#include <common/sounds/all.inc>
#endif
-const int IT_UNLIMITED_WEAPON_AMMO = BIT(0); // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
-const int IT_UNLIMITED_SUPERWEAPONS = BIT(1); // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
+const int IT_UNLIMITED_WEAPON_AMMO = BIT(0); // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
+const int IT_UNLIMITED_SUPERWEAPONS = BIT(1); // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
-const int IT_JETPACK = BIT(2); // actual item
-const int IT_USING_JETPACK = BIT(3); // confirmation that button is pressed
-const int IT_FUEL_REGEN = BIT(4); // fuel regeneration trigger
+const int IT_JETPACK = BIT(2); // actual item
+const int IT_USING_JETPACK = BIT(3); // confirmation that button is pressed
+const int IT_FUEL_REGEN = BIT(4); // fuel regeneration trigger
-const int IT_FUEL = BIT(5);
+const int IT_FUEL = BIT(5);
const int IT_SHELLS = BIT(6);
const int IT_NAILS = BIT(7);
const int IT_ROCKETS = BIT(8);
const int IT_CELLS = BIT(9);
-const int IT_PLASMA = BIT(10);
+const int IT_PLASMA = BIT(10);
-const int IT_5HP = BIT(11);
-const int IT_25HP = BIT(12);
-const int IT_HEALTH = BIT(13);
+const int IT_5HP = BIT(11);
+const int IT_25HP = BIT(12);
+const int IT_HEALTH = BIT(13);
-const int IT_ARMOR_SHARD = BIT(14);
-const int IT_ARMOR = BIT(15);
+const int IT_ARMOR_SHARD = BIT(14);
+const int IT_ARMOR = BIT(15);
-const int IT_KEY1 = BIT(16);
-const int IT_KEY2 = BIT(17);
+const int IT_KEY1 = BIT(16);
+const int IT_KEY2 = BIT(17);
-const int IT_CTF_SHIELDED = BIT(18); // set for the flag shield
+const int IT_CTF_SHIELDED = BIT(18); // set for the flag shield
// special colorblend meaning in engine
-const int IT_INVISIBILITY = BIT(19);
-const int IT_INVINCIBLE = BIT(20);
-const int IT_SUPERWEAPON = BIT(21); // suit
-const int IT_STRENGTH = BIT(22);
+const int IT_INVISIBILITY = BIT(19);
+const int IT_INVINCIBLE = BIT(20);
+const int IT_SUPERWEAPON = BIT(21); // suit
+const int IT_STRENGTH = BIT(22);
// item masks
-const int IT_UNLIMITED_AMMO = IT_UNLIMITED_WEAPON_AMMO | IT_UNLIMITED_SUPERWEAPONS;
-const int IT_PICKUPMASK = IT_UNLIMITED_AMMO | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately
+const int IT_UNLIMITED_AMMO = IT_UNLIMITED_WEAPON_AMMO | IT_UNLIMITED_SUPERWEAPONS;
+const int IT_PICKUPMASK = IT_UNLIMITED_AMMO | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately
#ifdef SVQC
.float strength_finished = _STAT(STRENGTH_FINISHED);
#define ITEM_HANDLE(signal, ...) __Item_Send_##signal(__VA_ARGS__)
CLASS(GameItem, Object)
- ATTRIB(GameItem, m_id, int, 0);
- ATTRIB(GameItem, m_name, string);
- ATTRIB(GameItem, m_icon, string);
- ATTRIB(GameItem, m_color, vector, '1 1 1');
- ATTRIB(GameItem, m_waypoint, string);
- ATTRIB(GameItem, m_waypointblink, int, 1);
+ ATTRIB(GameItem, m_id, int, 0);
+ ATTRIB(GameItem, m_name, string);
+ ATTRIB(GameItem, m_icon, string);
+ ATTRIB(GameItem, m_color, vector, '1 1 1');
+ ATTRIB(GameItem, m_waypoint, string);
+ ATTRIB(GameItem, m_waypointblink, int, 1);
#ifdef GAMEQC
- ATTRIB(GameItem, m_glow, bool, false);
- ATTRIB(GameItem, m_respawnsound, Sound, SND_ITEMRESPAWN);
+ ATTRIB(GameItem, m_glow, bool, false);
+ ATTRIB(GameItem, m_respawnsound, Sound, SND_ITEMRESPAWN);
#endif
- METHOD(GameItem, display, void(GameItem this, void(string name, string icon) returns))
- {
- TC(GameItem, this);
- returns(this.m_name, this.m_icon ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.m_icon) : string_null);
- }
- METHOD(GameItem, show, void(GameItem this))
- {
- TC(GameItem, this);
- LOG_INFO("A game item");
- }
- void ITEM_HANDLE(Show, GameItem this) { this.show(this); }
+ METHOD(GameItem, display, void(GameItem this, void(string name, string icon) returns))
+ {
+ TC(GameItem, this);
+ returns(this.m_name, this.m_icon ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.m_icon) : string_null);
+ }
+ METHOD(GameItem, show, void(GameItem this))
+ {
+ TC(GameItem, this);
+ LOG_INFO("A game item");
+ }
+ void ITEM_HANDLE(Show, GameItem this) { this.show(this); }
ENDCLASS(GameItem)