16 PROPERTY(
float, g_pickup_ammo_anyway);
22 ATTRIB(
Ammo, m_respawntime,
float(),
GET(g_pickup_respawntime_ammo));
23 ATTRIB(
Ammo, m_respawntimejitter,
float(),
GET(g_pickup_respawntimejitter_ammo));
24 ATTRIB(
Ammo, m_pickupanyway,
float(),
GET(g_pickup_ammo_anyway));
46 this.m_canonical_spawnfunc =
"item_bullets";
49 this.m_model = MDL_Bullets_ITEM;
52 this.
m_name = _(
"bullets");
53 this.m_icon =
"ammo_bullets";
55 this.m_botvalue = 1500;
57 this.m_iteminit = ammo_bullets_init;
76 this.m_canonical_spawnfunc =
"item_cells";
79 this.m_model = MDL_Cells_ITEM;
83 this.m_icon =
"ammo_cells";
85 this.m_botvalue = 1500;
87 this.m_iteminit = ammo_cells_init;
106 this.m_canonical_spawnfunc =
"item_plasma";
109 this.m_model = MDL_Plasma_ITEM;
112 this.
m_name = _(
"plasma");
113 this.m_icon =
"ammo_plasma";
115 this.m_botvalue = 1500;
117 this.m_iteminit = ammo_plasma_init;
136 this.m_canonical_spawnfunc =
"item_rockets";
139 this.m_model = MDL_Rockets_ITEM;
142 this.
m_name = _(
"rockets");
143 this.m_icon =
"ammo_rockets";
145 this.m_botvalue = 1500;
147 this.m_iteminit = ammo_rockets_init;
170 this.m_canonical_spawnfunc =
"item_shells";
173 this.m_model = MDL_Shells_ITEM;
176 this.
m_name = _(
"shells");
177 this.m_icon =
"ammo_shells";
179 this.m_botvalue = 1000;
181 this.m_iteminit = ammo_shells_init;
Item is usable during normal gameplay.
bool SetResourceExplicit(entity e, Resource res_type, float amount)
Sets the resource amount of an entity without calling any hooks.
SPAWNFUNC_ITEM(item_armor_green, ITEM_ArmorMedium) .float wait
Header file that describes the resource system.
float ammo_pickupevalfunc(entity player, entity item)
Item is is a resource, not a held item.
#define MODEL(name, path)
REGISTER_ITEM(Bullets, Bullets)
#define PROPERTY(type, name)
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
string Item_Model(string item_mdl)