-#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); }
+#pragma once
+
#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);
+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
-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)
+#include <common/items/inventory.qh>
+#include <common/items/item.qh>
+#include <common/t_items.qh>
+CLASS(Pickup, GameItem)
+#ifdef GAMEQC
+ ATTRIB(Pickup, m_model, Model);
+ ATTRIB(Pickup, m_sound, Sound, SND_ITEMPICKUP);
#endif
-
+ ATTRIB(Pickup, m_name, string);
+ METHOD(Pickup, show, void(Pickup this))
+ {
+ 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);
+ 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))
+ {
+ TC(Pickup, this);
+ bool b = Item_GiveTo(item, player);
+ if (b) {
+ LOG_DEBUGF("entity %i picked up %s", player, this.m_name);
+ player.inventory.inv_items[this.m_id]++;
+ Inventory_update(player);
+ }
+ return b;
+ }
+ bool ITEM_HANDLE(Pickup, Pickup this, entity item, entity player);
#endif
+ENDCLASS(Pickup)