]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/t_items.qc
Merge remote branch 'origin/terencehill/powerups_respawntime_fix'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
index 12025a3eeda207699d55edafc7f3b9ac726881a7..b26c840ff0c8834ba446c01939fe8760095a95c1 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) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
        {
                // make the item translucent and not touchable
                e.model = e.mdl;
@@ -131,7 +168,7 @@ void Item_Show (entity e, float mode)
                e.spawnshieldtime = 1;
        }
 
-       if (e.strength_finished || e.invincible_finished)
+       if (e.items & (IT_STRENGTH | IT_INVINCIBLE))
                e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
        if (autocvar_g_nodepthtestitems)
                e.effects |= EF_NODEPTHTEST;
@@ -196,6 +233,20 @@ 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(self.flags & FL_WEAPON)
+                       {
+                               entity wi = get_weaponinfo(self.weapon);
+                               if(wi)
+                               {
+                                       name = wi.model2;
+                                       rgb = '1 0 0';
+                               }
+                       }
+                       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);
@@ -214,7 +265,7 @@ void Item_RespawnCountdown (void)
 
 void Item_ScheduleRespawnIn(entity e, float t)
 {
-       if(e.flags & FL_POWERUP)
+       if((e.flags & FL_POWERUP) || (e.weapons & WEPBIT_SUPERWEAPONS))
        {
                e.think = Item_RespawnCountdown;
                e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
@@ -244,6 +295,53 @@ 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 +356,71 @@ 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 +431,16 @@ 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 == 0))
+               if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && self.pickup_anyway))
                {
                        pickedup = TRUE;
                        for(i = WEP_FIRST; i <= WEP_LAST; ++i)
@@ -408,33 +458,20 @@ 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) + item.strength_finished;
+               }
+               if (item.invincible_finished)
+               {
+                       pickedup = TRUE;
+                       player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
+               }
+               if (item.superweapons_finished)
+               {
+                       pickedup = TRUE;
+                       player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
                }
        }
 
@@ -446,7 +483,6 @@ float Item_GiveTo(entity item, entity player)
        if (!pickedup)
                return 0;
 
-       sound (player, CH_TRIGGER, item.item_pickupsound, VOL_BASE, ATTN_NORM);
        if (_switchweapon)
                if (player.switchweapon != w_getbestweapon(player))
                        W_SwitchWeapon_Force(player, w_getbestweapon(player));
@@ -473,19 +509,34 @@ void Item_Touch (void)
        if (self.owner == other)
                return;
 
+       if (self.classname == "droppedweapon")
+       {
+               self.strength_finished = max(0, self.strength_finished - time);
+               self.invincible_finished = max(0, self.invincible_finished - time);
+               self.superweapons_finished = max(0, self.superweapons_finished - time);
+       }
+
        if(!Item_GiveTo(self, other))
+       {
+               if (self.classname == "droppedweapon")
+               {
+                       // undo what we did above
+                       self.strength_finished += time;
+                       self.invincible_finished += time;
+                       self.superweapons_finished += time;
+               }
                return;
+       }
 
        other.last_pickup = time;
 
        pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
+       sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
 
        if (self.classname == "droppedweapon")
                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)
@@ -507,6 +558,24 @@ void Item_Touch (void)
        }
 }
 
+void Item_Reset()
+{
+       Item_Show(self, !self.state);
+       setorigin (self, self.origin);
+
+       if(self.classname != "droppedweapon")
+       {
+               self.think = SUB_Null;
+               self.nextthink = 0;
+
+               if(self.waypointsprite_attached)
+                       WaypointSprite_Kill(self.waypointsprite_attached);
+
+               if((self.flags & FL_POWERUP) | (self.weapons & WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
+                       Item_ScheduleInitialRespawn(self);
+       }
+}
+
 void Item_FindTeam()
 {
        entity head, e;
@@ -533,22 +602,10 @@ void Item_FindTeam()
                        head.effects &~= EF_NODRAW;
                }
 
-               if(e.flags & FL_POWERUP) // do not spawn powerups initially!
-                       Item_ScheduleInitialRespawn(e);
+               Item_Reset();
        }
 }
 
-void Item_Reset()
-{
-       Item_Show(self, !self.state);
-       setorigin (self, self.origin);
-       self.think = SUB_Null;
-       self.nextthink = 0;
-
-       if(self.flags & FL_POWERUP) // do not spawn powerups initially!
-               Item_ScheduleInitialRespawn(self);
-}
-
 // Savage: used for item garbage-collection
 // TODO: perhaps nice special effect?
 void RemoveItem(void)
@@ -559,7 +616,7 @@ 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 +626,7 @@ 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)
                {
@@ -616,11 +673,11 @@ float weapon_pickupevalfunc(entity player, entity item)
        }
 
        return item.bot_pickupbasevalue * c;
-};
+}
 
 float commodity_pickupevalfunc(entity player, entity item)
 {
-       float c, i, need_shells, need_nails, need_rockets, need_cells;
+       float c, i, need_shells, need_nails, need_rockets, need_cells, need_fuel;
        entity wi;
        c = 0;
 
