PROPERTY(float, g_pickup_respawntimejitter_powerup)
#endif
-// pickup ratings for bot logic
-const int BOT_PICKUP_RATING_LOW = 2500;
-const int BOT_PICKUP_RATING_MID = 5000;
-const int BOT_PICKUP_RATING_HIGH = 10000;
-
-#include <common/items/inventory.qh>
#include <common/items/item.qh>
-#include <common/t_items.qh>
CLASS(Pickup, GameItem)
#ifdef GAMEQC
ATTRIB(Pickup, m_model, Model);
ATTRIB(Pickup, m_sound, Sound, SND_ITEMPICKUP);
#endif
+ ATTRIB(Pickup, netname, string);
ATTRIB(Pickup, m_name, string);
METHOD(Pickup, show, void(Pickup this))
{
TC(Pickup, this);
- LOG_INFOF("%s: %s\n", etos(this), this.m_name);
+ LOG_INFOF("%s: %s", etos(this), this.m_name);
}
ATTRIB(Pickup, m_itemid, int, 0);
#ifdef SVQC
ATTRIB(Pickup, m_mins, vector, '-16 -16 0');
- ATTRIB(Pickup, m_maxs, vector, '16 16 32');
+ ATTRIB(Pickup, m_maxs, vector, '16 16 48');
ATTRIB(Pickup, m_botvalue, int, 0);
ATTRIB(Pickup, m_itemflags, int, 0);
float generic_pickupevalfunc(entity player, entity item);
ATTRIB(Pickup, m_pickupevalfunc, float(entity player, entity item), generic_pickupevalfunc);
ATTRIB(Pickup, m_respawntime, float());
ATTRIB(Pickup, m_respawntimejitter, float());
+ ATTRIB(Pickup, m_pickupanyway, float());
+ ATTRIB(Pickup, m_iteminit, void(Pickup this, entity item));
float Item_GiveTo(entity item, entity player);
- METHOD(Pickup, giveTo, bool(Pickup this, entity item, entity player))
- {
- TC(Pickup, this);
- bool b = Item_GiveTo(item, player);
- if (b) {
- LOG_DEBUGF("entity %i picked up %s", player, this.m_name);
- player.inventory.inv_items[this.m_id]++;
- Inventory_update(player);
- }
- return b;
- }
+ METHOD(Pickup, giveTo, bool(Pickup this, entity item, entity player));
bool ITEM_HANDLE(Pickup, Pickup this, entity item, entity player);
#endif
ENDCLASS(Pickup)