-#ifndef T_ITEMS_H
-#define T_ITEMS_H
+#pragma once
+
+#ifdef SVQC
+#include <server/defs.qh>
+#endif
const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
const int ITS_AVAILABLE = BIT(3);
const int ITS_ALLOWFB = BIT(4);
const int ITS_ALLOWSI = BIT(5);
- const int ITS_POWERUP = BIT(6);
+ const int ITS_GLOW = BIT(6);
const int ISF_COLORMAP = BIT(4);
const int ISF_DROP = BIT(5);
const int ISF_ANGLES = BIT(6);
.int ItemStatus;
+.float onground_time;
.float fade_start;
.float fade_end;
#ifdef CSQC
+bool autocvar_cl_items_nofade;
float autocvar_cl_animate_items = 1;
float autocvar_cl_ghost_items = 0.45;
vector autocvar_cl_ghost_items_color = '-1 -1 -1';
const float ITEM_RESPAWN_TICKS = 10;
-#define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
- // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
#define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
// range: 10 .. respawntime + respawntimejitter
void Item_ScheduleRespawn(entity e);
void Item_ScheduleInitialRespawn(entity e);
-float ITEM_MODE_NONE = 0;
-float ITEM_MODE_HEALTH = 1;
-float ITEM_MODE_ARMOR = 2;
-float ITEM_MODE_FUEL = 3;
-float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode);
+
+/// \brief Give several random weapons and ammo to the entity.
+/// \param[in,out] receiver Entity to give weapons to.
+/// \param[in] num_weapons Number of weapons to give.
+/// \param[in] weapon_names Names of weapons to give separated by spaces.
+/// \param[in] shells Amount of shells to give with shell-based weapon.
+/// \param[in] bullets Amount of bullets to give with bullet-based weapon.
+/// \param[in] rockets Amount of rockets to give with rocket-based weapon.
+/// \param[in] cells Amount of cells to give with cell-based weapon.
+/// \param[in] plasma Amount of plasma to give with plasma-based weapon.
+/// \return No return.
+void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
+ float shells, float bullets, float rockets, float cells, float plasma);
+
+float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax);
float Item_GiveTo(entity item, entity player);
-void Item_Touch(entity this);
+void Item_Touch(entity this, entity toucher);
void Item_Reset(entity this);
float generic_pickupevalfunc(entity player, entity item);// {return item.bot_pickupbasevalue;} // WEAPONTODO
float weapon_pickupevalfunc(entity player, entity item);
-
-float commodity_pickupevalfunc(entity player, entity item);
+float ammo_pickupevalfunc(entity player, entity item);
+float healtharmor_pickupevalfunc(entity player, entity item);
.float is_item;
.entity itemdef;
void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter);
+void setItemGroup(entity this);
+void setItemGroupCount();
float GiveWeapon(entity e, float wpn, float op, float val);
float GiveItems(entity e, float beginarg, float endarg);
#endif
-#endif