4 const int IT_UNLIMITED_WEAPON_AMMO = BIT(0); // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
5 const int IT_UNLIMITED_SUPERWEAPONS = BIT(1); // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
7 const int IT_JETPACK = BIT(2); // actual item
8 const int IT_USING_JETPACK = BIT(3); // confirmation that button is pressed
9 const int IT_FUEL_REGEN = BIT(4); // fuel regeneration trigger
11 const int IT_FUEL = BIT(5);
12 const int IT_SHELLS = BIT(6);
13 const int IT_NAILS = BIT(7);
14 const int IT_ROCKETS = BIT(8);
15 const int IT_CELLS = BIT(9);
16 const int IT_PLASMA = BIT(10);
18 const int IT_5HP = BIT(11);
19 const int IT_25HP = BIT(12);
20 const int IT_HEALTH = BIT(13);
22 const int IT_ARMOR_SHARD = BIT(14);
23 const int IT_ARMOR = BIT(15);
25 const int IT_KEY1 = BIT(16);
26 const int IT_KEY2 = BIT(17);
28 const int IT_CTF_SHIELDED = BIT(18); // set for the flag shield
30 // special colorblend meaning in engine
31 const int IT_INVISIBILITY = BIT(19);
32 const int IT_INVINCIBLE = BIT(20);
33 const int IT_SUPERWEAPON = BIT(21); // suit
34 const int IT_STRENGTH = BIT(22);
37 const int IT_AMMO = IT_FUEL | IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_PLASMA;
38 const int IT_UNLIMITED_AMMO = IT_UNLIMITED_WEAPON_AMMO | IT_UNLIMITED_SUPERWEAPONS;
39 const int IT_PICKUPMASK = IT_UNLIMITED_AMMO | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately
41 #define ITEM_HANDLE(signal, ...) __Item_Send_##signal(__VA_ARGS__)
42 CLASS(GameItem, Object)
43 ATTRIB(GameItem, m_id, int, 0)
44 ATTRIB(GameItem, m_name, string, string_null)
45 ATTRIB(GameItem, m_icon, string, string_null)
46 ATTRIB(GameItem, m_color, vector, '1 1 1')
47 ATTRIB(GameItem, m_waypoint, string, string_null)
48 ATTRIB(GameItem, m_waypointblink, int, 1)
49 METHOD(GameItem, display, void(GameItem this, void(string name, string icon) returns))
52 returns(this.m_name, this.m_icon ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.m_icon) : string_null);
54 METHOD(GameItem, show, void(GameItem this))
57 LOG_INFO("A game item\n");
59 void ITEM_HANDLE(Show, GameItem this) { this.show(this); }