6 ATTRIB(Armor, m_mins, vector, '-16 -16 0');
7 ATTRIB(Armor, m_maxs, vector, '16 16 48');
8 ATTRIB(Armor, m_pickupevalfunc, float(entity player, entity item), healtharmor_pickupevalfunc);
9 ATTRIB(Armor, m_botvalue, int, 5000);
14 #include <common/t_items.qh>
18 MODEL(ArmorSmall_ITEM, Item_Model("item_armor_small.md3"));
19 SOUND(ArmorSmall, Item_Sound("armor1"));
22 PROPERTY(float, g_pickup_armorsmall_anyway);
23 PROPERTY(int, g_pickup_armorsmall);
24 PROPERTY(int, g_pickup_armorsmall_max);
25 void item_armorsmall_init(entity item)
27 if(!item.max_armorvalue)
28 item.max_armorvalue = g_pickup_armorsmall_max;
30 item.armorvalue = g_pickup_armorsmall;
34 REGISTER_ITEM(ArmorSmall, Armor) {
36 this.m_model = MDL_ArmorSmall_ITEM;
37 this.m_sound = SND_ArmorSmall;
39 this.netname = "armor_small";
40 this.m_name = "5 Armor";
41 this.m_icon = "armor";
43 this.m_itemid = IT_ARMOR_SHARD;
44 this.m_respawntime = GET(g_pickup_respawntime_short);
45 this.m_respawntimejitter = GET(g_pickup_respawntimejitter_short);
46 this.m_pickupanyway = GET(g_pickup_armorsmall_anyway);
47 this.m_iteminit = item_armorsmall_init;
52 MODEL(ArmorMedium_ITEM, Item_Model("item_armor_medium.md3"));
53 SOUND(ArmorMedium, Item_Sound("armor10"));
56 PROPERTY(float, g_pickup_armormedium_anyway);
57 PROPERTY(int, g_pickup_armormedium);
58 PROPERTY(int, g_pickup_armormedium_max);
59 void item_armormedium_init(entity item)
61 if(!item.max_armorvalue)
62 item.max_armorvalue = g_pickup_armormedium_max;
64 item.armorvalue = g_pickup_armormedium;
68 REGISTER_ITEM(ArmorMedium, Armor) {
70 this.m_model = MDL_ArmorMedium_ITEM;
71 this.m_sound = SND_ArmorMedium;
73 this.netname = "armor_medium";
74 this.m_name = "25 Armor";
75 this.m_icon = "armor";
77 this.m_itemid = IT_ARMOR;
78 this.m_respawntime = GET(g_pickup_respawntime_medium);
79 this.m_respawntimejitter = GET(g_pickup_respawntimejitter_medium);
80 this.m_pickupanyway = GET(g_pickup_armormedium_anyway);
81 this.m_iteminit = item_armormedium_init;
86 MODEL(ArmorBig_ITEM, Item_Model("item_armor_big.md3"));
87 SOUND(ArmorBig, Item_Sound("armor17_5"));
90 PROPERTY(float, g_pickup_armorbig_anyway);
91 PROPERTY(int, g_pickup_armorbig);
92 PROPERTY(int, g_pickup_armorbig_max);
93 void item_armorbig_init(entity item)
95 if(!item.max_armorvalue)
96 item.max_armorvalue = g_pickup_armorbig_max;
98 item.armorvalue = g_pickup_armorbig;
102 REGISTER_ITEM(ArmorBig, Armor) {
104 this.m_model = MDL_ArmorBig_ITEM;
105 this.m_sound = SND_ArmorBig;
107 this.netname = "armor_big";
108 this.m_name = "50 Armor";
109 this.m_icon = "armor";
110 this.m_color = '0 1 0';
111 this.m_waypoint = _("Big armor");
113 this.m_itemid = IT_ARMOR;
114 this.m_respawntime = GET(g_pickup_respawntime_long);
115 this.m_respawntimejitter = GET(g_pickup_respawntimejitter_long);
116 this.m_pickupanyway = GET(g_pickup_armorbig_anyway);
117 this.m_iteminit = item_armorbig_init;
122 MODEL(ArmorMega_ITEM, Item_Model("item_armor_large.md3"));
123 SOUND(ArmorMega, Item_Sound("armor25"));
126 PROPERTY(float, g_pickup_armormega_anyway);
127 PROPERTY(int, g_pickup_armormega);
128 PROPERTY(int, g_pickup_armormega_max);
129 void item_armormega_init(entity item)
131 if(!item.max_armorvalue)
132 item.max_armorvalue = g_pickup_armormega_max;
134 item.armorvalue = g_pickup_armormega;
138 REGISTER_ITEM(ArmorMega, Armor) {
140 this.m_model = MDL_ArmorMega_ITEM;
141 this.m_sound = SND_ArmorMega;
143 this.netname = "armor_mega";
144 this.m_name = "100 Armor";
145 this.m_icon = "item_large_armor";
146 this.m_color = '0 1 0';
147 this.m_waypoint = _("Mega armor");
148 this.m_waypointblink = 2;
150 this.m_maxs = '16 16 70';
151 this.m_itemid = IT_ARMOR;
152 this.m_respawntime = GET(g_pickup_respawntime_long);
153 this.m_respawntimejitter = GET(g_pickup_respawntimejitter_long);
154 this.m_pickupanyway = GET(g_pickup_armormega_anyway);
155 this.m_iteminit = item_armormega_init;