]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/t_items.qc
Fix more server #includes
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
index 03af802e71c12d8b762c0e34df606ba8c096ee3d..2d70942bf4813b5a7348e320cd43dbc7e160280d 100644 (file)
@@ -1,31 +1,30 @@
-#if defined(CSQC)
-    #include "../dpdefs/csprogsdefs.qh"
-    #include "../common/util.qh"
-    #include "../common/buffs.qh"
-    #include "../common/weapons/weapons.qh"
-    #include "../client/autocvars.qh"
-    #include "../client/movetypes.qh"
-    #include "../client/main.qh"
-    #include "../csqcmodellib/common.qh"
-    #include "../csqcmodellib/cl_model.qh"
-    #include "t_items.qh"
-#elif defined(MENUQC)
-#elif defined(SVQC)
-    #include "../dpdefs/progsdefs.qh"
-    #include "../dpdefs/dpextensions.qh"
-    #include "../warpzonelib/util_server.qh"
+#include "t_items.qh"
+
+#if defined(SVQC)
+    #include "_.qh"
+
+    #include "g_subs.qh"
+    #include "waypointsprites.qh"
+
+    #include "bot/bot.qh"
+    #include "bot/waypoints.qh"
+
+    #include "mutators/mutators_include.qh"
+
+    #include "weapons/common.qh"
+    #include "weapons/selection.qh"
+    #include "weapons/weaponsystem.qh"
+
     #include "../common/constants.qh"
+    #include "../common/deathtypes.qh"
+    #include "../common/notifications.qh"
     #include "../common/util.qh"
+
     #include "../common/monsters/monsters.qh"
+
     #include "../common/weapons/weapons.qh"
-    #include "weapons/weaponsystem.qh"
-    #include "t_items.qh"
-    #include "autocvars.qh"
-    #include "constants.qh"
-    #include "defs.qh"
-    #include "../common/notifications.qh"
-    #include "../common/deathtypes.qh"
-    #include "mutators/mutators_include.qh"
+
+    #include "../warpzonelib/util_server.qh"
 #endif
 
 #ifdef CSQC
@@ -229,7 +228,7 @@ void ItemRead(float _IsNew)
 #endif
 
 #ifdef SVQC
-float ItemSend(entity to, float sf)
+bool ItemSend(entity to, int sf)
 {
     if(self.gravity)
         sf |= ISF_DROP;
@@ -537,23 +536,23 @@ void Item_ScheduleInitialRespawn(entity e)
 
 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
 {
-       if (!item.ammotype)
+       if (!item.(ammotype))
                return false;
 
        if (item.spawnshieldtime)
        {
-               if ((player.ammotype < ammomax) || item.pickup_anyway)
+               if ((player.(ammotype) < ammomax) || item.pickup_anyway)
                {
-                       player.ammotype = bound(player.ammotype, ammomax, player.ammotype + item.ammotype);
+                       player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
                        goto YEAH;
                }
        }
        else if(g_weapon_stay == 2)
        {
-               float mi = min(item.ammotype, ammomax);
-               if (player.ammotype < mi)
+               float mi = min(item.(ammotype), ammomax);
+               if (player.(ammotype) < mi)
                {
-                       player.ammotype = mi;
+                       player.(ammotype) = mi;
                        goto YEAH;
                }
        }
@@ -811,7 +810,7 @@ float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickup
 
 float weapon_pickupevalfunc(entity player, entity item)
 {
-       float c, j, position;
+       float c;
 
        // See if I have it already
        if(item.weapons & ~player.weapons)
@@ -834,8 +833,8 @@ float weapon_pickupevalfunc(entity player, entity item)
        if( bot_custom_weapon && c )
        {
                // Find the highest position on any range
-               position = -1;
-               for(j = 0; j < WEP_LAST ; ++j){
+               int position = -1;
+               for (int j = 0; j < WEP_LAST ; ++j){
                        if(
                                        bot_weapons_far[j] == item.weapon ||
                                        bot_weapons_mid[j] == item.weapon ||
@@ -925,7 +924,7 @@ float commodity_pickupevalfunc(entity player, entity item)
        return item.bot_pickupbasevalue * c;
 }
 
-void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
 {
        if(ITEM_DAMAGE_NEEDKILL(deathtype))
                RemoveItem();
@@ -1160,7 +1159,6 @@ void spawnfunc_item_rockets (void) {
        StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
 }
 
-void spawnfunc_item_shells (void);
 void spawnfunc_item_bullets (void) {
        if(!weaponswapping)
        if(autocvar_sv_q3acompat_machineshotgunswap)
@@ -1530,56 +1528,56 @@ float GiveWeapon(entity e, float wpn, float op, float val)
 float GiveBit(entity e, .float fld, float bit, float op, float val)
 {
        float v0, v1;
-       v0 = (e.fld & bit);
+       v0 = (e.(fld) & bit);
        switch(op)
        {
                case OP_SET:
                        if(val > 0)
-                               e.fld |= bit;
+                               e.(fld) |= bit;
                        else
-                               e.fld &= ~bit;
+                               e.(fld) &= ~bit;
                        break;
                case OP_MIN:
                case OP_PLUS:
                        if(val > 0)
-                               e.fld |= bit;
+                               e.(fld) |= bit;
                        break;
                case OP_MAX:
                        if(val <= 0)
-                               e.fld &= ~bit;
+                               e.(fld) &= ~bit;
                        break;
                case OP_MINUS:
                        if(val > 0)
-                               e.fld &= ~bit;
+                               e.(fld) &= ~bit;
                        break;
        }
-       v1 = (e.fld & bit);
+       v1 = (e.(fld) & bit);
        return (v0 != v1);
 }
 
 float GiveValue(entity e, .float fld, float op, float val)
 {
        float v0, v1;
-       v0 = e.fld;
+       v0 = e.(fld);
        switch(op)
        {
                case OP_SET:
-                       e.fld = val;
+                       e.(fld) = val;
                        break;
                case OP_MIN:
-                       e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
+                       e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
                        break;
                case OP_MAX:
-                       e.fld = min(e.fld, val);
+                       e.(fld) = min(e.(fld), val);
                        break;
                case OP_PLUS:
-                       e.fld += val;
+                       e.(fld) += val;
                        break;
                case OP_MINUS:
-                       e.fld -= val;
+                       e.(fld) -= val;
                        break;
        }
-       v1 = e.fld;
+       v1 = e.(fld);
        return (v0 != v1);
 }
 
@@ -1602,9 +1600,9 @@ void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string sn
 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
 {
        if(v0 < v1)
-               e.rotfield = max(e.rotfield, time + rottime);
+               e.(rotfield) = max(e.(rotfield), time + rottime);
        else if(v0 > v1)
-               e.regenfield = max(e.regenfield, time + regentime);
+               e.(regenfield) = max(e.(regenfield), time + regentime);
 }
 float GiveItems(entity e, float beginarg, float endarg)
 {