3 #include <common/items/inventory.qh>
4 #include <common/items/item.qh>
5 CLASS(Pickup, GameItem)
7 ATTRIB(Pickup, m_model, Model);
8 ATTRIB(Pickup, m_sound, Sound, SND_ITEMPICKUP);
10 ATTRIB(Pickup, m_name, string);
11 METHOD(Pickup, show, void(Pickup this))
14 LOG_INFOF("%s: %s\n", etos(this), this.m_name);
17 ATTRIB(Pickup, m_mins, vector, '-16 -16 0');
18 ATTRIB(Pickup, m_maxs, vector, '16 16 32');
19 ATTRIB(Pickup, m_botvalue, int, 0);
20 ATTRIB(Pickup, m_itemflags, int, 0);
21 ATTRIB(Pickup, m_itemid, int, 0);
22 float generic_pickupevalfunc(entity player, entity item);
23 ATTRIB(Pickup, m_pickupevalfunc, float(entity player, entity item), generic_pickupevalfunc);
24 ATTRIB(Pickup, m_respawntime, float());
25 ATTRIB(Pickup, m_respawntimejitter, float());
26 float Item_GiveTo(entity item, entity player);
27 METHOD(Pickup, giveTo, bool(Pickup this, entity item, entity player))
30 bool b = Item_GiveTo(item, player);
32 LOG_DEBUGF("entity %i picked up %s", player, this.m_name);
33 player.inventory.inv_items[this.m_id]++;
34 Inventory_update(player);
38 bool ITEM_HANDLE(Pickup, Pickup this, entity item, entity player);