.m_glow is only needed in GAMEQC
authorFreddy <schro.sb@gmail.com>
Thu, 10 Nov 2016 21:27:27 +0000 (22:27 +0100)
committerFreddy <schro.sb@gmail.com>
Thu, 10 Nov 2016 21:27:27 +0000 (22:27 +0100)
qcsrc/common/items/item.qh
qcsrc/common/items/item/powerup.qh

index b5bf3c3..679deb2 100644 (file)
@@ -1,4 +1,5 @@
 #pragma once
+#include <common/t_items.qh>
 
 const int IT_UNLIMITED_WEAPON_AMMO             =  BIT(0); // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
 const int IT_UNLIMITED_SUPERWEAPONS            =  BIT(1); // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
@@ -45,7 +46,9 @@ CLASS(GameItem, Object)
     ATTRIB(GameItem, m_color, vector, '1 1 1');
     ATTRIB(GameItem, m_waypoint, string);
     ATTRIB(GameItem, m_waypointblink, int, 1);
+#ifdef GAMEQC
     ATTRIB(GameItem, m_glow, bool, false);
+#endif
     METHOD(GameItem, display, void(GameItem this, void(string name, string icon) returns))
     {
         TC(GameItem, this);
index ba4de6e..664c378 100644 (file)
@@ -26,6 +26,7 @@ REGISTER_ITEM(Strength, Powerup) {
 #ifdef GAMEQC
     this.m_model            =   MDL_Strength_ITEM;
     this.m_sound            =   SND_Strength;
+    this.m_glow             =   true;
 #endif
     this.m_name             =   "Strength Powerup";
     this.m_icon             =   "strength";
@@ -33,7 +34,6 @@ REGISTER_ITEM(Strength, Powerup) {
     this.m_waypoint         =   _("Strength");
     this.m_waypointblink    =   2;
     this.m_itemid           =   IT_STRENGTH;
-    this.m_glow             =   true;
 }
 
 #ifdef GAMEQC
@@ -45,6 +45,7 @@ REGISTER_ITEM(Shield, Powerup) {
 #ifdef GAMEQC
     this.m_model            =   MDL_Shield_ITEM;
     this.m_sound            =   SND_Shield;
+    this.m_glow             =   true;
 #endif
     this.m_name             =   "Shield";
     this.m_icon             =   "shield";
@@ -52,5 +53,4 @@ REGISTER_ITEM(Shield, Powerup) {
     this.m_waypoint         =   _("Shield");
     this.m_waypointblink    =   2;
     this.m_itemid           =   IT_INVINCIBLE;
-    this.m_glow             =   true;
 }