5 #include <server/constants.qh>
11 ATTRIB(Powerup, m_mins, vector, '-16 -16 0');
12 ATTRIB(Powerup, m_maxs, vector, '16 16 80');
13 ATTRIB(Powerup, m_botvalue, int, 20000);
14 ATTRIB(Powerup, m_itemflags, int, FL_POWERUP);
15 ATTRIB(Powerup, m_respawntime, float(), GET(g_pickup_respawntime_powerup));
16 ATTRIB(Powerup, m_respawntimejitter, float(), GET(g_pickup_respawntimejitter_powerup));
21 MODEL(Strength_ITEM, Item_Model("g_strength.md3"));
22 SOUND(Strength, Item_Sound("powerup"));
26 float autocvar_g_balance_powerup_strength_time;
27 void powerup_strength_init(entity item)
29 if(!item.strength_finished)
30 item.strength_finished = autocvar_g_balance_powerup_strength_time;
33 REGISTER_ITEM(Strength, Powerup) {
35 this.m_model = MDL_Strength_ITEM;
36 this.m_sound = SND_Strength;
38 this.m_respawnsound = SND_STRENGTH_RESPAWN;
40 this.m_name = "Strength Powerup";
41 this.m_icon = "strength";
42 this.m_color = '0 0 1';
43 this.m_waypoint = _("Strength");
44 this.m_waypointblink = 2;
45 this.m_itemid = IT_STRENGTH;
47 this.m_iteminit = powerup_strength_init;
52 MODEL(Shield_ITEM, Item_Model("g_invincible.md3"));
53 SOUND(Shield, Item_Sound("powerup_shield"));
57 float autocvar_g_balance_powerup_invincible_time;
58 void powerup_shield_init(entity item)
60 if(!item.invincible_finished)
61 item.invincible_finished = autocvar_g_balance_powerup_invincible_time;
64 REGISTER_ITEM(Shield, Powerup) {
66 this.m_model = MDL_Shield_ITEM;
67 this.m_sound = SND_Shield;
69 this.m_respawnsound = SND_SHIELD_RESPAWN;
71 this.m_name = "Shield";
72 this.m_icon = "shield";
73 this.m_color = '1 0 1';
74 this.m_waypoint = _("Shield");
75 this.m_waypointblink = 2;
76 this.m_itemid = IT_INVINCIBLE;
78 this.m_iteminit = powerup_shield_init;