-#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
const int ITS_AVAILABLE = BIT(3);
const int ITS_ALLOWFB = BIT(4);
const int ITS_ALLOWSI = BIT(5);
- const int ITS_POWERUP = BIT(6);
+ const int ITS_GLOW = BIT(6);
const int ISF_COLORMAP = BIT(4);
const int ISF_DROP = BIT(5);
const int ISF_ANGLES = BIT(6);
.int ItemStatus;
+.float onground_time;
.float fade_start;
.float fade_end;
#ifdef CSQC
+bool autocvar_cl_items_nofade;
float autocvar_cl_animate_items = 1;
float autocvar_cl_ghost_items = 0.45;
vector autocvar_cl_ghost_items_color = '-1 -1 -1';
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