickup_shells_max, player.ammo_shells + item.ammo_shells);
-                       }
-                       if (item.ammo_nails)
-                       if ((player.ammo_nails < g_pickup_nails_max) || item.pickup_anyway)
-                       {
-                               pickedup = TRUE;
-                               player.ammo_nails = bound(player.ammo_nails, g_pickup_nails_max, player.ammo_nails + item.ammo_nails);
-                       }
-                       if (item.ammo_rockets)
-                       if ((player.ammo_rockets < g_pickup_rockets_max) || item.pickup_anyway)
-                       {
-                               pickedup = TRUE;
-                               player.ammo_rockets = bound(player.ammo_rockets, g_pickup_rockets_max, player.ammo_rockets + item.ammo_rockets);
-                       }
-                       if (item.ammo_cells)
-                       if ((player.ammo_cells < g_pickup_cells_max) || item.pickup_anyway)
-                       {
-                               pickedup = TRUE;
-                               player.ammo_cells = bound(player.ammo_cells, g_pickup_cells_max, player.ammo_cells + item.ammo_cells);
-                       }
-                       if (item.ammo_fuel)
-                       if ((player.ammo_fuel < g_pickup_fuel_max) || item.pickup_anyway)
-                       {
-                               pickedup = TRUE;
-                               player.ammo_fuel = bound(player.ammo_fuel, g_pickup_fuel_max, player.ammo_fuel + item.ammo_fuel);
-                               player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
-                       }
-               }
+               pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
+               pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
+               pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
+               pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
+               pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
+               pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
+               pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
 
                if (item.flags & FL_WEAPON)
-               if ((it = item.weapons - (item.weapons & player.weapons)) || (g_pickup_weapons_anyway && !(g_weapon_stay == 3 && !e.spawnshieldtime)))
+               if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && g_pickup_weapons_anyway))
                {
                        pickedup = TRUE;
                        for(i = WEP_FIRST; i <= WEP_LAST; ++i)
@@ -408,33 +449,15 @@ float Item_GiveTo(entity item, entity player)
                        sprint (player, strcat("You got the ^2", item.netname, "\n"));
                }
 
-               if(item.spawnshieldtime)
+               if (item.strength_finished)
                {
-                       if (item.strength_finished)
-                       {
-                               pickedup = TRUE;
-                               player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
-                       }
-                       if (item.invincible_finished)
-                       {
-                               pickedup = TRUE;
-                               player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
-                       }
-
-                       if (item.health)
-                       if ((player.health < item.max_health) || item.pickup_anyway)
-                       {
-                               pickedup = TRUE;
-                               player.health = bound(player.health, item.max_health, player.health + item.health);
-                               player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
-                       }
-                       if (item.armorvalue)
-                       if ((player.armorvalue < item.max_armorvalue) || item.pickup_anyway)
-                       {
-                               pickedup = TRUE;
-                               player.armorvalue = bound(player.armorvalue, item.max_armorvalue, player.armorvalue + item.armorvalue);
-                               player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
-                       }
+                       pickedup = TRUE;
+                       player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
+               }
+               if (item.invincible_finished)
+               {
+                       pickedup = TRUE;
+                       player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
                }
        }
 
@@ -484,8 +507,6 @@ void Item_Touch (void)
                remove (self);
        else if not(self.spawnshieldtime)
                return;
-       else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
-               return;
        else
        {
                if(self.team)
@@ -559,7 +580,7 @@ void RemoveItem(void)
 // pickup evaluation functions
 // these functions decide how desirable an item is to the bots
 
-float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
+float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
 
 float weapon_pickupevalfunc(entity player, entity item)
 {
@@ -569,7 +590,7 @@ float weapon_pickupevalfunc(entity player, entity item)
        if(player.weapons & item.weapons == item.weapons)
        {
                // If I can pick it up
-               if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
+               if(!item.spawnshieldtime)
                        c = 0;
                else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
                {
@@ -616,7 +637,7 @@ float weapon_pickupevalfunc(entity player, entity item)
        }
 
        return item.bot_pickupbasevalue * c;
-};
+}
 
 float commodity_pickupevalfunc(entity player, entity item)
 {
@@ -669,7 +690,7 @@ float commodity_pickupevalfunc(entity player, entity item)
                c = c + max(0, 1 - player.health / item.max_health);
 
        return item.bot_pickupbasevalue * c;
-};
+}
 
 
 .float is_item;
@@ -679,6 +700,7 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
 
        self.items = itemid;
        self.weapons = weaponid;
+       self.flags = FL_ITEM | itemflags;
 
        // is it a dropped weapon?
        if (self.classname == "droppedweapon")
@@ -707,6 +729,18 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
                        return;
                }
 
+               if(!have_pickup_item())
+               {
+                       startitem_failed = TRUE;
+                       remove (self);
+                       return;
+               }
+
+               if(self.model != "")
+                       itemmodel = self.model;
+               if(self.item_pickupsound != "")
+                       pickupsound = self.item_pickupsound;
+
                self.reset = Item_Reset;
                // it's a level item
                if(self.spawnflags & 1)
@@ -759,35 +793,6 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
                        self.is_item = TRUE;
                }
 
