#pragma once
+#ifdef SVQC
+PROPERTY(float, g_pickup_respawntime_weapon)
+PROPERTY(float, g_pickup_respawntime_superweapon)
+PROPERTY(float, g_pickup_respawntime_ammo)
+PROPERTY(float, g_pickup_respawntime_short)
+PROPERTY(float, g_pickup_respawntime_medium)
+PROPERTY(float, g_pickup_respawntime_long)
+PROPERTY(float, g_pickup_respawntime_powerup)
+PROPERTY(float, g_pickup_respawntimejitter_weapon)
+PROPERTY(float, g_pickup_respawntimejitter_superweapon)
+PROPERTY(float, g_pickup_respawntimejitter_ammo)
+PROPERTY(float, g_pickup_respawntimejitter_short)
+PROPERTY(float, g_pickup_respawntimejitter_medium)
+PROPERTY(float, g_pickup_respawntimejitter_long)
+PROPERTY(float, g_pickup_respawntimejitter_powerup)
+#endif
+
+// pickup ratings for bot logic
+const int BOT_PICKUP_RATING_LOW = 2500;
+const int BOT_PICKUP_RATING_MID = 5000;
+const int BOT_PICKUP_RATING_HIGH = 10000;
+
#include <common/items/inventory.qh>
#include <common/items/item.qh>
+#include <common/t_items.qh>
+
CLASS(Pickup, GameItem)
#ifndef MENUQC
ATTRIB(Pickup, m_model, Model);
TC(Pickup, this);
LOG_INFOF("%s: %s\n", etos(this), this.m_name);
}
+ ATTRIB(Pickup, m_itemid, int, 0);
#ifdef SVQC
ATTRIB(Pickup, m_mins, vector, '-16 -16 0');
ATTRIB(Pickup, m_maxs, vector, '16 16 32');
ATTRIB(Pickup, m_botvalue, int, 0);
ATTRIB(Pickup, m_itemflags, int, 0);
- ATTRIB(Pickup, m_itemid, int, 0);
float generic_pickupevalfunc(entity player, entity item);
ATTRIB(Pickup, m_pickupevalfunc, float(entity player, entity item), generic_pickupevalfunc);
ATTRIB(Pickup, m_respawntime, float());