]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/items/item/powerup.qh
Merge branch 'master' into terencehill/bot_ai
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / items / item / powerup.qh
index 002be54f805a91dc9b7d56e355a695f60d589b08..9de1235361787678286474044f004ddbc8e4c31c 100644 (file)
@@ -9,8 +9,8 @@
 CLASS(Powerup, Pickup)
 #ifdef SVQC
     ATTRIB(Powerup, m_mins, vector, '-16 -16 0');
-    ATTRIB(Powerup, m_maxs, vector, '16 16 48');
-    ATTRIB(Powerup, m_botvalue, int, 100000);
+    ATTRIB(Powerup, m_maxs, vector, '16 16 80');
+    ATTRIB(Powerup, m_botvalue, int, 11000);
     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));
@@ -19,36 +19,73 @@ ENDCLASS(Powerup)
 
 #ifdef GAMEQC
 MODEL(Strength_ITEM, Item_Model("g_strength.md3"));
-SOUND(Strength, "misc/powerup");
+SOUND(Strength, Item_Sound("powerup"));
 #endif
 
+#ifdef SVQC
+float autocvar_g_balance_powerup_strength_time;
+void powerup_strength_init(Pickup this, entity item)
+{
+    if(!item.strength_finished)
+        item.strength_finished = autocvar_g_balance_powerup_strength_time;
+}
+#endif
 REGISTER_ITEM(Strength, Powerup) {
+    this.m_canonical_spawnfunc = "item_strength";
 #ifdef GAMEQC
+       this.spawnflags = ITEM_FLAG_NORMAL;
     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
 }
 
+SPAWNFUNC_ITEM(item_strength, ITEM_Strength)
+
 #ifdef GAMEQC
 MODEL(Shield_ITEM, Item_Model("g_invincible.md3"));
-SOUND(Shield, "misc/powerup_shield");
+SOUND(Shield, Item_Sound("powerup_shield"));
 #endif
 
+#ifdef SVQC
+float autocvar_g_balance_powerup_invincible_time;
+void powerup_shield_init(Pickup this, entity item)
+{
+    if(!item.invincible_finished)
+        item.invincible_finished = autocvar_g_balance_powerup_invincible_time;
+}
+#endif
 REGISTER_ITEM(Shield, Powerup) {
+    this.m_canonical_spawnfunc = "item_shield";
 #ifdef GAMEQC
+       this.spawnflags = ITEM_FLAG_NORMAL;
     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
 }
+
+SPAWNFUNC_ITEM(item_shield, ITEM_Shield)
+SPAWNFUNC_ITEM(item_invincible, ITEM_Shield)