#ifdef SVQC
.float speed_finished;
-bool autocvar_g_powerups_speed = 1;
-float autocvar_g_balance_powerup_speed_attackrate = 0.8;
-float autocvar_g_balance_powerup_speed_highspeed = 1.5;
-float autocvar_g_balance_powerup_speed_time = 30;
-void powerup_speed_init(Pickup this, entity item)
+bool autocvar_g_powerups_speed;
+float autocvar_g_balance_powerup_speed_attackrate;
+float autocvar_g_balance_powerup_speed_highspeed;
+float autocvar_g_balance_powerup_speed_time;
+void powerup_speed_init(Pickup def, entity item)
{
- if(autocvar_g_powerups_speed)
- this.spawnflags = ITEM_FLAG_NORMAL;
- else
- this.spawnflags = ITEM_FLAG_MUTATORBLOCKED;
+ if(!autocvar_g_powerups || !autocvar_g_powerups_speed)
+ def.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
if(!item.speed_finished)
item.speed_finished = (item.count) ? item.count : autocvar_g_balance_powerup_speed_time;
this.m_iteminit = powerup_speed_init;
#endif
#ifdef GAMEQC
+ this.spawnflags = ITEM_FLAG_NORMAL;
this.m_itemid = IT_SPEED;
this.m_model = MDL_BUFF; // TODO: MDL_Speed_ITEM when new model available
this.m_skin = 9;