#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_pickupevalfunc, float(entity player, entity item), healtharmor_pickupevalfunc);
+ ATTRIB(Armor, m_botvalue, int, 5000);
#endif
ENDCLASS(Armor)
#include <common/t_items.qh>
#endif
-#ifndef MENUQC
+#ifdef GAMEQC
MODEL(ArmorSmall_ITEM, Item_Model("item_armor_small.md3"));
-SOUND(ArmorSmall, "misc/armor1");
+SOUND(ArmorSmall, Item_Sound("armor1"));
+#endif
+#ifdef SVQC
+PROPERTY(float, g_pickup_armorsmall_anyway);
#endif
REGISTER_ITEM(ArmorSmall, Armor) {
-#ifndef MENUQC
+#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_botvalue = BOT_PICKUP_RATING_LOW;
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
}
-#ifndef MENUQC
+#ifdef GAMEQC
MODEL(ArmorMedium_ITEM, Item_Model("item_armor_medium.md3"));
-SOUND(ArmorMedium, "misc/armor10");
+SOUND(ArmorMedium, Item_Sound("armor10"));
+#endif
+#ifdef SVQC
+PROPERTY(float, g_pickup_armormedium_anyway);
#endif
REGISTER_ITEM(ArmorMedium, Armor) {
-#ifndef MENUQC
+#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_botvalue = BOT_PICKUP_RATING_MID;
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
}
-#ifndef MENUQC
-MODEL(ArmorLarge_ITEM, Item_Model("item_armor_big.md3"));
-SOUND(ArmorLarge, "misc/armor17_5");
+#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(ArmorLarge, Armor) {
-#ifndef MENUQC
- this.m_model = MDL_ArmorLarge_ITEM;
- this.m_sound = SND_ArmorLarge;
+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 = _("Large armor");
+ this.m_waypoint = _("Big armor");
#ifdef SVQC
- this.m_botvalue = 20000; // FIXME: higher than BOT_PICKUP_RATING_HIGH?
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
}
-#ifndef MENUQC
+#ifdef GAMEQC
MODEL(ArmorMega_ITEM, Item_Model("item_armor_large.md3"));
-SOUND(ArmorMega, "misc/armor25");
+SOUND(ArmorMega, Item_Sound("armor25"));
+#endif
+#ifdef SVQC
+PROPERTY(float, g_pickup_armormega_anyway);
#endif
REGISTER_ITEM(ArmorMega, Armor) {
-#ifndef MENUQC
+#ifdef GAMEQC
this.m_model = MDL_ArmorMega_ITEM;
this.m_sound = SND_ArmorMega;
#endif
this.m_waypoint = _("Mega armor");
this.m_waypointblink = 2;
#ifdef SVQC
- this.m_botvalue = BOT_PICKUP_RATING_HIGH;
+ 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
}