-// constants
-#define WANT_CONST /* we WANT these to be constant, but it conflicts with the declaration in dpdefs/progsdefs.qc */
-const float IT_UNLIMITED_WEAPON_AMMO = 1; // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
-const float IT_UNLIMITED_SUPERWEAPONS = 2; // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
-const float IT_CTF_SHIELDED = 4; // set for the flag shield
-const float IT_USING_JETPACK = 8; // confirmation that button is pressed
-const float IT_JETPACK = 16; // actual item
-const float IT_FUEL_REGEN = 32; // fuel regeneration trigger
-// where is 64... ?
-const float IT_FUEL = 128;
-WANT_CONST float IT_SHELLS = 256;
-WANT_CONST float IT_NAILS = 512;
-WANT_CONST float IT_ROCKETS = 1024;
-WANT_CONST float IT_CELLS = 2048;
-const float IT_SUPERWEAPON = 4096;
-const float IT_STRENGTH = 8192;
-const float IT_INVINCIBLE = 16384;
-const float IT_HEALTH = 32768;
-const float IT_PLASMA = 65536;
-
-// shared value space (union):
- // for items:
- WANT_CONST float IT_KEY1 = 131072;
- WANT_CONST float IT_KEY2 = 262144;
- // for players:
- const float IT_RED_FLAG_TAKEN = 32768;
- const float IT_RED_FLAG_LOST = 65536;
- const float IT_RED_FLAG_CARRYING = 98304;
- const float IT_BLUE_FLAG_TAKEN = 131072;
- const float IT_BLUE_FLAG_LOST = 262144;
- const float IT_BLUE_FLAG_CARRYING = 393216;
-// end
-
-const float IT_5HP = 524288;
-const float IT_25HP = 1048576;
-const float IT_ARMOR_SHARD = 2097152;
-const float IT_ARMOR = 4194304;
-
-// item masks
-const float IT_AMMO = 3968; // IT_FUEL | IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_PLASMA;
-const float IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
-const float IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
-
-const float AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
+#ifndef T_ITEMS_H
+#define T_ITEMS_H
+
+const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
// item networking
-#define ISF_LOCATION 2
-#define ISF_MODEL 4
-#define ISF_STATUS 8
- #define ITS_STAYWEP 1
- #define ITS_ANIMATE1 2
- #define ITS_ANIMATE2 4
- #define ITS_AVAILABLE 8
- #define ITS_ALLOWFB 16
- #define ITS_ALLOWSI 32
- #define ITS_POWERUP 64
-#define ISF_COLORMAP 16
-#define ISF_DROP 32
-#define ISF_ANGLES 64
-#define ISF_SIZE 128
-
-.float ItemStatus;
+const int ISF_LOCATION = BIT(1);
+const int ISF_MODEL = BIT(2);
+const int ISF_STATUS = BIT(3);
+ const int ITS_STAYWEP = BIT(0);
+ const int ITS_ANIMATE1 = BIT(1);
+ const int ITS_ANIMATE2 = BIT(2);
+ const int ITS_AVAILABLE = BIT(3);
+ const int ITS_ALLOWFB = BIT(4);
+ const int ITS_ALLOWSI = BIT(5);
+ const int ITS_POWERUP = BIT(6);
+const int ISF_COLORMAP = BIT(4);
+const int ISF_DROP = BIT(5);
+const int ISF_ANGLES = BIT(6);
+const int ISF_SIZE = BIT(7);
+
+.int ItemStatus;
+
+.float fade_start;
+.float fade_end;
+
+#ifdef SVQC
+void StartItem(entity this, entity a);
+#endif
#ifdef CSQC
-var float autocvar_cl_animate_items = 1;
-var float autocvar_cl_ghost_items = 0.45;
-var vector autocvar_cl_ghost_items_color = '-1 -1 -1';
-var float autocvar_cl_fullbright_items = 0;
-var vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
-var float autocvar_cl_weapon_stay_alpha = 0.75;
-var float autocvar_cl_simple_items = 0;
-var string autocvar_cl_simpleitems_postfix = "_simple";
+float autocvar_cl_animate_items = 1;
+float autocvar_cl_ghost_items = 0.45;
+vector autocvar_cl_ghost_items_color = '-1 -1 -1';
+float autocvar_cl_fullbright_items = 0;
+vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
+float autocvar_cl_weapon_stay_alpha = 0.75;
+float autocvar_cl_simple_items = 0;
+string autocvar_cl_simpleitems_postfix = "_simple";
.float spawntime;
.float gravity;
.vector colormod;
-void ItemDraw();
-void ItemDrawSimple();
+void ItemDraw(entity this);
+void ItemDrawSimple(entity this);
void ItemRead(float _IsNew);
#endif
#ifdef SVQC
+spawnfunc(item_strength);
+spawnfunc(item_invincible);
+spawnfunc(item_armor_small);
+spawnfunc(item_shells);
+spawnfunc(item_bullets);
+spawnfunc(item_rockets);
+
float autocvar_sv_simple_items;
-float ItemSend(entity to, float sf);
+bool ItemSend(entity this, entity to, int sf);
-float have_pickup_item(void);
+bool have_pickup_item(entity this);
-#define ITEM_RESPAWN_TICKS 10
+const float ITEM_RESPAWN_TICKS = 10;
#define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
// range: respawntime - respawntimejitter .. respawntime + respawntimejitter
float Item_GiveTo(entity item, entity player);
-void Item_Touch (void);
+void Item_Touch();
-void Item_Reset();
+void Item_Reset(entity this);
void Item_FindTeam();
// Savage: used for item garbage-collection
// TODO: perhaps nice special effect?
-float ItemSend(entity to, float sf);
+bool ItemSend(entity this, entity to, int sf);
void ItemUpdate(entity item);
// pickup evaluation functions
float commodity_pickupevalfunc(entity player, entity item);
.float is_item;
-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);
+.entity itemdef;
+void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter);
void target_items_use (void);
-#define OP_SET 0
-#define OP_MIN 1
-#define OP_MAX 2
-#define OP_PLUS 3
-#define OP_MINUS 4
+const float OP_SET = 0;
+const float OP_MIN = 1;
+const float OP_MAX = 2;
+const float OP_PLUS = 3;
+const float OP_MINUS = 4;
float GiveWeapon(entity e, float wpn, float op, float val);
float GiveItems(entity e, float beginarg, float endarg);
#endif
+#endif