4 const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
7 const int ISF_LOCATION = 2;
8 const int ISF_MODEL = 4;
9 const int ISF_STATUS = 8;
10 const int ITS_STAYWEP = 1;
11 const int ITS_ANIMATE1 = 2;
12 const int ITS_ANIMATE2 = 4;
13 const int ITS_AVAILABLE = 8;
14 const int ITS_ALLOWFB = 16;
15 const int ITS_ALLOWSI = 32;
16 const int ITS_POWERUP = 64;
17 const int ISF_COLORMAP = 16;
18 const int ISF_DROP = 32;
19 const int ISF_ANGLES = 64;
20 const int ISF_SIZE = 128;
29 float autocvar_cl_animate_items = 1;
30 float autocvar_cl_ghost_items = 0.45;
31 vector autocvar_cl_ghost_items_color = '-1 -1 -1';
32 float autocvar_cl_fullbright_items = 0;
33 vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
34 float autocvar_cl_weapon_stay_alpha = 0.75;
35 float autocvar_cl_simple_items = 0;
36 string autocvar_cl_simpleitems_postfix = "_simple";
41 void ItemDraw(entity this);
42 void ItemDrawSimple(entity this);
44 void ItemRead(float _IsNew);
48 spawnfunc(item_strength);
49 spawnfunc(item_invincible);
50 spawnfunc(item_armor_small);
51 spawnfunc(item_shells);
52 spawnfunc(item_bullets);
53 spawnfunc(item_rockets);
55 float autocvar_sv_simple_items;
56 bool ItemSend(entity this, entity to, int sf);
59 float have_pickup_item(void);
61 const float ITEM_RESPAWN_TICKS = 10;
63 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
64 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
65 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
66 // range: 10 .. respawntime + respawntimejitter
68 .float max_armorvalue;
71 void Item_Show (entity e, float mode);
73 void Item_Respawn (void);
75 void Item_RespawnCountdown (void);
76 void Item_ScheduleRespawnIn(entity e, float t);
78 void Item_ScheduleRespawn(entity e);
80 void Item_ScheduleInitialRespawn(entity e);
81 float ITEM_MODE_NONE = 0;
82 float ITEM_MODE_HEALTH = 1;
83 float ITEM_MODE_ARMOR = 2;
84 float ITEM_MODE_FUEL = 3;
85 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode);
87 float Item_GiveTo(entity item, entity player);
89 void Item_Touch (void);
94 // Savage: used for item garbage-collection
95 // TODO: perhaps nice special effect?
97 bool ItemSend(entity this, entity to, int sf);
98 void ItemUpdate(entity item);
100 // pickup evaluation functions
101 // these functions decide how desirable an item is to the bots
103 float generic_pickupevalfunc(entity player, entity item);// {return item.bot_pickupbasevalue;} // WEAPONTODO
105 float weapon_pickupevalfunc(entity player, entity item);
107 float commodity_pickupevalfunc(entity player, entity item);
111 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);
114 void target_items_use (void);
116 const float OP_SET = 0;
117 const float OP_MIN = 1;
118 const float OP_MAX = 2;
119 const float OP_PLUS = 3;
120 const float OP_MINUS = 4;
122 float GiveWeapon(entity e, float wpn, float op, float val);
124 float GiveBit(entity e, .float fld, float bit, float op, float val);
126 float GiveValue(entity e, .float fld, float op, float val);
128 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr);
130 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime);
132 #define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = e.weapons
133 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
134 #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)
135 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
136 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
137 #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)
139 float GiveItems(entity e, float beginarg, float endarg);