#endif
#ifdef SVQC
+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 || !autocvar_g_powerups_strength)
+ def.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
+
if(!item.strength_finished)
- item.strength_finished = autocvar_g_balance_powerup_strength_time;
+ item.strength_finished = (item.count) ? item.count : autocvar_g_balance_powerup_strength_time;
}
#endif
REGISTER_ITEM(Strength, Powerup) {
this.m_canonical_spawnfunc = "item_strength";
+#ifdef SVQC
+ this.m_iteminit = powerup_strength_init;
+#endif
#ifdef GAMEQC
- this.spawnflags = ITEM_FLAG_NORMAL;
+ this.spawnflags = ITEM_FLAG_NORMAL;
+ this.m_itemid = IT_STRENGTH;
this.m_model = MDL_Strength_ITEM;
this.m_sound = SND_Strength;
this.m_glow = true;
this.m_color = '0 0 1';
this.m_waypoint = _("Strength");
this.m_waypointblink = 2;
-#ifdef GAMEQC
- this.m_itemid = IT_STRENGTH;
-#endif
-#ifdef SVQC
- this.m_iteminit = powerup_strength_init;
-#endif
}
SPAWNFUNC_ITEM(item_strength, ITEM_Strength)