#include "pickup.qh"
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_itemflags, int, FL_POWERUP)
- ATTRIB(Powerup, m_respawntime, float(), GET(g_pickup_respawntime_powerup))
- ATTRIB(Powerup, m_respawntimejitter, float(), GET(g_pickup_respawntimejitter_powerup))
+ ATTRIB(Powerup, m_mins, vector, '-16 -16 0');
+ 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));
#endif
ENDCLASS(Powerup)
+
+#ifdef GAMEQC
+MODEL(Strength_ITEM, Item_Model("g_strength.md3"));
+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, 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)