5 #include <server/constants.qh>
11 ATTRIB(Powerup, m_mins, vector, '-16 -16 0');
12 ATTRIB(Powerup, m_maxs, vector, '16 16 80');
13 ATTRIB(Powerup, m_botvalue, int, 20000);
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));
21 MODEL(Strength_ITEM, Item_Model("g_strength.md3"));
22 SOUND(Strength, Item_Sound("powerup"));
26 float autocvar_g_balance_powerup_strength_time;
27 void powerup_strength_init(entity item)
29 if (!item.strength_finished) {
30 item.strength_finished = autocvar_g_balance_powerup_strength_time;
34 REGISTER_ITEM(Strength, Powerup)
37 this.m_model = MDL_Strength_ITEM;
38 this.m_sound = SND_Strength;
40 this.m_respawnsound = SND_STRENGTH_RESPAWN;
42 this.netname = "strength";
43 this.m_name = "Strength Powerup";
44 this.m_icon = "strength";
45 this.m_color = '0 0 1';
46 this.m_waypoint = _("Strength");
47 this.m_waypointblink = 2;
48 this.m_itemid = IT_STRENGTH;
50 this.m_iteminit = powerup_strength_init;
55 MODEL(Shield_ITEM, Item_Model("g_invincible.md3"));
56 SOUND(Shield, Item_Sound("powerup_shield"));
60 float autocvar_g_balance_powerup_invincible_time;
61 void powerup_shield_init(entity item)
63 if (!item.invincible_finished) {
64 item.invincible_finished = autocvar_g_balance_powerup_invincible_time;
68 REGISTER_ITEM(Shield, Powerup)
71 this.m_model = MDL_Shield_ITEM;
72 this.m_sound = SND_Shield;
74 this.m_respawnsound = SND_SHIELD_RESPAWN;
76 this.netname = "invincible";
77 this.m_name = "Shield";
78 this.m_icon = "shield";
79 this.m_color = '1 0 1';
80 this.m_waypoint = _("Shield");
81 this.m_waypointblink = 2;
82 this.m_itemid = IT_INVINCIBLE;
84 this.m_iteminit = powerup_shield_init;