item instance data, with linked list capability
unsigned int playermask_t
void G_InventoryToFloor(Edict *ent)
Move items to adjacent locations if the containers on the current floor edict are full.
bool G_InventoryRemoveItemByID(const char *itemID, Edict *ent, containerIndex_t index)
Removes one particular item from a given container.
bool G_AddItemToFloor(const pos3_t pos, const char *itemID)
Adds a new item to an existing or new floor container edict at the given grid location.
Edict * G_GetFloorItemFromPos(const pos3_t pos)
Callback to G_GetEdictFromPos() for given position, used to get items from position.
void G_WriteItem(const Item &item, const containerIndex_t contId, int x, int y)
Write an item to the network buffer.
const equipDef_t * G_GetEquipDefByID(const char *equipID)
void G_SendInventory(playermask_t player_mask, const Edict &ent)
Sends whole inventory through the network buffer.
Edict * G_GetFloorItems(Edict *ent) __attribute__((nonnull))
Prepares a list of items on the floor at given entity position.
void G_ReadItem(Item *item, const invDef_t **container, int *x, int *y)
Read item from the network buffer.
Local definitions for game module.
inventory definition for our menus