const int IT_FUEL_REGEN = 32; // fuel regeneration trigger
// where is 64... ?
const int IT_FUEL = 128;
-const int IT_SHELLS = 256;
-const int IT_NAILS = 512;
-const int IT_ROCKETS = 1024;
-const int IT_CELLS = 2048;
+// -Wdouble-declaration
+#define IT_SHELLS 256
+// -Wdouble-declaration
+#define IT_NAILS 512
+// -Wdouble-declaration
+#define IT_ROCKETS 1024
+// -Wdouble-declaration
+#define IT_CELLS 2048
const int IT_SUPERWEAPON = 4096;
const int IT_STRENGTH = 8192;
const int IT_INVINCIBLE = 16384;
// shared value space (union):
// for items:
- const int IT_KEY1 = 131072;
- const int IT_KEY2 = 262144;
+ // -Wdouble-declaration
+ #define IT_KEY1 131072
+ // -Wdouble-declaration
+ #define IT_KEY2 262144
// for players:
const int IT_RED_FLAG_TAKEN = 32768;
const int IT_RED_FLAG_LOST = 65536;
#endif
#ifdef SVQC
+void spawnfunc_item_strength();
+void spawnfunc_item_invincible();
+void spawnfunc_item_armor_small();
+void spawnfunc_item_shells();
+void spawnfunc_item_bullets();
+void spawnfunc_item_rockets();
+
float autocvar_sv_simple_items;
bool ItemSend(entity to, int sf);
.float max_armorvalue;
.float pickup_anyway;
+void Item_ItemsTime_Get(entity e);
+
+void Item_ItemsTime_ResetForPlayer(entity e);
+
void Item_Show (entity e, float mode);
void Item_Respawn (void);