#pragma once
+#ifdef SVQC
+PROPERTY(float, g_pickup_respawntime_weapon)
+PROPERTY(float, g_pickup_respawntime_superweapon)
+PROPERTY(float, g_pickup_respawntime_ammo)
+PROPERTY(float, g_pickup_respawntime_short)
+PROPERTY(float, g_pickup_respawntime_medium)
+PROPERTY(float, g_pickup_respawntime_long)
+PROPERTY(float, g_pickup_respawntime_powerup)
+PROPERTY(float, g_pickup_respawntimejitter_weapon)
+PROPERTY(float, g_pickup_respawntimejitter_superweapon)
+PROPERTY(float, g_pickup_respawntimejitter_ammo)
+PROPERTY(float, g_pickup_respawntimejitter_short)
+PROPERTY(float, g_pickup_respawntimejitter_medium)
+PROPERTY(float, g_pickup_respawntimejitter_long)
+PROPERTY(float, g_pickup_respawntimejitter_powerup)
+#endif
+
#include <common/items/inventory.qh>
#include <common/items/item.qh>
+#include <common/t_items.qh>
+
CLASS(Pickup, GameItem)
-#ifndef MENUQC
+#ifdef GAMEQC
ATTRIB(Pickup, m_model, Model);
ATTRIB(Pickup, m_sound, Sound, SND_ITEMPICKUP);
#endif
TC(Pickup, this);
LOG_INFOF("%s: %s\n", etos(this), this.m_name);
}
+ ATTRIB(Pickup, m_itemid, int, 0);
#ifdef SVQC
ATTRIB(Pickup, m_mins, vector, '-16 -16 0');
ATTRIB(Pickup, m_maxs, vector, '16 16 32');
ATTRIB(Pickup, m_botvalue, int, 0);
ATTRIB(Pickup, m_itemflags, int, 0);
- ATTRIB(Pickup, m_itemid, int, 0);
float generic_pickupevalfunc(entity player, entity item);
ATTRIB(Pickup, m_pickupevalfunc, float(entity player, entity item), generic_pickupevalfunc);
ATTRIB(Pickup, m_respawntime, float());
ATTRIB(Pickup, m_respawntimejitter, float());
+ ATTRIB(Pickup, m_pickupanyway, float());
float Item_GiveTo(entity item, entity player);
METHOD(Pickup, giveTo, bool(Pickup this, entity item, entity player))
{