@@ -640,6 +697,8 @@ float commodity_pickupevalfunc(entity player, entity item)
                        need_rockets = TRUE;
                else if(wi.items & IT_CELLS)
                        need_cells = TRUE;
+               else if(wi.items & IT_FUEL)
+                       need_cells = TRUE;
        }
 
        // TODO: figure out if the player even has the weapon this ammo is for?
@@ -661,6 +720,10 @@ float commodity_pickupevalfunc(entity player, entity item)
        if (item.ammo_cells)
        if (player.ammo_cells < g_pickup_cells_max)
                c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
+       if (need_fuel)
+       if (item.ammo_fuel)
+       if (player.ammo_fuel < g_pickup_fuel_max)
+               c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
        if (item.armorvalue)
        if (player.armorvalue < item.max_armorvalue)
                c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
@@ -669,7 +732,7 @@ 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 +742,7 @@ 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")
@@ -686,9 +750,28 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
                self.reset = SUB_Remove;
                // it's a dropped weapon
                self.movetype = MOVETYPE_TOSS;
+
                // Savage: remove thrown items after a certain period of time ("garbage collection")
                self.think = RemoveItem;
-               self.nextthink = time + 60;
+               self.nextthink = time + 20;
+
+               if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
+               /*
+               if(self.items == 0)
+               if(self.weapons == (self.weapons & WEPBIT_SUPERWEAPONS)) // only superweapons
+               if(self.ammo_nails == 0)
+               if(self.ammo_cells == 0)
+               if(self.ammo_rockets == 0)
+               if(self.ammo_shells == 0)
+               if(self.ammo_fuel == 0)
+               if(self.health == 0)
+               if(self.armorvalue == 0)
+               */
+               {
+                       // if item is worthless after a timer, have it expire then
+                       self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
+               }
+
                // don't drop if in a NODROP zone (such as lava)
                traceline(self.origin, self.origin, MOVE_NORMAL, self);
                if (trace_dpstartcontents & DPCONTENTS_NODROP)
@@ -707,6 +790,18 @@ 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 +854,6 @@ 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);
@@ -810,6 +876,10 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
        self.bot_pickupbasevalue = pickupbasevalue;
        self.mdl = itemmodel;
        self.item_pickupsound = pickupsound;
+       if(self.weapons)
+               self.weapon = WEP_FIRST + log2of(lowestbit(self.weapons));
+       else
+               self.weapon = 0;
        // let mappers override respawntime
        if(!self.respawntime) // both set
        {
@@ -817,7 +887,6 @@ 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;
@@ -835,7 +904,6 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
                self.colormap = 1024; // color shirt=0 pants=0 grey
        }
 
-       Item_Show(self, 1);
        self.state = 0;
        if(self.team)
        {
@@ -844,8 +912,8 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
                self.effects = self.effects | EF_NODRAW; // marker for item team search
                InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
        }
-       else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
-               Item_ScheduleInitialRespawn(self);
+       else
+               Item_Reset();
 }
 
 /* replace items in minstagib
@@ -855,13 +923,13 @@ 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);
@@ -880,7 +948,8 @@ void minstagib_items (float itemid)
        // replace with invis
        if (itemid == IT_STRENGTH)
        {
-               self.strength_finished = 30;
+               if(!self.strength_finished)
+                       self.strength_finished = autocvar_g_balance_powerup_strength_time;
                StartItem ("models/items/g_strength.md3",
                        "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
                        "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
@@ -896,7 +965,8 @@ void minstagib_items (float itemid)
        // replace with speed
        if (itemid == IT_INVINCIBLE)
        {
-               self.invincible_finished = 30;
+               if(!self.invincible_finished)
+                       self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
                StartItem ("models/items/g_invincible.md3",
                        "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
                        "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
@@ -920,23 +990,7 @@ void weapon_defaultspawnfunc(float wpn)
        string s;
        entity oldself;
        float i, j;
-
-       // set the respawntime in advance (so replaced weapons can copy it)
-
-       if(!self.respawntime)
-       {
-               e = get_weaponinfo(wpn);
-               if(e.items == IT_SUPERWEAPON)
-               {
-                       self.respawntime = g_pickup_respawntime_powerup;
-                       self.respawntimejitter = g_pickup_respawntimejitter_powerup;
-               }
-               else
-               {
-                       self.respawntime = g_pickup_respawntime_weapon;
-                       self.respawntimejitter = g_pickup_respawntimejitter_weapon;
-               }
-       }
+       float f;
 
        if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
        {
@@ -1003,7 +1057,25 @@ void weapon_defaultspawnfunc(float wpn)
 
        e = get_weaponinfo(wpn);
 
