-#ifndef GAMEITEM_H
-#define GAMEITEM_H
+#pragma once
+#include <common/t_items.qh>
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.
#define ITEM_HANDLE(signal, ...) __Item_Send_##signal(__VA_ARGS__)
CLASS(GameItem, Object)
- ATTRIB(GameItem, m_id, int, 0)
- ATTRIB(GameItem, m_name, string, string_null)
- ATTRIB(GameItem, m_icon, string, string_null)
- ATTRIB(GameItem, m_color, vector, '1 1 1')
- ATTRIB(GameItem, m_waypoint, string, string_null)
- ATTRIB(GameItem, m_waypointblink, int, 1)
+ ATTRIB(GameItem, m_id, int, 0);
+ ATTRIB(GameItem, m_name, string);
+ ATTRIB(GameItem, m_icon, string);
+ ATTRIB(GameItem, m_color, vector, '1 1 1');
+ ATTRIB(GameItem, m_waypoint, string);
+ ATTRIB(GameItem, m_waypointblink, int, 1);
+#ifdef GAMEQC
+ ATTRIB(GameItem, m_glow, bool, false);
+ ATTRIB(GameItem, m_respawnsound, Sound, SND_ITEMRESPAWN);
+#endif
METHOD(GameItem, display, void(GameItem this, void(string name, string icon) returns))
{
TC(GameItem, this);
}
void ITEM_HANDLE(Show, GameItem this) { this.show(this); }
ENDCLASS(GameItem)
-
-#endif