1#pragma once 2 3#define droptofloor builtin_droptofloor 4#define cvar_set builtin_cvar_set 5#define cvar_string builtin_cvar_string 6#define cvar builtin_cvar 7 8#define IT_SHOTGUN _IT_SHOTGUN /* BIT(0) */ 9#define IT_SUPER_SHOTGUN _IT_SUPER_SHOTGUN /* BIT(1) */ 10#define IT_NAILGUN _IT_NAILGUN /* BIT(2) */ 11#define IT_SUPER_NAILGUN _IT_SUPER_NAILGUN /* BIT(3) */ 12#define IT_GRENADE_LAUNCHER _IT_GRENADE_LAUNCHER /* BIT(4) */ 13#define IT_ROCKET_LAUNCHER _IT_ROCKET_LAUNCHER /* BIT(5) */ 14#define IT_LIGHTNING _IT_LIGHTNING /* BIT(6) */ 15#define IT_EXTRA_WEAPON _IT_EXTRA_WEAPON /* BIT(7) */ 16#define IT_SHELLS _IT_SHELLS /* BIT(8) */ 17#define IT_NAILS _IT_NAILS /* BIT(9) */ 18#define IT_ROCKETS _IT_ROCKETS /* BIT(10) */ 19#define IT_CELLS _IT_CELLS /* BIT(11) */ 20#define IT_AXE _IT_AXE /* BIT(12) */ 21#define IT_ARMOR1 _IT_ARMOR1 /* BIT(13) */ 22#define IT_ARMOR2 _IT_ARMOR2 /* BIT(14) */ 23#define IT_ARMOR3 _IT_ARMOR3 /* BIT(15) */ 24#define IT_SUPERHEALTH _IT_SUPERHEALTH /* BIT(16) */ 25#define IT_KEY1 _IT_KEY1 /* BIT(17) */ 26#define IT_KEY2 _IT_KEY2 /* BIT(18) */ 27// FIXME: special meaning when used in client items stat 28#define IT_INVISIBILITY _IT_INVISIBILITY /* BIT(19) */ 29#define IT_INVULNERABILITY _IT_INVULNERABILITY /* BIT(20) */ 30#define IT_SUIT _IT_SUIT /* BIT(21) */ 31#define IT_QUAD _IT_QUAD /* BIT(22) */ 32 33#pragma noref 1 34