Items are simple moveable objects and the parent tag of weapon, garbage, and equipment. Although they can have a hitbox in the form of a model_collision_geometry, when moving they are simulated as simple point-like objects that can bounce off the BSP and non-item objects. Unlike units, they cannot be controlled or die (though they can despawn).
Structure and fields
This tag inherits fields from object which are not shown here. See the parent's page for more information. The following information is unique to the item tag.
Field |
Type |
Comments |
item flags |
bitfield(32) |
|
Flag | Mask | Comments | always maintains z up | 0x1 | Forces the item to remain upright even if it has been launched in an explosion or thrown. This is used for the multiplayer flag weapon to prevent it from tumbling when dropped. | destroyed by explosions | 0x2 | Allows the item (e.g. grenade) to be detonated if receiving a damage_effect with a detonates explosives flag enabled. | unaffected by gravity | 0x4 | | |
message index |
Index: u16 |
|
sort order |
i16 |
|
scale |
f32 |
|
hud message value scale |
i16 |
|
|
pad(2) |
|
|
pad(16) |
|
item a in |
enum |
|
Option | Value | Comments | none | 0x0 | | body vitality | 0x1 | | shield vitality | 0x2 | | recent body damage | 0x3 | | recent shield damage | 0x4 | | random constant | 0x5 | | umbrella shield vitality | 0x6 | | shield stun | 0x7 | | recent umbrella shield vitality | 0x8 | | umbrella shield stun | 0x9 | | region | 0xa | | region 1 | 0xb | | region 2 | 0xc | | region 3 | 0xd | | region 4 | 0xe | | region 5 | 0xf | | region 6 | 0x10 | | region 7 | 0x11 | | alive | 0x12 | | compass | 0x13 | | |
item b in |
enum |
|
Option | Value | Comments | none | 0x0 | | body vitality | 0x1 | | shield vitality | 0x2 | | recent body damage | 0x3 | | recent shield damage | 0x4 | | random constant | 0x5 | | umbrella shield vitality | 0x6 | | shield stun | 0x7 | | recent umbrella shield vitality | 0x8 | | umbrella shield stun | 0x9 | | region | 0xa | | region 1 | 0xb | | region 2 | 0xc | | region 3 | 0xd | | region 4 | 0xe | | region 5 | 0xf | | region 6 | 0x10 | | region 7 | 0x11 | | alive | 0x12 | | compass | 0x13 | | |
item c in |
enum |
|
Option | Value | Comments | none | 0x0 | | body vitality | 0x1 | | shield vitality | 0x2 | | recent body damage | 0x3 | | recent shield damage | 0x4 | | random constant | 0x5 | | umbrella shield vitality | 0x6 | | shield stun | 0x7 | | recent umbrella shield vitality | 0x8 | | umbrella shield stun | 0x9 | | region | 0xa | | region 1 | 0xb | | region 2 | 0xc | | region 3 | 0xd | | region 4 | 0xe | | region 5 | 0xf | | region 6 | 0x10 | | region 7 | 0x11 | | alive | 0x12 | | compass | 0x13 | | |
item d in |
enum |
|
Option | Value | Comments | none | 0x0 | | body vitality | 0x1 | | shield vitality | 0x2 | | recent body damage | 0x3 | | recent shield damage | 0x4 | | random constant | 0x5 | | umbrella shield vitality | 0x6 | | shield stun | 0x7 | | recent umbrella shield vitality | 0x8 | | umbrella shield stun | 0x9 | | region | 0xa | | region 1 | 0xb | | region 2 | 0xc | | region 3 | 0xd | | region 4 | 0xe | | region 5 | 0xf | | region 6 | 0x10 | | region 7 | 0x11 | | alive | 0x12 | | compass | 0x13 | | |
|
pad(164) |
|
material effects |
Reference? : material_effects
|
|
collision sound |
Reference? : sound
|
|
|
pad(120) |
|
detonation delay |
f32 (seconds) (min & max) |
|
detonating effect |
Reference? : effect
|
|
detonation effect |
Reference? : effect
|
|
This information was partially generated using Invader tag definitions.
Acknowledgements
Thanks to the following individuals for their research or contributions to this topic:
- Kavawuvi (Invader tag definitions)
- MosesOfEgypt (Tag structure research)