SOUND(VaporizerCells, Item_Sound("itempickup"));
#endif
+#ifdef SVQC
+int autocvar_g_instagib_ammo_drop;
+void ammo_vaporizercells_init(entity item)
+{
+ if(!item.ammo_cells)
+ item.ammo_cells = autocvar_g_instagib_ammo_drop;
+}
+#endif
REGISTER_ITEM(VaporizerCells, Ammo) {
+ this.m_canonical_spawnfunc = "item_vaporizer_cells";
#ifdef GAMEQC
+ this.spawnflags = ITEM_FLAG_INSTAGIB | ITEM_FLAG_MUTATORBLOCKED;
this.m_model = MDL_VaporizerCells_ITEM;
this.m_sound = SND_VaporizerCells;
#endif
+ this.netname = "vaporizer_cells";
this.m_name = "Vaporizer Ammo";
this.m_icon = "ammo_supercells";
#ifdef SVQC
this.m_itemid = IT_CELLS;
this.m_respawntime = GET(instagib_respawntime_ammo);
this.m_respawntimejitter = GET(instagib_respawntimejitter_ammo);
+ this.m_iteminit = ammo_vaporizercells_init;
#endif
}
+SPAWNFUNC_ITEM(item_vaporizer_cells, ITEM_VaporizerCells)
+SPAWNFUNC_ITEM(item_minst_cells, ITEM_VaporizerCells)
+
#ifdef GAMEQC
MODEL(ExtraLife_ITEM, Item_Model("g_h100.md3"));
SOUND(ExtraLife, Item_Sound("megahealth"));
#endif
REGISTER_ITEM(ExtraLife, Powerup) {
+ this.m_canonical_spawnfunc = "item_extralife";
#ifdef GAMEQC
+ this.spawnflags = ITEM_FLAG_INSTAGIB;
this.m_model = MDL_ExtraLife_ITEM;
this.m_sound = SND_ExtraLife;
#endif
+ this.netname = "extralife";
this.m_name = "Extra life";
this.m_icon = "item_mega_health";
this.m_color = '1 0 0';
this.m_itemid = IT_NAILS;
}
+SPAWNFUNC_ITEM(item_extralife, ITEM_ExtraLife)
+
#ifdef GAMEQC
MODEL(Invisibility_ITEM, Item_Model("g_strength.md3"));
SOUND(Invisibility, Item_Sound("powerup"));
#endif
+#ifdef SVQC
+/// \brief Initializes the invisibility powerup.
+/// \param[in,out] item Item to initialize.
+/// \return No return.
+void powerup_invisibility_init(entity item);
+#endif
+
REGISTER_ITEM(Invisibility, Powerup) {
+ this.m_canonical_spawnfunc = "item_invisibility";
#ifdef GAMEQC
+ this.spawnflags = ITEM_FLAG_INSTAGIB;
this.m_model = MDL_Invisibility_ITEM;
this.m_sound = SND_Invisibility;
+ this.m_glow = true;
+ this.m_respawnsound = SND_STRENGTH_RESPAWN;
#endif
+ this.netname = "invisibility";
this.m_name = "Invisibility";
this.m_icon = "strength";
this.m_color = '0 0 1';
this.m_waypoint = _("Invisibility");
this.m_waypointblink = 2;
this.m_itemid = IT_STRENGTH;
+#ifdef SVQC
+ this.m_iteminit = powerup_invisibility_init;
+#endif
}
+SPAWNFUNC_ITEM(item_invisibility, ITEM_Invisibility)
+
#ifdef GAMEQC
MODEL(Speed_ITEM, Item_Model("g_invincible.md3"));
SOUND(Speed, Item_Sound("powerup_shield"));
#endif
+#ifdef SVQC
+/// \brief Initializes the speed powerup.
+/// \param[in,out] item Item to initialize.
+/// \return No return.
+void powerup_speed_init(entity item);
+#endif
+
REGISTER_ITEM(Speed, Powerup) {
+ this.m_canonical_spawnfunc = "item_speed";
#ifdef GAMEQC
+ this.spawnflags = ITEM_FLAG_INSTAGIB;
this.m_model = MDL_Speed_ITEM;
this.m_sound = SND_Speed;
+ this.m_glow = true;
+ this.m_respawnsound = SND_SHIELD_RESPAWN;
#endif
+ this.netname = "speed";
this.m_name = "Speed";
this.m_icon = "shield";
this.m_color = '1 0 1';
this.m_waypoint = _("Speed");
this.m_waypointblink = 2;
this.m_itemid = IT_INVINCIBLE;
+#ifdef SVQC
+ this.m_iteminit = powerup_speed_init;
+#endif
}
+
+SPAWNFUNC_ITEM(item_speed, ITEM_Speed)