#pragma once
-const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
+const int AMMO_COUNT = 4; // amount of ammo types to show in the ammo panel
// item networking
const int ISF_LOCATION = BIT(1);
float autocvar_cl_animate_items = 1;
float autocvar_cl_ghost_items = 0.45;
vector autocvar_cl_ghost_items_color = '-1 -1 -1';
-float autocvar_cl_fullbright_items = 0;
vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
float autocvar_cl_weapon_stay_alpha = 0.75;
float autocvar_cl_simple_items = 0;
/// \param[in] weapon_names Names of weapons to give separated by spaces.
/// \param[in] ammo Entity containing the ammo amount for each possible weapon.
/// \return No return.
-void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
- entity ammo_entity);
+void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, entity ammo_entity);
-float Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax);
+bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax);
-float Item_GiveTo(entity item, entity player);
+bool Item_GiveTo(entity item, entity player);
void Item_Touch(entity this, entity toucher);