#include "pickup.qh"
CLASS(Ammo, Pickup)
#ifdef SVQC
- ATTRIB(Ammo, m_pickupevalfunc, float(entity player, entity item), commodity_pickupevalfunc);
+ ATTRIB(Ammo, m_pickupevalfunc, float(entity player, entity item), ammo_pickupevalfunc);
ATTRIB(Ammo, m_respawntime, float(), GET(g_pickup_respawntime_ammo));
ATTRIB(Ammo, m_respawntimejitter, float(), GET(g_pickup_respawntimejitter_ammo));
#endif
this.m_name = "bullets";
this.m_icon = "ammo_bullets";
#ifdef SVQC
- this.m_botvalue = 2000;
+ this.m_botvalue = 1500;
this.m_itemid = IT_NAILS;
#endif
}
this.m_name = "cells";
this.m_icon = "ammo_cells";
#ifdef SVQC
- this.m_botvalue = 2000;
+ this.m_botvalue = 1500;
this.m_itemid = IT_CELLS;
#endif
}
this.m_name = "plasma";
this.m_icon = "ammo_plasma";
#ifdef SVQC
- this.m_botvalue = 2000;
+ this.m_botvalue = 1500;
this.m_itemid = IT_PLASMA;
#endif
}
this.m_name = "rockets";
this.m_icon = "ammo_rockets";
#ifdef SVQC
- this.m_botvalue = 3000;
+ this.m_botvalue = 1500;
this.m_itemid = IT_ROCKETS;
#endif
}
this.m_name = "shells";
this.m_icon = "ammo_shells";
#ifdef SVQC
- this.m_botvalue = 500;
+ this.m_botvalue = 1000;
this.m_itemid = IT_SHELLS;
#endif
}