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

FieldTypeComments
item flagsbitfield
FlagMaskComments
always maintains z up0x1

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 explosions0x2

Allows the item (e.g. grenade) to be detonated if receiving a damage_effect with a detonates explosives flag enabled.

unaffected by gravity0x4
pickup text indexuint16
sort orderint16
scalefloat
hud message value scaleint16
item a inenum
OptionValueComments
none0x0
body vitality0x1
shield vitality0x2
recent body damage0x3
recent shield damage0x4
random constant0x5
umbrella shield vitality0x6
shield stun0x7
recent umbrella shield vitality0x8
umbrella shield stun0x9
region0xA
region 10xB
region 20xC
region 30xD
region 40xE
region 50xF
region 60x10
region 70x11
alive0x12
compass0x13
item b inenum?
item c inenum?
item d inenum?
material effectsTagDependency: material_effects
collision soundTagDependency: sound
detonation delayBounds
  • Unit: seconds
FieldTypeComments
minfloat
maxfloat
detonating effectTagDependency: effect
detonation effectTagDependency: effect

Acknowledgements

Thanks to the following individuals for their research or contributions to this topic:

  • Kavawuvi (Invader tag definitions)
  • MosesOfEgypt (Tag structure research)