shithub: qk2

ref: 36c20e512ee17296b16e79a6010d0deb31e4dcbd
dir: /crbot/g_items.c/

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#include <u.h>
#include <libc.h>
#include <stdio.h>
#include "../dat.h"
#include "../fns.h"

qboolean        Pickup_Weapon (edict_t *ent, edict_t *other);
void            Use_Weapon (edict_t *ent, gitem_t *inv);
void            Drop_Weapon (edict_t *ent, gitem_t *inv);

void Weapon_Blaster (edict_t *ent);
void Weapon_Shotgun (edict_t *ent);
void Weapon_SuperShotgun (edict_t *ent);
void Weapon_Machinegun (edict_t *ent);
void Weapon_Chaingun (edict_t *ent);
void Weapon_HyperBlaster (edict_t *ent);
void Weapon_RocketLauncher (edict_t *ent);
void Weapon_Grenade (edict_t *ent);
void Weapon_GrenadeLauncher (edict_t *ent);
void Weapon_Railgun (edict_t *ent);
void Weapon_BFG (edict_t *ent);

gitem_armor_t jacketarmor_info  = { 25,  50, .30, .00, ARMOR_JACKET};
gitem_armor_t combatarmor_info  = { 50, 100, .60, .30, ARMOR_COMBAT};
gitem_armor_t bodyarmor_info    = {100, 200, .80, .60, ARMOR_BODY};

static int      jacket_armor_index;
static int      combat_armor_index;
static int      body_armor_index;
static int      power_screen_index;
static int      power_shield_index;

#define HEALTH_IGNORE_MAX       1
#define HEALTH_TIMED            2

void Use_Quad (edict_t *ent, gitem_t *item);
static int      quad_drop_timeout_hack;

//======================================================================

/*
===============
GetItemByIndex
===============
*/
gitem_t *GetItemByIndex (int index)
{
        if (index == 0 || index >= game.num_items)
                return NULL;

        return &itemlist[index];
}


/*
===============
FindItemByClassname

===============
*/
gitem_t *FindItemByClassname (char *classname)
{
        int             i;
        gitem_t *it;

        it = itemlist;
        for (i=0 ; i<game.num_items ; i++, it++)
        {
                if (!it->classname)
                        continue;
                if (!cistrcmp(it->classname, classname))
                        return it;
        }

        return NULL;
}

/*
===============
FindItem

===============
*/
gitem_t *FindItem (char *pickup_name)
{
        int             i;
        gitem_t *it;

        it = itemlist;
        for (i=0 ; i<game.num_items ; i++, it++)
        {
                if (!it->pickup_name)
                        continue;
                if (!cistrcmp(it->pickup_name, pickup_name))
                        return it;
        }

        return NULL;
}

//======================================================================

void DoRespawn (edict_t *ent)
{
        if (ent->team)
        {
                edict_t *master;
                int     count;
                int choice;

                master = ent->teammaster;

//ZOID
//in ctf, when we are weapons stay, only the master of a team of weapons
//is spawned
                if (ctf->value &&
                        ((int)dmflags->value & DF_WEAPONS_STAY) &&
                        master->item && (master->item->flags & IT_WEAPON))
                        ent = master;
                else {
//ZOID

                        for (count = 0, ent = master; ent; ent = ent->chain, count++)
                                ;

                        choice = rand() % count;

                        for (count = 0, ent = master; count < choice; ent = ent->chain, count++)
                                ;
                }
        }

        ent->svflags &= ~SVF_NOCLIENT;
        ent->solid = SOLID_TRIGGER;
        gi.linkentity (ent);

        // send an effect
        ent->s.event = EV_ITEM_RESPAWN;
}

void SetRespawn (edict_t *ent, float delay)
{
        ent->flags |= FL_RESPAWN;
        ent->svflags |= SVF_NOCLIENT;
        ent->solid = SOLID_NOT;
        ent->nextthink = level.time + delay;
        ent->think = DoRespawn;
        gi.linkentity (ent);
}


//======================================================================

qboolean Pickup_Powerup (edict_t *ent, edict_t *other)
{
        int             quantity;

        quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)];
        if ((skill->value == 1 && quantity >= 2) || (skill->value >= 2 && quantity >= 1))
                return false;

        if ((coop->value) && (ent->item->flags & IT_STAY_COOP) && (quantity > 0))
                return false;

        other->client->pers.inventory[ITEM_INDEX(ent->item)]++;

        if (deathmatch->value)
        {
                if (!(ent->spawnflags & DROPPED_ITEM) )
                        SetRespawn (ent, ent->item->quantity);
                if (((int)dmflags->value & DF_INSTANT_ITEMS) || ((ent->item->use == Use_Quad) && (ent->spawnflags & DROPPED_PLAYER_ITEM)))
                {
                        if ((ent->item->use == Use_Quad) && (ent->spawnflags & DROPPED_PLAYER_ITEM))
                                quad_drop_timeout_hack = (ent->nextthink - level.time) / FRAMETIME;
                        ent->item->use (other, ent->item);
                }
        }

        return true;
}

void Drop_General (edict_t *ent, gitem_t *item)
{
        Drop_Item (ent, item);
        ent->client->pers.inventory[ITEM_INDEX(item)]--;
        ValidateSelectedItem (ent);
}


//======================================================================

qboolean Pickup_Adrenaline (edict_t *ent, edict_t *other)
{
        if (!deathmatch->value)
                other->max_health += 1;

        if (other->health < other->max_health)
                other->health = other->max_health;

        if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
                SetRespawn (ent, ent->item->quantity);

        return true;
}

qboolean Pickup_AncientHead (edict_t *ent, edict_t *other)
{
        other->max_health += 2;

        if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
                SetRespawn (ent, ent->item->quantity);

        return true;
}

qboolean Pickup_Bandolier (edict_t *ent, edict_t *other)
{
        gitem_t *item;
        int             index;

        if (other->client->pers.max_bullets < 250)
                other->client->pers.max_bullets = 250;
        if (other->client->pers.max_shells < 150)
                other->client->pers.max_shells = 150;
        if (other->client->pers.max_cells < 250)
                other->client->pers.max_cells = 250;
        if (other->client->pers.max_slugs < 75)
                other->client->pers.max_slugs = 75;

        item = FindItem("Bullets");
        if (item)
        {
                index = ITEM_INDEX(item);
                other->client->pers.inventory[index] += item->quantity;
                if (other->client->pers.inventory[index] > other->client->pers.max_bullets)
                        other->client->pers.inventory[index] = other->client->pers.max_bullets;
        }

        item = FindItem("Shells");
        if (item)
        {
                index = ITEM_INDEX(item);
                other->client->pers.inventory[index] += item->quantity;
                if (other->client->pers.inventory[index] > other->client->pers.max_shells)
                        other->client->pers.inventory[index] = other->client->pers.max_shells;
        }

        if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
                SetRespawn (ent, ent->item->quantity);

        return true;
}

qboolean Pickup_Pack (edict_t *ent, edict_t *other)
{
        gitem_t *item;
        int             index;

        if (other->client->pers.max_bullets < 300)
                other->client->pers.max_bullets = 300;
        if (other->client->pers.max_shells < 200)
                other->client->pers.max_shells = 200;
        if (other->client->pers.max_rockets < 100)
                other->client->pers.max_rockets = 100;
        if (other->client->pers.max_grenades < 100)
                other->client->pers.max_grenades = 100;
        if (other->client->pers.max_cells < 300)
                other->client->pers.max_cells = 300;
        if (other->client->pers.max_slugs < 100)
                other->client->pers.max_slugs = 100;

        item = FindItem("Bullets");
        if (item)
        {
                index = ITEM_INDEX(item);
                other->client->pers.inventory[index] += item->quantity;
                if (other->client->pers.inventory[index] > other->client->pers.max_bullets)
                        other->client->pers.inventory[index] = other->client->pers.max_bullets;
        }

