]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/items/item/pickup.qh
s/#ifndef MENUQC/#ifdef GAMEQC/g
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / items / item / pickup.qh
1 #pragma once
2
3 #ifdef SVQC
4 PROPERTY(float, g_pickup_respawntime_weapon)
5 PROPERTY(float, g_pickup_respawntime_superweapon)
6 PROPERTY(float, g_pickup_respawntime_ammo)
7 PROPERTY(float, g_pickup_respawntime_short)
8 PROPERTY(float, g_pickup_respawntime_medium)
9 PROPERTY(float, g_pickup_respawntime_long)
10 PROPERTY(float, g_pickup_respawntime_powerup)
11 PROPERTY(float, g_pickup_respawntimejitter_weapon)
12 PROPERTY(float, g_pickup_respawntimejitter_superweapon)
13 PROPERTY(float, g_pickup_respawntimejitter_ammo)
14 PROPERTY(float, g_pickup_respawntimejitter_short)
15 PROPERTY(float, g_pickup_respawntimejitter_medium)
16 PROPERTY(float, g_pickup_respawntimejitter_long)
17 PROPERTY(float, g_pickup_respawntimejitter_powerup)
18 #endif
19
20 // pickup ratings for bot logic
21 const int BOT_PICKUP_RATING_LOW  =  2500;
22 const int BOT_PICKUP_RATING_MID  =  5000;
23 const int BOT_PICKUP_RATING_HIGH = 10000;
24
25 #include <common/items/inventory.qh>
26 #include <common/items/item.qh>
27 #include <common/t_items.qh>
28
29 CLASS(Pickup, GameItem)
30 #ifdef GAMEQC
31     ATTRIB(Pickup, m_model, Model);
32     ATTRIB(Pickup, m_sound, Sound, SND_ITEMPICKUP);
33 #endif
34     ATTRIB(Pickup, m_name, string);
35     METHOD(Pickup, show, void(Pickup this))
36     {
37         TC(Pickup, this);
38         LOG_INFOF("%s: %s\n", etos(this), this.m_name);
39     }
40     ATTRIB(Pickup, m_itemid, int, 0);
41 #ifdef SVQC
42     ATTRIB(Pickup, m_mins, vector, '-16 -16 0');
43     ATTRIB(Pickup, m_maxs, vector, '16 16 32');
44     ATTRIB(Pickup, m_botvalue, int, 0);
45     ATTRIB(Pickup, m_itemflags, int, 0);
46     float generic_pickupevalfunc(entity player, entity item);
47     ATTRIB(Pickup, m_pickupevalfunc, float(entity player, entity item), generic_pickupevalfunc);
48     ATTRIB(Pickup, m_respawntime, float());
49     ATTRIB(Pickup, m_respawntimejitter, float());
50     float Item_GiveTo(entity item, entity player);
51     METHOD(Pickup, giveTo, bool(Pickup this, entity item, entity player))
52     {
53         TC(Pickup, this);
54         bool b = Item_GiveTo(item, player);
55         if (b) {
56             LOG_DEBUGF("entity %i picked up %s", player, this.m_name);
57             player.inventory.inv_items[this.m_id]++;
58             Inventory_update(player);
59         }
60         return b;
61     }
62     bool ITEM_HANDLE(Pickup, Pickup this, entity item, entity player);
63 #endif
64 ENDCLASS(Pickup)