- if(!item.ammo_cells)
- item.ammo_cells = autocvar_g_instagib_ammo_drop;
+ if(!GetResource(item, RES_CELLS))
+ SetResourceExplicit(item, RES_CELLS, autocvar_g_instagib_ammo_drop);
}
#endif
REGISTER_ITEM(VaporizerCells, Ammo) {
this.m_canonical_spawnfunc = "item_vaporizer_cells";
}
#endif
REGISTER_ITEM(VaporizerCells, Ammo) {
this.m_canonical_spawnfunc = "item_vaporizer_cells";
this.m_model = MDL_VaporizerCells_ITEM;
this.m_sound = SND_VaporizerCells;
#endif
this.netname = "vaporizer_cells";
this.m_model = MDL_VaporizerCells_ITEM;
this.m_sound = SND_VaporizerCells;
#endif
this.netname = "vaporizer_cells";
this.m_respawntime = GET(instagib_respawntime_ammo);
this.m_respawntimejitter = GET(instagib_respawntimejitter_ammo);
this.m_iteminit = ammo_vaporizercells_init;
this.m_respawntime = GET(instagib_respawntime_ammo);
this.m_respawntimejitter = GET(instagib_respawntimejitter_ammo);
this.m_iteminit = ammo_vaporizercells_init;
REGISTER_ITEM(ExtraLife, Powerup) {
this.m_canonical_spawnfunc = "item_extralife";
#ifdef GAMEQC
REGISTER_ITEM(ExtraLife, Powerup) {
this.m_canonical_spawnfunc = "item_extralife";
#ifdef GAMEQC
this.m_icon = "item_mega_health";
this.m_color = '1 0 0';
this.m_waypoint = _("Extra life");
this.m_waypointblink = 2;
this.m_icon = "item_mega_health";
this.m_color = '1 0 0';
this.m_waypoint = _("Extra life");
this.m_waypointblink = 2;
#ifdef GAMEQC
MODEL(Invisibility_ITEM, Item_Model("g_strength.md3"));
SOUND(Invisibility, Item_Sound("powerup"));
#ifdef GAMEQC
MODEL(Invisibility_ITEM, Item_Model("g_strength.md3"));
SOUND(Invisibility, Item_Sound("powerup"));
/// \brief Initializes the invisibility powerup.
/// \param[in,out] item Item to initialize.
/// \return No return.
/// \brief Initializes the invisibility powerup.
/// \param[in,out] item Item to initialize.
/// \return No return.
#endif
REGISTER_ITEM(Invisibility, Powerup) {
this.m_canonical_spawnfunc = "item_invisibility";
#ifdef GAMEQC
#endif
REGISTER_ITEM(Invisibility, Powerup) {
this.m_canonical_spawnfunc = "item_invisibility";
#ifdef GAMEQC
this.m_model = MDL_Invisibility_ITEM;
this.m_sound = SND_Invisibility;
this.m_glow = true;
this.m_respawnsound = SND_STRENGTH_RESPAWN;
#endif
this.netname = "invisibility";
this.m_model = MDL_Invisibility_ITEM;
this.m_sound = SND_Invisibility;
this.m_glow = true;
this.m_respawnsound = SND_STRENGTH_RESPAWN;
#endif
this.netname = "invisibility";
#ifdef GAMEQC
MODEL(Speed_ITEM, Item_Model("g_invincible.md3"));
SOUND(Speed, Item_Sound("powerup_shield"));
#ifdef GAMEQC
MODEL(Speed_ITEM, Item_Model("g_invincible.md3"));
SOUND(Speed, Item_Sound("powerup_shield"));
/// \brief Initializes the speed powerup.
/// \param[in,out] item Item to initialize.
/// \return No return.
/// \brief Initializes the speed powerup.
/// \param[in,out] item Item to initialize.
/// \return No return.
#endif
REGISTER_ITEM(Speed, Powerup) {
this.m_canonical_spawnfunc = "item_speed";
#ifdef GAMEQC
#endif
REGISTER_ITEM(Speed, Powerup) {
this.m_canonical_spawnfunc = "item_speed";
#ifdef GAMEQC
this.m_model = MDL_Speed_ITEM;
this.m_sound = SND_Speed;
this.m_glow = true;
this.m_respawnsound = SND_SHIELD_RESPAWN;
#endif
this.netname = "speed";
this.m_model = MDL_Speed_ITEM;
this.m_sound = SND_Speed;
this.m_glow = true;
this.m_respawnsound = SND_SHIELD_RESPAWN;
#endif
this.netname = "speed";