        item = FindItem("Shells");
        if (item)
        {
                index = ITEM_INDEX(item);
                other->client->pers.inventory[index] += item->quantity;
                if (other->client->pers.inventory[index] > other->client->pers.max_shells)
                        other->client->pers.inventory[index] = other->client->pers.max_shells;
        }

        item = FindItem("Cells");
        if (item)
        {
                index = ITEM_INDEX(item);
                other->client->pers.inventory[index] += item->quantity;
                if (other->client->pers.inventory[index] > other->client->pers.max_cells)
                        other->client->pers.inventory[index] = other->client->pers.max_cells;
        }

        item = FindItem("Grenades");
        if (item)
        {
                index = ITEM_INDEX(item);
                other->client->pers.inventory[index] += item->quantity;
                if (other->client->pers.inventory[index] > other->client->pers.max_grenades)
                        other->client->pers.inventory[index] = other->client->pers.max_grenades;
        }

        item = FindItem("Rockets");
        if (item)
        {
                index = ITEM_INDEX(item);
                other->client->pers.inventory[index] += item->quantity;
                if (other->client->pers.inventory[index] > other->client->pers.max_rockets)
                        other->client->pers.inventory[index] = other->client->pers.max_rockets;
        }

        item = FindItem("Slugs");
        if (item)
        {
                index = ITEM_INDEX(item);
                other->client->pers.inventory[index] += item->quantity;
                if (other->client->pers.inventory[index] > other->client->pers.max_slugs)
                        other->client->pers.inventory[index] = other->client->pers.max_slugs;
        }

        if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
                SetRespawn (ent, ent->item->quantity);

        return true;
}

//======================================================================

void Use_Quad (edict_t *ent, gitem_t *item)
{
        int             timeout;

        ent->client->pers.inventory[ITEM_INDEX(item)]--;
        ValidateSelectedItem (ent);

        if (quad_drop_timeout_hack)
        {
                timeout = quad_drop_timeout_hack;
                quad_drop_timeout_hack = 0;
        }
        else
        {
                timeout = 300;
        }

        if (ent->client->quad_framenum > level.framenum)
                ent->client->quad_framenum += timeout;
        else
                ent->client->quad_framenum = level.framenum + timeout;

        gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0);
}

//======================================================================

void Use_Breather (edict_t *ent, gitem_t *item)
{
        ent->client->pers.inventory[ITEM_INDEX(item)]--;
        ValidateSelectedItem (ent);

        if (ent->client->breather_framenum > level.framenum)
                ent->client->breather_framenum += 300;
        else
                ent->client->breather_framenum = level.framenum + 300;

//      gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0);
}

//======================================================================

void Use_Envirosuit (edict_t *ent, gitem_t *item)
{
        ent->client->pers.inventory[ITEM_INDEX(item)]--;
        ValidateSelectedItem (ent);

        if (ent->client->enviro_framenum > level.framenum)
                ent->client->enviro_framenum += 300;
        else
                ent->client->enviro_framenum = level.framenum + 300;

//      gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0);
}

//======================================================================

void    Use_Invulnerability (edict_t *ent, gitem_t *item)
{
        ent->client->pers.inventory[ITEM_INDEX(item)]--;
        ValidateSelectedItem (ent);

        if (ent->client->invincible_framenum > level.framenum)
                ent->client->invincible_framenum += 300;
        else
                ent->client->invincible_framenum = level.framenum + 300;

        gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect.wav"), 1, ATTN_NORM, 0);
}

//======================================================================

void    Use_Silencer (edict_t *ent, gitem_t *item)
{
        ent->client->pers.inventory[ITEM_INDEX(item)]--;
        ValidateSelectedItem (ent);
        ent->client->silencer_shots += 30;

//      gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0);
}

//======================================================================

qboolean Pickup_Key (edict_t *ent, edict_t *other)
{
        if (coop->value)
        {
                if (strcmp(ent->classname, "key_power_cube") == 0)
                {
                        if (other->client->pers.power_cubes & ((ent->spawnflags & 0x0000ff00)>> 8))
                                return false;
                        other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
                        other->client->pers.power_cubes |= ((ent->spawnflags & 0x0000ff00) >> 8);
                }
                else
                {
                        if (other->client->pers.inventory[ITEM_INDEX(ent->item)])
                                return false;
                        other->client->pers.inventory[ITEM_INDEX(ent->item)] = 1;
                }
                return true;
        }
        other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
        return true;
}

//======================================================================

qboolean Add_Ammo (edict_t *ent, gitem_t *item, int count)
{
        int                     index;
        int                     max;

        if (!ent->client)
                return false;

        if (item->tag == AMMO_BULLETS)
                max = ent->client->pers.max_bullets;
        else if (item->tag == AMMO_SHELLS)
                max = ent->client->pers.max_shells;
        else if (item->tag == AMMO_ROCKETS)
                max = ent->client->pers.max_rockets;
        else if (item->tag == AMMO_GRENADES)
                max = ent->client->pers.max_grenades;
        else if (item->tag == AMMO_CELLS)
                max = ent->client->pers.max_cells;
        else if (item->tag == AMMO_SLUGS)
                max = ent->client->pers.max_slugs;
        else
                return false;

        index = ITEM_INDEX(item);

        if (ent->client->pers.inventory[index] == max)
                return false;

        ent->client->pers.inventory[index] += count;

        if (ent->client->pers.inventory[index] > max)
                ent->client->pers.inventory[index] = max;

        return true;
}

qboolean Pickup_Ammo (edict_t *ent, edict_t *other)
{
        int                     oldcount;
        int                     count;
        qboolean        weapon;

        weapon = (ent->item->flags & IT_WEAPON);
        if ( (weapon) && ( (int)dmflags->value & DF_INFINITE_AMMO ) )
                count = 1000;
        else if (ent->count)
                count = ent->count;
        else
                count = ent->item->quantity;

        oldcount = other->client->pers.inventory[ITEM_INDEX(ent->item)];

        if (!Add_Ammo (other, ent->item, count))
                return false;

        if (weapon && !oldcount)
        {
                if (other->client->pers.weapon != ent->item && ( !deathmatch->value || other->client->pers.weapon == FindItem("blaster") ) )
                        other->client->newweapon = ent->item;
        }

        if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM)) && (deathmatch->value))
                SetRespawn (ent, 30);
        return true;
}

void Drop_Ammo (edict_t *ent, gitem_t *item)
{
        edict_t *dropped;
        int             index;

        index = ITEM_INDEX(item);
        dropped = Drop_Item (ent, item);
        if (ent->client->pers.inventory[index] >= item->quantity)
                dropped->count = item->quantity;
        else
                dropped->count = ent->client->pers.inventory[index];
        ent->client->pers.inventory[index] -= dropped->count;
        ValidateSelectedItem (ent);
}


//======================================================================

void MegaHealth_think (edict_t *self)
{
        if (self->owner->health > self->owner->max_health
//ZOID
                && !CTFHasRegeneration(self->owner)
//ZOID
                )
        {
                self->nextthink = level.time + 1;
                self->owner->health -= 1;
                return;
        }

        if (!(self->spawnflags & DROPPED_ITEM) && (deathmatch->value))
                SetRespawn (self, 20);
        else
                G_FreeEdict (self);
}

qboolean Pickup_Health (edict_t *ent, edict_t *other)
{
        if (!(ent->style & HEALTH_IGNORE_MAX))
                if (other->health >= other->max_health)
                        return false;

//ZOID
        if (other->health >= 250 && ent->count > 25)
                return false;
//ZOID

        other->health += ent->count;

