#pragma once
+#include <common/resources/resources.qh>
#include <common/sounds/sound.qh>
float autocvar_g_balance_superweapons_time;
bool autocvar_g_fullbrightitems;
float autocvar_g_items_mindist;
float autocvar_g_items_maxdist;
+float autocvar_g_items_dropped_lifetime;
int autocvar_g_pickup_items;
bool autocvar_g_nodepthtestitems;
#define autocvar_g_weapon_stay cvar("g_weapon_stay")
/// \return No return.
void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, entity ammo_entity);
-bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax);
+bool Item_GiveAmmoTo(entity item, entity player, Resource res_type, float ammomax);
bool Item_GiveTo(entity item, entity player);