#endif
#ifdef SVQC
PROPERTY(float, g_pickup_armorsmall_anyway);
+PROPERTY(int, g_pickup_armorsmall);
+PROPERTY(int, g_pickup_armorsmall_max);
+void item_armorsmall_init(entity item)
+{
+ if(!item.max_armorvalue)
+ item.max_armorvalue = g_pickup_armorsmall_max;
+ if(!item.armorvalue)
+ item.armorvalue = g_pickup_armorsmall;
+}
#endif
REGISTER_ITEM(ArmorSmall, Armor) {
this.m_model = MDL_ArmorSmall_ITEM;
this.m_sound = SND_ArmorSmall;
#endif
+ this.netname = "armor_small";
this.m_name = "5 Armor";
this.m_icon = "armor";
#ifdef SVQC
this.m_respawntime = GET(g_pickup_respawntime_short);
this.m_respawntimejitter = GET(g_pickup_respawntimejitter_short);
this.m_pickupanyway = GET(g_pickup_armorsmall_anyway);
+ this.m_iteminit = item_armorsmall_init;
#endif
}
#endif
#ifdef SVQC
PROPERTY(float, g_pickup_armormedium_anyway);
+PROPERTY(int, g_pickup_armormedium);
+PROPERTY(int, g_pickup_armormedium_max);
+void item_armormedium_init(entity item)
+{
+ if(!item.max_armorvalue)
+ item.max_armorvalue = g_pickup_armormedium_max;
+ if(!item.armorvalue)
+ item.armorvalue = g_pickup_armormedium;
+}
#endif
REGISTER_ITEM(ArmorMedium, Armor) {
this.m_model = MDL_ArmorMedium_ITEM;
this.m_sound = SND_ArmorMedium;
#endif
+ this.netname = "armor_medium";
this.m_name = "25 Armor";
this.m_icon = "armor";
#ifdef SVQC
this.m_respawntime = GET(g_pickup_respawntime_medium);
this.m_respawntimejitter = GET(g_pickup_respawntimejitter_medium);
this.m_pickupanyway = GET(g_pickup_armormedium_anyway);
+ this.m_iteminit = item_armormedium_init;
#endif
}
#endif
#ifdef SVQC
PROPERTY(float, g_pickup_armorbig_anyway);
+PROPERTY(int, g_pickup_armorbig);
+PROPERTY(int, g_pickup_armorbig_max);
+void item_armorbig_init(entity item)
+{
+ if(!item.max_armorvalue)
+ item.max_armorvalue = g_pickup_armorbig_max;
+ if(!item.armorvalue)
+ item.armorvalue = g_pickup_armorbig;
+}
#endif
REGISTER_ITEM(ArmorBig, Armor) {
this.m_model = MDL_ArmorBig_ITEM;
this.m_sound = SND_ArmorBig;
#endif
+ this.netname = "armor_big";
this.m_name = "50 Armor";
this.m_icon = "armor";
this.m_color = '0 1 0';
this.m_respawntime = GET(g_pickup_respawntime_long);
this.m_respawntimejitter = GET(g_pickup_respawntimejitter_long);
this.m_pickupanyway = GET(g_pickup_armorbig_anyway);
+ this.m_iteminit = item_armorbig_init;
#endif
}
#endif
#ifdef SVQC
PROPERTY(float, g_pickup_armormega_anyway);
+PROPERTY(int, g_pickup_armormega);
+PROPERTY(int, g_pickup_armormega_max);
+void item_armormega_init(entity item)
+{
+ if(!item.max_armorvalue)
+ item.max_armorvalue = g_pickup_armormega_max;
+ if(!item.armorvalue)
+ item.armorvalue = g_pickup_armormega;
+}
#endif
REGISTER_ITEM(ArmorMega, Armor) {
this.m_model = MDL_ArmorMega_ITEM;
this.m_sound = SND_ArmorMega;
#endif
+ this.netname = "armor_mega";
this.m_name = "100 Armor";
this.m_icon = "item_large_armor";
this.m_color = '0 1 0';
this.m_respawntime = GET(g_pickup_respawntime_long);
this.m_respawntimejitter = GET(g_pickup_respawntimejitter_long);
this.m_pickupanyway = GET(g_pickup_armormega_anyway);
+ this.m_iteminit = item_armormega_init;
#endif
}