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
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
pickup text index uint16
sort order int16
scale float
hud message value scale int16
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?
item c in enum?
item d in enum?
material effects TagDependency: material_effects
collision sound TagDependency: sound
detonation delay Bounds
  • Unit: seconds
Field Type Comments
min float
max float
detonating effect TagDependency: effect
detonation effect TagDependency: effect

Acknowledgements

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

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