Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
}
+void GivePlayerShells(entity player, float amount)
+{
+ player.ammo_shells = bound(player.ammo_shells, player.ammo_shells + amount,
+ g_pickup_shells_max);
+}
+
+void GivePlayerBullets(entity player, float amount)
+{
+ player.ammo_nails = bound(player.ammo_nails, player.ammo_nails + amount,
+ g_pickup_nails_max);
+}
+
+void GivePlayerRockets(entity player, float amount)
+{
+ player.ammo_rockets = bound(player.ammo_rockets, player.ammo_rockets +
+ amount, g_pickup_rockets_max);
+}
+
+void GivePlayerCells(entity player, float amount)
+{
+ player.ammo_cells = bound(player.ammo_cells, player.ammo_cells + amount,
+ g_pickup_cells_max);
+}
+
float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
{
if (!item.(ammotype))
void Item_ScheduleRespawn(entity e);
void Item_ScheduleInitialRespawn(entity e);
+
+/// \brief Gives player shells.
+/// \param[in,out] player Player to give shells to.
+/// \param[in] amount Amount of shells to give.
+/// \return No return.
+void GivePlayerShells(entity player, float amount);
+
+/// \brief Gives player bullets.
+/// \param[in,out] player Player to give bullets to.
+/// \param[in] amount Amount of bullets to give.
+/// \return No return.
+void GivePlayerBullets(entity player, float amount);
+
+/// \brief Gives player rockets.
+/// \param[in,out] player Player to give rockets to.
+/// \param[in] amount Amount of rockets to give.
+/// \return No return.
+void GivePlayerRockets(entity player, float amount);
+
+/// \brief Gives player cells.
+/// \param[in,out] player Player to give cells to.
+/// \param[in] amount Amount of cells to give.
+/// \return No return.
+void GivePlayerCells(entity player, float amount);
+
float ITEM_MODE_NONE = 0;
float ITEM_MODE_HEALTH = 1;
float ITEM_MODE_ARMOR = 2;