5 const int IT_UNLIMITED_WEAPON_AMMO = 1; // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
6 const int IT_UNLIMITED_SUPERWEAPONS = 2; // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
7 const int IT_CTF_SHIELDED = 4; // set for the flag shield
8 const int IT_USING_JETPACK = 8; // confirmation that button is pressed
9 const int IT_JETPACK = 16; // actual item
10 const int IT_FUEL_REGEN = 32; // fuel regeneration trigger
12 const int IT_FUEL = 128;
13 // -Wdouble-declaration
15 // -Wdouble-declaration
17 // -Wdouble-declaration
18 #define IT_ROCKETS 1024
19 // -Wdouble-declaration
21 const int IT_SUPERWEAPON = 4096;
22 const int IT_STRENGTH = 8192;
23 const int IT_INVINCIBLE = 16384;
24 const int IT_HEALTH = 32768;
25 const int IT_PLASMA = 65536;
27 // shared value space (union):
29 // -Wdouble-declaration
30 #define IT_KEY1 131072
31 // -Wdouble-declaration
32 #define IT_KEY2 262144
35 const int IT_5HP = 524288;
36 const int IT_25HP = 1048576;
37 const int IT_ARMOR_SHARD = 2097152;
38 const int IT_ARMOR = 4194304;
41 const int IT_AMMO = 3968; // IT_FUEL | IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_PLASMA;
42 const int IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
43 const int IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
45 const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
48 const int ISF_LOCATION = 2;
49 const int ISF_MODEL = 4;
50 const int ISF_STATUS = 8;
51 const int ITS_STAYWEP = 1;
52 const int ITS_ANIMATE1 = 2;
53 const int ITS_ANIMATE2 = 4;
54 const int ITS_AVAILABLE = 8;
55 const int ITS_ALLOWFB = 16;
56 const int ITS_ALLOWSI = 32;
57 const int ITS_POWERUP = 64;
58 const int ISF_COLORMAP = 16;
59 const int ISF_DROP = 32;
60 const int ISF_ANGLES = 64;
61 const int ISF_SIZE = 128;
70 float autocvar_cl_animate_items = 1;
71 float autocvar_cl_ghost_items = 0.45;
72 vector autocvar_cl_ghost_items_color = '-1 -1 -1';
73 float autocvar_cl_fullbright_items = 0;
74 vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
75 float autocvar_cl_weapon_stay_alpha = 0.75;
76 float autocvar_cl_simple_items = 0;
77 string autocvar_cl_simpleitems_postfix = "_simple";
83 void ItemDrawSimple();
85 void ItemRead(float _IsNew);
89 void spawnfunc_item_strength();
90 void spawnfunc_item_invincible();
91 void spawnfunc_item_armor_small();
92 void spawnfunc_item_shells();
93 void spawnfunc_item_bullets();
94 void spawnfunc_item_rockets();
96 float autocvar_sv_simple_items;
97 bool ItemSend(entity to, int sf);
100 float have_pickup_item(void);
102 const float ITEM_RESPAWN_TICKS = 10;
104 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
105 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
106 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
107 // range: 10 .. respawntime + respawntimejitter
109 .float max_armorvalue;
110 .float pickup_anyway;
112 void Item_Show (entity e, float mode);
114 void Item_Respawn (void);
116 void Item_RespawnCountdown (void);
117 void Item_ScheduleRespawnIn(entity e, float t);
119 void Item_ScheduleRespawn(entity e);
121 void Item_ScheduleInitialRespawn(entity e);
122 float ITEM_MODE_NONE = 0;
123 float ITEM_MODE_HEALTH = 1;
124 float ITEM_MODE_ARMOR = 2;
125 float ITEM_MODE_FUEL = 3;
126 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode);
128 float Item_GiveTo(entity item, entity player);
130 void Item_Touch (void);
134 void Item_FindTeam();
135 // Savage: used for item garbage-collection
136 // TODO: perhaps nice special effect?
138 bool ItemSend(entity to, int sf);
139 void ItemUpdate(entity item);
141 // pickup evaluation functions
142 // these functions decide how desirable an item is to the bots
144 float generic_pickupevalfunc(entity player, entity item);// {return item.bot_pickupbasevalue;} // WEAPONTODO
146 float weapon_pickupevalfunc(entity player, entity item);
148 float commodity_pickupevalfunc(entity player, entity item);
152 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);
155 void target_items_use (void);
157 const float OP_SET = 0;
158 const float OP_MIN = 1;
159 const float OP_MAX = 2;
160 const float OP_PLUS = 3;
161 const float OP_MINUS = 4;
163 float GiveWeapon(entity e, float wpn, float op, float val);
165 float GiveBit(entity e, .float fld, float bit, float op, float val);
167 float GiveValue(entity e, .float fld, float op, float val);
169 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr);
171 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime);
173 #define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = e.weapons
174 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
175 #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)
176 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
177 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
178 #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)
180 float GiveItems(entity e, float beginarg, float endarg);