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(Shield_ITEM, Item_Model("g_invincible.md3"));
13 SOUND(Shield, Item_Sound("powerup_shield"));
17 bool autocvar_g_powerups_shield = 1;
18 float autocvar_g_balance_powerup_invincible_takedamage;
19 float autocvar_g_balance_powerup_invincible_takeforce = 0.33;
20 float autocvar_g_balance_powerup_invincible_time;
21 void powerup_shield_init(Pickup this, entity item)
23 if(!item.invincible_finished)
24 item.invincible_finished = (item.count) ? item.count : autocvar_g_balance_powerup_invincible_time;
27 REGISTER_ITEM(Shield, Powerup) {
28 this.m_canonical_spawnfunc = "item_shield";
30 if(autocvar_g_powerups_shield)
31 this.spawnflags = ITEM_FLAG_NORMAL;
33 this.spawnflags = ITEM_FLAG_MUTATORBLOCKED;
35 this.m_iteminit = powerup_shield_init;
38 this.m_itemid = IT_INVINCIBLE;
39 this.m_model = MDL_Shield_ITEM;
40 this.m_sound = SND_Shield;
42 this.m_respawnsound = SND_SHIELD_RESPAWN;
44 this.netname = "invincible";
45 this.m_name = _("Shield");
46 this.m_icon = "shield";
47 this.m_color = '1 0 1';
48 this.m_waypoint = _("Shield");
49 this.m_waypointblink = 2;
52 SPAWNFUNC_ITEM(item_shield, ITEM_Shield)
53 SPAWNFUNC_ITEM(item_invincible, ITEM_Shield)
55 CLASS(Shield, Powerups)
56 ATTRIB(Shield, netname, string, "invincible"); // NOTE: referring to as invincible so that it matches the powerup item
57 ATTRIB(Shield, m_name, string, _("Shield"));
58 ATTRIB(Shield, m_icon, string, "shield");
60 REGISTER_STATUSEFFECT(Shield, NEW(Shield));