/// game items.
/// \copyright GNU GPLv2 or any later version.
+#include <common/mutators/mutator/instagib/sv_instagib.qh>
+#include <common/mutators/mutator/overkill/hmg.qh>
+#include <common/mutators/mutator/overkill/rpc.qh>
+
.bool m_isloot; ///< Holds whether item is loot.
-bool Item_IsLoot(entity e)
+entity Item_Create(string class_name, vector position)
+{
+ entity item = spawn();
+ item.classname = class_name;
+ item.spawnfunc_checked = true;
+ Item_Initialize(item, class_name);
+ if (wasfreed(item))
+ {
+ return NULL;
+ }
+ setorigin(item, position);
+ return item;
+}
+
+void Item_Initialize(entity item, string class_name)
+{
+ FOREACH(Weapons, it.m_canonical_spawnfunc == class_name,
+ {
+ weapon_defaultspawnfunc(item, it);
+ return;
+ });
+ FOREACH(Items, it.m_canonical_spawnfunc == class_name,
+ {
+ StartItem(item, it);
+ return;
+ });
+ LOG_FATALF("Item_Initialize: Invalid classname: %s", class_name);
+}
+
+entity Item_CreateLoot(string class_name, vector position, vector vel,
+ float time_to_live)
+{
+ entity item = spawn();
+ if (!Item_InitializeLoot(item, class_name, position, vel, time_to_live))
+ {
+ return NULL;
+ }
+ return item;
+}
+
+bool Item_InitializeLoot(entity item, string class_name, vector position,
+ vector vel, float time_to_live)
+{
+ item.classname = class_name;
+ Item_SetLoot(item, true);
+ item.noalign = true;
+ item.pickup_anyway = true;
+ item.spawnfunc_checked = true;
+ Item_Initialize(item, class_name);
+ if (wasfreed(item))
+ {
+ return false;
+ }
+ item.gravity = 1;
+ setorigin(item, position);
+ item.velocity = vel;
+ SUB_SetFade(item, time + time_to_live, 1);
+ return true;
+}
+
+bool Item_IsLoot(entity item)
{
- return e.m_isloot || (e.classname == "droppedweapon");
+ return item.m_isloot || (item.classname == "droppedweapon");
}
-void Item_SetLoot(entity e, bool isloot)
+void Item_SetLoot(entity item, bool loot)
{
- e.m_isloot = isloot;
+ item.m_isloot = loot;
}
+
+// Compatibility spawn functions
+
+// FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
+SPAWNFUNC_ITEM(item_armor1, ITEM_ArmorSmall)
+
+SPAWNFUNC_ITEM(item_armor25, ITEM_ArmorMega)
+
+SPAWNFUNC_ITEM(item_armor_large, ITEM_ArmorMega)
+
+SPAWNFUNC_ITEM(item_health1, ITEM_HealthSmall)
+
+SPAWNFUNC_ITEM(item_health25, ITEM_HealthMedium)
+
+SPAWNFUNC_ITEM(item_health_large, ITEM_HealthBig)
+
+SPAWNFUNC_ITEM(item_health100, ITEM_HealthMega)
+
+SPAWNFUNC_ITEM(item_quad, ITEM_Strength)