PROPERTY(float, g_pickup_armorsmall_anyway);
PROPERTY(int, g_pickup_armorsmall);
PROPERTY(int, g_pickup_armorsmall_max);
-void item_armorsmall_init(entity item)
+void item_armorsmall_init(Pickup this, entity item)
{
if(!item.max_armorvalue)
item.max_armorvalue = g_pickup_armorsmall_max;
REGISTER_ITEM(ArmorSmall, Armor) {
this.m_canonical_spawnfunc = "item_armor_small";
#ifdef GAMEQC
- this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_OVERKILL;
+ this.spawnflags = ITEM_FLAG_NORMAL;
this.m_model = MDL_ArmorSmall_ITEM;
this.m_sound = SND_ArmorSmall;
#endif
PROPERTY(float, g_pickup_armormedium_anyway);
PROPERTY(int, g_pickup_armormedium);
PROPERTY(int, g_pickup_armormedium_max);
-void item_armormedium_init(entity item)
+void item_armormedium_init(Pickup this, entity item)
{
if(!item.max_armorvalue)
item.max_armorvalue = g_pickup_armormedium_max;
REGISTER_ITEM(ArmorMedium, Armor) {
this.m_canonical_spawnfunc = "item_armor_medium";
#ifdef GAMEQC
- this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_OVERKILL;
+ this.spawnflags = ITEM_FLAG_NORMAL;
this.m_model = MDL_ArmorMedium_ITEM;
this.m_sound = SND_ArmorMedium;
#endif
PROPERTY(float, g_pickup_armorbig_anyway);
PROPERTY(int, g_pickup_armorbig);
PROPERTY(int, g_pickup_armorbig_max);
-void item_armorbig_init(entity item)
+void item_armorbig_init(Pickup this, entity item)
{
if(!item.max_armorvalue)
item.max_armorvalue = g_pickup_armorbig_max;
REGISTER_ITEM(ArmorBig, Armor) {
this.m_canonical_spawnfunc = "item_armor_big";
#ifdef GAMEQC
- this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_OVERKILL;
+ this.spawnflags = ITEM_FLAG_NORMAL;
this.m_model = MDL_ArmorBig_ITEM;
this.m_sound = SND_ArmorBig;
#endif
PROPERTY(float, g_pickup_armormega_anyway);
PROPERTY(int, g_pickup_armormega);
PROPERTY(int, g_pickup_armormega_max);
-void item_armormega_init(entity item)
+void item_armormega_init(Pickup this, entity item)
{
if(!item.max_armorvalue)
item.max_armorvalue = g_pickup_armormega_max;
REGISTER_ITEM(ArmorMega, Armor) {
this.m_canonical_spawnfunc = "item_armor_mega";
#ifdef GAMEQC
- this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_OVERKILL;
+ this.spawnflags = ITEM_FLAG_NORMAL;
this.m_model = MDL_ArmorMega_ITEM;
this.m_sound = SND_ArmorMega;
#endif