6 ATTRIB(Ammo, m_pickupevalfunc, float(entity player, entity item), commodity_pickupevalfunc);
7 ATTRIB(Ammo, m_respawntime, float(), GET(g_pickup_respawntime_ammo));
8 ATTRIB(Ammo, m_respawntimejitter, float(), GET(g_pickup_respawntimejitter_ammo));
13 #include <common/t_items.qh>
17 MODEL(Bullets_ITEM, Item_Model("a_bullets.mdl"));
20 REGISTER_ITEM(Bullets, Ammo) {
22 this.m_model = MDL_Bullets_ITEM;
24 this.m_name = "bullets";
25 this.m_icon = "ammo_bullets";
27 this.m_botvalue = 2000;
28 this.m_itemid = IT_NAILS;
33 MODEL(Cells_ITEM, Item_Model("a_cells.md3"));
36 REGISTER_ITEM(Cells, Ammo) {
38 this.m_model = MDL_Cells_ITEM;
40 this.m_name = "cells";
41 this.m_icon = "ammo_cells";
43 this.m_botvalue = 2000;
44 this.m_itemid = IT_CELLS;
49 MODEL(Plasma_ITEM, Item_Model("a_cells.md3"));
52 REGISTER_ITEM(Plasma, Ammo) {
54 this.m_model = MDL_Plasma_ITEM;
56 this.m_name = "plasma";
57 this.m_icon = "ammo_plasma";
59 this.m_botvalue = 2000;
60 this.m_itemid = IT_PLASMA;
65 MODEL(Rockets_ITEM, Item_Model("a_rockets.md3"));
68 REGISTER_ITEM(Rockets, Ammo) {
70 this.m_model = MDL_Rockets_ITEM;
72 this.m_name = "rockets";
73 this.m_icon = "ammo_rockets";
75 this.m_botvalue = 3000;
76 this.m_itemid = IT_ROCKETS;
81 MODEL(Shells_ITEM, Item_Model("a_shells.md3"));
84 REGISTER_ITEM(Shells, Ammo) {
86 this.m_model = MDL_Shells_ITEM;
88 this.m_name = "shells";
89 this.m_icon = "ammo_shells";
91 this.m_botvalue = 500;
92 this.m_itemid = IT_SHELLS;