-       if(e.items && e.items != IT_SUPERWEAPON)
+       if(!self.respawntime)
+       {
+               if(e.weapons & WEPBIT_SUPERWEAPONS)
+               {
+                       self.respawntime = g_pickup_respawntime_superweapon;
+                       self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
+               }
+               else
+               {
+                       self.respawntime = g_pickup_respawntime_weapon;
+                       self.respawntimejitter = g_pickup_respawntimejitter_weapon;
+               }
+       }
+
+       if(e.weapons & WEPBIT_SUPERWEAPONS)
+               if(!self.superweapons_finished)
+                       self.superweapons_finished = autocvar_g_balance_superweapons_time;
+
+       if(e.items)
        {
                for(i = 0, j = 1; i < 24; ++i, j *= 2)
                {
@@ -1015,33 +1087,29 @@ void weapon_defaultspawnfunc(float wpn)
                        }
                }
        }
-       else
-       {
-               self.flags |= FL_NO_WEAPON_STAY;
-       }
+
+       // pickup anyway
+       if(g_pickup_weapons_anyway)
+               self.pickup_anyway = TRUE;
+
+       f = FL_WEAPON;
+
+       // no weapon-stay on superweapons
+       if(e.weapons & WEPBIT_SUPERWEAPONS)
+               f |= FL_NO_WEAPON_STAY;
 
        // weapon stay isn't supported for teamed weapons
        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_*
-       }
+               f |= FL_NO_WEAPON_STAY;
 
-       StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
+       StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
        if (self.modelindex) // don't precache if self was removed
                weapon_action(e.weapon, WR_PRECACHE);
 }
 
 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 +1119,7 @@ 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 +1175,7 @@ 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 +1201,7 @@ 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 +1288,6 @@ 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 {
@@ -1247,32 +1309,22 @@ 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 {
                precache_sound("weapons/strength_fire.wav");
-               self.strength_finished = 30;
+               if(!self.strength_finished)
+                       self.strength_finished = autocvar_g_balance_powerup_strength_time;
                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);
        }
 }
 
 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 {
-               self.invincible_finished = 30;
+               if(!self.invincible_finished)
+                       self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
                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);
        }
 }
@@ -1325,6 +1377,8 @@ void spawnfunc_target_items (void)
                self.strength_finished = autocvar_g_balance_powerup_strength_time;
        if(!self.invincible_finished)
                self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
+       if(!self.superweapons_finished)
+               self.superweapons_finished = autocvar_g_balance_superweapons_time;
 
        precache_sound("misc/itempickup.wav");
        precache_sound("misc/megahealth.wav");
@@ -1347,6 +1401,7 @@ void spawnfunc_target_items (void)
                        else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
                        else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
                        else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
+                       else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
                        else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
                        else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
                        else
@@ -1394,6 +1449,7 @@ void spawnfunc_target_items (void)
                self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
                self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
                self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
+               self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
                self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
                self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
                if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
@@ -1572,11 +1628,13 @@ float GiveItems(entity e, float beginarg, float endarg)
 
        e.strength_finished = max(0, e.strength_finished - time);
        e.invincible_finished = max(0, e.invincible_finished - time);
+       e.superweapons_finished = max(0, e.superweapons_finished - time);
        
        PREGIVE(e, items);
        PREGIVE(e, weapons);
        PREGIVE(e, strength_finished);
        PREGIVE(e, invincible_finished);
+       PREGIVE(e, superweapons_finished);
        PREGIVE(e, ammo_nails);
        PREGIVE(e, ammo_cells);
        PREGIVE(e, ammo_shells);
@@ -1614,8 +1672,9 @@ float GiveItems(entity e, float beginarg, float endarg)
                                continue;
                        case "ALL":
                                got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
-                               got += GiveValue(e, strength_finished, op, time);
-                               got += GiveValue(e, invincible_finished, op, time);
+                               got += GiveValue(e, strength_finished, op, val);
+                               got += GiveValue(e, invincible_finished, op, val);
+                               got += GiveValue(e, superweapons_finished, op, val);
                                got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
                        case "all":
                                got += GiveBit(e, items, IT_JETPACK, op, val);
@@ -1656,6 +1715,9 @@ float GiveItems(entity e, float beginarg, float endarg)
                        case "invincible":
                                got += GiveValue(e, invincible_finished, op, val);
                                break;
+                       case "superweapons":
+                               got += GiveValue(e, superweapons_finished, op, val);
+                               break;
                        case "cells":
                                got += GiveValue(e, ammo_cells, op, val);
                                break;
@@ -1721,6 +1783,10 @@ float GiveItems(entity e, float beginarg, float endarg)
        POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/armor25.wav", string_null);
        POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/megahealth.wav", string_null);
 
+       if(e.superweapons_finished <= 0)
+               if(self.weapons & WEPBIT_SUPERWEAPONS)
+                       e.superweapons_finished = autocvar_g_balance_superweapons_time;
+
        if (g_minstagib)
        {
                e.health = bound(0, e.health, 100);
@@ -1735,6 +1801,10 @@ float GiveItems(entity e, float beginarg, float endarg)
                e.invincible_finished = 0;
        else
                e.invincible_finished += time;
+       if(e.superweapons_finished <= 0)
+               e.superweapons_finished = 0;
+       else
+               e.superweapons_finished += time;
 
        if not(e.weapons & W_WeaponBit(e.switchweapon))
                _switchweapon = TRUE;