+#pragma once
+
#ifdef SVQC
// For FL_POWERUP
- #include "../../../server/constants.qh"
+ #include <server/constants.qh>
#endif
-#ifndef POWERUP_H
-#define POWERUP_H
#include "pickup.qh"
CLASS(Powerup, Pickup)
#ifdef SVQC
- 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, 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));
#endif
ENDCLASS(Powerup)
+#ifdef GAMEQC
+MODEL(Strength_ITEM, Item_Model("g_strength.md3"));
+SOUND(Strength, "misc/powerup");
+#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.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 GAMEQC
+MODEL(Shield_ITEM, Item_Model("g_invincible.md3"));
+SOUND(Shield, "misc/powerup_shield");
+#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.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;
+}