#ifndef T_ITEMS_H
#define T_ITEMS_H
-// constants
-const int IT_UNLIMITED_WEAPON_AMMO = 1; // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
-const int IT_UNLIMITED_SUPERWEAPONS = 2; // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
-const int IT_CTF_SHIELDED = 4; // set for the flag shield
-const int IT_USING_JETPACK = 8; // confirmation that button is pressed
-const int IT_JETPACK = 16; // actual item
-const int IT_FUEL_REGEN = 32; // fuel regeneration trigger
-// where is 64... ?
-const int IT_FUEL = 128;
-// -Wdouble-declaration
-#define IT_SHELLS 256
-// -Wdouble-declaration
-#define IT_NAILS 512
-// -Wdouble-declaration
-#define IT_ROCKETS 1024
-// -Wdouble-declaration
-#define IT_CELLS 2048
-const int IT_SUPERWEAPON = 4096;
-const int IT_STRENGTH = 8192;
-const int IT_INVINCIBLE = 16384;
-const int IT_HEALTH = 32768;
-const int IT_PLASMA = 65536;
-
-// shared value space (union):
- // for items:
- // -Wdouble-declaration
- #define IT_KEY1 131072
- // -Wdouble-declaration
- #define IT_KEY2 262144
- // for players:
- const int IT_RED_FLAG_TAKEN = 32768;
- const int IT_RED_FLAG_LOST = 65536;
- const int IT_RED_FLAG_CARRYING = 98304;
- const int IT_BLUE_FLAG_TAKEN = 131072;
- const int IT_BLUE_FLAG_LOST = 262144;
- const int IT_BLUE_FLAG_CARRYING = 393216;
-// end
-
-const int IT_5HP = 524288;
-const int IT_25HP = 1048576;
-const int IT_ARMOR_SHARD = 2097152;
-const int IT_ARMOR = 4194304;
-
-// item masks
-const int IT_AMMO = 3968; // IT_FUEL | IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_PLASMA;
-const int IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
-const int IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
-
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;
+.float fade_start;
+.float fade_end;
+
+#ifdef SVQC
+void StartItem(entity this, entity a);
+#endif
+
#ifdef CSQC
float autocvar_cl_animate_items = 1;
.float spawntime;
.float gravity;
.vector colormod;
-void ItemDraw();
-
-void ItemDrawSimple();
-void ItemRead(float _IsNew);
+void ItemDraw(entity this);
+void ItemDrawSimple(entity this);
#endif
#ifdef SVQC
-void spawnfunc_item_strength();
-void spawnfunc_item_invincible();
-void spawnfunc_item_armor_small();
-void spawnfunc_item_shells();
-void spawnfunc_item_bullets();
-void spawnfunc_item_rockets();
+spawnfunc(item_strength);
+spawnfunc(item_invincible);
+spawnfunc(item_armor_small);
+spawnfunc(item_shells);
+spawnfunc(item_bullets);
+spawnfunc(item_rockets);
float autocvar_sv_simple_items;
-bool ItemSend(entity to, int sf);
+bool ItemSend(entity this, entity to, int sf);
-float have_pickup_item(void);
+bool have_pickup_item(entity this);
const float ITEM_RESPAWN_TICKS = 10;
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();
+void Item_Reset(entity this);
void Item_FindTeam();
// Savage: used for item garbage-collection
// TODO: perhaps nice special effect?
-bool ItemSend(entity to, int sf);
+bool ItemSend(entity this, entity to, int sf);
void ItemUpdate(entity item);
// pickup evaluation functions
float commodity_pickupevalfunc(entity player, entity item);
.float is_item;
-void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue);
-
+.entity itemdef;
+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);