#define IT_KEY1 131072
// -Wdouble-declaration
#define 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;
// end
const int IT_5HP = 524288;
.int ItemStatus;
+.float fade_start;
+.float fade_end;
+
#ifdef CSQC
float autocvar_cl_animate_items = 1;
.float spawntime;
.float gravity;
.vector colormod;
-void ItemDraw();
-void ItemDrawSimple();
+void ItemDraw(entity this);
+void ItemDrawSimple(entity this);
void ItemRead(float _IsNew);
#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();
+spawnfunc(item_strength);
+spawnfunc(item_invincible);
+spawnfunc(item_armor_small);
+spawnfunc(item_shells);
+spawnfunc(item_bullets);
+spawnfunc(item_rockets);
float autocvar_sv_simple_items;
-bool ItemSend(entity to, int sf);
+bool ItemSend(entity this, entity to, int sf);
float have_pickup_item(void);
.float max_armorvalue;
.float pickup_anyway;
-void Item_ItemsTime_SetTimesForPlayer(entity e);
-
-void Item_ItemsTime_ResetTimesForPlayer(entity e);
-
void Item_Show (entity e, float mode);
void Item_Respawn (void);
// Savage: used for item garbage-collection
// TODO: perhaps nice special effect?
-bool ItemSend(entity to, int sf);
+bool ItemSend(entity this, 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);