#pragma once #define droptofloor builtin_droptofloor #define cvar_set builtin_cvar_set #define cvar_string builtin_cvar_string #define cvar builtin_cvar #define IT_SHOTGUN _IT_SHOTGUN /* BIT(0) */ #define IT_SUPER_SHOTGUN _IT_SUPER_SHOTGUN /* BIT(1) */ #define IT_NAILGUN _IT_NAILGUN /* BIT(2) */ #define IT_SUPER_NAILGUN _IT_SUPER_NAILGUN /* BIT(3) */ #define IT_GRENADE_LAUNCHER _IT_GRENADE_LAUNCHER /* BIT(4) */ #define IT_ROCKET_LAUNCHER _IT_ROCKET_LAUNCHER /* BIT(5) */ #define IT_LIGHTNING _IT_LIGHTNING /* BIT(6) */ #define IT_EXTRA_WEAPON _IT_EXTRA_WEAPON /* BIT(7) */ #define IT_SHELLS _IT_SHELLS /* BIT(8) */ #define IT_NAILS _IT_NAILS /* BIT(9) */ #define IT_ROCKETS _IT_ROCKETS /* BIT(10) */ #define IT_CELLS _IT_CELLS /* BIT(11) */ #define IT_AXE _IT_AXE /* BIT(12) */ #define IT_ARMOR1 _IT_ARMOR1 /* BIT(13) */ #define IT_ARMOR2 _IT_ARMOR2 /* BIT(14) */ #define IT_ARMOR3 _IT_ARMOR3 /* BIT(15) */ #define IT_SUPERHEALTH _IT_SUPERHEALTH /* BIT(16) */ #define IT_KEY1 _IT_KEY1 /* BIT(17) */ #define IT_KEY2 _IT_KEY2 /* BIT(18) */ // FIXME: special meaning when used in client items stat #define IT_INVISIBILITY _IT_INVISIBILITY /* BIT(19) */ #define IT_INVULNERABILITY _IT_INVULNERABILITY /* BIT(20) */ #define IT_SUIT _IT_SUIT /* BIT(21) */ #define IT_QUAD _IT_QUAD /* BIT(22) */ #pragma noref 1