7 #define ITS_AVAILABLE 8
10 #define ITS_POWERUP 64
11 #define ISF_COLORMAP 16
20 var float autocvar_cl_animate_items = 1;
21 var float autocvar_cl_ghost_items = 0.45;
22 var vector autocvar_cl_ghost_items_color = '-1 -1 -1';
23 var float autocvar_cl_fullbright_items = 0;
24 var vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
25 var float autocvar_cl_weapon_stay_alpha = 0.75;
26 var float autocvar_cl_simple_items = 0;
27 var string autocvr_cl_simpleitems_postfix = "_simple";
33 void ItemDrawSimple();
35 void ItemRead(float _IsNew);
40 float autocvar_sv_simple_items;
41 float ItemSend(entity to, float sf);
44 float have_pickup_item(void);
46 #define ITEM_RESPAWN_TICKS 10
48 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
49 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
50 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
51 // range: 10 .. respawntime + respawntimejitter
53 string Item_CounterFieldName(float it);
55 .float max_armorvalue;
58 void Item_Show (entity e, float mode);
60 void Item_Respawn (void);
62 void Item_RespawnCountdown (void);
63 void Item_ScheduleRespawnIn(entity e, float t);
65 void Item_ScheduleRespawn(entity e);
67 void Item_ScheduleInitialRespawn(entity e);
68 float ITEM_MODE_NONE = 0;
69 float ITEM_MODE_HEALTH = 1;
70 float ITEM_MODE_ARMOR = 2;
71 float ITEM_MODE_FUEL = 3;
72 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode);
74 float Item_GiveTo(entity item, entity player);
76 void Item_Touch (void);
81 // Savage: used for item garbage-collection
82 // TODO: perhaps nice special effect?
83 void RemoveItem(void); // WEAPONTODO
85 // pickup evaluation functions
86 // these functions decide how desirable an item is to the bots
88 float generic_pickupevalfunc(entity player, entity item);// {return item.bot_pickupbasevalue;} // WEAPONTODO
90 float weapon_pickupevalfunc(entity player, entity item);
92 float commodity_pickupevalfunc(entity player, entity item);
94 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force); // WEAPONTODO
97 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue);
100 void target_items_use (void);
108 float GiveWeapon(entity e, float wpn, float op, float val);
110 float GiveBit(entity e, .float fld, float bit, float op, float val);
112 float GiveValue(entity e, .float fld, float op, float val);
114 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr);
116 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime);
118 #define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = e.weapons
119 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
120 #define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(e.weapons & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr)
121 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
122 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
123 #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)
125 float GiveItems(entity e, float beginarg, float endarg);