3 #include <common/items/all.qh>
4 #include <common/mutators/mutator/powerups/powerups.qh>
7 #include <common/constants.qh>
8 #include <server/items/items.qh>
12 MODEL(Invisibility_ITEM, Item_Model("g_strength.md3"));
13 SOUND(Invisibility, Item_Sound("powerup"));
17 .float invisibility_finished;
19 float autocvar_g_balance_powerup_invisibility_alpha = 0.15;
20 float autocvar_g_balance_powerup_invisibility_time = 30;
21 void powerup_invisibility_init(Pickup this, entity item)
23 if(!item.invisibility_finished)
24 item.invisibility_finished = autocvar_g_balance_powerup_invisibility_time;
27 REGISTER_ITEM(Invisibility, Powerup) {
28 this.m_canonical_spawnfunc = "item_invisibility";
30 this.spawnflags = ITEM_FLAG_MUTATORBLOCKED; // TODO: ITEM_FLAG_NORMAL (once it has a model!)
31 this.m_model = MDL_Invisibility_ITEM;
32 this.m_sound = SND_Invisibility;
34 this.m_respawnsound = SND_STRENGTH_RESPAWN;
36 this.netname = "invisibility";
37 this.m_name = _("Invisibility");
38 this.m_icon = "buff_invisible";
39 this.m_color = '0.5 0.5 1';
40 this.m_waypoint = _("Invisibility");
41 this.m_waypointblink = 2;
43 this.m_itemid = IT_INVISIBILITY;
46 this.m_iteminit = powerup_invisibility_init;
50 SPAWNFUNC_ITEM(item_invisibility, ITEM_Invisibility)
52 CLASS(Invisibility, Powerups)
53 ATTRIB(Invisibility, netname, string, "invisibility");
54 ATTRIB(Invisibility, m_name, string, _("Invisibility"));
55 ATTRIB(Invisibility, m_color, vector, '0.5 0.5 1');
56 ATTRIB(Invisibility, m_icon, string, "buff_invisible");
57 ENDCLASS(Invisibility)
58 REGISTER_STATUSEFFECT(Invisibility, NEW(Invisibility));