X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Ft_items.qh;h=198bd0f41193ea9ae52ceb47337a39560f916702;hb=ab6abfdce28cd96c1b56ae2cd28d05941f25dd3b;hp=86e5c7c8ea1084239c5080344d2370d6ceb9bb33;hpb=724a41faf2cbfd86d41f3ab59ff8326a831a8326;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/t_items.qh b/qcsrc/common/t_items.qh index 86e5c7c8e..198bd0f41 100644 --- a/qcsrc/common/t_items.qh +++ b/qcsrc/common/t_items.qh @@ -1,5 +1,4 @@ -#ifndef T_ITEMS_H -#define T_ITEMS_H +#pragma once const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel @@ -13,7 +12,7 @@ const int ISF_STATUS = BIT(3); const int ITS_AVAILABLE = BIT(3); const int ITS_ALLOWFB = BIT(4); const int ITS_ALLOWSI = BIT(5); - const int ITS_POWERUP = BIT(6); + const int ITS_GLOW = BIT(6); const int ISF_COLORMAP = BIT(4); const int ISF_DROP = BIT(5); const int ISF_ANGLES = BIT(6); @@ -21,6 +20,7 @@ const int ISF_SIZE = BIT(7); .int ItemStatus; +.float onground_time; .float fade_start; .float fade_end; @@ -30,6 +30,7 @@ void StartItem(entity this, entity a); #ifdef CSQC +bool autocvar_cl_items_nofade; float autocvar_cl_animate_items = 1; float autocvar_cl_ghost_items = 0.45; vector autocvar_cl_ghost_items_color = '-1 -1 -1'; @@ -62,9 +63,9 @@ bool have_pickup_item(entity this); const float ITEM_RESPAWN_TICKS = 10; -#define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter) +#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)) +#define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + (random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))) // range: 10 .. respawntime + respawntimejitter .float max_armorvalue; @@ -72,9 +73,9 @@ const float ITEM_RESPAWN_TICKS = 10; void Item_Show (entity e, float mode); -void Item_Respawn (); +void Item_Respawn (entity this); -void Item_RespawnCountdown (); +void Item_RespawnCountdown(entity this); void Item_ScheduleRespawnIn(entity e, float t); void Item_ScheduleRespawn(entity e); @@ -88,13 +89,12 @@ float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax float Item_GiveTo(entity item, entity player); -void Item_Touch(); +void Item_Touch(entity this, entity toucher); void Item_Reset(entity this); -void Item_FindTeam(); +void Item_FindTeam(entity this); // Savage: used for item garbage-collection -// TODO: perhaps nice special effect? bool ItemSend(entity this, entity to, int sf); void ItemUpdate(entity this); @@ -107,15 +107,15 @@ void UpdateItemAfterTeleport(entity this); float generic_pickupevalfunc(entity player, entity item);// {return item.bot_pickupbasevalue;} // WEAPONTODO float weapon_pickupevalfunc(entity player, entity item); - -float commodity_pickupevalfunc(entity player, entity item); +float ammo_pickupevalfunc(entity player, entity item); +float healtharmor_pickupevalfunc(entity player, entity item); .float is_item; .entity itemdef; void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter); - -void target_items_use (); +void setItemGroup(entity this); +void setItemGroupCount(); float GiveWeapon(entity e, float wpn, float op, float val); @@ -136,4 +136,3 @@ void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .floa float GiveItems(entity e, float beginarg, float endarg); #endif -#endif