#include "g_local.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};

// Expert - Balanced armor stats
gitem_armor_t balanced_jacketarmor_info	= {160, 160, .30, .30, ARMOR_JACKET};
gitem_armor_t balanced_combatarmor_info	= { 96,  96, .50, .50, ARMOR_COMBAT};
gitem_armor_t balanced_bodyarmor_info	= { 80,  80, .60, .60, ARMOR_BODY};

// Expert: These vars need to be trans-file now
int	jacket_armor_index;
int	combat_armor_index;
int	body_armor_index;
int	power_screen_index;
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 (!Q_stricmp(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 (!Q_stricmp(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;

//CTF
//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 {
//CTF

			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;

	// Expert: If the player's health is already maxed, and balanced items enabled,
	// the adrenaline isn't picked up
	else if (expflags & EXPERT_BALANCED_ITEMS)
		return false;

	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;

	// Expert: If using Expert powerups, then print a help message about the vampire powerup
	if (expflags & EXPERT_POWERUPS) {
		gi.centerprintf(ent, "You got the Vampire Artifact!\n\nYou receive as life\n"
			"points half the health\ndamage you do!\n");
	}

	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;

	// Expert: If using Expert powerups, print a help message
	if (expflags & EXPERT_POWERUPS)
	{
		gi.centerprintf(ent, "You got the Mutant Jump!\n\nNow you can jump like a Mutant!\n"
			"You are also invulnerable to slime,\nlava, and falling!");
		ent->flags |= (FL_IMMUNE_LAVA|FL_IMMUNE_SLIME);
	}

	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;

	// Expert : ammo changes under Expert weapons 
	// (only applicable to respawning ammo in a map, not dropped items)
	if (expflags & EXPERT_WEAPONS &&
	   !(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM))) 
	{
		if (strcmp(ent->item->classname, "ammo_rockets") == 0) {
			count = BALANCED_ROCKET_QUANTITY;
		} else if (strcmp(ent->item->classname, "ammo_slugs") == 0) {
			count = BALANCED_SLUG_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;

	if (expflags & EXPERT_AMMO_REGEN) {
	    gi.cprintf (ent, PRINT_HIGH, 
			"Can't drop ammo in ammo regen mode\n");
	    return;
	}

	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)
	{
		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)
{
	// Expert: MegaHealth changed to Ark of Life
	if (expflags & EXPERT_BALANCED_ITEMS && ent->count == 100)
	{
		if (!canPickupArkOfLife(other))
			return false;
	} else if (!(ent->style & HEALTH_IGNORE_MAX)) {
		if (other->health >= other->max_health) {
			return false;
		}
	}

	// Expert: If using balanced items, then superhealth acts as Ark of Life.
	if (expflags & EXPERT_BALANCED_ITEMS && ent->count == 100)
	{
		pickupArkOfLife(ent, other);
		ent->item->pickup_sound = "items/m_health.wav";
		return true;
	}

	other->health += ent->count;

	if (ent->count == 2 || (expflags & EXPERT_BALANCED_ITEMS &&
			ent->count == BALANCED_HEALTH_SMALL))
	{
		ent->item->pickup_sound = "items/s_health.wav";
	}
	else if (ent->count == 10 || (expflags & EXPERT_BALANCED_ITEMS &&
			ent->count == BALANCED_HEALTH_MEDIUM))
	{
		ent->item->pickup_sound = "items/n_health.wav";
	}
	else if (ent->count == 25 || (expflags & EXPERT_BALANCED_ITEMS &&
			ent->count == BALANCED_HEALTH_LARGE))
	{
		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;
	}

	if (ent->style & HEALTH_TIMED)
	{
		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)
	{
		// Expert: With balanced items, shards give more armor,
		// but the amount is clipped to the max for the armor
		if (!old_armor_index)
			other->client->pers.inventory[jacket_armor_index] = ShardPoints(jacket_armor_index);
		else {
			if (expflags & EXPERT_BALANCED_ITEMS) {

				oldinfo = (gitem_armor_t *) itemlist[old_armor_index].info;
				
				if (other->client->pers.inventory[old_armor_index] == oldinfo->max_count)
					// Don't grab the shard if you're already maxed out
					return false;

				other->client->pers.inventory[old_armor_index] += ShardPoints(old_armor_index);

				if (other->client->pers.inventory[old_armor_index] > oldinfo->max_count) {
					other->client->pers.inventory[old_armor_index] = oldinfo->max_count;
				}
			} 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
		// Expert: Balanced armor values are needed when balanced items 
		// are used, so get the oldinfo directly from the itemlist.
		oldinfo = (gitem_armor_t *) itemlist[old_armor_index].info;

		// Expert: With balanced items off, it's always better to convert to an armor
		// with a higher protection factor, since the higher protection factor armors
		// have higher max counts too.  In balanced items mode, higher protection
		// armors have lower max counts, so if we have max count of whatever type we 
		// have, never pick up another type of armor, since it's not clearly better 
		// than what we already have.
		if (expflags & EXPERT_BALANCED_ITEMS &&
		    other->client->pers.inventory[old_armor_index] == oldinfo->max_count) {
			return false;
		}

