ENDCLASS(Ammo)
+// NOTE: ammo resource registration order should match ammo (as item) registration order
+// see REGISTER_RESOURCE calls order
+
+// ammo type #1: shells
#ifdef GAMEQC
-MODEL(Bullets_ITEM, Item_Model("a_bullets.mdl"));
+MODEL(Shells_ITEM, Item_Model("a_shells.md3"));
#endif
#ifdef SVQC
-PROPERTY(int, g_pickup_nails);
-void ammo_bullets_init(Pickup this, entity item)
+PROPERTY(int, g_pickup_shells);
+void ammo_shells_init(Pickup this, entity item)
{
- if(!GetResource(item, RES_BULLETS))
- SetResourceExplicit(item, RES_BULLETS, g_pickup_nails);
+ if(!GetResource(item, RES_SHELLS))
+ SetResourceExplicit(item, RES_SHELLS, g_pickup_shells);
}
#endif
-CLASS(Bullets, Ammo)
-ENDCLASS(Bullets)
+CLASS(Shells, Ammo)
+ENDCLASS(Shells)
-REGISTER_ITEM(Bullets, Bullets) {
- this.m_canonical_spawnfunc = "item_bullets";
+REGISTER_ITEM(Shells, Shells) {
+ this.m_canonical_spawnfunc = "item_shells";
#ifdef GAMEQC
- this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
- this.m_model = MDL_Bullets_ITEM;
+ this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
+ this.m_model = MDL_Shells_ITEM;
#endif
- this.netname = "bullets";
- this.m_name = _("bullets");
- this.m_icon = "ammo_bullets";
+ this.netname = "shells";
+ this.m_name = _("shells");
+ this.m_icon = "ammo_shells";
#ifdef SVQC
- this.m_botvalue = 1500;
- this.m_itemid = IT_RESOURCE;
- this.m_iteminit = ammo_bullets_init;
+ this.m_botvalue = 1000;
+ this.m_itemid = IT_RESOURCE;
+ this.m_iteminit = ammo_shells_init;
#endif
}
-SPAWNFUNC_ITEM(item_bullets, ITEM_Bullets)
+SPAWNFUNC_ITEM(item_shells, ITEM_Shells)
+
+// ammo type #2: bullets
#ifdef GAMEQC
-MODEL(Cells_ITEM, Item_Model("a_cells.md3"));
+MODEL(Bullets_ITEM, Item_Model("a_bullets.mdl"));
#endif
#ifdef SVQC
-PROPERTY(int, g_pickup_cells);
-void ammo_cells_init(Pickup this, entity item)
+PROPERTY(int, g_pickup_nails);
+void ammo_bullets_init(Pickup this, entity item)
{
- if(!GetResource(item, RES_CELLS))
- SetResourceExplicit(item, RES_CELLS, g_pickup_cells);
+ if(!GetResource(item, RES_BULLETS))
+ SetResourceExplicit(item, RES_BULLETS, g_pickup_nails);
}
#endif
-REGISTER_ITEM(Cells, Ammo) {
- this.m_canonical_spawnfunc = "item_cells";
+
+CLASS(Bullets, Ammo)
+ENDCLASS(Bullets)
+
+REGISTER_ITEM(Bullets, Bullets) {
+ this.m_canonical_spawnfunc = "item_bullets";
#ifdef GAMEQC
- this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
- this.m_model = MDL_Cells_ITEM;
+ this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
+ this.m_model = MDL_Bullets_ITEM;
#endif
- this.netname = "cells";
- this.m_name = _("cells");
- this.m_icon = "ammo_cells";
+ this.netname = "bullets";
+ this.m_name = _("bullets");
+ this.m_icon = "ammo_bullets";
#ifdef SVQC
- this.m_botvalue = 1500;
- this.m_itemid = IT_RESOURCE;
- this.m_iteminit = ammo_cells_init;
+ this.m_botvalue = 1500;
+ this.m_itemid = IT_RESOURCE;
+ this.m_iteminit = ammo_bullets_init;
#endif
}
-SPAWNFUNC_ITEM(item_cells, ITEM_Cells)
+SPAWNFUNC_ITEM(item_bullets, ITEM_Bullets)
+
+// ammo type #3: rockets
#ifdef GAMEQC
-MODEL(Plasma_ITEM, Item_Model("a_cells.md3"));
+MODEL(Rockets_ITEM, Item_Model("a_rockets.md3"));
#endif
#ifdef SVQC
-PROPERTY(int, g_pickup_plasma);
-void ammo_plasma_init(Pickup this, entity item)
+PROPERTY(int, g_pickup_rockets);
+void ammo_rockets_init(Pickup this, entity item)
{
- if(!GetResource(item, RES_PLASMA))
- SetResourceExplicit(item, RES_PLASMA, g_pickup_plasma);
+ if(!GetResource(item, RES_ROCKETS))
+ SetResourceExplicit(item, RES_ROCKETS, g_pickup_rockets);
}
#endif
-REGISTER_ITEM(Plasma, Ammo) {
