#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 48'); ATTRIB(Powerup, m_botvalue, int, 100000); 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, "misc/powerup"); #endif REGISTER_ITEM(Strength, Powerup) { #ifdef GAMEQC this.m_model = MDL_Strength_ITEM; this.m_sound = SND_Strength; #endif this.m_name = "Strength Powerup"; this.m_icon = "strength"; this.m_color = '0 0 1'; this.m_waypoint = _("Strength"); this.m_waypointblink = 2; this.m_itemid = IT_STRENGTH; } #ifdef GAMEQC MODEL(Shield_ITEM, Item_Model("g_invincible.md3")); SOUND(Shield, "misc/powerup_shield"); #endif REGISTER_ITEM(Shield, Powerup) { #ifdef GAMEQC this.m_model = MDL_Shield_ITEM; this.m_sound = SND_Shield; #endif 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; }