bool autocvar_g_buffs_effects;
float autocvar_g_buffs_waypoint_distance;
+bool autocvar_g_buffs_pickup_anyway = false;
+float autocvar_g_buffs_pickup_delay = 0.7;
bool autocvar_g_buffs_randomize;
float autocvar_g_buffs_random_lifetime;
bool autocvar_g_buffs_random_location;
int autocvar_g_buffs_random_location_attempts;
int autocvar_g_buffs_spawn_count;
bool autocvar_g_buffs_replace_powerups;
+bool autocvar_g_buffs_drop = false;
float autocvar_g_buffs_cooldown_activate;
float autocvar_g_buffs_cooldown_respawn;
float autocvar_g_buffs_resistance_blockpercent;
.float buff_activetime_updated;
.entity buff_waypoint;
.int oldbuffs; // for updating effects
+.float buff_shield; // delay for players to keep them from spamming buff pickups
.entity buff_model; // controls effects (TODO: make csqc)
const vector BUFF_MIN = ('-16 -16 0');