5 #include <common/t_items.qh>
14 .int ammo_plasma = _STAT(PLASMA);
15 .int ammo_fuel = _STAT(FUEL);
22 PROPERTY(float, g_pickup_ammo_anyway);
27 ATTRIB(Ammo, m_pickupevalfunc, float(entity player, entity item), ammo_pickupevalfunc);
28 ATTRIB(Ammo, m_respawntime, float(), GET(g_pickup_respawntime_ammo));
29 ATTRIB(Ammo, m_respawntimejitter, float(), GET(g_pickup_respawntimejitter_ammo));
30 ATTRIB(Ammo, m_pickupanyway, float(), GET(g_pickup_ammo_anyway));
36 MODEL(Bullets_ITEM, Item_Model("a_bullets.mdl"));
40 PROPERTY(int, g_pickup_nails);
41 void ammo_bullets_init(entity item)
44 item.ammo_nails = g_pickup_nails;
51 REGISTER_ITEM(Bullets, Bullets) {
52 this.m_canonical_spawnfunc = "item_bullets";
54 this.spawnflags = ITEM_FLAG_NORMAL;
55 this.m_model = MDL_Bullets_ITEM;
57 this.netname = "bullets";
58 this.m_name = "bullets";
59 this.m_icon = "ammo_bullets";
61 this.m_botvalue = 1500;
62 this.m_itemid = IT_NAILS;
63 this.m_iteminit = ammo_bullets_init;
67 SPAWNFUNC_ITEM(item_bullets, ITEM_Bullets)
70 MODEL(Cells_ITEM, Item_Model("a_cells.md3"));
74 PROPERTY(int, g_pickup_cells);
75 void ammo_cells_init(entity item)
78 item.ammo_cells = g_pickup_cells;
81 REGISTER_ITEM(Cells, Ammo) {
82 this.m_canonical_spawnfunc = "item_cells";
84 this.spawnflags = ITEM_FLAG_NORMAL;
85 this.m_model = MDL_Cells_ITEM;
87 this.netname = "cells";
88 this.m_name = "cells";
89 this.m_icon = "ammo_cells";
91 this.m_botvalue = 1500;
92 this.m_itemid = IT_CELLS;
93 this.m_iteminit = ammo_cells_init;
97 SPAWNFUNC_ITEM(item_cells, ITEM_Cells)
100 MODEL(Plasma_ITEM, Item_Model("a_cells.md3"));
104 PROPERTY(int, g_pickup_plasma);
105 void ammo_plasma_init(entity item)
107 if(!item.ammo_plasma)
108 item.ammo_plasma = g_pickup_plasma;
111 REGISTER_ITEM(Plasma, Ammo) {
112 this.m_canonical_spawnfunc = "item_plasma";
114 this.spawnflags = ITEM_FLAG_NORMAL;
115 this.m_model = MDL_Plasma_ITEM;
117 this.netname = "plasma";
118 this.m_name = "plasma";
119 this.m_icon = "ammo_plasma";
121 this.m_botvalue = 1500;
122 this.m_itemid = IT_PLASMA;
123 this.m_iteminit = ammo_plasma_init;
127 SPAWNFUNC_ITEM(item_plasma, ITEM_Plasma)
130 MODEL(Rockets_ITEM, Item_Model("a_rockets.md3"));
134 PROPERTY(int, g_pickup_rockets);
135 void ammo_rockets_init(entity item)
137 if(!item.ammo_rockets)
138 item.ammo_rockets = g_pickup_rockets;
141 REGISTER_ITEM(Rockets, Ammo) {
142 this.m_canonical_spawnfunc = "item_rockets";
144 this.spawnflags = ITEM_FLAG_NORMAL;
145 this.m_model = MDL_Rockets_ITEM;
147 this.netname = "rockets";
148 this.m_name = "rockets";
149 this.m_icon = "ammo_rockets";
151 this.m_botvalue = 1500;
152 this.m_itemid = IT_ROCKETS;
153 this.m_iteminit = ammo_rockets_init;
157 SPAWNFUNC_ITEM(item_rockets, ITEM_Rockets)
160 MODEL(Shells_ITEM, Item_Model("a_shells.md3"));
164 PROPERTY(int, g_pickup_shells);
165 void ammo_shells_init(entity item)
167 if(!item.ammo_shells)
168 item.ammo_shells = g_pickup_shells;
175 REGISTER_ITEM(Shells, Shells) {
176 this.m_canonical_spawnfunc = "item_shells";
178 this.spawnflags = ITEM_FLAG_NORMAL;
179 this.m_model = MDL_Shells_ITEM;
181 this.netname = "shells";
182 this.m_name = "shells";
183 this.m_icon = "ammo_shells";
185 this.m_botvalue = 1000;
186 this.m_itemid = IT_SHELLS;
187 this.m_iteminit = ammo_shells_init;
191 SPAWNFUNC_ITEM(item_shells, ITEM_Shells)