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;
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;
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;
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;