#pragma once
-#include <common/t_items.qh>
+
+#ifdef GAMEQC
+#include <common/models/all.qh>
+#include <common/sounds/all.qh>
+#include <common/sounds/all.inc>
+#include <common/stats.qh>
+#endif
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.
const int IT_UNLIMITED_SUPERWEAPONS = BIT(1); // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
const int IT_STRENGTH = BIT(22);
// item masks
-const int IT_AMMO = IT_FUEL | IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_PLASMA;
const int IT_UNLIMITED_AMMO = IT_UNLIMITED_WEAPON_AMMO | IT_UNLIMITED_SUPERWEAPONS;
const int IT_PICKUPMASK = IT_UNLIMITED_AMMO | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately
+#ifdef SVQC
+.float strength_finished = _STAT(STRENGTH_FINISHED);
+.float invincible_finished = _STAT(INVINCIBLE_FINISHED);
+
+#define SPAWNFUNC_ITEM(name, item) \
+ spawnfunc(name) { StartItem(this, item); }
+
+#else
+
+#define SPAWNFUNC_ITEM(name, item)
+
+#endif
+
+enum
+{
+ ITEM_FLAG_NORMAL = BIT(0), ///< Item is usable during normal gameplay.
+ ITEM_FLAG_INSTAGIB = BIT(1), ///< Item is usable in instagib.
+ ITEM_FLAG_OVERKILL = BIT(2), ///< Item is usable in overkill.
+ ITEM_FLAG_MUTATORBLOCKED = BIT(3)
+};
+
#define ITEM_HANDLE(signal, ...) __Item_Send_##signal(__VA_ARGS__)
CLASS(GameItem, Object)
ATTRIB(GameItem, m_id, int, 0);
+ /** the canonical spawnfunc name */
+ ATTRIB(GameItem, m_canonical_spawnfunc, string);
+ METHOD(GameItem, m_spawnfunc_hookreplace, GameItem(GameItem this, entity e)) { return this; }
ATTRIB(GameItem, m_name, string);
ATTRIB(GameItem, m_icon, string);
ATTRIB(GameItem, m_color, vector, '1 1 1');
METHOD(GameItem, show, void(GameItem this))
{
TC(GameItem, this);
- LOG_INFO("A game item\n");
+ LOG_INFO("A game item");
}
void ITEM_HANDLE(Show, GameItem this) { this.show(this); }
ENDCLASS(GameItem)