97#define SPAWNFUNC_BODY(item) \
98 if (item && Item_IsDefinitionAllowed(item)) \
99 StartItem(this, item); \
102 startitem_failed = true; \
106#define SPAWNFUNC_ITEM(name, item) \
109 SPAWNFUNC_BODY((item)) \
114#define SPAWNFUNC_ITEM(name, item)
125#define ITEM_HANDLE(signal, ...) __Item_Send_##signal(__VA_ARGS__)
151 returns(this.
m_name, icon_path_from_HUDskin(this.m_icon));
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
ATTRIB(GameItem, m_canonical_spawnfunc, string)
the canonical spawnfunc name
ATTRIB(GameItem, m_name, string)
ATTRIB(GameItem, m_icon, string)
void ITEM_HANDLE(Show, GameItem this)
virtual void m_spawnfunc_hookreplace()
ATTRIB(GameItem, m_waypoint, string)
const int IT_USING_JETPACK
const float IT_UPDATE_INTERVAL
const int IT_UNLIMITED_AMMO
const int IT_UNLIMITED_SUPERWEAPONS
float invincible_finished
@ ITEM_FLAG_MUTATORBLOCKED
@ ITEM_FLAG_RESOURCE
Item is is a resource, not a held item.
@ ITEM_FLAG_NORMAL
Item is usable during normal gameplay.
const float IT_DESPAWNFX_TIME
Header file that describes the functions related to game items.
#define REGISTER_NET_LINKED(id)
#define METHOD(cname, name, prototype)