]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/items/item/powerup.qh
Merge branch 'master' into terencehill/lms_updates
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / items / item / powerup.qh
1 #pragma once
2
3 #ifdef SVQC
4     // For FL_POWERUP
5     #include <common/constants.qh>
6 #endif
7
8 #include "pickup.qh"
9 CLASS(Powerup, Pickup)
10 #ifdef SVQC
11     ATTRIB(Powerup, m_mins, vector, '-16 -16 0');
12     ATTRIB(Powerup, m_maxs, vector, '16 16 80');
13     ATTRIB(Powerup, m_botvalue, int, 11000);
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));
17 #endif
18 ENDCLASS(Powerup)
19
20 #ifdef GAMEQC
21 MODEL(Strength_ITEM, Item_Model("g_strength.md3"));
22 SOUND(Strength, Item_Sound("powerup"));
23 #endif
24
25 #ifdef SVQC
26 float autocvar_g_balance_powerup_strength_damage;
27 float autocvar_g_balance_powerup_strength_force;
28 float autocvar_g_balance_powerup_strength_selfdamage;
29 float autocvar_g_balance_powerup_strength_selfforce;
30 float autocvar_g_balance_powerup_strength_time;
31 void powerup_strength_init(Pickup this, entity item)
32 {
33     if(!item.strength_finished)
34         item.strength_finished = autocvar_g_balance_powerup_strength_time;
35 }
36 #endif
37 REGISTER_ITEM(Strength, Powerup) {
38     this.m_canonical_spawnfunc = "item_strength";
39 #ifdef GAMEQC
40         this.spawnflags = ITEM_FLAG_NORMAL;
41     this.m_model            =   MDL_Strength_ITEM;
42     this.m_sound            =   SND_Strength;
43     this.m_glow             =   true;
44     this.m_respawnsound     =   SND_STRENGTH_RESPAWN;
45 #endif
46     this.netname            =   "strength";
47     this.m_name             =   _("Strength");
48     this.m_icon             =   "strength";
49     this.m_color            =   '0 0 1';
50     this.m_waypoint         =   _("Strength");
51     this.m_waypointblink    =   2;
52 #ifdef GAMEQC
53     this.m_itemid           =   IT_STRENGTH;
54 #endif
55 #ifdef SVQC
56     this.m_iteminit         =   powerup_strength_init;
57 #endif
58 }
59
60 SPAWNFUNC_ITEM(item_strength, ITEM_Strength)
61
62 #ifdef GAMEQC
63 MODEL(Shield_ITEM, Item_Model("g_invincible.md3"));
64 SOUND(Shield, Item_Sound("powerup_shield"));
65 #endif
66
67 #ifdef SVQC
68 float autocvar_g_balance_powerup_invincible_takedamage;
69 float autocvar_g_balance_powerup_invincible_takeforce = 0.33;
70 float autocvar_g_balance_powerup_invincible_time;
71 void powerup_shield_init(Pickup this, entity item)
72 {
73     if(!item.invincible_finished)
74         item.invincible_finished = autocvar_g_balance_powerup_invincible_time;
75 }
76 #endif
77 REGISTER_ITEM(Shield, Powerup) {
78     this.m_canonical_spawnfunc = "item_shield";
79 #ifdef GAMEQC
80         this.spawnflags = ITEM_FLAG_NORMAL;
81     this.m_model            =   MDL_Shield_ITEM;
82     this.m_sound            =   SND_Shield;
83     this.m_glow             =   true;
84     this.m_respawnsound     =   SND_SHIELD_RESPAWN;
85 #endif
86     this.netname            =   "invincible";
87     this.m_name             =   _("Shield");
88     this.m_icon             =   "shield";
89     this.m_color            =   '1 0 1';
90     this.m_waypoint         =   _("Shield");
91     this.m_waypointblink    =   2;
92 #ifdef GAMEQC
93     this.m_itemid           =   IT_INVINCIBLE;
94 #endif
95 #ifdef SVQC
96     this.m_iteminit         =   powerup_shield_init;
97 #endif
98 }
99
100 SPAWNFUNC_ITEM(item_shield, ITEM_Shield)
101 SPAWNFUNC_ITEM(item_invincible, ITEM_Shield)