X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Ft_items.qh;h=315a100375bd4fc7cfd45911919d0ac9ce42d60d;hp=b92aceb8d0b342028f8c64f3aca50f3e975c8c78;hb=1b0decb9afb829407eae763b3053a122e2ae3de6;hpb=6c3362162e191402de680067e86ced4331550117 diff --git a/qcsrc/common/t_items.qh b/qcsrc/common/t_items.qh index b92aceb8d..315a10037 100644 --- a/qcsrc/common/t_items.qh +++ b/qcsrc/common/t_items.qh @@ -1,9 +1,5 @@ #pragma once -#ifdef SVQC -#include -#endif - const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel // item networking @@ -30,6 +26,8 @@ const int ISF_SIZE = BIT(7); #ifdef SVQC void StartItem(entity this, entity a); +.int item_group; +.int item_group_count; #endif #ifdef CSQC @@ -48,31 +46,22 @@ string autocvar_cl_simpleitems_postfix = "_simple"; .vector colormod; void ItemDraw(entity this); -void ItemDrawSimple(entity this); #endif #ifdef SVQC -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 this, entity to, int sf); - bool have_pickup_item(entity this); const float ITEM_RESPAWN_TICKS = 10; -#define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS)) - // range: 10 .. respawntime + respawntimejitter - .float max_armorvalue; .float pickup_anyway; +.float item_respawncounter; + void Item_Show (entity e, float mode); void Item_Respawn (entity this); @@ -83,11 +72,17 @@ void Item_ScheduleRespawnIn(entity e, float t); 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] 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); + +float Item_GiveAmmoTo(entity item, entity player, int resource_type, float ammomax); float Item_GiveTo(entity item, entity player);