//ZOID
        if (other->health > 250 && ent->count > 25)
                other->health = 250;
//ZOID

        if (ent->count == 2)
                ent->item->pickup_sound = "items/s_health.wav";
        else if (ent->count == 10)
                ent->item->pickup_sound = "items/n_health.wav";
        else if (ent->count == 25)
                ent->item->pickup_sound = "items/l_health.wav";
        else // (ent->count == 100)
                ent->item->pickup_sound = "items/m_health.wav";

        if (!(ent->style & HEALTH_IGNORE_MAX))
        {
                if (other->health > other->max_health)
                        other->health = other->max_health;
        }

//ZOID
        if ((ent->style & HEALTH_TIMED)
                && !CTFHasRegeneration(other)
//ZOID
        )
        {
                ent->think = MegaHealth_think;
                ent->nextthink = level.time + 5;
                ent->owner = other;
                ent->flags |= FL_RESPAWN;
                ent->svflags |= SVF_NOCLIENT;
                ent->solid = SOLID_NOT;
        }
        else
        {
                if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
                        SetRespawn (ent, 30);
        }

        return true;
}

//======================================================================

int ArmorIndex (edict_t *ent)
{
        if (!ent->client)
                return 0;

        if (ent->client->pers.inventory[jacket_armor_index] > 0)
                return jacket_armor_index;

        if (ent->client->pers.inventory[combat_armor_index] > 0)
                return combat_armor_index;

        if (ent->client->pers.inventory[body_armor_index] > 0)
                return body_armor_index;

        return 0;
}

qboolean Pickup_Armor (edict_t *ent, edict_t *other)
{
        int                             old_armor_index;
        gitem_armor_t   *oldinfo;
        gitem_armor_t   *newinfo;
        int                             newcount;
        float                   salvage;
        int                             salvagecount;

        // get info on new armor
        newinfo = (gitem_armor_t *)ent->item->info;

        old_armor_index = ArmorIndex (other);

        // handle armor shards specially
        if (ent->item->tag == ARMOR_SHARD)
        {
                if (!old_armor_index)
                        other->client->pers.inventory[jacket_armor_index] = 2;
                else
                        other->client->pers.inventory[old_armor_index] += 2;
        }

        // if player has no armor, just use it
        else if (!old_armor_index)
        {
                other->client->pers.inventory[ITEM_INDEX(ent->item)] = newinfo->base_count;
        }

        // use the better armor
        else
        {
                // get info on old armor
                if (old_armor_index == jacket_armor_index)
                        oldinfo = &jacketarmor_info;
                else if (old_armor_index == combat_armor_index)
                        oldinfo = &combatarmor_info;
                else // (old_armor_index == body_armor_index)
                        oldinfo = &bodyarmor_info;

                if (newinfo->normal_protection > oldinfo->normal_protection)
                {
                        // calc new armor values
                        salvage = oldinfo->normal_protection / newinfo->normal_protection;
                        salvagecount = salvage * other->client->pers.inventory[old_armor_index];
                        newcount = newinfo->base_count + salvagecount;
                        if (newcount > newinfo->max_count)
                                newcount = newinfo->max_count;

                        // zero count of old armor so it goes away
                        other->client->pers.inventory[old_armor_index] = 0;

                        // change armor to new item with computed value
                        other->client->pers.inventory[ITEM_INDEX(ent->item)] = newcount;
                }
                else
                {
                        // calc new armor values
                        salvage = newinfo->normal_protection / oldinfo->normal_protection;
                        salvagecount = salvage * newinfo->base_count;
                        newcount = other->client->pers.inventory[old_armor_index] + salvagecount;
                        if (newcount > oldinfo->max_count)
                                newcount = oldinfo->max_count;

                        // if we're already maxed out then we don't need the new armor
                        if (other->client->pers.inventory[old_armor_index] >= newcount)
                                return false;

                        // update current armor value
                        other->client->pers.inventory[old_armor_index] = newcount;
                }
        }

        if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
                SetRespawn (ent, 20);

        return true;
}

//======================================================================

int PowerArmorType (edict_t *ent)
{
        if (!ent->client)
                return POWER_ARMOR_NONE;

        if (!(ent->flags & FL_POWER_ARMOR))
                return POWER_ARMOR_NONE;

        if (ent->client->pers.inventory[power_shield_index] > 0)
                return POWER_ARMOR_SHIELD;

        if (ent->client->pers.inventory[power_screen_index] > 0)
                return POWER_ARMOR_SCREEN;

        return POWER_ARMOR_NONE;
}

void Use_PowerArmor (edict_t *ent, gitem_t *)
{
        int             index;

        if (ent->flags & FL_POWER_ARMOR)
        {
                ent->flags &= ~FL_POWER_ARMOR;
                gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power2.wav"), 1, ATTN_NORM, 0);
        }
        else
        {
                index = ITEM_INDEX(FindItem("cells"));
                if (!ent->client->pers.inventory[index])
                {
                        if (!ent->bot_info) gi.cprintf (ent, PRINT_HIGH, "No cells for power armor.\n");
                        return;
                }
                ent->flags |= FL_POWER_ARMOR;
                gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power1.wav"), 1, ATTN_NORM, 0);
        }
}

qboolean Pickup_PowerArmor (edict_t *ent, edict_t *other)
{
        int             quantity;

        quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)];

        other->client->pers.inventory[ITEM_INDEX(ent->item)]++;

        if (deathmatch->value)
        {
                if (!(ent->spawnflags & DROPPED_ITEM) )
                        SetRespawn (ent, ent->item->quantity);
                // auto-use for DM only if we didn't already have one
                if (!quantity)
                        ent->item->use (other, ent->item);
        }

        return true;
}

void Drop_PowerArmor (edict_t *ent, gitem_t *item)
{
        if ((ent->flags & FL_POWER_ARMOR) && (ent->client->pers.inventory[ITEM_INDEX(item)] == 1))
                Use_PowerArmor (ent, item);
        Drop_General (ent, item);
}

//======================================================================

/*
===============
Touch_Item
===============
*/
void Touch_Item (edict_t *ent, edict_t *other, cplane_t *, csurface_t *)
{
        qboolean        taken;

        if (!other->client)
                return;
        if (other->health < 1)
                return;         // dead people can't pickup
        if (!ent->item->pickup)
                return;         // not a grabbable item?

        taken = ent->item->pickup(ent, other);

        if (taken)
        {
                // flash the screen
                other->client->bonus_alpha = 0.25;      

                // show icon and name on status bar
                other->client->ps.stats[STAT_PICKUP_ICON] = gi.imageindex(ent->item->icon);
                other->client->ps.stats[STAT_PICKUP_STRING] = CS_ITEMS+ITEM_INDEX(ent->item);
                other->client->pickup_msg_time = level.time + 3.0;

                // change selected item
                if (ent->item->use)
                        other->client->pers.selected_item = other->client->ps.stats[STAT_SELECTED_ITEM] = ITEM_INDEX(ent->item);

                gi.sound(other, CHAN_ITEM, gi.soundindex(ent->item->pickup_sound), 1, ATTN_NORM, 0);
        }

        if (!(ent->spawnflags & ITEM_TARGETS_USED))
        {
                G_UseTargets (ent, other);
                ent->spawnflags |= ITEM_TARGETS_USED;
        }

        if (!taken)
                return;

        if (!((coop->value) &&  (ent->item->flags & IT_STAY_COOP)) || (ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM)))
        {
                if (ent->flags & FL_RESPAWN)
                        ent->flags &= ~FL_RESPAWN;
                else
                        G_FreeEdict (ent);
        }
}

//======================================================================

static void drop_temp_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
        if (other == ent->owner)
                return;

