-#ifndef ARMOR_H
-#define ARMOR_H
+#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), commodity_pickupevalfunc)
+ 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 <common/t_items.qh>
+#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);
+#endif
+
+REGISTER_ITEM(ArmorSmall, Armor) {
+#ifdef GAMEQC
+ this.m_model = MDL_ArmorSmall_ITEM;
+ this.m_sound = SND_ArmorSmall;
+#endif
+ this.m_name = "5 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);
+#endif
+}
+
+#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);
+#endif
+
+REGISTER_ITEM(ArmorMedium, Armor) {
+#ifdef GAMEQC
+ this.m_model = MDL_ArmorMedium_ITEM;
+ this.m_sound = SND_ArmorMedium;
+#endif
+ this.m_name = "25 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);
+#endif
+}
+
+#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);
+#endif
+
+REGISTER_ITEM(ArmorBig, Armor) {
+#ifdef GAMEQC
+ this.m_model = MDL_ArmorBig_ITEM;
+ this.m_sound = SND_ArmorBig;
+#endif
+ this.m_name = "50 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);
+#endif
+}
+
+#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);
+#endif
+
+REGISTER_ITEM(ArmorMega, Armor) {
+#ifdef GAMEQC
+ this.m_model = MDL_ArmorMega_ITEM;
+ this.m_sound = SND_ArmorMega;
+#endif
+ this.m_name = "100 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);
#endif
+}