const int IT_PICKUPMASK = IT_UNLIMITED_AMMO | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately
#define ITEM_HANDLE(signal, ...) __Item_Send_##signal(__VA_ARGS__)
-/** If you register a new item, make sure to add it to all.inc */
CLASS(GameItem, Object)
ATTRIB(GameItem, m_id, int, 0)
ATTRIB(GameItem, m_name, string, string_null)
ATTRIB(GameItem, m_color, vector, '1 1 1')
ATTRIB(GameItem, m_waypoint, string, string_null)
ATTRIB(GameItem, m_waypointblink, int, 1)
- METHOD(GameItem, display, void(GameItem this, void(string name, string icon) returns)) {
+ METHOD(GameItem, display, void(GameItem this, void(string name, string icon) returns))
+ {
+ TC(GameItem, this);
returns(this.m_name, this.m_icon ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.m_icon) : string_null);
}
- METHOD(GameItem, show, void(GameItem this)) { LOG_INFO("A game item\n"); }
+ METHOD(GameItem, show, void(GameItem this))
+ {
+ TC(GameItem, this);
+ LOG_INFO("A game item\n");
+ }
void ITEM_HANDLE(Show, GameItem this) { this.show(this); }
ENDCLASS(GameItem)