        Touch_Item (ent, other, plane, surf);
}

static void drop_make_touchable (edict_t *ent)
{
        ent->touch = Touch_Item;
        if (deathmatch->value)
        {
                ent->nextthink = level.time + 29;
                ent->think = G_FreeEdict;
        }
}

edict_t *Drop_Item (edict_t *ent, gitem_t *item)
{
        edict_t *dropped;
        vec3_t  forward, right;
        vec3_t  offset;

        dropped = G_Spawn();

        dropped->classname = item->classname;
        dropped->item = item;
        dropped->spawnflags = DROPPED_ITEM;
        dropped->s.effects = item->world_model_flags;
        dropped->s.renderfx = RF_GLOW;
        VectorSet (dropped->mins, -15, -15, -15);
        VectorSet (dropped->maxs, 15, 15, 15);
        gi.setmodel (dropped, dropped->item->world_model);
        dropped->solid = SOLID_TRIGGER;
        dropped->movetype = MOVETYPE_TOSS;  
        dropped->touch = drop_temp_touch;
        dropped->owner = ent;

        if (ent->client)
        {
                trace_t trace;

                AngleVectors (ent->client->v_angle, forward, right, NULL);
                VectorSet(offset, 24, 0, -16);
                G_ProjectSource (ent->s.origin, offset, forward, right, dropped->s.origin);
                trace = gi.trace (ent->s.origin, dropped->mins, dropped->maxs,
                        dropped->s.origin, ent, CONTENTS_SOLID);
                VectorCopy (trace.endpos, dropped->s.origin);
        }
        else
        {
                AngleVectors (ent->s.angles, forward, right, NULL);
                VectorCopy (ent->s.origin, dropped->s.origin);
        }

        VectorScale (forward, 100, dropped->velocity);
        dropped->velocity[2] = 300;

        dropped->think = drop_make_touchable;
        dropped->nextthink = level.time + 1;

        gi.linkentity (dropped);

        return dropped;
}

void Use_Item (edict_t *ent, edict_t *, edict_t *)
{
        ent->svflags &= ~SVF_NOCLIENT;
        ent->use = NULL;

        if (ent->spawnflags & ITEM_NO_TOUCH)
        {
                ent->solid = SOLID_BBOX;
                ent->touch = NULL;
        }
        else
        {
                ent->solid = SOLID_TRIGGER;
                ent->touch = Touch_Item;
        }

        gi.linkentity (ent);
}

//======================================================================

/*
================
droptofloor
================
*/
void droptofloor (edict_t *ent)
{
        trace_t         tr;
        vec3_t          dest;
        float           *v;

        v = tv(-15,-15,-15);
        VectorCopy (v, ent->mins);
        v = tv(15,15,15);
        VectorCopy (v, ent->maxs);

        if (ent->model)
                gi.setmodel (ent, ent->model);
        else
                gi.setmodel (ent, ent->item->world_model);
        ent->solid = SOLID_TRIGGER;
        ent->movetype = MOVETYPE_TOSS;  
        ent->touch = Touch_Item;

        v = tv(0,0,-128);
        VectorAdd (ent->s.origin, v, dest);

        tr = gi.trace (ent->s.origin, ent->mins, ent->maxs, dest, ent, MASK_SOLID);
        if (tr.startsolid)
        {
                gi.dprintf ("droptofloor: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin));
                G_FreeEdict (ent);
                return;
        }

        VectorCopy (tr.endpos, ent->s.origin);

        if (ent->team)
        {
                ent->flags &= ~FL_TEAMSLAVE;
                ent->chain = ent->teamchain;
                ent->teamchain = NULL;

                ent->svflags |= SVF_NOCLIENT;
                ent->solid = SOLID_NOT;
                if (ent == ent->teammaster)
                {
                        ent->nextthink = level.time + FRAMETIME;
                        ent->think = DoRespawn;
                }
        }

        if (ent->spawnflags & ITEM_NO_TOUCH)
        {
                ent->solid = SOLID_BBOX;
                ent->touch = NULL;
                ent->s.effects &= ~EF_ROTATE;
                ent->s.renderfx &= ~RF_GLOW;
        }

        if (ent->spawnflags & ITEM_TRIGGER_SPAWN)
        {
                ent->svflags |= SVF_NOCLIENT;
                ent->solid = SOLID_NOT;
                ent->use = Use_Item;
        }

        gi.linkentity (ent);
}


/*
===============
PrecacheItem

Precaches all data needed for a given item.
This will be called for each item spawned in a level,
and for each item in each client's inventory.
===============
*/
void PrecacheItem (gitem_t *it)
{
        char    *s, *start;
        char    data[MAX_QPATH];
        int             len;
        gitem_t *ammo;

        if (!it)
                return;

        if (it->pickup_sound)
                gi.soundindex (it->pickup_sound);
        if (it->world_model)
                gi.modelindex (it->world_model);
        if (it->view_model)
                gi.modelindex (it->view_model);
        if (it->icon)
                gi.imageindex (it->icon);

        // parse everything for its ammo
        if (it->ammo && it->ammo[0])
        {
                ammo = FindItem (it->ammo);
                if (ammo != it)
                        PrecacheItem (ammo);
        }

        // parse the space seperated precache string for other items
        s = it->precaches;
        if (!s || !s[0])
                return;

        while (*s)
        {
                start = s;
                while (*s && *s != ' ')
                        s++;

                len = s-start;
                if (len >= MAX_QPATH || len < 5)
                        gi.error ("PrecacheItem: %s has bad precache string", it->classname);
                memcpy (data, start, len);
                data[len] = 0;
                if (*s)
                        s++;

                // determine type based on extension
                if (!strcmp(data+len-3, "md2"))
                        gi.modelindex (data);
                else if (!strcmp(data+len-3, "sp2"))
                        gi.modelindex (data);
                else if (!strcmp(data+len-3, "wav"))
                        gi.soundindex (data);
                if (!strcmp(data+len-3, "pcx"))
                        gi.imageindex (data);
        }
}

/*
============
SpawnItem

Sets the clipping size and plants the object on the floor.

Items can't be immediately dropped to floor, because they might
be on an entity that hasn't spawned yet.
============
*/
void SpawnItem (edict_t *ent, gitem_t *item)
{
        PrecacheItem (item);

        if (ent->spawnflags)
        {
                if (strcmp(ent->classname, "key_power_cube") != 0)
                {
                        ent->spawnflags = 0;
                        gi.dprintf("%s at %s has invalid spawnflags set\n", ent->classname, vtos(ent->s.origin));
                }
        }

        // some items will be prevented in deathmatch
        if (deathmatch->value)
        {
                if ( (int)dmflags->value & DF_NO_ARMOR )
                {
                        if (item->pickup == Pickup_Armor || item->pickup == Pickup_PowerArmor)
                        {
                                G_FreeEdict (ent);
                                return;
                        }
                }
                if ( (int)dmflags->value & DF_NO_ITEMS )
                {
                        if (item->pickup == Pickup_Powerup)
                        {
                                G_FreeEdict (ent);
                                return;
                        }
                }
                if ( (int)dmflags->value & DF_NO_HEALTH )
                {
                        if (item->pickup == Pickup_Health || item->pickup == Pickup_Adrenaline || item->pickup == Pickup_AncientHead)
                        {
                                G_FreeEdict (ent);
                                return;
                        }
                }
                if ( (int)dmflags->value & DF_INFINITE_AMMO )
                {
                        if ( (item->flags == IT_AMMO) || (strcmp(ent->classname, "weapon_bfg") == 0) )
                        {
                                G_FreeEdict (ent);
                                return;
                        }
                }
        }

        if (coop->value && (strcmp(ent->classname, "key_power_cube") == 0))
        {
                ent->spawnflags |= (1 << (8 + level.power_cubes));
                level.power_cubes++;
        }

        // don't let them drop items that stay in a coop game
        if ((coop->value) && (item->flags & IT_STAY_COOP))
        {
                item->drop = NULL;
        }

