3 const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
6 const int ISF_LOCATION = BIT(1);
7 const int ISF_MODEL = BIT(2);
8 const int ISF_STATUS = BIT(3);
9 const int ITS_STAYWEP = BIT(0);
10 const int ITS_ANIMATE1 = BIT(1);
11 const int ITS_ANIMATE2 = BIT(2);
12 const int ITS_AVAILABLE = BIT(3);
13 const int ITS_ALLOWFB = BIT(4);
14 const int ITS_ALLOWSI = BIT(5);
15 const int ITS_GLOW = BIT(6);
16 const int ISF_COLORMAP = BIT(4);
17 const int ISF_DROP = BIT(5);
18 const int ISF_ANGLES = BIT(6);
19 const int ISF_SIZE = BIT(7);
28 void StartItem(entity this, entity a);
30 .int item_group_count;
35 bool autocvar_cl_items_nofade;
36 float autocvar_cl_animate_items = 1;
37 float autocvar_cl_ghost_items = 0.45;
38 vector autocvar_cl_ghost_items_color = '-1 -1 -1';
39 float autocvar_cl_fullbright_items = 0;
40 vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
41 float autocvar_cl_weapon_stay_alpha = 0.75;
42 float autocvar_cl_simple_items = 0;
43 string autocvar_cl_simpleitems_postfix = "_simple";
48 void ItemDraw(entity this);
53 float autocvar_sv_simple_items;
54 bool ItemSend(entity this, entity to, int sf);
56 bool have_pickup_item(entity this);
58 const float ITEM_RESPAWN_TICKS = 10;
60 .float max_armorvalue;
63 .float item_respawncounter;
65 void Item_Show (entity e, int mode);
67 void Item_Respawn (entity this);
69 void Item_RespawnCountdown(entity this);
70 void Item_ScheduleRespawnIn(entity e, float t);
72 void Item_ScheduleRespawn(entity e);
74 void Item_ScheduleInitialRespawn(entity e);
76 /// \brief Give several random weapons and ammo to the entity.
77 /// \param[in,out] receiver Entity to give weapons to.
78 /// \param[in] num_weapons Number of weapons to give.
79 /// \param[in] weapon_names Names of weapons to give separated by spaces.
80 /// \param[in] ammo Entity containing the ammo amount for each possible weapon.
81 /// \return No return.
82 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, entity ammo_entity);
84 bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax);
86 bool Item_GiveTo(entity item, entity player);
88 void Item_Touch(entity this, entity toucher);
90 void Item_Reset(entity this);
92 void Item_FindTeam(entity this);
93 // Savage: used for item garbage-collection
95 bool ItemSend(entity this, entity to, int sf);
96 void ItemUpdate(entity this);
98 void UpdateItemAfterTeleport(entity this);
100 // pickup evaluation functions
101 // these functions decide how desirable an item is to the bots
103 float generic_pickupevalfunc(entity player, entity item);// {return item.bot_pickupbasevalue;} // WEAPONTODO
105 float weapon_pickupevalfunc(entity player, entity item);
106 float ammo_pickupevalfunc(entity player, entity item);
107 float healtharmor_pickupevalfunc(entity player, entity item);
111 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter);
113 void setItemGroup(entity this);
114 void setItemGroupCount();
116 float GiveWeapon(entity e, float wpn, float op, float val);
118 float GiveBit(entity e, .float fld, float bit, float op, float val);
120 float GiveValue(entity e, .float fld, float op, float val);
122 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr);
124 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime);
126 spawnfunc(target_items);
128 #define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = STAT(WEAPONS, e)
129 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
130 #define PREGIVE_RESOURCE(e,f) float save_##f = GetResource((e), (f))
131 #define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(STAT(WEAPONS, e) & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr)
132 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
133 #define POSTGIVE_RESOURCE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, GetResource((e), (f)), t, snd_incr, snd_decr)
134 #define POSTGIVE_RES_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e),save_##f,GetResource((e),(f)),rotfield,rottime,regenfield,regentime);GiveSound((e),save_##f,GetResource((e),(f)),t,snd_incr,snd_decr)
135 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
136 #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
138 float GiveItems(entity e, float beginarg, float endarg);