]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/t_items.qh
#includes: cleanup
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qh
index 7470d2f05b70feedf6a15e1a6e06095ec6c2b4c6..81554c4c2ff4f7f326806c3e2afad91411de6efa 100644 (file)
@@ -1,54 +1,6 @@
 #ifndef T_ITEMS_H
 #define T_ITEMS_H
 
-// constants
-const int IT_UNLIMITED_WEAPON_AMMO             =       1; // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
-const int IT_UNLIMITED_SUPERWEAPONS            =       2; // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
-const int IT_CTF_SHIELDED                      =       4; // set for the flag shield
-const int IT_USING_JETPACK                     =       8; // confirmation that button is pressed
-const int IT_JETPACK                           =      16; // actual item
-const int IT_FUEL_REGEN                        =      32; // fuel regeneration trigger
-// where is 64... ?
-const int IT_FUEL                                      =     128;
-// -Wdouble-declaration
-// const int IT_SHELLS                                 =     256;
-// -Wdouble-declaration
-// const int IT_NAILS                                  =     512;
-// -Wdouble-declaration
-// const int IT_ROCKETS                                =    1024;
-// -Wdouble-declaration
-// const int IT_CELLS                                  =    2048;
-const int IT_SUPERWEAPON                               =    4096;
-const int IT_STRENGTH                                  =    8192;
-const int IT_INVINCIBLE                                =   16384;
-const int IT_HEALTH                                    =   32768;
-const int IT_PLASMA                                    =   65536;
-
-// shared value space (union):
-       // for items:
-       // -Wdouble-declaration
-       #define IT_KEY1                                                 131072
-       // -Wdouble-declaration
-       #define IT_KEY2                                                 262144
-       // for players:
-       const int IT_RED_FLAG_TAKEN             =   32768;
-       const int IT_RED_FLAG_LOST              =   65536;
-       const int IT_RED_FLAG_CARRYING          =   98304;
-       const int IT_BLUE_FLAG_TAKEN            =  131072;
-       const int IT_BLUE_FLAG_LOST             =  262144;
-       const int IT_BLUE_FLAG_CARRYING         =  393216;
-// end
-
-const int IT_5HP                               =  524288;
-const int IT_25HP                              = 1048576;
-const int IT_ARMOR_SHARD                       = 2097152;
-const int IT_ARMOR                             = 4194304;
-
-// item masks
-const int IT_AMMO                              =    3968; // IT_FUEL | IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_PLASMA;
-const int IT_PICKUPMASK                        =      51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
-const int IT_UNLIMITED_AMMO                    =       3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
-
 const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
 
 // item networking
@@ -69,6 +21,9 @@ const int ISF_SIZE                            = 128;
 
 .int ItemStatus;
 
+.float fade_start;
+.float fade_end;
+
 #ifdef CSQC
 
 float  autocvar_cl_animate_items = 1;
@@ -82,23 +37,23 @@ string autocvar_cl_simpleitems_postfix = "_simple";
 .float  spawntime;
 .float  gravity;
 .vector colormod;
-void ItemDraw();
 
-void ItemDrawSimple();
+void ItemDraw(entity this);
+void ItemDrawSimple(entity this);
 
 void ItemRead(float _IsNew);
 
 #endif
 #ifdef SVQC
-void spawnfunc_item_strength();
-void spawnfunc_item_invincible();
-void spawnfunc_item_armor_small();
-void spawnfunc_item_shells();
-void spawnfunc_item_bullets();
-void spawnfunc_item_rockets();
+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 to, int sf);
+bool ItemSend(entity this, entity to, int sf);
 
 
 float have_pickup_item(void);
@@ -139,7 +94,7 @@ void Item_FindTeam();
 // Savage: used for item garbage-collection
 // TODO: perhaps nice special effect?
 
-bool ItemSend(entity to, int sf);
+bool ItemSend(entity this, entity to, int sf);
 void ItemUpdate(entity item);
 
 // pickup evaluation functions
@@ -152,6 +107,7 @@ float weapon_pickupevalfunc(entity player, entity item);
 float commodity_pickupevalfunc(entity player, entity item);
 
 .float is_item;
+.entity itemdef;
 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);