//ZOID
//Don't spawn the flags unless enabled
        if (!ctf->value &&
                (strcmp(ent->classname, "item_flag_team1") == 0 ||
                strcmp(ent->classname, "item_flag_team2") == 0)) {
                G_FreeEdict(ent);
                return;
        }
//ZOID

        ent->item = item;
        ent->nextthink = level.time + 2 * FRAMETIME;    // items start after other solids
        ent->think = droptofloor;
        ent->s.effects = item->world_model_flags;
        ent->s.renderfx = RF_GLOW;
        if (ent->model)
                gi.modelindex (ent->model);

//ZOID
//flags are server animated and have special handling
        if (strcmp(ent->classname, "item_flag_team1") == 0 ||
                strcmp(ent->classname, "item_flag_team2") == 0) {
                ent->think = CTFFlagSetup;
        }
//ZOID

}

//======================================================================

gitem_t itemlist[] = 
{
        {
                NULL
        },      // leave index 0 alone

        //
        // ARMOR
        //

/*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "item_armor_body", 
                Pickup_Armor,
                NULL,
                NULL,
                NULL,
                "misc/ar1_pkup.wav",
                "models/items/armor/body/tris.md2", EF_ROTATE,
                NULL,
/* icon */              "i_bodyarmor",
/* pickup */    "Body Armor",
/* width */             3,
                0,
                NULL,
                IT_ARMOR,
				0,
                &bodyarmor_info,
                ARMOR_BODY,
/* precache */ ""
        },

/*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "item_armor_combat", 
                Pickup_Armor,
                NULL,
                NULL,
                NULL,
                "misc/ar1_pkup.wav",
                "models/items/armor/combat/tris.md2", EF_ROTATE,
                NULL,
/* icon */              "i_combatarmor",
/* pickup */    "Combat Armor",
/* width */             3,
                0,
                NULL,
                IT_ARMOR,
				0,
                &combatarmor_info,
                ARMOR_COMBAT,
/* precache */ ""
        },

/*QUAKED item_armor_jacket (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "item_armor_jacket", 
                Pickup_Armor,
                NULL,
                NULL,
                NULL,
                "misc/ar1_pkup.wav",
                "models/items/armor/jacket/tris.md2", EF_ROTATE,
                NULL,
/* icon */              "i_jacketarmor",
/* pickup */    "Jacket Armor",
/* width */             3,
                0,
                NULL,
                IT_ARMOR,
				0,
                &jacketarmor_info,
                ARMOR_JACKET,
/* precache */ ""
        },

/*QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "item_armor_shard", 
                Pickup_Armor,
                NULL,
                NULL,
                NULL,
                "misc/ar2_pkup.wav",
                "models/items/armor/shard/tris.md2", EF_ROTATE,
                NULL,
/* icon */              "i_jacketarmor",
/* pickup */    "Armor Shard",
/* width */             3,
                0,
                NULL,
                IT_ARMOR,
				0,
                NULL,
                ARMOR_SHARD,
/* precache */ ""
        },


/*QUAKED item_power_screen (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "item_power_screen", 
                Pickup_PowerArmor,
                Use_PowerArmor,
                Drop_PowerArmor,
                NULL,
                "misc/ar3_pkup.wav",
                "models/items/armor/screen/tris.md2", EF_ROTATE,
                NULL,
/* icon */              "i_powerscreen",
/* pickup */    "Power Screen",
/* width */             0,
                60,
                NULL,
                IT_ARMOR,
				0,
                NULL,
                0,
/* precache */ ""
        },

/*QUAKED item_power_shield (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "item_power_shield",
                Pickup_PowerArmor,
                Use_PowerArmor,
                Drop_PowerArmor,
                NULL,
                "misc/ar3_pkup.wav",
                "models/items/armor/shield/tris.md2", EF_ROTATE,
                NULL,
/* icon */              "i_powershield",
/* pickup */    "Power Shield",
/* width */             0,
                60,
                NULL,
                IT_ARMOR,
				0,
                NULL,
                0,
/* precache */ "misc/power2.wav misc/power1.wav"
        },


        //
        // WEAPONS 
        //

/* weapon_grapple (.3 .3 1) (-16 -16 -16) (16 16 16)
always owned, never in the world
*/
        {
                "weapon_grapple", 
                NULL,
                Use_Weapon,
                NULL,
                CTFWeapon_Grapple,
                "misc/w_pkup.wav",
                NULL, 0,
                "models/weapons/grapple/tris.md2",
/* icon */              "w_grapple",
/* pickup */    "Grapple",
                0,
                0,
                NULL,
                IT_WEAPON,
				WEAP_GRAPPLE,
                NULL,
                0,
/* precache */ "weapons/grapple/grfire.wav weapons/grapple/grpull.wav weapons/grapple/grhang.wav weapons/grapple/grreset.wav weapons/grapple/grhit.wav"
        },

/* weapon_blaster (.3 .3 1) (-16 -16 -16) (16 16 16)
always owned, never in the world
*/
        {
                "weapon_blaster", 
                NULL,
                Use_Weapon,
                NULL,
                Weapon_Blaster,
                "misc/w_pkup.wav",
                NULL, 0,
                "models/weapons/v_blast/tris.md2",
/* icon */              "w_blaster",
/* pickup */    "Blaster",
                0,
                0,
                NULL,
                IT_WEAPON|IT_STAY_COOP,
				WEAP_BLASTER,
                NULL,
                0,
/* precache */ "weapons/blastf1a.wav misc/lasfly.wav"
        },

        
/*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "weapon_shotgun", 
                Pickup_Weapon,
                Use_Weapon,
                Drop_Weapon,
                Weapon_Shotgun,
                "misc/w_pkup.wav",
                "models/weapons/g_shotg/tris.md2", EF_ROTATE,
                "models/weapons/v_shotg/tris.md2",
/* icon */              "w_shotgun",
/* pickup */    "Shotgun",
                0,
                1,
                "Shells",
                IT_WEAPON|IT_STAY_COOP,
				WEAP_SHOTGUN,
                NULL,
                0,
/* precache */ "weapons/shotgf1b.wav weapons/shotgr1b.wav"
        },

/*QUAKED weapon_supershotgun (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "weapon_supershotgun", 
                Pickup_Weapon,
                Use_Weapon,
                Drop_Weapon,
                Weapon_SuperShotgun,
                "misc/w_pkup.wav",
                "models/weapons/g_shotg2/tris.md2", EF_ROTATE,
                "models/weapons/v_shotg2/tris.md2",
/* icon */              "w_sshotgun",
/* pickup */    "Super Shotgun",
                0,
                2,
                "Shells",
                IT_WEAPON|IT_STAY_COOP,
				WEAP_SUPERSHOTGUN,
                NULL,
                0,
/* precache */ "weapons/sshotf1b.wav"
        },

/*QUAKED weapon_machinegun (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "weapon_machinegun", 
                Pickup_Weapon,
                Use_Weapon,
                Drop_Weapon,
                Weapon_Machinegun,
                "misc/w_pkup.wav",
                "models/weapons/g_machn/tris.md2", EF_ROTATE,
                "models/weapons/v_machn/tris.md2",
/* icon */              "w_machinegun",
/* pickup */    "Machinegun",
                0,
                1,
                "Bullets",
                IT_WEAPON|IT_STAY_COOP,
				WEAP_MACHINEGUN,
                NULL,
                0,
/* precache */ "weapons/machgf1b.wav weapons/machgf2b.wav weapons/machgf3b.wav weapons/machgf4b.wav weapons/machgf5b.wav"
        },