-               if(g_lms || g_ca)
-               {
-                       startitem_failed = TRUE;
-                       remove(self);
-                       return;
-               }
-               else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
-               {
-                       startitem_failed = TRUE;
-                       remove(self);
-                       return;
-               }
-               else if (g_minstagib)
-               {
-                       // don't remove dropped items and powerups
-                       if (self.classname != "minstagib")
-                       {
-                               startitem_failed = TRUE;
-                               remove (self);
-                               return;
-                       }
-               }
-               else if (!autocvar_g_pickup_items && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
-               {
-                       startitem_failed = TRUE;
-                       remove (self);
-                       return;
-               }
-
                weaponsInMap |= weaponid;
 
                precache_model (itemmodel);
@@ -817,7 +822,6 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
                self.respawntimejitter = defaultrespawntimejitter;
        }
        self.netname = itemname;
-       self.flags = FL_ITEM | itemflags;
        self.touch = Item_Touch;
        setmodel (self, self.mdl); // precision set below
        self.effects |= EF_LOWPRECISION;
@@ -855,13 +859,13 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
  */
 void minstagib_items (float itemid)
 {
-       local float rnd;
+       float rnd;
        self.classname = "minstagib";
 
        // replace rocket launchers and nex guns with ammo cells
        if (itemid == IT_CELLS)
        {
-               self.ammo_cells = 1;
+               self.ammo_cells = autocvar_g_minstagib_ammo_drop;
                StartItem ("models/items/a_cells.md3",
                        "misc/itempickup.wav", 45, 0,
                        "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
@@ -1024,16 +1028,6 @@ void weapon_defaultspawnfunc(float wpn)
        if(self.team)
                self.flags |= FL_NO_WEAPON_STAY;
 
-       if(g_weapon_stay == 2 && self.classname != "droppedweapon")
-       {
-               self.ammo_shells = 0;
-               self.ammo_nails = 0;
-               self.ammo_cells = 0;
-               self.ammo_rockets = 0;
-               // weapon stay 2: don't use ammo on weapon pickups; instead
-               // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
-       }
-
        StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
        if (self.modelindex) // don't precache if self was removed
                weapon_action(e.weapon, WR_PRECACHE);
@@ -1041,7 +1035,7 @@ void weapon_defaultspawnfunc(float wpn)
 
 void spawnfunc_weapon_shotgun (void);
 void spawnfunc_weapon_uzi (void) {
-       if(q3acompat_machineshotgunswap)
+       if(autocvar_sv_q3acompat_machineshotgunswap)
        if(self.classname != "droppedweapon")
        {
                weapon_defaultspawnfunc(WEP_SHOTGUN);
@@ -1051,7 +1045,7 @@ void spawnfunc_weapon_uzi (void) {
 }
 
 void spawnfunc_weapon_shotgun (void) {
-       if(q3acompat_machineshotgunswap)
+       if(autocvar_sv_q3acompat_machineshotgunswap)
        if(self.classname != "droppedweapon")
        {
                weapon_defaultspawnfunc(WEP_UZI);
@@ -1107,7 +1101,7 @@ void spawnfunc_item_rockets (void) {
 void spawnfunc_item_shells (void);
 void spawnfunc_item_bullets (void) {
        if(!weaponswapping)
-       if(q3acompat_machineshotgunswap)
+       if(autocvar_sv_q3acompat_machineshotgunswap)
        if(self.classname != "droppedweapon")
        {
                weaponswapping = TRUE;
@@ -1133,7 +1127,7 @@ void spawnfunc_item_cells (void) {
 
 void spawnfunc_item_shells (void) {
        if(!weaponswapping)
-       if(q3acompat_machineshotgunswap)
+       if(autocvar_sv_q3acompat_machineshotgunswap)
        if(self.classname != "droppedweapon")
        {
                weaponswapping = TRUE;
@@ -1220,12 +1214,6 @@ void spawnfunc_item_health_large (void) {
 }
 
 void spawnfunc_item_health_mega (void) {
-       if(!autocvar_g_powerup_superhealth)
-               return;
-
-       if((g_arena || g_ca) && !autocvar_g_arena_powerups)
-               return;
-
        if(g_minstagib) {
                minstagib_items(IT_NAILS);
        } else {
@@ -1247,12 +1235,6 @@ void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
 
 void spawnfunc_item_strength (void) {
-       if(!autocvar_g_powerup_strength)
-               return;
-
-       if((g_arena || g_ca) && !autocvar_g_arena_powerups)
-               return;
-
        if(g_minstagib) {
                minstagib_items(IT_STRENGTH);
        } else {
@@ -1263,12 +1245,6 @@ void spawnfunc_item_strength (void) {
 }
 
 void spawnfunc_item_invincible (void) {
-       if(!autocvar_g_powerup_shield)
-               return;
-
-       if((g_arena || g_ca) && !autocvar_g_arena_powerups)
-               return;
-
        if(g_minstagib) {
                minstagib_items(IT_INVINCIBLE);
        } else {