-#ifndef AMMO_H
-#define AMMO_H
+#pragma once
+
#include "pickup.qh"
+#ifdef SVQC
+PROPERTY(float, g_pickup_ammo_anyway);
+#endif
+
CLASS(Ammo, Pickup)
#ifdef SVQC
- ATTRIB(Ammo, m_pickupevalfunc, float(entity player, entity item), commodity_pickupevalfunc)
+ ATTRIB(Ammo, m_pickupevalfunc, float(entity player, entity item), ammo_pickupevalfunc);
+ ATTRIB(Ammo, m_respawntime, float(), GET(g_pickup_respawntime_ammo));
+ ATTRIB(Ammo, m_respawntimejitter, float(), GET(g_pickup_respawntimejitter_ammo));
+ ATTRIB(Ammo, m_pickupanyway, float(), GET(g_pickup_ammo_anyway));
#endif
ENDCLASS(Ammo)
+
+#ifdef SVQC
+ #include <common/t_items.qh>
+#endif
+
+#ifdef GAMEQC
+MODEL(Bullets_ITEM, Item_Model("a_bullets.mdl"));
+#endif
+
+#ifdef SVQC
+PROPERTY(int, g_pickup_nails);
+void ammo_bullets_init(entity item)
+{
+ if(!item.ammo_nails)
+ item.ammo_nails = g_pickup_nails;
+}
+#endif
+REGISTER_ITEM(Bullets, Ammo) {
+#ifdef GAMEQC
+ this.m_model = MDL_Bullets_ITEM;
+#endif
+ this.netname = "bullets";
+ this.m_name = "bullets";
+ this.m_icon = "ammo_bullets";
+#ifdef SVQC
+ this.m_botvalue = 1500;
+ this.m_itemid = IT_NAILS;
+ this.m_iteminit = ammo_bullets_init;
+#endif
+}
+
+#ifdef GAMEQC
+MODEL(Cells_ITEM, Item_Model("a_cells.md3"));
+#endif
+
+#ifdef SVQC
+PROPERTY(int, g_pickup_cells);
+void ammo_cells_init(entity item)
+{
+ if(!item.ammo_cells)
+ item.ammo_cells = g_pickup_cells;
+}
+#endif
+REGISTER_ITEM(Cells, Ammo) {
+#ifdef GAMEQC
+ this.m_model = MDL_Cells_ITEM;
+#endif
+ this.netname = "cells";
+ this.m_name = "cells";
+ this.m_icon = "ammo_cells";
+#ifdef SVQC
+ this.m_botvalue = 1500;
+ this.m_itemid = IT_CELLS;
+ this.m_iteminit = ammo_cells_init;
+#endif
+}
+
+#ifdef GAMEQC
+MODEL(Plasma_ITEM, Item_Model("a_cells.md3"));
+#endif
+
+#ifdef SVQC
+PROPERTY(int, g_pickup_plasma);
+void ammo_plasma_init(entity item)
+{
+ if(!item.ammo_plasma)
+ item.ammo_plasma = g_pickup_plasma;
+}
+#endif
+REGISTER_ITEM(Plasma, Ammo) {
+#ifdef GAMEQC
+ this.m_model = MDL_Plasma_ITEM;
+#endif
+ this.netname = "plasma";
+ this.m_name = "plasma";
+ this.m_icon = "ammo_plasma";
+#ifdef SVQC
+ this.m_botvalue = 1500;
+ this.m_itemid = IT_PLASMA;
+ this.m_iteminit = ammo_plasma_init;
+#endif
+}
+
+#ifdef GAMEQC
+MODEL(Rockets_ITEM, Item_Model("a_rockets.md3"));
+#endif
+
+#ifdef SVQC
+PROPERTY(int, g_pickup_rockets);
+void ammo_rockets_init(entity item)
+{
+ if(!item.ammo_rockets)
+ item.ammo_rockets = g_pickup_rockets;
+}
+#endif
+REGISTER_ITEM(Rockets, Ammo) {
+#ifdef GAMEQC
+ this.m_model = MDL_Rockets_ITEM;
+#endif
+ this.netname = "rockets";
+ this.m_name = "rockets";
+ this.m_icon = "ammo_rockets";
+#ifdef SVQC
+ this.m_botvalue = 1500;
+ this.m_itemid = IT_ROCKETS;
+ this.m_iteminit = ammo_rockets_init;
+#endif
+}
+
+#ifdef GAMEQC
+MODEL(Shells_ITEM, Item_Model("a_shells.md3"));
+#endif
+
+#ifdef SVQC
+PROPERTY(int, g_pickup_shells);
+void ammo_shells_init(entity item)
+{
+ if(!item.ammo_shells)
+ item.ammo_shells = g_pickup_shells;
+}
+#endif
+REGISTER_ITEM(Shells, Ammo) {
+#ifdef GAMEQC
+ this.m_model = MDL_Shells_ITEM;
+#endif
+ this.netname = "shells";
+ this.m_name = "shells";
+ this.m_icon = "ammo_shells";
+#ifdef SVQC
+ this.m_botvalue = 1000;
+ this.m_itemid = IT_SHELLS;
+ this.m_iteminit = ammo_shells_init;
#endif
+}