/*QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "weapon_chaingun", 
                Pickup_Weapon,
                Use_Weapon,
                Drop_Weapon,
                Weapon_Chaingun,
                "misc/w_pkup.wav",
                "models/weapons/g_chain/tris.md2", EF_ROTATE,
                "models/weapons/v_chain/tris.md2",
/* icon */              "w_chaingun",
/* pickup */    "Chaingun",
                0,
                1,
                "Bullets",
                IT_WEAPON|IT_STAY_COOP,
				WEAP_CHAINGUN,
                NULL,
                0,
/* precache */ "weapons/chngnu1a.wav weapons/chngnl1a.wav weapons/machgf3b.wav` weapons/chngnd1a.wav"
        },

/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "ammo_grenades",
                Pickup_Ammo,
                Use_Weapon,
                Drop_Ammo,
                Weapon_Grenade,
                "misc/am_pkup.wav",
                "models/items/ammo/grenades/medium/tris.md2", 0,
                "models/weapons/v_handgr/tris.md2",
/* icon */              "a_grenades",
/* pickup */    "Grenades",
/* width */             3,
                5,
                "grenades",
                IT_AMMO|IT_WEAPON,
				WEAP_GRENADES,
                NULL,
                AMMO_GRENADES,
/* precache */ "weapons/hgrent1a.wav weapons/hgrena1b.wav weapons/hgrenc1b.wav weapons/hgrenb1a.wav weapons/hgrenb2a.wav "
        },

/*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "weapon_grenadelauncher",
                Pickup_Weapon,
                Use_Weapon,
                Drop_Weapon,
                Weapon_GrenadeLauncher,
                "misc/w_pkup.wav",
                "models/weapons/g_launch/tris.md2", EF_ROTATE,
                "models/weapons/v_launch/tris.md2",
/* icon */              "w_glauncher",
/* pickup */    "Grenade Launcher",
                0,
                1,
                "Grenades",
                IT_WEAPON|IT_STAY_COOP,
				WEAP_GRENADELAUNCHER,
                NULL,
                0,
/* precache */ "models/objects/grenade/tris.md2 weapons/grenlf1a.wav weapons/grenlr1b.wav weapons/grenlb1b.wav"
        },

/*QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "weapon_rocketlauncher",
                Pickup_Weapon,
                Use_Weapon,
                Drop_Weapon,
                Weapon_RocketLauncher,
                "misc/w_pkup.wav",
                "models/weapons/g_rocket/tris.md2", EF_ROTATE,
                "models/weapons/v_rocket/tris.md2",
/* icon */              "w_rlauncher",
/* pickup */    "Rocket Launcher",
                0,
                1,
                "Rockets",
                IT_WEAPON|IT_STAY_COOP,
				WEAP_ROCKETLAUNCHER,
                NULL,
                0,
/* precache */ "models/objects/rocket/tris.md2 weapons/rockfly.wav weapons/rocklf1a.wav weapons/rocklr1b.wav models/objects/debris2/tris.md2"
        },

/*QUAKED weapon_hyperblaster (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "weapon_hyperblaster", 
                Pickup_Weapon,
                Use_Weapon,
                Drop_Weapon,
                Weapon_HyperBlaster,
                "misc/w_pkup.wav",
                "models/weapons/g_hyperb/tris.md2", EF_ROTATE,
                "models/weapons/v_hyperb/tris.md2",
/* icon */              "w_hyperblaster",
/* pickup */    "HyperBlaster",
                0,
                1,
                "Cells",
                IT_WEAPON|IT_STAY_COOP,
				WEAP_HYPERBLASTER,
                NULL,
                0,
/* precache */ "weapons/hyprbu1a.wav weapons/hyprbl1a.wav weapons/hyprbf1a.wav weapons/hyprbd1a.wav misc/lasfly.wav"
        },

/*QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "weapon_railgun", 
                Pickup_Weapon,
                Use_Weapon,
                Drop_Weapon,
                Weapon_Railgun,
                "misc/w_pkup.wav",
                "models/weapons/g_rail/tris.md2", EF_ROTATE,
                "models/weapons/v_rail/tris.md2",
/* icon */              "w_railgun",
/* pickup */    "Railgun",
                0,
                1,
                "Slugs",
                IT_WEAPON|IT_STAY_COOP,
				WEAP_RAILGUN,
                NULL,
                0,
/* precache */ "weapons/rg_hum.wav"
        },

/*QUAKED weapon_bfg (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "weapon_bfg",
                Pickup_Weapon,
                Use_Weapon,
                Drop_Weapon,
                Weapon_BFG,
                "misc/w_pkup.wav",
                "models/weapons/g_bfg/tris.md2", EF_ROTATE,
                "models/weapons/v_bfg/tris.md2",
/* icon */              "w_bfg",
/* pickup */    "BFG10K",
                0,
                50,
                "Cells",
                IT_WEAPON|IT_STAY_COOP,
				WEAP_BFG,
                NULL,
                0,
/* precache */ "sprites/s_bfg1.sp2 sprites/s_bfg2.sp2 sprites/s_bfg3.sp2 weapons/bfg__f1y.wav weapons/bfg__l1a.wav weapons/bfg__x1b.wav weapons/bfg_hum.wav"
        },

//ZOID
/*QUAKED weapon_laser (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*
        {
                "weapon_laser",
                Pickup_Weapon,
                Use_Weapon,
                Drop_Weapon,
                Weapon_Laser,
                "misc/w_pkup.wav",
                "models/weapons/g_laser/tris.md2", EF_ROTATE,
                "models/weapons/v_laser/tris.md2",
		"w_bfg",	// icon
		"Flashlight Laser",	// pickup
                0,
                1,
                "Cells",
                IT_WEAPON,
		0,
                NULL,
                0,
		""	// precache
        },
*/

        //
        // AMMO ITEMS
        //

/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "ammo_shells",
                Pickup_Ammo,
                NULL,
                Drop_Ammo,
                NULL,
                "misc/am_pkup.wav",
                "models/items/ammo/shells/medium/tris.md2", 0,
                NULL,
/* icon */              "a_shells",
/* pickup */    "Shells",
/* width */             3,
                10,
                NULL,
                IT_AMMO,
				0,
                NULL,
                AMMO_SHELLS,
/* precache */ ""
        },

/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "ammo_bullets",
                Pickup_Ammo,
                NULL,
                Drop_Ammo,
                NULL,
                "misc/am_pkup.wav",
                "models/items/ammo/bullets/medium/tris.md2", 0,
                NULL,
/* icon */              "a_bullets",
/* pickup */    "Bullets",
/* width */             3,
                50,
                NULL,
                IT_AMMO,
				0,
                NULL,
                AMMO_BULLETS,
/* precache */ ""
        },

/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "ammo_cells",
                Pickup_Ammo,
                NULL,
                Drop_Ammo,
                NULL,
                "misc/am_pkup.wav",
                "models/items/ammo/cells/medium/tris.md2", 0,
                NULL,
/* icon */              "a_cells",
/* pickup */    "Cells",
/* width */             3,
                50,
                NULL,
                IT_AMMO,
				0,
                NULL,
                AMMO_CELLS,
/* precache */ ""
        },

/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "ammo_rockets",
                Pickup_Ammo,
                NULL,
                Drop_Ammo,
                NULL,
                "misc/am_pkup.wav",
                "models/items/ammo/rockets/medium/tris.md2", 0,
                NULL,
/* icon */              "a_rockets",
/* pickup */    "Rockets",
/* width */             3,
                5,
                NULL,
                IT_AMMO,
				0,
                NULL,
                AMMO_ROCKETS,
/* precache */ ""
        },

/*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "ammo_slugs",
                Pickup_Ammo,
                NULL,
                Drop_Ammo,
                NULL,
                "misc/am_pkup.wav",
                "models/items/ammo/slugs/medium/tris.md2", 0,
                NULL,
/* icon */              "a_slugs",
/* pickup */    "Slugs",
/* width */             3,
                10,
                NULL,
                IT_AMMO,
				0,
                NULL,
                AMMO_SLUGS,
/* precache */ ""
        },


