#pragma once const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel // item networking const int ISF_LOCATION = BIT(1); const int ISF_MODEL = BIT(2); const int ISF_STATUS = BIT(3); const int ITS_STAYWEP = BIT(0); const int ITS_ANIMATE1 = BIT(1); const int ITS_ANIMATE2 = BIT(2); const int ITS_AVAILABLE = BIT(3); const int ITS_ALLOWFB = BIT(4); const int ITS_ALLOWSI = BIT(5); const int ITS_GLOW = BIT(6); const int ISF_COLORMAP = BIT(4); const int ISF_DROP = BIT(5); const int ISF_ANGLES = BIT(6); const int ISF_SIZE = BIT(7); .int ItemStatus; .float onground_time; .float fade_start; .float fade_end; #ifdef SVQC void StartItem(entity this, entity a); #endif #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'; float autocvar_cl_fullbright_items = 0; vector autocvar_cl_weapon_stay_color = '2 0.5 0.5'; float autocvar_cl_weapon_stay_alpha = 0.75; float autocvar_cl_simple_items = 0; string autocvar_cl_simpleitems_postfix = "_simple"; .float spawntime; .float gravity; .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); void Item_Respawn (entity this); void Item_RespawnCountdown(entity this); void Item_ScheduleRespawnIn(entity e, float t); void Item_ScheduleRespawn(entity e); void Item_ScheduleInitialRespawn(entity e); 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_GiveTo(entity item, entity player); void Item_Touch(entity this, entity toucher); void Item_Reset(entity this); void Item_FindTeam(entity this); // Savage: used for item garbage-collection bool ItemSend(entity this, entity to, int sf); void ItemUpdate(entity this); void UpdateItemAfterTeleport(entity this); // pickup evaluation functions // these functions decide how desirable an item is to the bots float generic_pickupevalfunc(entity player, entity item);// {return item.bot_pickupbasevalue;} // WEAPONTODO float weapon_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 setItemGroup(entity this); void setItemGroupCount(); float GiveWeapon(entity e, float wpn, float op, float val); float GiveBit(entity e, .float fld, float bit, float op, float val); float GiveValue(entity e, .float fld, float op, float val); void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr); 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 #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 POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, 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) float GiveItems(entity e, float beginarg, float endarg); #endif