#endif
#ifdef SVQC
-bool autocvar_g_powerups_strength = 1;
+bool autocvar_g_powerups_strength;
float autocvar_g_balance_powerup_strength_damage;
float autocvar_g_balance_powerup_strength_force;
float autocvar_g_balance_powerup_strength_selfdamage;
float autocvar_g_balance_powerup_strength_selfforce;
float autocvar_g_balance_powerup_strength_time;
-void powerup_strength_init(Pickup this, entity item)
+void powerup_strength_init(Pickup def, entity item)
{
- if(autocvar_g_powerups_strength)
- this.spawnflags = ITEM_FLAG_NORMAL;
- else
- this.spawnflags = ITEM_FLAG_MUTATORBLOCKED;
+ if(!autocvar_g_powerups || !autocvar_g_powerups_strength)
+ def.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
if(!item.strength_finished)
item.strength_finished = (item.count) ? item.count : autocvar_g_balance_powerup_strength_time;
this.m_iteminit = powerup_strength_init;
#endif
#ifdef GAMEQC
+ this.spawnflags = ITEM_FLAG_NORMAL;
this.m_itemid = IT_STRENGTH;
this.m_model = MDL_Strength_ITEM;
this.m_sound = SND_Strength;