#ifdef SVQC
.float invisibility_finished;
-bool autocvar_g_powerups_invisibility = 1;
-float autocvar_g_balance_powerup_invisibility_alpha = 0.15;
-float autocvar_g_balance_powerup_invisibility_time = 30;
-void powerup_invisibility_init(Pickup this, entity item)
+bool autocvar_g_powerups_invisibility;
+float autocvar_g_balance_powerup_invisibility_alpha;
+float autocvar_g_balance_powerup_invisibility_time;
+void powerup_invisibility_init(Pickup def, entity item)
{
+ if(!autocvar_g_powerups || !autocvar_g_powerups_invisibility)
+ def.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
+
if(!item.invisibility_finished)
item.invisibility_finished = (item.count) ? item.count : autocvar_g_balance_powerup_invisibility_time;
}
REGISTER_ITEM(Invisibility, Powerup) {
this.m_canonical_spawnfunc = "item_invisibility";
#ifdef SVQC
- if(autocvar_g_powerups_invisibility)
- this.spawnflags = ITEM_FLAG_NORMAL;
- else
- this.spawnflags = ITEM_FLAG_MUTATORBLOCKED;
-
this.m_iteminit = powerup_invisibility_init;
#endif
#ifdef GAMEQC
+ this.spawnflags = ITEM_FLAG_NORMAL;
this.m_itemid = IT_INVISIBILITY;
this.m_model = MDL_BUFF; // TODO: MDL_Invisibility_ITEM when new model available
this.m_skin = 12;