const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
// item networking
-const int ISF_LOCATION = 2;
-const int ISF_MODEL = 4;
-const int ISF_STATUS = 8;
- const int ITS_STAYWEP = 1;
- const int ITS_ANIMATE1 = 2;
- const int ITS_ANIMATE2 = 4;
- const int ITS_AVAILABLE = 8;
- const int ITS_ALLOWFB = 16;
- const int ITS_ALLOWSI = 32;
- const int ITS_POWERUP = 64;
-const int ISF_COLORMAP = 16;
-const int ISF_DROP = 32;
-const int ISF_ANGLES = 64;
-const int ISF_SIZE = 128;
+const int ISF_LOCATION = BIT(1);
+const int ISF_MODEL = BIT(2);
+const int ISF_STATUS = BIT(3);
+ const int ITS_STAYWEP = BIT(0);
+ const int ITS_ANIMATE1 = BIT(1);
+ const int ITS_ANIMATE2 = BIT(2);
+ 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 ISF_COLORMAP = BIT(4);
+const int ISF_DROP = BIT(5);
+const int ISF_ANGLES = BIT(6);
+const int ISF_SIZE = BIT(7);
.int ItemStatus;
void ItemDraw(entity this);
void ItemDrawSimple(entity this);
-void ItemRead(float _IsNew);
-
#endif
#ifdef SVQC
spawnfunc(item_strength);
void Item_Show (entity e, float mode);
-void Item_Respawn (void);
+void Item_Respawn ();
-void Item_RespawnCountdown (void);
+void Item_RespawnCountdown ();
void Item_ScheduleRespawnIn(entity e, float t);
void Item_ScheduleRespawn(entity e);
float Item_GiveTo(entity item, entity player);
-void Item_Touch (void);
+void Item_Touch();
void Item_Reset(entity this);
void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter);
-void target_items_use (void);
-
-const float OP_SET = 0;
-const float OP_MIN = 1;
-const float OP_MAX = 2;
-const float OP_PLUS = 3;
-const float OP_MINUS = 4;
+void target_items_use ();
float GiveWeapon(entity e, float wpn, float op, float val);