2 const int IT_UNLIMITED_WEAPON_AMMO = 1; // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
3 const int IT_UNLIMITED_SUPERWEAPONS = 2; // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
4 const int IT_CTF_SHIELDED = 4; // set for the flag shield
5 const int IT_USING_JETPACK = 8; // confirmation that button is pressed
6 const int IT_JETPACK = 16; // actual item
7 const int IT_FUEL_REGEN = 32; // fuel regeneration trigger
9 const int IT_FUEL = 128;
10 const int IT_SHELLS = 256;
11 const int IT_NAILS = 512;
12 const int IT_ROCKETS = 1024;
13 const int IT_CELLS = 2048;
14 const int IT_SUPERWEAPON = 4096;
15 const int IT_STRENGTH = 8192;
16 const int IT_INVINCIBLE = 16384;
17 const int IT_HEALTH = 32768;
18 const int IT_PLASMA = 65536;
20 // shared value space (union):
22 const int IT_KEY1 = 131072;
23 const int IT_KEY2 = 262144;
25 const int IT_RED_FLAG_TAKEN = 32768;
26 const int IT_RED_FLAG_LOST = 65536;
27 const int IT_RED_FLAG_CARRYING = 98304;
28 const int IT_BLUE_FLAG_TAKEN = 131072;
29 const int IT_BLUE_FLAG_LOST = 262144;
30 const int IT_BLUE_FLAG_CARRYING = 393216;
33 const int IT_5HP = 524288;
34 const int IT_25HP = 1048576;
35 const int IT_ARMOR_SHARD = 2097152;
36 const int IT_ARMOR = 4194304;
39 const int IT_AMMO = 3968; // IT_FUEL | IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_PLASMA;
40 const int IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
41 const int IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
43 const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
46 const int ISF_LOCATION = 2;
47 const int ISF_MODEL = 4;
48 const int ISF_STATUS = 8;
49 const int ITS_STAYWEP = 1;
50 const int ITS_ANIMATE1 = 2;
51 const int ITS_ANIMATE2 = 4;
52 const int ITS_AVAILABLE = 8;
53 const int ITS_ALLOWFB = 16;
54 const int ITS_ALLOWSI = 32;
55 const int ITS_POWERUP = 64;
56 const int ISF_COLORMAP = 16;
57 const int ISF_DROP = 32;
58 const int ISF_ANGLES = 64;
59 const int ISF_SIZE = 128;
65 float autocvar_cl_animate_items = 1;
66 float autocvar_cl_ghost_items = 0.45;
67 vector autocvar_cl_ghost_items_color = '-1 -1 -1';
68 float autocvar_cl_fullbright_items = 0;
69 vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
70 float autocvar_cl_weapon_stay_alpha = 0.75;
71 float autocvar_cl_simple_items = 0;
72 string autocvar_cl_simpleitems_postfix = "_simple";
78 void ItemDrawSimple();
80 void ItemRead(float _IsNew);
84 float autocvar_sv_simple_items;
85 float ItemSend(entity to, float sf);
88 float have_pickup_item(void);
90 const float ITEM_RESPAWN_TICKS = 10;
92 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
93 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
94 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
95 // range: 10 .. respawntime + respawntimejitter
97 .float max_armorvalue;
100 void Item_Show (entity e, float mode);
102 void Item_Respawn (void);
104 void Item_RespawnCountdown (void);
105 void Item_ScheduleRespawnIn(entity e, float t);
107 void Item_ScheduleRespawn(entity e);
109 void Item_ScheduleInitialRespawn(entity e);
110 float ITEM_MODE_NONE = 0;
111 float ITEM_MODE_HEALTH = 1;
112 float ITEM_MODE_ARMOR = 2;
113 float ITEM_MODE_FUEL = 3;
114 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode);
116 float Item_GiveTo(entity item, entity player);
118 void Item_Touch (void);
122 void Item_FindTeam();
123 // Savage: used for item garbage-collection
124 // TODO: perhaps nice special effect?
126 float ItemSend(entity to, float sf);
127 void ItemUpdate(entity item);
129 // pickup evaluation functions
130 // these functions decide how desirable an item is to the bots
132 float generic_pickupevalfunc(entity player, entity item);// {return item.bot_pickupbasevalue;} // WEAPONTODO
134 float weapon_pickupevalfunc(entity player, entity item);
136 float commodity_pickupevalfunc(entity player, entity item);
139 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);
142 void target_items_use (void);
144 const float OP_SET = 0;
145 const float OP_MIN = 1;
146 const float OP_MAX = 2;
147 const float OP_PLUS = 3;
148 const float OP_MINUS = 4;
150 float GiveWeapon(entity e, float wpn, float op, float val);
152 float GiveBit(entity e, .float fld, float bit, float op, float val);
154 float GiveValue(entity e, .float fld, float op, float val);
156 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr);
158 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime);
160 #define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = e.weapons
161 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
162 #define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(e.weapons & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr)
163 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
164 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
165 #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
167 float GiveItems(entity e, float beginarg, float endarg);