const int IT_FUEL_REGEN = 32; // fuel regeneration trigger
// where is 64... ?
const int IT_FUEL = 128;
-const int IT_SHELLS = 256;
-const int IT_NAILS = 512;
-const int IT_ROCKETS = 1024;
-const int IT_CELLS = 2048;
+// -Wdouble-declaration
+#define IT_SHELLS 256
+// -Wdouble-declaration
+#define IT_NAILS 512
+// -Wdouble-declaration
+#define IT_ROCKETS 1024
+// -Wdouble-declaration
+#define IT_CELLS 2048
const int IT_SUPERWEAPON = 4096;
const int IT_STRENGTH = 8192;
const int IT_INVINCIBLE = 16384;
// shared value space (union):
// for items:
- const int IT_KEY1 = 131072;
- const int IT_KEY2 = 262144;
- // for players:
- const int IT_RED_FLAG_TAKEN = 32768;
- const int IT_RED_FLAG_LOST = 65536;
- const int IT_RED_FLAG_CARRYING = 98304;
- const int IT_BLUE_FLAG_TAKEN = 131072;
- const int IT_BLUE_FLAG_LOST = 262144;
- const int IT_BLUE_FLAG_CARRYING = 393216;
+ // -Wdouble-declaration
+ #define IT_KEY1 131072
+ // -Wdouble-declaration
+ #define IT_KEY2 262144
// end
const int IT_5HP = 524288;
.int ItemStatus;
+.float fade_start;
+.float fade_end;
+
#ifdef CSQC
float autocvar_cl_animate_items = 1;
#endif
#ifdef SVQC
+void spawnfunc_item_strength();
+void spawnfunc_item_invincible();
+void spawnfunc_item_armor_small();
+void spawnfunc_item_shells();
+void spawnfunc_item_bullets();
+void spawnfunc_item_rockets();
+
float autocvar_sv_simple_items;
-float ItemSend(entity to, float sf);
+bool ItemSend(entity to, int sf);
float have_pickup_item(void);
// Savage: used for item garbage-collection
// TODO: perhaps nice special effect?
-float ItemSend(entity to, float sf);
+bool ItemSend(entity to, int sf);
void ItemUpdate(entity item);
// pickup evaluation functions
float commodity_pickupevalfunc(entity player, entity item);
.float is_item;
+.entity itemdef;
void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue);