SOUND(Strength, Item_Sound("powerup"));
#endif
+#ifdef SVQC
+float autocvar_g_balance_powerup_strength_time;
+void powerup_strength_init(entity item)
+{
+ if(!item.strength_finished)
+ item.strength_finished = autocvar_g_balance_powerup_strength_time;
+}
+#endif
REGISTER_ITEM(Strength, Powerup) {
#ifdef GAMEQC
this.m_model = MDL_Strength_ITEM;
this.m_waypoint = _("Strength");
this.m_waypointblink = 2;
this.m_itemid = IT_STRENGTH;
+#ifdef SVQC
+ this.m_iteminit = powerup_strength_init;
+#endif
}
#ifdef GAMEQC
SOUND(Shield, Item_Sound("powerup_shield"));
#endif
+#ifdef SVQC
+float autocvar_g_balance_powerup_invincible_time;
+void powerup_shield_init(entity item)
+{
+ if(!item.invincible_finished)
+ item.invincible_finished = autocvar_g_balance_powerup_invincible_time;
+}
+#endif
REGISTER_ITEM(Shield, Powerup) {
#ifdef GAMEQC
this.m_model = MDL_Shield_ITEM;
this.m_waypoint = _("Shield");
this.m_waypointblink = 2;
this.m_itemid = IT_INVINCIBLE;
+#ifdef SVQC
+ this.m_iteminit = powerup_shield_init;
+#endif
}