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1 #pragma once
2
3 #ifdef SVQC
4 PROPERTY(float, g_pickup_respawntime_weapon)
5 PROPERTY(float, g_pickup_respawntime_superweapon)
6 PROPERTY(float, g_pickup_respawntime_ammo)
7 PROPERTY(float, g_pickup_respawntime_short)
8 PROPERTY(float, g_pickup_respawntime_medium)
9 PROPERTY(float, g_pickup_respawntime_long)
10 PROPERTY(float, g_pickup_respawntime_powerup)
11 PROPERTY(float, g_pickup_respawntimejitter_weapon)
12 PROPERTY(float, g_pickup_respawntimejitter_superweapon)
13 PROPERTY(float, g_pickup_respawntimejitter_ammo)
14 PROPERTY(float, g_pickup_respawntimejitter_short)
15 PROPERTY(float, g_pickup_respawntimejitter_medium)
16 PROPERTY(float, g_pickup_respawntimejitter_long)
17 PROPERTY(float, g_pickup_respawntimejitter_powerup)
18 #endif
19
20 #include <common/items/inventory.qh>
21 #include <common/items/item.qh>
22 #include <common/t_items.qh>
23
24 #ifdef GAMEQC
25 #include <common/models/all.qh>
26 #include <common/sounds/all.qh>
27 #include <common/sounds/all.inc>
28 #endif
29
30 CLASS(Pickup, GameItem)
31 #ifdef GAMEQC
32         ATTRIB(Pickup, m_model, Model);
33         ATTRIB(Pickup, m_sound, Sound, SND_ITEMPICKUP);
34 #endif
35         ATTRIB(Pickup, netname, string);
36         ATTRIB(Pickup, m_name, string);
37         METHOD(Pickup, show, void(Pickup this))
38         {
39                 TC(Pickup, this);
40                 LOG_INFOF("%s: %s", etos(this), this.m_name);
41         }
42         ATTRIB(Pickup, m_itemid, int, 0);
43 #ifdef SVQC
44         ATTRIB(Pickup, m_mins, vector, '-16 -16 0');
45         ATTRIB(Pickup, m_maxs, vector, '16 16 32');
46         ATTRIB(Pickup, m_botvalue, int, 0);
47         ATTRIB(Pickup, m_itemflags, int, 0);
48         float generic_pickupevalfunc(entity player, entity item);
49         ATTRIB(Pickup, m_pickupevalfunc, float(entity player, entity item), generic_pickupevalfunc);
50         ATTRIB(Pickup, m_respawntime, float());
51         ATTRIB(Pickup, m_respawntimejitter, float());
52         ATTRIB(Pickup, m_pickupanyway, float());
53         ATTRIB(Pickup, m_iteminit, void(entity item));
54         float Item_GiveTo(entity item, entity player);
55         METHOD(Pickup, giveTo, bool(Pickup this, entity item, entity player))
56         {
57                 TC(Pickup, this);
58                 bool b = Item_GiveTo(item, player);
59                 if (b) {
60                         LOG_DEBUGF("entity %i picked up %s", player, this.m_name);
61                         player.inventory.inv_items[this.m_id]++;
62                         Inventory_update(player);
63                 }
64                 return b;
65         }
66         bool ITEM_HANDLE(Pickup, Pickup this, entity item, entity player);
67 #endif
68 ENDCLASS(Pickup)