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[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 #include <common/items/inventory.qh>
21 #include <common/items/item.qh>
22 #include <common/t_items.qh>
23
24 CLASS(Pickup, GameItem)
25 #ifdef GAMEQC
26     ATTRIB(Pickup, m_model, Model);
27     ATTRIB(Pickup, m_sound, Sound, SND_ITEMPICKUP);
28 #endif
29     ATTRIB(Pickup, netname, string);
30     ATTRIB(Pickup, m_name, string);
31     METHOD(Pickup, show, void(Pickup this))
32     {
33         TC(Pickup, this);
34         LOG_INFOF("%s: %s\n", etos(this), this.m_name);
35     }
36     ATTRIB(Pickup, m_itemid, int, 0);
37 #ifdef SVQC
38     ATTRIB(Pickup, m_mins, vector, '-16 -16 0');
39     ATTRIB(Pickup, m_maxs, vector, '16 16 32');
40     ATTRIB(Pickup, m_botvalue, int, 0);
41     ATTRIB(Pickup, m_itemflags, int, 0);
42     float generic_pickupevalfunc(entity player, entity item);
43     ATTRIB(Pickup, m_pickupevalfunc, float(entity player, entity item), generic_pickupevalfunc);
44     ATTRIB(Pickup, m_respawntime, float());
45     ATTRIB(Pickup, m_respawntimejitter, float());
46     ATTRIB(Pickup, m_pickupanyway, float());
47     ATTRIB(Pickup, m_iteminit, void(entity item));
48     float Item_GiveTo(entity item, entity player);
49     METHOD(Pickup, giveTo, bool(Pickup this, entity item, entity player))
50     {
51         TC(Pickup, this);
52         bool b = Item_GiveTo(item, player);
53         if (b) {
54             LOG_DEBUGF("entity %i picked up %s", player, this.m_name);
55             player.inventory.inv_items[this.m_id]++;
56             Inventory_update(player);
57         }
58         return b;
59     }
60     bool ITEM_HANDLE(Pickup, Pickup this, entity item, entity player);
61 #endif
62 ENDCLASS(Pickup)