#ifndef PICKUP_H #define PICKUP_H #include "../item.qh" CLASS(Pickup, GameItem) ATTRIB(Pickup, m_model, string, string_null) ATTRIB(Pickup, m_sound, string, "misc/itempickup.wav") ATTRIB(Pickup, m_name, string, string_null) METHOD(Pickup, show, void(entity this)) void Pickup_show(entity this) { printf("%s: %s\n", etos(this), this.m_name); } #ifdef SVQC ATTRIB(Pickup, m_botvalue, int, 0) ATTRIB(Pickup, m_itemflags, int, 0) ATTRIB(Pickup, m_itemid, int, 0) ATTRIB(Pickup, m_pickupevalfunc, float(entity player, entity item), generic_pickupevalfunc) ATTRIB(Pickup, m_respawntime, float(), func_null) ATTRIB(Pickup, m_respawntimejitter, float(), func_null) METHOD(Pickup, giveTo, bool(entity this, entity item, entity player)) bool Pickup_giveTo(entity this, entity item, entity player) { return Item_GiveTo(item, player); } bool ITEM_HANDLE(Pickup, entity this, entity item, entity player); #endif ENDCLASS(Pickup) #ifdef SVQC // For g_pickup_respawntime #include "../../../server/defs.qh" // Getters to dynamically retrieve the values of g_pickup_respawntime* GETTER(float, g_pickup_respawntime_weapon) GETTER(float, g_pickup_respawntime_superweapon) GETTER(float, g_pickup_respawntime_ammo) GETTER(float, g_pickup_respawntime_short) GETTER(float, g_pickup_respawntime_medium) GETTER(float, g_pickup_respawntime_long) GETTER(float, g_pickup_respawntime_powerup) GETTER(float, g_pickup_respawntimejitter_weapon) GETTER(float, g_pickup_respawntimejitter_superweapon) GETTER(float, g_pickup_respawntimejitter_ammo) GETTER(float, g_pickup_respawntimejitter_short) GETTER(float, g_pickup_respawntimejitter_medium) GETTER(float, g_pickup_respawntimejitter_long) GETTER(float, g_pickup_respawntimejitter_powerup) #endif #endif