		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 *item)
{
	int		index;

	// Expert: Use Blood Armor if using balanced items
	if (expflags & EXPERT_BALANCED_ITEMS)
  	{
		ent->client->pers.inventory[ITEM_INDEX(item)]--;
		ValidateSelectedItem (ent);

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

  		gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/power1.wav"), 1, ATTN_NORM, 0);	//FIXME powering down sound
		gi.centerprintf(ent, "Inertial Screen\n\nShots from the front\ndo less damage!\n");
		return;
  	}

	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])
		{
			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 *plane, csurface_t *surf)
{
	qboolean	taken;

	if (!other->client)
		return;
	if (other->health < 1)
		return;		// dead people can't pickup
	if (!ent->item->pickup)
	{
		// Expert: Don't return if a "blaster" backpack dropped
		// by a player using a blaster in balanced items
		if (strcmp(ent->item->pickup_name, "Blaster"))
			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
		// Expert: ran out of stats for CTF Team Distribution, disable pickup string and
		// pickup icon to get two more.
		if (!ctf->value)
		{
			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 in the inventory
		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;

	// Expert: If balanced items, then give the player the health, 
	// armor and powerups stored in the dropped weapon
	if (expflags & EXPERT_BALANCED_ITEMS && ent->spawnflags & DROPPED_PLAYER_ITEM)
	{
		ExpertPickupDroppedWeapon(ent, other);
	}

	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)
	{
		// Expert: set a think time to clear 
		// the quad/pentagram effects on dropped items
		if (ent->spawnflags & DROPPED_PLAYER_ITEM) {
			ItemEffects(ent);
		}
		return;
	}
}

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;

	// Expert: fullbright dropped items so that they are easy
	// to see and easy to distinguish from normal objects
	if (expflags & EXPERT_NO_HACKS) {
		dropped->s.renderfx |= RF_FULLBRIGHT;
	}

	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;

	// Expert: Mark what time the item was dropped
	dropped->drop_time = level.time;

	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);
	}

	// Expert: Expand the bounding box, if balanced items are used
	if (expflags & EXPERT_BALANCED_ITEMS)
	{
		vec3_t dest;
		float *offset;
		trace_t tr;

		VectorSet (dropped->mins, -20, -20, -15);
		VectorSet (dropped->maxs, 20, 20, 15);
	
		// Expanding the bounding box of the item being dropped makes
		// its extents larger than the player.  This can cause the item 
		// to be created partly in a solid wall and thus fall out of world.
		// Check for starting in a solid, and revert to normal bounding box
		// if this happens
		offset = tv(0,0,1);
		VectorAdd (ent->s.origin, offset, dest);

		tr = gi.trace (dropped->s.origin, dropped->mins, dropped->maxs, dest, dropped, MASK_SOLID);

		if (tr.startsolid) {
			//gi.dprintf("Had to back off to normal bounding boxes\n");
			VectorSet(dropped->mins, -15, -15, -15);
			VectorSet(dropped->maxs, 15, 15, 15);
		}
	} 

	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 *other, edict_t *activator)
{
	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);

	// Expert: Make the bounding boxes bigger under balanced items so that
	// they're easier to pick up.

	if (expflags & EXPERT_BALANCED_ITEMS)
	{
		VectorSet(ent->mins, -20, -20, -15);
		VectorSet(ent->maxs, 20, 20, 15);
	} 
	
	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)
	{
		// Expert: If the bounds were expanded, un-expand them and try again
		if (expflags & EXPERT_BALANCED_ITEMS) {
			VectorSet(ent->mins, -15, -15, -15);
			VectorSet(ent->maxs, 15, 15, 15);

			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;	
			}
		} else {
			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;
	}

//CTF
//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;
	}
//CTF

	ent->item = item;
	ent->nextthink = level.time + 2 * FRAMETIME;    // items start after other solids
	ent->think = droptofloor;
	ent->s.effects = item->world_model_flags;
	// Expert: minlight powerups so even powerups in the dark
	// during the dark part of the glow cycle are obvious
	if (expflags & EXPERT_NO_HACKS) {
		ent->s.renderfx = RF_GLOW | RF_MINLIGHT;
	} else {
		ent->s.renderfx = RF_GLOW; 
	}

	if (ent->model)
		gi.modelindex (ent->model);

//CTF
//flags are server animated and have special handling
	// 3 team
	if (strcmp(ent->classname, "item_flag_team1") == 0 ||
		strcmp(ent->classname, "item_flag_team2") == 0 ||
	        strcmp(ent->classname, "item_flag_team3") == 0) {
		ent->think = CTFFlagSetup;
	}
//CTF

