#endif
#ifdef SVQC
-bool autocvar_g_powerups_shield = 1;
+bool autocvar_g_powerups_shield;
float autocvar_g_balance_powerup_invincible_takedamage;
-float autocvar_g_balance_powerup_invincible_takeforce = 0.33;
+float autocvar_g_balance_powerup_invincible_takeforce;
float autocvar_g_balance_powerup_invincible_time;
-void powerup_shield_init(Pickup this, entity item)
+void powerup_shield_init(Pickup def, entity item)
{
- if(autocvar_g_powerups_shield)
- this.spawnflags = ITEM_FLAG_NORMAL;
- else
- this.spawnflags = ITEM_FLAG_MUTATORBLOCKED;
+ if(!autocvar_g_powerups || !autocvar_g_powerups_shield)
+ def.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
if(!item.invincible_finished)
item.invincible_finished = (item.count) ? item.count : autocvar_g_balance_powerup_invincible_time;
this.m_iteminit = powerup_shield_init;
#endif
#ifdef GAMEQC
+ this.spawnflags = ITEM_FLAG_NORMAL;
this.m_itemid = IT_INVINCIBLE;
this.m_model = MDL_Shield_ITEM;
this.m_sound = SND_Shield;