        //
        // POWERUP ITEMS
        //
/*QUAKED item_quad (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "item_quad", 
                Pickup_Powerup,
                Use_Quad,
                Drop_General,
                NULL,
                "items/pkup.wav",
                "models/items/quaddama/tris.md2", EF_ROTATE,
                NULL,
/* icon */              "p_quad",
/* pickup */    "Quad Damage",
/* width */             2,
                60,
                NULL,
                IT_POWERUP,
				0,
                NULL,
                0,
/* precache */ "items/damage.wav items/damage2.wav items/damage3.wav"
        },

/*QUAKED item_invulnerability (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "item_invulnerability",
                Pickup_Powerup,
                Use_Invulnerability,
                Drop_General,
                NULL,
                "items/pkup.wav",
                "models/items/invulner/tris.md2", EF_ROTATE,
                NULL,
/* icon */              "p_invulnerability",
/* pickup */    "Invulnerability",
/* width */             2,
                300,
                NULL,
                IT_POWERUP,
				0,
                NULL,
                0,
/* precache */ "items/protect.wav items/protect2.wav items/protect4.wav"
        },

/*QUAKED item_silencer (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "item_silencer",
                Pickup_Powerup,
                Use_Silencer,
                Drop_General,
                NULL,
                "items/pkup.wav",
                "models/items/silencer/tris.md2", EF_ROTATE,
                NULL,
/* icon */              "p_silencer",
/* pickup */    "Silencer",
/* width */             2,
                60,
                NULL,
                IT_POWERUP,
				0,
                NULL,
                0,
/* precache */ ""
        },

/*QUAKED item_breather (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "item_breather",
                Pickup_Powerup,
                Use_Breather,
                Drop_General,
                NULL,
                "items/pkup.wav",
                "models/items/breather/tris.md2", EF_ROTATE,
                NULL,
/* icon */              "p_rebreather",
/* pickup */    "Rebreather",
/* width */             2,
                60,
                NULL,
                IT_STAY_COOP|IT_POWERUP,
				0,
                NULL,
                0,
/* precache */ "items/airout.wav"
        },

/*QUAKED item_enviro (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "item_enviro",
                Pickup_Powerup,
                Use_Envirosuit,
                Drop_General,
                NULL,
                "items/pkup.wav",
                "models/items/enviro/tris.md2", EF_ROTATE,
                NULL,
/* icon */              "p_envirosuit",
/* pickup */    "Environment Suit",
/* width */             2,
                60,
                NULL,
                IT_STAY_COOP|IT_POWERUP,
				0,
                NULL,
                0,
/* precache */ "items/airout.wav"
        },

/*QUAKED item_ancient_head (.3 .3 1) (-16 -16 -16) (16 16 16)
Special item that gives +2 to maximum health
*/
        {
                "item_ancient_head",
                Pickup_AncientHead,
                NULL,
                NULL,
                NULL,
                "items/pkup.wav",
                "models/items/c_head/tris.md2", EF_ROTATE,
                NULL,
/* icon */              "i_fixme",
/* pickup */    "Ancient Head",
/* width */             2,
                60,
                NULL,
                0,
				0,
                NULL,
                0,
/* precache */ ""
        },

/*QUAKED item_adrenaline (.3 .3 1) (-16 -16 -16) (16 16 16)
gives +1 to maximum health
*/
        {
                "item_adrenaline",
                Pickup_Adrenaline,
                NULL,
                NULL,
                NULL,
                "items/pkup.wav",
                "models/items/adrenal/tris.md2", EF_ROTATE,
                NULL,
/* icon */              "p_adrenaline",
/* pickup */    "Adrenaline",
/* width */             2,
                60,
                NULL,
                0,
				0,
                NULL,
                0,
/* precache */ ""
        },

/*QUAKED item_bandolier (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "item_bandolier",
                Pickup_Bandolier,
                NULL,
                NULL,
                NULL,
                "items/pkup.wav",
                "models/items/band/tris.md2", EF_ROTATE,
                NULL,
/* icon */              "p_bandolier",
/* pickup */    "Bandolier",
/* width */             2,
                60,
                NULL,
                0,
				0,
                NULL,
                0,
/* precache */ ""
        },

/*QUAKED item_pack (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
        {
                "item_pack",
                Pickup_Pack,
                NULL,
                NULL,
                NULL,
                "items/pkup.wav",
                "models/items/pack/tris.md2", EF_ROTATE,
                NULL,
/* icon */              "i_pack",
/* pickup */    "Ammo Pack",
/* width */             2,
                180,
                NULL,
                0,
				0,
                NULL,
                0,
/* precache */ ""
        },

        //
        // KEYS
        //
/*QUAKED key_data_cd (0 .5 .8) (-16 -16 -16) (16 16 16)
key for computer centers
*/
        {
                "key_data_cd",
                Pickup_Key,
                NULL,
                Drop_General,
                NULL,
                "items/pkup.wav",
                "models/items/keys/data_cd/tris.md2", EF_ROTATE,
                NULL,
                "k_datacd",
                "Data CD",
                2,
                0,
                NULL,
                IT_STAY_COOP|IT_KEY,
				0,
                NULL,
                0,
/* precache */ ""
        },

/*QUAKED key_power_cube (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH
warehouse circuits
*/
        {
                "key_power_cube",
                Pickup_Key,
                NULL,
                Drop_General,
                NULL,
                "items/pkup.wav",
                "models/items/keys/power/tris.md2", EF_ROTATE,
                NULL,
                "k_powercube",
                "Power Cube",
                2,
                0,
                NULL,
                IT_STAY_COOP|IT_KEY,
				0,
                NULL,
                0,
/* precache */ ""
        },

/*QUAKED key_pyramid (0 .5 .8) (-16 -16 -16) (16 16 16)
key for the entrance of jail3
*/
        {
                "key_pyramid",
                Pickup_Key,
                NULL,
                Drop_General,
                NULL,
                "items/pkup.wav",
                "models/items/keys/pyramid/tris.md2", EF_ROTATE,
                NULL,
                "k_pyramid",
                "Pyramid Key",
                2,
                0,
                NULL,
                IT_STAY_COOP|IT_KEY,
				0,
                NULL,
                0,
/* precache */ ""
        },

/*QUAKED key_data_spinner (0 .5 .8) (-16 -16 -16) (16 16 16)
key for the city computer
*/
        {
                "key_data_spinner",
                Pickup_Key,
                NULL,
                Drop_General,
                NULL,
                "items/pkup.wav",
                "models/items/keys/spinner/tris.md2", EF_ROTATE,
                NULL,
                "k_dataspin",
                "Data Spinner",
                2,
                0,
                NULL,
                IT_STAY_COOP|IT_KEY,
				0,
                NULL,
                0,
/* precache */ ""
        },

/*QUAKED key_pass (0 .5 .8) (-16 -16 -16) (16 16 16)
security pass for the security level
*/
        {
                "key_pass",
                Pickup_Key,
                NULL,
                Drop_General,
                NULL,
                "items/pkup.wav",
                "models/items/keys/pass/tris.md2", EF_ROTATE,
                NULL,
                "k_security",
                "Security Pass",
                2,
                0,
                NULL,
                IT_STAY_COOP|IT_KEY,
				0,
                NULL,
                0,
/* precache */ ""
        },

/*QUAKED key_blue_key (0 .5 .8) (-16 -16 -16) (16 16 16)
normal door key - blue
*/
        {
                "key_blue_key",
                Pickup_Key,
                NULL,
                Drop_General,
                NULL,
                "items/pkup.wav",
                "models/items/keys/key/tris.md2", EF_ROTATE,
                NULL,
                "k_bluekey",
                "Blue Key",
                2,
                0,
                NULL,
                IT_STAY_COOP|IT_KEY,
				0,
                NULL,
                0,
/* precache */ ""
        },

