4 CLASS(Pickup, GameItem)
6 ATTRIB(Pickup, m_model, Model, NULL)
7 ATTRIB(Pickup, m_sound, Sound, SND_ITEMPICKUP)
9 ATTRIB(Pickup, m_name, string, string_null)
10 METHOD(Pickup, show, void(entity this));
11 void Pickup_show(entity this) { LOG_INFOF("%s: %s\n", etos(this), this.m_name); }
13 ATTRIB(Pickup, m_mins, vector, '-16 -16 0')
14 ATTRIB(Pickup, m_maxs, vector, '16 16 32')
15 ATTRIB(Pickup, m_botvalue, int, 0)
16 ATTRIB(Pickup, m_itemflags, int, 0)
17 ATTRIB(Pickup, m_itemid, int, 0)
18 float generic_pickupevalfunc(entity player, entity item);
19 ATTRIB(Pickup, m_pickupevalfunc, float(entity player, entity item), generic_pickupevalfunc)
20 ATTRIB(Pickup, m_respawntime, float(), func_null)
21 ATTRIB(Pickup, m_respawntimejitter, float(), func_null)
22 float Item_GiveTo(entity item, entity player);
23 METHOD(Pickup, giveTo, bool(entity this, entity item, entity player))
24 { return Item_GiveTo(item, player); }
25 bool ITEM_HANDLE(Pickup, entity this, entity item, entity player);