X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fitems%2Fitem.qh;h=5c6ec494a3d33bd92536aa5a701d7d8da2971514;hb=c05104bde1e758c4022f9755f02f177aa0476134;hp=030b4db1c089f53f06c62a1cb19590ac48b50977;hpb=7e5268799e95d0dd6f2b77ed4e097b0adc755f2b;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/items/item.qh b/qcsrc/common/items/item.qh index 030b4db1c..5c6ec494a 100644 --- a/qcsrc/common/items/item.qh +++ b/qcsrc/common/items/item.qh @@ -8,48 +8,61 @@ #endif #ifdef SVQC -#include +#include #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 GAMEQC +const int IT_UNLIMITED_AMMO = BIT(0); // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup. const int IT_UNLIMITED_SUPERWEAPONS = BIT(1); // when this bit is set, superweapons don't expire. Checkpoints can give this powerup. const int IT_JETPACK = BIT(2); // actual item const int IT_USING_JETPACK = BIT(3); // confirmation that button is pressed const int IT_FUEL_REGEN = BIT(4); // fuel regeneration trigger -const int IT_FUEL = BIT(5); -const int IT_SHELLS = BIT(6); -const int IT_NAILS = BIT(7); -const int IT_ROCKETS = BIT(8); -const int IT_CELLS = BIT(9); -const int IT_PLASMA = BIT(10); - -const int IT_5HP = BIT(11); -const int IT_25HP = BIT(12); -const int IT_HEALTH = BIT(13); - -const int IT_ARMOR_SHARD = BIT(14); -const int IT_ARMOR = BIT(15); +const int IT_RESOURCE = BIT(5); // bitflag to mark this item as a resource (unused) -const int IT_KEY1 = BIT(16); -const int IT_KEY2 = BIT(17); - -const int IT_CTF_SHIELDED = BIT(18); // set for the flag shield +const int IT_KEY1 = BIT(6); +const int IT_KEY2 = BIT(7); // special colorblend meaning in engine -const int IT_INVISIBILITY = BIT(19); -const int IT_INVINCIBLE = BIT(20); -const int IT_SUPERWEAPON = BIT(21); // suit -const int IT_STRENGTH = BIT(22); +const int IT_INVISIBILITY = BIT(9); +const int IT_INVINCIBLE = BIT(10); +const int IT_SUPERWEAPON = BIT(11); // suit +const int IT_STRENGTH = BIT(12); // item masks -const int IT_UNLIMITED_AMMO = IT_UNLIMITED_WEAPON_AMMO | IT_UNLIMITED_SUPERWEAPONS; -const int IT_PICKUPMASK = IT_UNLIMITED_AMMO | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately +const int IT_PICKUPMASK = IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately + +// item networking +const int ISF_LOCATION = BIT(1); +const int ISF_MODEL = BIT(2); +const int ISF_STATUS = BIT(3); +const int ISF_COLORMAP = BIT(4); +const int ISF_DROP = BIT(5); +const int ISF_ANGLES = BIT(6); +const int ISF_SIZE = BIT(7); + +REGISTER_NET_LINKED(ENT_CLIENT_ITEM) + +// item status +.int ItemStatus; +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_GLOW = BIT(6); + +.float fade_start; +.float fade_end; + +.string mdl; +#endif #ifdef SVQC -.float strength_finished = _STAT(STRENGTH_FINISHED); -.float invincible_finished = _STAT(INVINCIBLE_FINISHED); +.float strength_finished; // NOTE: this field is used only by map entities, it does not directly apply the strength stat +.float invincible_finished; // ditto #define spawnfunc_body(item) \ if (!Item_IsDefinitionAllowed(item)) \