PROPERTY(float, g_pickup_armorsmall_anyway);
PROPERTY(int, g_pickup_armorsmall);
PROPERTY(int, g_pickup_armorsmall_max);
-void item_armorsmall_init(entity item)
+void item_armorsmall_init(Pickup this, entity item)
{
if(!item.max_armorvalue)
item.max_armorvalue = g_pickup_armorsmall_max;
- if(!item.armorvalue)
- item.armorvalue = g_pickup_armorsmall;
+ if(!GetResourceAmount(item, RES_ARMOR))
+ SetResourceAmount(item, RES_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_OVERKILL;
+ 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 = "5 Armor";
+ this.m_name = _("Small armor");
this.m_icon = "armor";
#ifdef SVQC
this.m_itemid = IT_ARMOR_SHARD;
PROPERTY(float, g_pickup_armormedium_anyway);
PROPERTY(int, g_pickup_armormedium);
PROPERTY(int, g_pickup_armormedium_max);
-void item_armormedium_init(entity item)
+void item_armormedium_init(Pickup this, entity item)
{
if(!item.max_armorvalue)
item.max_armorvalue = g_pickup_armormedium_max;
- if(!item.armorvalue)
- item.armorvalue = g_pickup_armormedium;
+ if(!GetResourceAmount(item, RES_ARMOR))
+ SetResourceAmount(item, RES_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_OVERKILL;
+ 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 = "25 Armor";
+ this.m_name = _("Medium armor");
this.m_icon = "armor";
#ifdef SVQC
this.m_itemid = IT_ARMOR;
PROPERTY(float, g_pickup_armorbig_anyway);
PROPERTY(int, g_pickup_armorbig);
PROPERTY(int, g_pickup_armorbig_max);
-void item_armorbig_init(entity item)
+void item_armorbig_init(Pickup this, entity item)
{
if(!item.max_armorvalue)
item.max_armorvalue = g_pickup_armorbig_max;
- if(!item.armorvalue)
- item.armorvalue = g_pickup_armorbig;
+ if(!GetResourceAmount(item, RES_ARMOR))
+ SetResourceAmount(item, RES_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_OVERKILL;
+ 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 = "50 Armor";
+ this.m_name = _("Big armor");
this.m_icon = "armor";
this.m_color = '0 1 0';
this.m_waypoint = _("Big armor");
PROPERTY(float, g_pickup_armormega_anyway);
PROPERTY(int, g_pickup_armormega);
PROPERTY(int, g_pickup_armormega_max);
-void item_armormega_init(entity item)
+void item_armormega_init(Pickup this, entity item)
{
if(!item.max_armorvalue)
item.max_armorvalue = g_pickup_armormega_max;
- if(!item.armorvalue)
- item.armorvalue = g_pickup_armormega;
+ if(!GetResourceAmount(item, RES_ARMOR))
+ SetResourceAmount(item, RES_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_OVERKILL;
+ 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 = "100 Armor";
+ this.m_name = _("Mega armor");
this.m_icon = "item_large_armor";
this.m_color = '0 1 0';
this.m_waypoint = _("Mega armor");