#ifdef SVQC
void StartItem(entity this, entity a);
+.int item_group;
+.int item_group_count;
#endif
#ifdef CSQC
.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(i) ((i).respawntime + crandom() * (i).respawntimejitter)
- // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
-#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;
-void Item_Show (entity e, float mode);
+.float item_respawncounter;
+
+void Item_Show (entity e, int mode);
void Item_Respawn (entity this);
void Item_ScheduleInitialRespawn(entity e);
-/// \brief Gives player shells.
-/// \param[in,out] player Player to give shells to.
-/// \param[in] amount Amount of shells to give.
-/// \return No return.
-void GivePlayerShells(entity player, float amount);
-
-/// \brief Gives player bullets.
-/// \param[in,out] player Player to give bullets to.
-/// \param[in] amount Amount of bullets to give.
+/// \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 GivePlayerBullets(entity player, float amount);
+void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
+ entity ammo_entity);
-/// \brief Gives player rockets.
-/// \param[in,out] player Player to give rockets to.
-/// \param[in] amount Amount of rockets to give.
-/// \return No return.
-void GivePlayerRockets(entity player, float amount);
-
-/// \brief Gives player cells.
-/// \param[in,out] player Player to give cells to.
-/// \param[in] amount Amount of cells to give.
-/// \return No return.
-void GivePlayerCells(entity player, float amount);
-
-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);
+float Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax);
float Item_GiveTo(entity item, entity player);
float ammo_pickupevalfunc(entity player, entity item);
float healtharmor_pickupevalfunc(entity player, entity item);
-.float is_item;
+.bool is_item;
.entity itemdef;
void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter);
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
+spawnfunc(target_items);
+
+#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 PREGIVE_RESOURCE(e,f) float save_##f = GetResource((e), (f))
+#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_RESOURCE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, GetResource((e), (f)), t, snd_incr, snd_decr)
+#define POSTGIVE_RES_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e),save_##f,GetResource((e),(f)),rotfield,rottime,regenfield,regentime);GiveSound((e),save_##f,GetResource((e),(f)),t,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)