PROPERTY(float, g_pickup_respawntime_weapon)
PROPERTY(float, g_pickup_respawntime_superweapon)
PROPERTY(float, g_pickup_respawntime_ammo)
-PROPERTY(float, g_pickup_respawntime_short)
-PROPERTY(float, g_pickup_respawntime_medium)
-PROPERTY(float, g_pickup_respawntime_long)
+PROPERTY(float, g_pickup_respawntime_armor_small)
+PROPERTY(float, g_pickup_respawntime_armor_medium)
+PROPERTY(float, g_pickup_respawntime_armor_big)
+PROPERTY(float, g_pickup_respawntime_armor_mega)
+PROPERTY(float, g_pickup_respawntime_health_small)
+PROPERTY(float, g_pickup_respawntime_health_medium)
+PROPERTY(float, g_pickup_respawntime_health_big)
+PROPERTY(float, g_pickup_respawntime_health_mega)
PROPERTY(float, g_pickup_respawntime_powerup)
PROPERTY(float, g_pickup_respawntimejitter_weapon)
PROPERTY(float, g_pickup_respawntimejitter_superweapon)
PROPERTY(float, g_pickup_respawntimejitter_ammo)
-PROPERTY(float, g_pickup_respawntimejitter_short)
-PROPERTY(float, g_pickup_respawntimejitter_medium)
-PROPERTY(float, g_pickup_respawntimejitter_long)
+PROPERTY(float, g_pickup_respawntimejitter_health_small)
+PROPERTY(float, g_pickup_respawntimejitter_health_medium)
+PROPERTY(float, g_pickup_respawntimejitter_health_big)
+PROPERTY(float, g_pickup_respawntimejitter_health_mega)
+PROPERTY(float, g_pickup_respawntimejitter_armor_small)
+PROPERTY(float, g_pickup_respawntimejitter_armor_medium)
+PROPERTY(float, g_pickup_respawntimejitter_armor_big)
+PROPERTY(float, g_pickup_respawntimejitter_armor_mega)
PROPERTY(float, g_pickup_respawntimejitter_powerup)
#endif
CLASS(Pickup, GameItem)
#ifdef GAMEQC
ATTRIB(Pickup, m_model, Model);
+ ATTRIB(Pickup, m_skin, int);
+ ATTRIB(Pickup, m_color, vector);
ATTRIB(Pickup, m_sound, Sound, SND_ITEMPICKUP);
#endif
ATTRIB(Pickup, netname, string);