X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Ft_items.qh;h=bd46599aa39ed1ae750ebdca4dcc2f57c802a5a7;hp=75f982c996538ed5b2bc39ad9bb6ba7e1472d88d;hb=e51ce3d45d2852ca793118fc73da9c25f789101f;hpb=73a0aa044032ce2706b3dc3e1b3470164d8992ac diff --git a/qcsrc/common/t_items.qh b/qcsrc/common/t_items.qh index 75f982c99..bd46599aa 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); @@ -88,14 +77,10 @@ void Item_ScheduleInitialRespawn(entity e); /// \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] shells Amount of shells to give with shell-based weapon. -/// \param[in] bullets Amount of bullets to give with bullet-based weapon. -/// \param[in] rockets Amount of rockets to give with rocket-based weapon. -/// \param[in] cells Amount of cells to give with cell-based weapon. -/// \param[in] plasma Amount of plasma to give with plasma-based weapon. +/// \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, - float shells, float bullets, float rockets, float cells, float plasma); + entity ammo_entity); float Item_GiveAmmoTo(entity item, entity player, int resource_type, float ammomax); @@ -139,9 +124,9 @@ void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_ void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime); -#define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = e.weapons +#define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = STAT(WEAPONS, e) #define PREGIVE(e,f) float save_##f; save_##f = (e).f -#define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(e.weapons & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr) +#define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(STAT(WEAPONS, e) & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr) #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr) #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr) #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)