5 PROPERTY(float, g_pickup_ammo_anyway);
10 ATTRIB(Ammo, m_pickupevalfunc, float(entity player, entity item), ammo_pickupevalfunc);
11 ATTRIB(Ammo, m_respawntime, float(), GET(g_pickup_respawntime_ammo));
12 ATTRIB(Ammo, m_respawntimejitter, float(), GET(g_pickup_respawntimejitter_ammo));
13 ATTRIB(Ammo, m_pickupanyway, float(), GET(g_pickup_ammo_anyway));
18 #include <common/t_items.qh>
22 MODEL(Bullets_ITEM, Item_Model("a_bullets.mdl"));
25 REGISTER_ITEM(Bullets, Ammo) {
27 this.m_model = MDL_Bullets_ITEM;
29 this.m_name = "bullets";
30 this.m_icon = "ammo_bullets";
32 this.m_botvalue = 1500;
33 this.m_itemid = IT_NAILS;
38 MODEL(Cells_ITEM, Item_Model("a_cells.md3"));
41 REGISTER_ITEM(Cells, Ammo) {
43 this.m_model = MDL_Cells_ITEM;
45 this.m_name = "cells";
46 this.m_icon = "ammo_cells";
48 this.m_botvalue = 1500;
49 this.m_itemid = IT_CELLS;
54 MODEL(Plasma_ITEM, Item_Model("a_cells.md3"));
57 REGISTER_ITEM(Plasma, Ammo) {
59 this.m_model = MDL_Plasma_ITEM;
61 this.m_name = "plasma";
62 this.m_icon = "ammo_plasma";
64 this.m_botvalue = 1500;
65 this.m_itemid = IT_PLASMA;
70 MODEL(Rockets_ITEM, Item_Model("a_rockets.md3"));
73 REGISTER_ITEM(Rockets, Ammo) {
75 this.m_model = MDL_Rockets_ITEM;
77 this.m_name = "rockets";
78 this.m_icon = "ammo_rockets";
80 this.m_botvalue = 1500;
81 this.m_itemid = IT_ROCKETS;
86 MODEL(Shells_ITEM, Item_Model("a_shells.md3"));
89 REGISTER_ITEM(Shells, Ammo) {
91 this.m_model = MDL_Shells_ITEM;
93 this.m_name = "shells";
94 this.m_icon = "ammo_shells";
96 this.m_botvalue = 1000;
97 this.m_itemid = IT_SHELLS;