MODEL(ArmorSmall_ITEM, Item_Model("item_armor_small.md3"));
SOUND(ArmorSmall, Item_Sound("armor1"));
#endif
+#ifdef SVQC
+PROPERTY(float, g_pickup_armorsmall_anyway);
+#endif
REGISTER_ITEM(ArmorSmall, Armor) {
#ifdef GAMEQC
this.m_itemid = IT_ARMOR_SHARD;
this.m_respawntime = GET(g_pickup_respawntime_short);
this.m_respawntimejitter = GET(g_pickup_respawntimejitter_short);
+ this.m_pickupanyway = GET(g_pickup_armorsmall_anyway);
#endif
}
MODEL(ArmorMedium_ITEM, Item_Model("item_armor_medium.md3"));
SOUND(ArmorMedium, Item_Sound("armor10"));
#endif
+#ifdef SVQC
+PROPERTY(float, g_pickup_armormedium_anyway);
+#endif
REGISTER_ITEM(ArmorMedium, Armor) {
#ifdef GAMEQC
this.m_itemid = IT_ARMOR;
this.m_respawntime = GET(g_pickup_respawntime_medium);
this.m_respawntimejitter = GET(g_pickup_respawntimejitter_medium);
+ this.m_pickupanyway = GET(g_pickup_armormedium_anyway);
#endif
}
MODEL(ArmorBig_ITEM, Item_Model("item_armor_big.md3"));
SOUND(ArmorBig, Item_Sound("armor17_5"));
#endif
+#ifdef SVQC
+PROPERTY(float, g_pickup_armorbig_anyway);
+#endif
REGISTER_ITEM(ArmorBig, Armor) {
#ifdef GAMEQC
this.m_itemid = IT_ARMOR;
this.m_respawntime = GET(g_pickup_respawntime_long);
this.m_respawntimejitter = GET(g_pickup_respawntimejitter_long);
+ this.m_pickupanyway = GET(g_pickup_armorbig_anyway);
#endif
}
MODEL(ArmorMega_ITEM, Item_Model("item_armor_large.md3"));
SOUND(ArmorMega, Item_Sound("armor25"));
#endif
+#ifdef SVQC
+PROPERTY(float, g_pickup_armormega_anyway);
+#endif
REGISTER_ITEM(ArmorMega, Armor) {
#ifdef GAMEQC
this.m_itemid = IT_ARMOR;
this.m_respawntime = GET(g_pickup_respawntime_long);
this.m_respawntimejitter = GET(g_pickup_respawntimejitter_long);
+ this.m_pickupanyway = GET(g_pickup_armormega_anyway);
#endif
}