REGISTRY_DEPENDS(Items, Models)
#endif
REGISTER_REGISTRY(Items)
-#define REGISTER_ITEM(id, class) REGISTER(Items, ITEM, id, m_id, NEW(class))
+#define REGISTER_ITEM(id, inst) REGISTER(Items, ITEM, id, m_id, inst)
#ifdef CSQC
// Copy Items registry here before it gets sorted alphabetically by REGISTRY_SORT
CLASS(Shells, Ammo)
ENDCLASS(Shells)
-REGISTER_ITEM(Shells, Shells) {
+REGISTER_ITEM(Shells, NEW(Shells)) {
this.m_canonical_spawnfunc = "item_shells";
#ifdef GAMEQC
this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
CLASS(Bullets, Ammo)
ENDCLASS(Bullets)
-REGISTER_ITEM(Bullets, Bullets) {
+REGISTER_ITEM(Bullets, NEW(Bullets)) {
this.m_canonical_spawnfunc = "item_bullets";
#ifdef GAMEQC
this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
SetResourceExplicit(item, RES_ROCKETS, g_pickup_rockets);
}
#endif
-REGISTER_ITEM(Rockets, Ammo) {
+REGISTER_ITEM(Rockets, NEW(Ammo)) {
this.m_canonical_spawnfunc = "item_rockets";
#ifdef GAMEQC
this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
SetResourceExplicit(item, RES_CELLS, g_pickup_cells);
}
#endif
-REGISTER_ITEM(Cells, Ammo) {
+REGISTER_ITEM(Cells, NEW(Ammo)) {
this.m_canonical_spawnfunc = "item_cells";
#ifdef GAMEQC
this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
}
#endif
-REGISTER_ITEM(ArmorSmall, Armor) {
+REGISTER_ITEM(ArmorSmall, NEW(Armor)) {
this.m_canonical_spawnfunc = "item_armor_small";
#ifdef GAMEQC
this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
}
#endif
-REGISTER_ITEM(ArmorMedium, Armor) {
+REGISTER_ITEM(ArmorMedium, NEW(Armor)) {
this.m_canonical_spawnfunc = "item_armor_medium";
#ifdef GAMEQC
this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
}
#endif
-REGISTER_ITEM(ArmorBig, Armor) {
+REGISTER_ITEM(ArmorBig, NEW(Armor)) {
this.m_canonical_spawnfunc = "item_armor_big";
#ifdef GAMEQC
this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
}
#endif
-REGISTER_ITEM(ArmorMega, Armor) {
+REGISTER_ITEM(ArmorMega, NEW(Armor)) {
this.m_canonical_spawnfunc = "item_armor_mega";
#ifdef GAMEQC
this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
}
#endif
-REGISTER_ITEM(HealthSmall, Health) {
+REGISTER_ITEM(HealthSmall, NEW(Health)) {
this.m_canonical_spawnfunc = "item_health_small";
#ifdef GAMEQC
this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
}
#endif
-REGISTER_ITEM(HealthMedium, Health) {
+REGISTER_ITEM(HealthMedium, NEW(Health)) {
this.m_canonical_spawnfunc = "item_health_medium";
#ifdef GAMEQC
this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
}
#endif
-REGISTER_ITEM(HealthBig, Health) {
+REGISTER_ITEM(HealthBig, NEW(Health)) {
this.m_canonical_spawnfunc = "item_health_big";
#ifdef GAMEQC
this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
}
#endif
-REGISTER_ITEM(HealthMega, Health) {
+REGISTER_ITEM(HealthMega, NEW(Health)) {
this.m_canonical_spawnfunc = "item_health_mega";
#ifdef GAMEQC
this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
CLASS(Jetpack, Powerup)
ENDCLASS(Jetpack)
-REGISTER_ITEM(Jetpack, Jetpack) {
+REGISTER_ITEM(Jetpack, NEW(Jetpack)) {
this.m_canonical_spawnfunc = "item_jetpack";
#ifdef GAMEQC
this.spawnflags = ITEM_FLAG_NORMAL;
SetResourceExplicit(item, RES_FUEL, g_pickup_fuel);
}
#endif
-REGISTER_ITEM(JetpackFuel, Ammo) {
+REGISTER_ITEM(JetpackFuel, NEW(Ammo)) {
this.m_canonical_spawnfunc = "item_fuel";
#ifdef GAMEQC
this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
CLASS(JetpackRegen, Powerup)
ENDCLASS(JetpackRegen)
-REGISTER_ITEM(JetpackRegen, JetpackRegen) {
+REGISTER_ITEM(JetpackRegen, NEW(JetpackRegen)) {
this.m_canonical_spawnfunc = "item_fuel_regen";
#ifdef GAMEQC
this.spawnflags = ITEM_FLAG_NORMAL;
#include <common/mutators/mutator/waypoints/all.qh>
#endif
-#define REGISTER_BUFF(id, inst) \
- REGISTER(StatusEffect, BUFF_##id, m_id, inst)
+#define REGISTER_BUFF(id, inst) REGISTER(StatusEffect, BUFF_##id, m_id, inst)
#include <common/mutators/mutator/status_effects/_mod.qh>
CLASS(Buff, StatusEffects)
SetResourceExplicit(item, RES_CELLS, autocvar_g_instagib_ammo_drop);
}
#endif
-REGISTER_ITEM(VaporizerCells, Ammo) {
+REGISTER_ITEM(VaporizerCells, NEW(Ammo)) {
this.m_canonical_spawnfunc = "item_vaporizer_cells";
#ifdef GAMEQC
this.spawnflags = ITEM_FLAG_MUTATORBLOCKED;
SOUND(ExtraLife, Item_Sound("megahealth"));
#endif
-REGISTER_ITEM(ExtraLife, Powerup) {
+REGISTER_ITEM(ExtraLife, NEW(Powerup)) {
this.m_canonical_spawnfunc = "item_extralife";
#ifdef GAMEQC
this.m_model = MDL_ExtraLife_ITEM;
item.invisibility_finished = (item.count) ? item.count : autocvar_g_balance_powerup_invisibility_time;
}
#endif
-REGISTER_ITEM(Invisibility, Powerup) {
+REGISTER_ITEM(Invisibility, NEW(Powerup)) {
this.m_canonical_spawnfunc = "item_invisibility";
#ifdef SVQC
this.m_iteminit = powerup_invisibility_init;
item.invincible_finished = (item.count) ? item.count : autocvar_g_balance_powerup_invincible_time;
}
#endif
-REGISTER_ITEM(Shield, Powerup) {
+REGISTER_ITEM(Shield, NEW(Powerup)) {
this.m_canonical_spawnfunc = "item_shield";
#ifdef SVQC
this.m_iteminit = powerup_shield_init;
item.speed_finished = (item.count) ? item.count : autocvar_g_balance_powerup_speed_time;
}
#endif
-REGISTER_ITEM(Speed, Powerup) {
+REGISTER_ITEM(Speed, NEW(Powerup)) {
this.m_canonical_spawnfunc = "item_speed";
#ifdef SVQC
this.m_iteminit = powerup_speed_init;
item.strength_finished = (item.count) ? item.count : autocvar_g_balance_powerup_strength_time;
}
#endif
-REGISTER_ITEM(Strength, Powerup) {
+REGISTER_ITEM(Strength, NEW(Powerup)) {
this.m_canonical_spawnfunc = "item_strength";
#ifdef SVQC
this.m_iteminit = powerup_strength_init;