#ifdef SVQC
ATTRIB(Powerup, m_mins, vector, '-16 -16 0');
ATTRIB(Powerup, m_maxs, vector, '16 16 80');
- ATTRIB(Powerup, m_botvalue, int, 100000);
+ ATTRIB(Powerup, m_botvalue, int, 20000);
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));
#ifdef GAMEQC
MODEL(Strength_ITEM, Item_Model("g_strength.md3"));
-SOUND(Strength, "misc/powerup");
+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_glow = true;
this.m_respawnsound = SND_STRENGTH_RESPAWN;
#endif
+ this.netname = "strength";
this.m_name = "Strength Powerup";
this.m_icon = "strength";
this.m_color = '0 0 1';
this.m_waypoint = _("Strength");
this.m_waypointblink = 2;
this.m_itemid = IT_STRENGTH;
+#ifdef SVQC
+ this.m_iteminit = powerup_strength_init;
+#endif
}
#ifdef GAMEQC
MODEL(Shield_ITEM, Item_Model("g_invincible.md3"));
-SOUND(Shield, "misc/powerup_shield");
+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_glow = true;
this.m_respawnsound = SND_SHIELD_RESPAWN;
#endif
+ this.netname = "invincible";
this.m_name = "Shield";
this.m_icon = "shield";
this.m_color = '1 0 1';
this.m_waypoint = _("Shield");
this.m_waypointblink = 2;
this.m_itemid = IT_INVINCIBLE;
+#ifdef SVQC
+ this.m_iteminit = powerup_shield_init;
+#endif
}