15 const int IT_UNLIMITED_AMMO =
BIT(0);
16 const int IT_UNLIMITED_SUPERWEAPONS =
BIT(1);
18 const int IT_JETPACK =
BIT(2);
19 const int IT_USING_JETPACK =
BIT(3);
20 const int IT_FUEL_REGEN =
BIT(4);
22 const int IT_RESOURCE =
BIT(5);
27 const int IT_BUFF =
BIT(8);
32 const int IT_INVINCIBLE =
BIT(10);
33 const int IT_SUPERWEAPON =
BIT(11);
34 const int IT_STRENGTH =
BIT(12);
35 const int IT_SPEED =
BIT(13);
38 const int IT_PICKUPMASK = IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS | IT_JETPACK | IT_FUEL_REGEN;
41 const int ISF_LOCATION =
BIT(1);
42 const int ISF_MODEL =
BIT(2);
43 const int ISF_STATUS =
BIT(3);
44 const int ISF_COLORMAP =
BIT(4);
45 const int ISF_DROP =
BIT(5);
46 const int ISF_ANGLES =
BIT(6);
47 const int ISF_SIZE =
BIT(7);
53 const int ITS_STAYWEP =
BIT(0);
54 const int ITS_ANIMATE1 =
BIT(1);
55 const int ITS_ANIMATE2 =
BIT(2);
56 const int ITS_AVAILABLE =
BIT(3);
57 const int ITS_ALLOWFB =
BIT(4);
58 const int ITS_ALLOWSI =
BIT(5);
59 const int ITS_GLOW =
BIT(6);
68 .float strength_finished;
69 .float invincible_finished;
70 .float buffs_finished;
72 #define SPAWNFUNC_BODY(item) \ 73 if (item && Item_IsDefinitionAllowed(item)) \ 74 StartItem(this, item); \ 77 startitem_failed = true; \ 81 #define SPAWNFUNC_ITEM(name, item) \ 84 SPAWNFUNC_BODY(item) \ 87 #define SPAWNFUNC_ITEM_COND(name, cond, item1, item2) \ 88 SPAWNFUNC_ITEM(name, (cond ? item1 : item2)) 92 #define SPAWNFUNC_ITEM(name, item) 103 #define ITEM_HANDLE(signal, ...) __Item_Send_##signal(__VA_ARGS__) 107 ATTRIB(GameItem, m_canonical_spawnfunc,
string);
108 METHOD(GameItem, m_spawnfunc_hookreplace, GameItem(GameItem
this,
entity e)) {
return this; }
Item is usable during normal gameplay.
#define REGISTER_NET_LINKED(id)
void ITEM_HANDLE(Show, GameItem this)
#define METHOD(cname, name, prototype)
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
Item is is a resource, not a held item.
vector(float skel, float bonenum) _skel_get_boneabs_hidden
Header file that describes the functions related to game items.