ATTRIB(Powerup, m_itemflags, int, FL_POWERUP);
ATTRIB(Powerup, m_respawntime, float(), GET(g_pickup_respawntime_powerup));
ATTRIB(Powerup, m_respawntimejitter, float(), GET(g_pickup_respawntimejitter_powerup));
+ ATTRIB(Powerup, count, float);
#endif
ENDCLASS(Powerup)
#endif
#ifdef SVQC
+float autocvar_g_balance_powerup_strength_damage;
+float autocvar_g_balance_powerup_strength_force;
+float autocvar_g_balance_powerup_strength_selfdamage;
+float autocvar_g_balance_powerup_strength_selfforce;
float autocvar_g_balance_powerup_strength_time;
void powerup_strength_init(Pickup this, entity item)
{
if(!item.strength_finished)
- item.strength_finished = autocvar_g_balance_powerup_strength_time;
+ item.strength_finished = (item.count) ? item.count : autocvar_g_balance_powerup_strength_time;
}
#endif
REGISTER_ITEM(Strength, Powerup) {
#endif
#ifdef SVQC
+float autocvar_g_balance_powerup_invincible_takedamage;
+float autocvar_g_balance_powerup_invincible_takeforce = 0.33;
float autocvar_g_balance_powerup_invincible_time;
void powerup_shield_init(Pickup this, entity item)
{
if(!item.invincible_finished)
- item.invincible_finished = autocvar_g_balance_powerup_invincible_time;
+ item.invincible_finished = (item.count) ? item.count : autocvar_g_balance_powerup_invincible_time;
}
#endif
REGISTER_ITEM(Shield, Powerup) {