]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/items/item.qh
take3: format 903 files
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / items / item.qh
index c302ae40281d43699b335ab24a7d382b7d3d667e..114fb7d2c5a9e497adeeb7044eb3dfd76d856dc5 100644 (file)
@@ -6,41 +6,41 @@
 #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);
@@ -49,25 +49,25 @@ const int IT_PICKUPMASK                     = IT_UNLIMITED_AMMO | IT_JETPACK | IT_FU
 
 #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)