X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fitems.qh;h=5a39d2148c045b1d155250cf8ae71432adbab85a;hp=7b0d760df6e61afe908d4aaaf17b3263d1f022ca;hb=HEAD;hpb=4eab3f0253a063bdbd4e1ff64c4b2b08077c44c4 diff --git a/qcsrc/common/items.qh b/qcsrc/common/items.qh deleted file mode 100644 index 7b0d760df..000000000 --- a/qcsrc/common/items.qh +++ /dev/null @@ -1,138 +0,0 @@ -#pragma once - -const int AMMO_COUNT = 4; // amount of ammo types to show in the ammo panel - -// item networking -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_GLOW = 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 onground_time; -.float fade_start; -.float fade_end; - -#ifdef SVQC -void StartItem(entity this, entity a); -.int item_group; -.int item_group_count; -#endif - -#ifdef CSQC - -bool autocvar_cl_items_nofade; -float autocvar_cl_animate_items = 1; -float autocvar_cl_ghost_items = 0.45; -vector autocvar_cl_ghost_items_color = '-1 -1 -1'; -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(entity this); - -#endif -#ifdef SVQC - -float autocvar_sv_simple_items; -bool ItemSend(entity this, entity to, int sf); - -bool have_pickup_item(entity this); - -const float ITEM_RESPAWN_TICKS = 10; - -.float max_armorvalue; -.float pickup_anyway; - -.float item_respawncounter; - -void Item_Show (entity e, int mode); - -void Item_Respawn (entity this); - -void Item_RespawnCountdown(entity this); -void Item_ScheduleRespawnIn(entity e, float t); - -void Item_ScheduleRespawn(entity e); - -void Item_ScheduleInitialRespawn(entity e); - -/// \brief Give several random weapons and ammo to the entity. -/// \param[in,out] receiver Entity to give weapons to. -/// \param[in] num_weapons Number of weapons to give. -/// \param[in] weapon_names Names of weapons to give separated by spaces. -/// \param[in] ammo Entity containing the ammo amount for each possible weapon. -/// \return No return. -void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, entity ammo_entity); - -bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax); - -bool Item_GiveTo(entity item, entity player); - -void Item_Touch(entity this, entity toucher); - -void Item_Reset(entity this); - -void Item_FindTeam(entity this); -// Savage: used for item garbage-collection - -bool ItemSend(entity this, entity to, int sf); -void ItemUpdate(entity this); - -void UpdateItemAfterTeleport(entity this); - -// pickup evaluation functions -// these functions decide how desirable an item is to the bots - -float generic_pickupevalfunc(entity player, entity item);// {return item.bot_pickupbasevalue;} // WEAPONTODO - -float weapon_pickupevalfunc(entity player, entity item); -float ammo_pickupevalfunc(entity player, entity item); -float healtharmor_pickupevalfunc(entity player, entity item); - -.bool is_item; -.entity itemdef; -void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter); - -void setItemGroup(entity this); -void setItemGroupCount(); - -float GiveWeapon(entity e, float wpn, float op, float val); - -float GiveBit(entity e, .float fld, float bit, float op, float val); - -float GiveValue(entity e, .float fld, float op, float val); - -void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr); - -void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime); - -spawnfunc(target_items); - -#define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = STAT(WEAPONS, e) -#define PREGIVE(e,f) float save_##f; save_##f = (e).f -#define PREGIVE_RESOURCE(e,f) float save_##f = GetResource((e), (f)) -#define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(STAT(WEAPONS, e) & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr) -#define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr) -#define POSTGIVE_RESOURCE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, GetResource((e), (f)), t, snd_incr, snd_decr) -#define POSTGIVE_RES_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e),save_##f,GetResource((e),(f)),rotfield,rottime,regenfield,regentime);GiveSound((e),save_##f,GetResource((e),(f)),t,snd_incr,snd_decr) -#define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr) -#define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr) - -float GiveItems(entity e, float beginarg, float endarg); -#endif