#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
+
+#ifdef SVQC
+#include <server/items.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.
#ifdef SVQC
.float strength_finished = _STAT(STRENGTH_FINISHED);
.float invincible_finished = _STAT(INVINCIBLE_FINISHED);
+
+#define SPAWNFUNC_ITEM(name, item) \
+ spawnfunc(name) \
+ { \
+ if (!Item_IsDefinitionAllowed(item)) \
+ { \
+ startitem_failed = true; \
+ delete(this); \
+ return; \
+ } \
+ 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');