- this.m_canonical_spawnfunc = "item_plasma";
+REGISTER_ITEM(Rockets, Ammo) {
+ this.m_canonical_spawnfunc = "item_rockets";
#ifdef GAMEQC
- this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
- this.m_model = MDL_Plasma_ITEM;
+ this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
+ this.m_model = MDL_Rockets_ITEM;
#endif
- this.netname = "plasma";
- this.m_name = _("plasma");
- this.m_icon = "ammo_plasma";
+ this.netname = "rockets";
+ this.m_name = _("rockets");
+ this.m_icon = "ammo_rockets";
#ifdef SVQC
- this.m_botvalue = 1500;
- this.m_itemid = IT_RESOURCE;
- this.m_iteminit = ammo_plasma_init;
+ this.m_botvalue = 1500;
+ this.m_itemid = IT_RESOURCE;
+ this.m_iteminit = ammo_rockets_init;
#endif
}
-SPAWNFUNC_ITEM(item_plasma, ITEM_Plasma)
+SPAWNFUNC_ITEM(item_rockets, ITEM_Rockets)
+
+// ammo type #4: cells
#ifdef GAMEQC
-MODEL(Rockets_ITEM, Item_Model("a_rockets.md3"));
+MODEL(Cells_ITEM, Item_Model("a_cells.md3"));
#endif
#ifdef SVQC
-PROPERTY(int, g_pickup_rockets);
-void ammo_rockets_init(Pickup this, entity item)
+PROPERTY(int, g_pickup_cells);
+void ammo_cells_init(Pickup this, entity item)
{
- if(!GetResource(item, RES_ROCKETS))
- SetResourceExplicit(item, RES_ROCKETS, g_pickup_rockets);
+ if(!GetResource(item, RES_CELLS))
+ SetResourceExplicit(item, RES_CELLS, g_pickup_cells);
}
#endif
-REGISTER_ITEM(Rockets, Ammo) {
- this.m_canonical_spawnfunc = "item_rockets";
+REGISTER_ITEM(Cells, Ammo) {
+ this.m_canonical_spawnfunc = "item_cells";
#ifdef GAMEQC
- this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
- this.m_model = MDL_Rockets_ITEM;
+ this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
+ this.m_model = MDL_Cells_ITEM;
#endif
- this.netname = "rockets";
- this.m_name = _("rockets");
- this.m_icon = "ammo_rockets";
+ this.netname = "cells";
+ this.m_name = _("cells");
+ this.m_icon = "ammo_cells";
#ifdef SVQC
- this.m_botvalue = 1500;
- this.m_itemid = IT_RESOURCE;
- this.m_iteminit = ammo_rockets_init;
+ this.m_botvalue = 1500;
+ this.m_itemid = IT_RESOURCE;
+ this.m_iteminit = ammo_cells_init;
#endif
}
-SPAWNFUNC_ITEM(item_rockets, ITEM_Rockets)
+SPAWNFUNC_ITEM(item_cells, ITEM_Cells)
+
+// ammo type #5: plasma
#ifdef GAMEQC
-MODEL(Shells_ITEM, Item_Model("a_shells.md3"));
+MODEL(Plasma_ITEM, Item_Model("a_cells.md3"));
#endif
#ifdef SVQC
-PROPERTY(int, g_pickup_shells);
-void ammo_shells_init(Pickup this, entity item)
+PROPERTY(int, g_pickup_plasma);
+void ammo_plasma_init(Pickup this, entity item)
{
- if(!GetResource(item, RES_SHELLS))
- SetResourceExplicit(item, RES_SHELLS, g_pickup_shells);
+ if(!GetResource(item, RES_PLASMA))
+ SetResourceExplicit(item, RES_PLASMA, g_pickup_plasma);
}
#endif
-
-CLASS(Shells, Ammo)
-ENDCLASS(Shells)
-
-REGISTER_ITEM(Shells, Shells) {
- this.m_canonical_spawnfunc = "item_shells";
+REGISTER_ITEM(Plasma, Ammo) {
+ this.m_canonical_spawnfunc = "item_plasma";
#ifdef GAMEQC
- this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
- this.m_model = MDL_Shells_ITEM;
+ this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
+ this.m_model = MDL_Plasma_ITEM;
#endif
- this.netname = "shells";
- this.m_name = _("shells");
- this.m_icon = "ammo_shells";
+ this.netname = "plasma";
+ this.m_name = _("plasma");
+ this.m_icon = "ammo_plasma";
#ifdef SVQC
- this.m_botvalue = 1000;
- this.m_itemid = IT_RESOURCE;
- this.m_iteminit = ammo_shells_init;
+ this.m_botvalue = 1500;
+ this.m_itemid = IT_RESOURCE;
+ this.m_iteminit = ammo_plasma_init;
#endif
}
-SPAWNFUNC_ITEM(item_shells, ITEM_Shells)
+SPAWNFUNC_ITEM(item_plasma, ITEM_Plasma)