X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Ft_items.qh;h=f5a310562b8cfc189e9a0260758141eae8eef980;hb=9f1b7db1e3034be3219e9a2d2f5189951a48b73d;hp=ce8307821ca11b0faea0811529e153eb2614661c;hpb=669311cae7c93d70ff08fa2e3dd30cabdd2da8fa;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/t_items.qh b/qcsrc/common/t_items.qh index ce8307821..f5a310562 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'; @@ -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); @@ -88,7 +89,7 @@ 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); @@ -106,8 +107,8 @@ 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; @@ -133,4 +134,3 @@ void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .floa float GiveItems(entity e, float beginarg, float endarg); #endif -#endif