#pragma once #include "pickup.qh" CLASS(Armor, Pickup) #ifdef SVQC ATTRIB(Armor, m_mins, vector, '-16 -16 0'); ATTRIB(Armor, m_maxs, vector, '16 16 48'); ATTRIB(Armor, m_pickupevalfunc, float(entity player, entity item), healtharmor_pickupevalfunc); ATTRIB(Armor, m_botvalue, int, 5000); #endif ENDCLASS(Armor) #ifdef SVQC #include #endif #ifdef GAMEQC MODEL(ArmorSmall_ITEM, Item_Model("item_armor_small.md3")); SOUND(ArmorSmall, Item_Sound("armor1")); #endif #ifdef SVQC PROPERTY(float, g_pickup_armorsmall_anyway); PROPERTY(int, g_pickup_armorsmall); PROPERTY(int, g_pickup_armorsmall_max); void item_armorsmall_init(Pickup this, entity item) { if(!item.max_armorvalue) item.max_armorvalue = g_pickup_armorsmall_max; if(!GetResourceAmount(item, RESOURCE_ARMOR)) SetResourceAmountExplicit(item, RESOURCE_ARMOR, g_pickup_armorsmall); } #endif REGISTER_ITEM(ArmorSmall, Armor) { this.m_canonical_spawnfunc = "item_armor_small"; #ifdef GAMEQC this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE; this.m_model = MDL_ArmorSmall_ITEM; this.m_sound = SND_ArmorSmall; #endif this.netname = "armor_small"; this.m_name = _("small armor"); this.m_icon = "armor"; #ifdef SVQC this.m_itemid = IT_ARMOR_SHARD; this.m_respawntime = GET(g_pickup_respawntime_short); this.m_respawntimejitter = GET(g_pickup_respawntimejitter_short); this.m_pickupanyway = GET(g_pickup_armorsmall_anyway); this.m_iteminit = item_armorsmall_init; #endif } SPAWNFUNC_ITEM(item_armor_small, ITEM_ArmorSmall) #ifdef GAMEQC MODEL(ArmorMedium_ITEM, Item_Model("item_armor_medium.md3")); SOUND(ArmorMedium, Item_Sound("armor10")); #endif #ifdef SVQC PROPERTY(float, g_pickup_armormedium_anyway); PROPERTY(int, g_pickup_armormedium); PROPERTY(int, g_pickup_armormedium_max); void item_armormedium_init(Pickup this, entity item) { if(!item.max_armorvalue) item.max_armorvalue = g_pickup_armormedium_max; if(!GetResourceAmount(item, RESOURCE_ARMOR)) SetResourceAmountExplicit(item, RESOURCE_ARMOR, g_pickup_armormedium); } #endif REGISTER_ITEM(ArmorMedium, Armor) { this.m_canonical_spawnfunc = "item_armor_medium"; #ifdef GAMEQC this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE; this.m_model = MDL_ArmorMedium_ITEM; this.m_sound = SND_ArmorMedium; #endif this.netname = "armor_medium"; this.m_name = _("medium armor"); this.m_icon = "armor"; #ifdef SVQC this.m_itemid = IT_ARMOR; this.m_respawntime = GET(g_pickup_respawntime_medium); this.m_respawntimejitter = GET(g_pickup_respawntimejitter_medium); this.m_pickupanyway = GET(g_pickup_armormedium_anyway); this.m_iteminit = item_armormedium_init; #endif } SPAWNFUNC_ITEM(item_armor_medium, ITEM_ArmorMedium) #ifdef GAMEQC MODEL(ArmorBig_ITEM, Item_Model("item_armor_big.md3")); SOUND(ArmorBig, Item_Sound("armor17_5")); #endif #ifdef SVQC PROPERTY(float, g_pickup_armorbig_anyway); PROPERTY(int, g_pickup_armorbig); PROPERTY(int, g_pickup_armorbig_max); void item_armorbig_init(Pickup this, entity item) { if(!item.max_armorvalue) item.max_armorvalue = g_pickup_armorbig_max; if(!GetResourceAmount(item, RESOURCE_ARMOR)) SetResourceAmountExplicit(item, RESOURCE_ARMOR, g_pickup_armorbig); } #endif REGISTER_ITEM(ArmorBig, Armor) { this.m_canonical_spawnfunc = "item_armor_big"; #ifdef GAMEQC this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE; this.m_model = MDL_ArmorBig_ITEM; this.m_sound = SND_ArmorBig; #endif this.netname = "armor_big"; this.m_name = _("big armor"); this.m_icon = "armor"; this.m_color = '0 1 0'; this.m_waypoint = _("Big armor"); #ifdef SVQC this.m_itemid = IT_ARMOR; this.m_respawntime = GET(g_pickup_respawntime_long); this.m_respawntimejitter = GET(g_pickup_respawntimejitter_long); this.m_pickupanyway = GET(g_pickup_armorbig_anyway); this.m_iteminit = item_armorbig_init; #endif } SPAWNFUNC_ITEM(item_armor_big, ITEM_ArmorBig) #ifdef GAMEQC MODEL(ArmorMega_ITEM, Item_Model("item_armor_large.md3")); SOUND(ArmorMega, Item_Sound("armor25")); #endif #ifdef SVQC PROPERTY(float, g_pickup_armormega_anyway); PROPERTY(int, g_pickup_armormega); PROPERTY(int, g_pickup_armormega_max); void item_armormega_init(Pickup this, entity item) { if(!item.max_armorvalue) item.max_armorvalue = g_pickup_armormega_max; if(!GetResourceAmount(item, RESOURCE_ARMOR)) SetResourceAmountExplicit(item, RESOURCE_ARMOR, g_pickup_armormega); } #endif REGISTER_ITEM(ArmorMega, Armor) { this.m_canonical_spawnfunc = "item_armor_mega"; #ifdef GAMEQC this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE; this.m_model = MDL_ArmorMega_ITEM; this.m_sound = SND_ArmorMega; #endif this.netname = "armor_mega"; this.m_name = _("Mega armor"); this.m_icon = "item_large_armor"; this.m_color = '0 1 0'; this.m_waypoint = _("Mega armor"); this.m_waypointblink = 2; #ifdef SVQC this.m_maxs = '16 16 70'; this.m_itemid = IT_ARMOR; this.m_respawntime = GET(g_pickup_respawntime_long); this.m_respawntimejitter = GET(g_pickup_respawntimejitter_long); this.m_pickupanyway = GET(g_pickup_armormega_anyway); this.m_iteminit = item_armormega_init; #endif } SPAWNFUNC_ITEM(item_armor_mega, ITEM_ArmorMega)