#pragma once #include "pickup.qh" #include #include #ifdef SVQC #include #include #endif #ifdef GAMEQC .int spawnflags; #endif #ifdef SVQC PROPERTY(float, g_pickup_ammo_anyway); #endif CLASS(Ammo, Pickup) #ifdef SVQC ATTRIB(Ammo, m_pickupevalfunc, float(entity player, entity item), ammo_pickupevalfunc); ATTRIB(Ammo, m_respawntime, float(), GET(g_pickup_respawntime_ammo)); ATTRIB(Ammo, m_respawntimejitter, float(), GET(g_pickup_respawntimejitter_ammo)); ATTRIB(Ammo, m_pickupanyway, float(), GET(g_pickup_ammo_anyway)); #endif ENDCLASS(Ammo) // NOTE: ammo resource registration order should match ammo (as item) registration order // see REGISTER_RESOURCE calls order // ammo type #1: shells #ifdef GAMEQC MODEL(Shells_ITEM, Item_Model("a_shells.md3")); #endif #ifdef SVQC PROPERTY(int, g_pickup_shells); void ammo_shells_init(Pickup this, entity item) { if(!GetResource(item, RES_SHELLS)) SetResourceExplicit(item, RES_SHELLS, g_pickup_shells); } #endif CLASS(Shells, Ammo) ENDCLASS(Shells) REGISTER_ITEM(Shells, Shells) { this.m_canonical_spawnfunc = "item_shells"; #ifdef GAMEQC this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE; this.m_model = MDL_Shells_ITEM; #endif this.netname = "shells"; this.m_name = _("Shells"); this.m_icon = "ammo_shells"; #ifdef SVQC this.m_botvalue = 1000; this.m_itemid = IT_RESOURCE; this.m_iteminit = ammo_shells_init; #endif } SPAWNFUNC_ITEM(item_shells, ITEM_Shells) // ammo type #2: bullets #ifdef GAMEQC MODEL(Bullets_ITEM, Item_Model("a_bullets.mdl")); #endif #ifdef SVQC PROPERTY(int, g_pickup_nails); void ammo_bullets_init(Pickup this, entity item) { if(!GetResource(item, RES_BULLETS)) SetResourceExplicit(item, RES_BULLETS, g_pickup_nails); } #endif CLASS(Bullets, Ammo) ENDCLASS(Bullets) REGISTER_ITEM(Bullets, Bullets) { this.m_canonical_spawnfunc = "item_bullets"; #ifdef GAMEQC this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE; this.m_model = MDL_Bullets_ITEM; #endif this.netname = "bullets"; this.m_name = _("Bullets"); this.m_icon = "ammo_bullets"; #ifdef SVQC this.m_botvalue = 1500; this.m_itemid = IT_RESOURCE; this.m_iteminit = ammo_bullets_init; #endif } SPAWNFUNC_ITEM(item_bullets, ITEM_Bullets) // ammo type #3: rockets #ifdef GAMEQC MODEL(Rockets_ITEM, Item_Model("a_rockets.md3")); #endif #ifdef SVQC PROPERTY(int, g_pickup_rockets); void ammo_rockets_init(Pickup this, entity item) { if(!GetResource(item, RES_ROCKETS)) SetResourceExplicit(item, RES_ROCKETS, g_pickup_rockets); } #endif REGISTER_ITEM(Rockets, Ammo) { this.m_canonical_spawnfunc = "item_rockets"; #ifdef GAMEQC this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE; this.m_model = MDL_Rockets_ITEM; #endif this.netname = "rockets"; this.m_name = _("Rockets"); this.m_icon = "ammo_rockets"; #ifdef SVQC this.m_botvalue = 1500; this.m_itemid = IT_RESOURCE; this.m_iteminit = ammo_rockets_init; #endif } SPAWNFUNC_ITEM(item_rockets, ITEM_Rockets) // ammo type #4: cells #ifdef GAMEQC MODEL(Cells_ITEM, Item_Model("a_cells.md3")); #endif #ifdef SVQC PROPERTY(int, g_pickup_cells); void ammo_cells_init(Pickup this, entity item) { if(!GetResource(item, RES_CELLS)) SetResourceExplicit(item, RES_CELLS, g_pickup_cells); } #endif REGISTER_ITEM(Cells, Ammo) { this.m_canonical_spawnfunc = "item_cells"; #ifdef GAMEQC this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE; this.m_model = MDL_Cells_ITEM; #endif this.netname = "cells"; this.m_name = _("Cells"); this.m_icon = "ammo_cells"; #ifdef SVQC this.m_botvalue = 1500; this.m_itemid = IT_RESOURCE; this.m_iteminit = ammo_cells_init; #endif } SPAWNFUNC_ITEM(item_cells, ITEM_Cells)