13 #define autocvar_g_weapon_stay cvar("g_weapon_stay") 102 float GiveBit(
entity e, .
float fld,
float bit,
float op,
float val);
108 void GiveRot(
entity e,
float v0,
float v1, .
float rotfield,
float rottime, .
float regenfield,
float regentime);
112 #define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = STAT(WEAPONS, e) 113 #define PREGIVE(e,f) float save_##f; save_##f = (e).f 114 #define PREGIVE_STATUSEFFECT(e,f) bool save_##f = StatusEffects_active(f, (e)) 115 #define PREGIVE_RESOURCE(e,f) float save_##f = GetResource((e), (f)) 116 #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) 117 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr) 118 #define POSTGIVE_STATUSEFFECT(e,f,snd_incr,snd_decr) GiveSound((e), save_##f, StatusEffects_active(f, (e)), 0, snd_incr, snd_decr) 119 #define POSTGIVE_RESOURCE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, GetResource((e), (f)), t, snd_incr, snd_decr) 120 #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) 121 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr) 122 #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) 129 #define ITEM_TOUCH_NEEDKILL() (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) 130 #define ITEM_DAMAGE_NEEDKILL(dt) (((dt) == DEATH_HURTTRIGGER.m_id) || ((dt) == DEATH_SLIME.m_id) || ((dt) == DEATH_LAVA.m_id) || ((dt) == DEATH_SWAMP.m_id)) void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
float autocvar_g_balance_superweapons_time
float autocvar_sv_simple_items
float autocvar_g_items_mindist
float item_respawncounter
bool Item_GiveTo(entity item, entity player)
void UpdateItemAfterTeleport(entity this)
float GiveItems(entity e, float beginarg, float endarg)
bool ItemSend(entity this, entity to, int sf)
void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, entity ammo_entity)
Give several random weapons and ammo to the entity.
void Item_FindTeam(entity this)
void GiveRot(entity e, float v0, float v1,.float rotfield, float rottime,.float regenfield, float regentime)
void Item_ScheduleInitialRespawn(entity e)
bool autocvar_g_fullbrightitems
float GiveValue(entity e,.float fld, float op, float val)
limitations: NULL cannot be present elements can only be present once a maximum of IL_MAX lists can e...
float item_spawnshieldtime
void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
void StartItem(entity this, entity a)
void Item_ScheduleRespawn(entity e)
void Item_Show(entity e, int mode)
void Item_Reset(entity this)
void Item_Touch(entity this, entity toucher)
void Item_ScheduleRespawnIn(entity e, float t)
float scheduledrespawntime
const float ITEM_RESPAWN_TICKS
float autocvar_g_items_maxdist
float generic_pickupevalfunc(entity player, entity item)
float autocvar_g_items_dropped_lifetime
bool autocvar_g_nodepthtestitems
void ItemUpdate(entity this)
float GiveWeapon(entity e, float wpn, float op, float val)
void setItemGroup(entity this)
float superweapons_finished
void Item_Respawn(entity this)
void Item_RespawnCountdown(entity this)
bool have_pickup_item(entity this)
float healtharmor_pickupevalfunc(entity player, entity item)
float ammo_pickupevalfunc(entity player, entity item)
bool Item_GiveAmmoTo(entity item, entity player, Resource res_type, float ammomax)
int autocvar_g_pickup_items
float GiveBit(entity e,.float fld, float bit, float op, float val)
entity item_pickupsound_ent
float weapon_pickupevalfunc(entity player, entity item)