#define ISF_LOCATION 2 #define ISF_MODEL 4 #define ISF_STATUS 8 #define ITS_STAYWEP 1 #define ITS_ANIMATE1 2 #define ITS_ANIMATE2 4 #define ITS_AVAILABLE 8 #define ITS_ALLOWFB 16 #define ITS_ALLOWSI 32 #define ITS_POWERUP 64 #define ISF_COLORMAP 16 #define ISF_DROP 32 #define ISF_ANGLES 64 .float ItemStatus; #ifdef CSQC var float autocvar_cl_animate_items = 1; var float autocvar_cl_ghost_items = 0.45; var vector autocvar_cl_ghost_items_color = '-1 -1 -1'; var float autocvar_cl_fullbright_items = 0; var vector autocvar_cl_weapon_stay_color = '2 0.5 0.5'; var float autocvar_cl_weapon_stay_alpha = 0.75; var float autocvar_cl_simple_items = 0; var string autocvr_cl_simpleitems_postfix = "_simple"; .float spawntime; .float gravity; .vector colormod; void ItemDraw(); void ItemDrawSimple(); void ItemRead(float _IsNew); #endif #ifdef SVQC float autocvar_sv_simple_items; float ItemSend(entity to, float sf); float have_pickup_item(void); #define 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 string Item_CounterFieldName(float it); .float max_armorvalue; .float pickup_anyway; void Item_Show (entity e, float mode); void Item_Respawn (void); void Item_RespawnCountdown (void); 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 ammofield, float ammomax, float mode); float Item_GiveTo(entity item, entity player); void Item_Touch (void); void Item_Reset(); void Item_FindTeam(); // Savage: used for item garbage-collection // TODO: perhaps nice special effect? void RemoveItem(void); // WEAPONTODO // 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 commodity_pickupevalfunc(entity player, entity item); void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force); // WEAPONTODO .float is_item; void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue); void target_items_use (void); #define OP_SET 0 #define OP_MIN 1 #define OP_MAX 2 #define OP_PLUS 3 #define OP_MINUS 4 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, string snd_incr, string 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