6 ATTRIB(Armor, m_mins, vector, '-16 -16 0');
7 ATTRIB(Armor, m_maxs, vector, '16 16 48');
8 ATTRIB(Armor, m_pickupevalfunc, float(entity player, entity item), healtharmor_pickupevalfunc);
9 ATTRIB(Armor, m_botvalue, int, 3000);
14 #include <common/t_items.qh>
18 MODEL(ArmorSmall_ITEM, Item_Model("item_armor_small.md3"));
19 SOUND(ArmorSmall, Item_Sound("armor1"));
22 PROPERTY(float, g_pickup_armorsmall_anyway);
23 PROPERTY(int, g_pickup_armorsmall);
24 PROPERTY(int, g_pickup_armorsmall_max);
25 void item_armorsmall_init(entity item)
27 if(!item.max_armorvalue)
28 item.max_armorvalue = g_pickup_armorsmall_max;
30 item.armorvalue = g_pickup_armorsmall;
34 REGISTER_ITEM(ArmorSmall, Armor) {
36 this.m_model = MDL_ArmorSmall_ITEM;
37 this.m_sound = SND_ArmorSmall;
39 this.m_name = "5 Armor";
40 this.m_icon = "armor";
42 this.m_itemid = IT_ARMOR_SHARD;
43 this.m_respawntime = GET(g_pickup_respawntime_short);
44 this.m_respawntimejitter = GET(g_pickup_respawntimejitter_short);
45 this.m_pickupanyway = GET(g_pickup_armorsmall_anyway);
46 this.m_iteminit = item_armorsmall_init;
51 MODEL(ArmorMedium_ITEM, Item_Model("item_armor_medium.md3"));
52 SOUND(ArmorMedium, Item_Sound("armor10"));
55 PROPERTY(float, g_pickup_armormedium_anyway);
56 PROPERTY(int, g_pickup_armormedium);
57 PROPERTY(int, g_pickup_armormedium_max);
58 void item_armormedium_init(entity item)
60 if(!item.max_armorvalue)
61 item.max_armorvalue = g_pickup_armormedium_max;
63 item.armorvalue = g_pickup_armormedium;
67 REGISTER_ITEM(ArmorMedium, Armor) {
69 this.m_model = MDL_ArmorMedium_ITEM;
70 this.m_sound = SND_ArmorMedium;
72 this.m_name = "25 Armor";
73 this.m_icon = "armor";
75 this.m_itemid = IT_ARMOR;
76 this.m_respawntime = GET(g_pickup_respawntime_medium);
77 this.m_respawntimejitter = GET(g_pickup_respawntimejitter_medium);
78 this.m_pickupanyway = GET(g_pickup_armormedium_anyway);
79 this.m_iteminit = item_armormedium_init;
84 MODEL(ArmorBig_ITEM, Item_Model("item_armor_big.md3"));
85 SOUND(ArmorBig, Item_Sound("armor17_5"));
88 PROPERTY(float, g_pickup_armorbig_anyway);
89 PROPERTY(int, g_pickup_armorbig);
90 PROPERTY(int, g_pickup_armorbig_max);
91 void item_armorbig_init(entity item)
93 if(!item.max_armorvalue)
94 item.max_armorvalue = g_pickup_armorbig_max;
96 item.armorvalue = g_pickup_armorbig;
100 REGISTER_ITEM(ArmorBig, Armor) {
102 this.m_model = MDL_ArmorBig_ITEM;
103 this.m_sound = SND_ArmorBig;
105 this.m_name = "50 Armor";
106 this.m_icon = "armor";
107 this.m_color = '0 1 0';
108 this.m_waypoint = _("Big armor");
110 this.m_itemid = IT_ARMOR;
111 this.m_respawntime = GET(g_pickup_respawntime_long);
112 this.m_respawntimejitter = GET(g_pickup_respawntimejitter_long);
113 this.m_pickupanyway = GET(g_pickup_armorbig_anyway);
114 this.m_iteminit = item_armorbig_init;
119 MODEL(ArmorMega_ITEM, Item_Model("item_armor_large.md3"));
120 SOUND(ArmorMega, Item_Sound("armor25"));
123 PROPERTY(float, g_pickup_armormega_anyway);
124 PROPERTY(int, g_pickup_armormega);
125 PROPERTY(int, g_pickup_armormega_max);
126 void item_armormega_init(entity item)
128 if(!item.max_armorvalue)
129 item.max_armorvalue = g_pickup_armormega_max;
131 item.armorvalue = g_pickup_armormega;
135 REGISTER_ITEM(ArmorMega, Armor) {
137 this.m_model = MDL_ArmorMega_ITEM;
138 this.m_sound = SND_ArmorMega;
140 this.m_name = "100 Armor";
141 this.m_icon = "item_large_armor";
142 this.m_color = '0 1 0';
143 this.m_waypoint = _("Mega armor");
144 this.m_waypointblink = 2;
146 this.m_maxs = '16 16 70';
147 this.m_itemid = IT_ARMOR;
148 this.m_respawntime = GET(g_pickup_respawntime_long);
149 this.m_respawntimejitter = GET(g_pickup_respawntimejitter_long);
150 this.m_pickupanyway = GET(g_pickup_armormega_anyway);
151 this.m_iteminit = item_armormega_init;