/*QUAKED key_red_key (0 .5 .8) (-16 -16 -16) (16 16 16)
normal door key - red
*/
        {
                "key_red_key",
                Pickup_Key,
                NULL,
                Drop_General,
                NULL,
                "items/pkup.wav",
                "models/items/keys/red_key/tris.md2", EF_ROTATE,
                NULL,
                "k_redkey",
                "Red Key",
                2,
                0,
                NULL,
                IT_STAY_COOP|IT_KEY,
				0,
                NULL,
                0,
/* precache */ ""
        },

/*QUAKED key_commander_head (0 .5 .8) (-16 -16 -16) (16 16 16)
tank commander's head
*/
        {
                "key_commander_head",
                Pickup_Key,
                NULL,
                Drop_General,
                NULL,
                "items/pkup.wav",
                "models/monsters/commandr/head/tris.md2", EF_GIB,
                NULL,
/* icon */              "k_comhead",
/* pickup */    "Commander's Head",
/* width */             2,
                0,
                NULL,
                IT_STAY_COOP|IT_KEY,
				0,
                NULL,
                0,
/* precache */ ""
        },

/*QUAKED key_airstrike_target (0 .5 .8) (-16 -16 -16) (16 16 16)
tank commander's head
*/
        {
                "key_airstrike_target",
                Pickup_Key,
                NULL,
                Drop_General,
                NULL,
                "items/pkup.wav",
                "models/items/keys/target/tris.md2", EF_ROTATE,
                NULL,
/* icon */              "i_airstrike",
/* pickup */    "Airstrike Marker",
/* width */             2,
                0,
                NULL,
                IT_STAY_COOP|IT_KEY,
				0,
                NULL,
                0,
/* precache */ ""
        },

        {
                NULL,
                Pickup_Health,
                NULL,
                NULL,
                NULL,
                "items/pkup.wav",
                NULL, 0,
                NULL,
/* icon */              "i_health",
/* pickup */    "Health",
/* width */             3,
                0,
                NULL,
                0,
				0,
                NULL,
                0,
/* precache */ ""
        },


//ZOID
/*QUAKED item_flag_team1 (1 0.2 0) (-16 -16 -24) (16 16 32)
*/
        {
                "item_flag_team1",
                CTFPickup_Flag,
                NULL,
                CTFDrop_Flag, //Should this be null if we don't want players to drop it manually?
                NULL,
                "ctf/flagtk.wav",
                "players/male/flag1.md2", EF_FLAG1,
                NULL,
/* icon */              "i_ctf1",
/* pickup */    "Red Flag",
/* width */             2,
                0,
                NULL,
                0,
				0,
                NULL,
                0,
/* precache */ "ctf/flagcap.wav"
        },

/*QUAKED item_flag_team2 (1 0.2 0) (-16 -16 -24) (16 16 32)
*/
        {
                "item_flag_team2",
                CTFPickup_Flag,
                NULL,
                CTFDrop_Flag, //Should this be null if we don't want players to drop it manually?
                NULL,
                "ctf/flagtk.wav",
                "players/male/flag2.md2", EF_FLAG2,
                NULL,
/* icon */              "i_ctf2",
/* pickup */    "Blue Flag",
/* width */             2,
                0,
                NULL,
				0,
                0,
                NULL,
                0,
/* precache */ "ctf/flagcap.wav"
        },

/* Resistance Tech */
        {
                "item_tech1",
                CTFPickup_Tech,
                NULL,
                CTFDrop_Tech, //Should this be null if we don't want players to drop it manually?
                NULL,
                "items/pkup.wav",
                "models/ctf/resistance/tris.md2", EF_ROTATE,
                NULL,
/* icon */              "tech1",
/* pickup */    "Disruptor Shield",
/* width */             2,
                0,
                NULL,
                IT_TECH,
				0,
                NULL,
                0,
/* precache */ "ctf/tech1.wav"
        },

/* Strength Tech */
        {
                "item_tech2",
                CTFPickup_Tech,
                NULL,
                CTFDrop_Tech, //Should this be null if we don't want players to drop it manually?
                NULL,
                "items/pkup.wav",
                "models/ctf/strength/tris.md2", EF_ROTATE,
                NULL,
/* icon */              "tech2",
/* pickup */    "Power Amplifier",
/* width */             2,
                0,
                NULL,
                IT_TECH,
				0,
                NULL,
                0,
/* precache */ "ctf/tech2.wav ctf/tech2x.wav"
        },

/* Haste Tech */
        {
                "item_tech3",
                CTFPickup_Tech,
                NULL,
                CTFDrop_Tech, //Should this be null if we don't want players to drop it manually?
                NULL,
                "items/pkup.wav",
                "models/ctf/haste/tris.md2", EF_ROTATE,
                NULL,
/* icon */              "tech3",
/* pickup */    "Time Accel",
/* width */             2,
                0,
                NULL,
                IT_TECH,
				0,
                NULL,
                0,
/* precache */ "ctf/tech3.wav"
        },

/* Regeneration Tech */
        {
                "item_tech4",
                CTFPickup_Tech,
                NULL,
                CTFDrop_Tech, //Should this be null if we don't want players to drop it manually?
                NULL,
                "items/pkup.wav",
                "models/ctf/regeneration/tris.md2", EF_ROTATE,
                NULL,
/* icon */              "tech4",
/* pickup */    "AutoDoc",
/* width */             2,
                0,
                NULL,
                IT_TECH,
				0,
                NULL,
                0,
/* precache */ "ctf/tech4.wav"
        },

//ZOID

        // end of list marker
        {NULL}
};


/*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
void SP_item_health (edict_t *self)
{
        if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) )
        {
                G_FreeEdict (self);
                return;
        }

        self->model = "models/items/healing/medium/tris.md2";
        self->count = 10;
        SpawnItem (self, FindItem ("Health"));
        gi.soundindex ("items/n_health.wav");
}

/*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
void SP_item_health_small (edict_t *self)
{
        if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) )
        {
                G_FreeEdict (self);
                return;
        }

        self->model = "models/items/healing/stimpack/tris.md2";
        self->count = 2;
        SpawnItem (self, FindItem ("Health"));
        self->style = HEALTH_IGNORE_MAX;
        gi.soundindex ("items/s_health.wav");
}

/*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
void SP_item_health_large (edict_t *self)
{
        if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) )
        {
                G_FreeEdict (self);
                return;
        }

        self->model = "models/items/healing/large/tris.md2";
        self->count = 25;
        SpawnItem (self, FindItem ("Health"));
        gi.soundindex ("items/l_health.wav");
}

/*QUAKED item_health_mega (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
void SP_item_health_mega (edict_t *self)
{
        if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) )
        {
                G_FreeEdict (self);
                return;
        }

        self->model = "models/items/mega_h/tris.md2";
        self->count = 100;
        SpawnItem (self, FindItem ("Health"));
        gi.soundindex ("items/m_health.wav");
        self->style = HEALTH_IGNORE_MAX|HEALTH_TIMED;
}


void InitItems (void)
{
        game.num_items = sizeof(itemlist)/sizeof(itemlist[0]) - 1;
}



/*
===============
SetItemNames

Called by worldspawn
===============
*/
void SetItemNames (void)
{
        int             i;
        gitem_t *it;

        for (i=0 ; i<game.num_items ; i++)
        {
                it = &itemlist[i];
                gi.configstring (CS_ITEMS+i, it->pickup_name);
        }

        jacket_armor_index = ITEM_INDEX(FindItem("Jacket Armor"));
        combat_armor_index = ITEM_INDEX(FindItem("Combat Armor"));
        body_armor_index   = ITEM_INDEX(FindItem("Body Armor"));
        power_screen_index = ITEM_INDEX(FindItem("Power Screen"));
        power_shield_index = ITEM_INDEX(FindItem("Power Shield"));
}