]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/items/item/armor.qh
Merge branch 'master' into terencehill/bot_item_rating
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / items / item / armor.qh
1 #pragma once
2
3 #include "pickup.qh"
4 CLASS(Armor, Pickup)
5 #ifdef SVQC
6     ATTRIB(Armor, m_mins, vector, '-16 -16 0');
7     ATTRIB(Armor, m_maxs, vector, '16 16 48');
8     ATTRIB(Armor, m_pickupevalfunc, float(entity player, entity item), healtharmor_pickupevalfunc);
9     ATTRIB(Armor, m_botvalue, int, 5000);
10 #endif
11 ENDCLASS(Armor)
12
13 #ifdef SVQC
14     #include <common/t_items.qh>
15 #endif
16
17 #ifdef GAMEQC
18 MODEL(ArmorSmall_ITEM, Item_Model("item_armor_small.md3"));
19 SOUND(ArmorSmall, Item_Sound("armor1"));
20 #endif
21
22 REGISTER_ITEM(ArmorSmall, Armor) {
23 #ifdef GAMEQC
24     this.m_model                =   MDL_ArmorSmall_ITEM;
25     this.m_sound                =   SND_ArmorSmall;
26 #endif
27     this.m_name                 =   "5 Armor";
28     this.m_icon                 =   "armor";
29 #ifdef SVQC
30     this.m_itemid               =   IT_ARMOR_SHARD;
31     this.m_respawntime          =   GET(g_pickup_respawntime_short);
32     this.m_respawntimejitter    =   GET(g_pickup_respawntimejitter_short);
33 #endif
34 }
35
36 #ifdef GAMEQC
37 MODEL(ArmorMedium_ITEM, Item_Model("item_armor_medium.md3"));
38 SOUND(ArmorMedium, Item_Sound("armor10"));
39 #endif
40
41 REGISTER_ITEM(ArmorMedium, Armor) {
42 #ifdef GAMEQC
43     this.m_model                =   MDL_ArmorMedium_ITEM;
44     this.m_sound                =   SND_ArmorMedium;
45 #endif
46     this.m_name                 =   "25 Armor";
47     this.m_icon                 =   "armor";
48 #ifdef SVQC
49     this.m_itemid               =   IT_ARMOR;
50     this.m_respawntime          =   GET(g_pickup_respawntime_medium);
51     this.m_respawntimejitter    =   GET(g_pickup_respawntimejitter_medium);
52 #endif
53 }
54
55 #ifdef GAMEQC
56 MODEL(ArmorBig_ITEM, Item_Model("item_armor_big.md3"));
57 SOUND(ArmorBig, Item_Sound("armor17_5"));
58 #endif
59
60 REGISTER_ITEM(ArmorBig, Armor) {
61 #ifdef GAMEQC
62     this.m_model                =   MDL_ArmorBig_ITEM;
63     this.m_sound                =   SND_ArmorBig;
64 #endif
65     this.m_name                 =   "50 Armor";
66     this.m_icon                 =   "armor";
67     this.m_color                =   '0 1 0';
68     this.m_waypoint             =   _("Big armor");
69 #ifdef SVQC
70     this.m_itemid               =   IT_ARMOR;
71     this.m_respawntime          =   GET(g_pickup_respawntime_long);
72     this.m_respawntimejitter    =   GET(g_pickup_respawntimejitter_long);
73 #endif
74 }
75
76 #ifdef GAMEQC
77 MODEL(ArmorMega_ITEM, Item_Model("item_armor_large.md3"));
78 SOUND(ArmorMega, Item_Sound("armor25"));
79 #endif
80
81 REGISTER_ITEM(ArmorMega, Armor) {
82 #ifdef GAMEQC
83     this.m_model                =   MDL_ArmorMega_ITEM;
84     this.m_sound                =   SND_ArmorMega;
85 #endif
86     this.m_name                 =   "100 Armor";
87     this.m_icon                 =   "item_large_armor";
88     this.m_color                =   '0 1 0';
89     this.m_waypoint             =   _("Mega armor");
90     this.m_waypointblink        =   2;
91 #ifdef SVQC
92     this.m_maxs                 =   '16 16 70';
93     this.m_itemid               =   IT_ARMOR;
94     this.m_respawntime          =   GET(g_pickup_respawntime_long);
95     this.m_respawntimejitter    =   GET(g_pickup_respawntimejitter_long);
96 #endif
97 }