]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/items/item/powerup.qh
Merge branch 'master' into martin-t/damagetext
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / items / item / powerup.qh
index d27c1e60f62fb2562a8d86defd727917d45bd6a3..41b658c2fc5a25afe03eefcaeea7867e07f1a6de 100644 (file)
@@ -1,12 +1,82 @@
-#ifndef POWERUP_H
-#define POWERUP_H
+#pragma once
+
+#ifdef SVQC
+    // For FL_POWERUP
+    #include <server/constants.qh>
+#endif
+
 #include "pickup.qh"
 CLASS(Powerup, Pickup)
+#ifdef SVQC
+    ATTRIB(Powerup, m_mins, vector, '-16 -16 0');
+    ATTRIB(Powerup, m_maxs, vector, '16 16 80');
+    ATTRIB(Powerup, m_botvalue, int, 20000);
+    ATTRIB(Powerup, m_itemflags, int, FL_POWERUP);
+    ATTRIB(Powerup, m_respawntime, float(), GET(g_pickup_respawntime_powerup));
+    ATTRIB(Powerup, m_respawntimejitter, float(), GET(g_pickup_respawntimejitter_powerup));
+#endif
 ENDCLASS(Powerup)
 
+#ifdef GAMEQC
+MODEL(Strength_ITEM, Item_Model("g_strength.md3"));
+SOUND(Strength, Item_Sound("powerup"));
+#endif
+
 #ifdef SVQC
-// For FL_POWERUP
-#include "../../../server/constants.qh"
+float autocvar_g_balance_powerup_strength_time;
+void powerup_strength_init(entity item)
+{
+    if(!item.strength_finished)
+        item.strength_finished = autocvar_g_balance_powerup_strength_time;
+}
+#endif
+REGISTER_ITEM(Strength, Powerup) {
+#ifdef GAMEQC
+    this.m_model            =   MDL_Strength_ITEM;
+    this.m_sound            =   SND_Strength;
+    this.m_glow             =   true;
+    this.m_respawnsound     =   SND_STRENGTH_RESPAWN;
+#endif
+    this.netname            =   "strength";
+    this.m_name             =   "Strength Powerup";
+    this.m_icon             =   "strength";
+    this.m_color            =   '0 0 1';
+    this.m_waypoint         =   _("Strength");
+    this.m_waypointblink    =   2;
+    this.m_itemid           =   IT_STRENGTH;
+#ifdef SVQC
+    this.m_iteminit         =   powerup_strength_init;
+#endif
+}
+
+#ifdef GAMEQC
+MODEL(Shield_ITEM, Item_Model("g_invincible.md3"));
+SOUND(Shield, Item_Sound("powerup_shield"));
 #endif
 
+#ifdef SVQC
+float autocvar_g_balance_powerup_invincible_time;
+void powerup_shield_init(entity item)
+{
+    if(!item.invincible_finished)
+        item.invincible_finished = autocvar_g_balance_powerup_invincible_time;
+}
+#endif
+REGISTER_ITEM(Shield, Powerup) {
+#ifdef GAMEQC
+    this.m_model            =   MDL_Shield_ITEM;
+    this.m_sound            =   SND_Shield;
+    this.m_glow             =   true;
+    this.m_respawnsound     =   SND_SHIELD_RESPAWN;
+#endif
+    this.netname            =   "invincible";
+    this.m_name             =   "Shield";
+    this.m_icon             =   "shield";
+    this.m_color            =   '1 0 1';
+    this.m_waypoint         =   _("Shield");
+    this.m_waypointblink    =   2;
+    this.m_itemid           =   IT_INVINCIBLE;
+#ifdef SVQC
+    this.m_iteminit         =   powerup_shield_init;
 #endif
+}