}

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

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,
		&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,
		&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,
		&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,
		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,
		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,
		NULL,
		0,
/* precache */ "misc/power2.wav misc/power1.wav"
	},

	// Expert: Alternate powerup
	{
		"item_power_shield",
		Pickup_Powerup,
		Use_PowerArmor,
		Drop_General,
		NULL,
		"misc/ar3_pkup.wav",
		"models/items/armor/shield/tris.md2", EF_ROTATE,
		NULL,
/* icon */		"i_powershield",
/* pickup */	"Inertial Screen",
/* width */		0,
		60,
		NULL,
		IT_ARMOR,
		NULL,
		0,
/* precache */ "misc/power2.wav misc/power1.wav"
	},

	//
	// WEAPONS 
	//

/* weapon_blaster (.3 .3 1) (-16 -16 -16) (16 16 16)
always owned, never in the world
*/
	{
		// Expert: Make "Blaster" a full fledged item so that it can
		// be dropped in Expert Weapons.  Use the Ammo Pack's
		// world model.
		"weapon_blaster", 
		Pickup_Weapon,
		Use_Weapon,
		Drop_Weapon,
		Weapon_Blaster,
		"misc/w_pkup.wav",
		"models/items/pack/tris.md2", EF_ROTATE,
		"models/weapons/v_blast/tris.md2",
/* icon */		"w_blaster",
/* pickup */	"Blaster",
		0,
		0,
		"Blaster",
		IT_WEAPON|IT_STAY_COOP,
		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,
		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,
		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,
		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,
		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,
		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,
		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,
		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,
		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,
		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,
		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"
	},

#if 0
//CTF
/*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",
/* icon */		"w_bfg",
/* pickup */	"Flashlight Laser",
		0,
		1,
		"Cells",
		IT_WEAPON,
		NULL,
		0,
/* precache */ ""
	},
#endif

	//
	// 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,
		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,
		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,
		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,
		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,
		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,
		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,
		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,
		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,
		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,
		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,
		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,
		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,
		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,
		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,
		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,
		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,
		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,
		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,
		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,
		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,
		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,
		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,
		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,
		NULL,
		0,
/* precache */ ""
	},

//CTF
/*QUAKED item_flag_team1 (1 0.2 0) (-16 -16 -24) (16 16 32)
*/
	{
		"item_flag_team1",
		CTFTouchFlag,
		NULL,
		NULL,
		NULL,
		NULL,
//		"players/male/flag1.md2", EF_FLAG1,
// trying 3 team flag models, seems the same
		"models/flags/flag1.md2", EF_FLAG1,
		NULL,
/* icon */		"i_ctf1",
/* pickup */	"Red Flag",
/* width */		2,
		0,
		NULL,
		0,
		NULL,
		0,
/* precache */ "ctf/flagcap.wav"
	},

/*QUAKED item_flag_team2 (1 0.2 0) (-16 -16 -24) (16 16 32)
*/
	{
		"item_flag_team2",
		CTFTouchFlag,
		NULL,
		NULL,
		NULL,
		NULL,
//		"players/male/flag2.md2", EF_FLAG2,
		"models/flags/flag2.md2", EF_FLAG2,
		NULL,
/* icon */		"i_ctf2",
/* pickup */	"Blue Flag",
/* width */		2,
		0,
		NULL,
		0,
		NULL,
		0,
/* precache */ "ctf/flagcap.wav"
	},

// 3 team
/*QUAKED item_flag_team3 (1 0.2 0) (-16 -16 -24) (16 16 32)
*/
	{
		"item_flag_team3",
		CTFTouchFlag,
		NULL,
		NULL,
		NULL,
		NULL,
		"models/flags/flag3.md2", EF_FLAG3, // wrong color
		NULL,
/* icon */		"3tctfg",
/* pickup */	"Green Flag",
/* width */		2,
		0,
		NULL,
		0,
		NULL,
		0,
/* precache */ "ctf/flagcap.wav"
	},

	// 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";
	// Expert: Modify health with balanced items
	if (expflags & EXPERT_BALANCED_ITEMS)
		self->count = BALANCED_HEALTH_MEDIUM;
	else
		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";
	// Expert: Convert to bigger health, 
	// but cap to player's max health
	if (expflags & EXPERT_BALANCED_ITEMS)
	{
		self->count = BALANCED_HEALTH_SMALL;
		self->style = 0;
	}
	else
	{
		self->count = 2;
		self->style = HEALTH_IGNORE_MAX;
	}
	SpawnItem (self, FindItem ("Health"));
	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";
	// Expert: Modify health with balanced items
	if (expflags & EXPERT_BALANCED_ITEMS)
		self->count = BALANCED_HEALTH_LARGE;
	else
		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");
	// Expert: MegaHealth becomes Ark of Life under balanced items,
	// which doesn't go over 100, and respawns normally.
	if (expflags & EXPERT_POWERUPS)
		self->style = 0;
	else
		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"));
}
