-#ifndef T_ITEMS_H
-#define T_ITEMS_H
+#pragma once
const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
void Item_Show (entity e, float mode);
-void Item_Respawn ();
+void Item_Respawn (entity this);
-void Item_RespawnCountdown ();
+void Item_RespawnCountdown(entity this);
void Item_ScheduleRespawnIn(entity e, float t);
void Item_ScheduleRespawn(entity e);
float Item_GiveTo(entity item, entity player);
-void Item_Touch();
+void Item_Touch(entity this, entity toucher);
void Item_Reset(entity this);
-void Item_FindTeam();
+void Item_FindTeam(entity this);
// Savage: used for item garbage-collection
-// TODO: perhaps nice special effect?
bool ItemSend(entity this, entity to, int sf);
void ItemUpdate(entity this);
void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter);
-void target_items_use ();
-
float GiveWeapon(entity e, float wpn, float op, float val);
float GiveBit(entity e, .float fld, float bit, float op, float val);
float GiveValue(entity e, .float fld, float op, float val);
-void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr);
+void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr);
void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime);
float GiveItems(entity e, float beginarg, float endarg);
#endif
-#endif