#pragma once #ifdef SVQC // For FL_POWERUP #include #endif #include "pickup.qh" CLASS(Powerup, Pickup) #ifdef SVQC ATTRIB(Powerup, m_mins, vector, '-16 -16 0'); ATTRIB(Powerup, m_maxs, vector, '16 16 80'); ATTRIB(Powerup, m_botvalue, int, 11000); ATTRIB(Powerup, m_itemflags, int, FL_POWERUP); ATTRIB(Powerup, m_respawntime, float(), GET(g_pickup_respawntime_powerup)); ATTRIB(Powerup, m_respawntimejitter, float(), GET(g_pickup_respawntimejitter_powerup)); #endif ENDCLASS(Powerup) #ifdef GAMEQC MODEL(Strength_ITEM, Item_Model("g_strength.md3")); SOUND(Strength, Item_Sound("powerup")); #endif #ifdef SVQC float autocvar_g_balance_powerup_strength_time; void powerup_strength_init(Pickup this, entity item) { if(!item.strength_finished) item.strength_finished = autocvar_g_balance_powerup_strength_time; } #endif REGISTER_ITEM(Strength, Powerup) { this.m_canonical_spawnfunc = "item_strength"; #ifdef GAMEQC this.spawnflags = ITEM_FLAG_NORMAL; this.m_model = MDL_Strength_ITEM; this.m_sound = SND_Strength; this.m_glow = true; this.m_respawnsound = SND_STRENGTH_RESPAWN; #endif this.netname = "strength"; this.m_name = _("Strength"); this.m_icon = "strength"; this.m_color = '0 0 1'; this.m_waypoint = _("Strength"); this.m_waypointblink = 2; this.m_itemid = IT_STRENGTH; #ifdef SVQC this.m_iteminit = powerup_strength_init; #endif } SPAWNFUNC_ITEM(item_strength, ITEM_Strength) #ifdef GAMEQC MODEL(Shield_ITEM, Item_Model("g_invincible.md3")); SOUND(Shield, Item_Sound("powerup_shield")); #endif #ifdef SVQC float autocvar_g_balance_powerup_invincible_time; void powerup_shield_init(Pickup this, entity item) { if(!item.invincible_finished) item.invincible_finished = autocvar_g_balance_powerup_invincible_time; } #endif REGISTER_ITEM(Shield, Powerup) { this.m_canonical_spawnfunc = "item_shield"; #ifdef GAMEQC this.spawnflags = ITEM_FLAG_NORMAL; this.m_model = MDL_Shield_ITEM; this.m_sound = SND_Shield; this.m_glow = true; this.m_respawnsound = SND_SHIELD_RESPAWN; #endif this.netname = "invincible"; this.m_name = _("Shield"); this.m_icon = "shield"; this.m_color = '1 0 1'; this.m_waypoint = _("Shield"); this.m_waypointblink = 2; this.m_itemid = IT_INVINCIBLE; #ifdef SVQC this.m_iteminit = powerup_shield_init; #endif } SPAWNFUNC_ITEM(item_shield, ITEM_Shield) SPAWNFUNC_ITEM(item_invincible, ITEM_Shield)