#endif
#ifdef SVQC
PROPERTY(float, g_pickup_armorsmall_anyway);
+PROPERTY(int, g_pickup_armorsmall);
+PROPERTY(int, g_pickup_armorsmall_max);
+void item_armorsmall_init(Pickup this, entity item)
+{
+ if(!item.max_armorvalue)
+ item.max_armorvalue = g_pickup_armorsmall_max;
+ if(!GetResourceAmount(item, RESOURCE_ARMOR))
+ SetResourceAmountExplicit(item, RESOURCE_ARMOR, g_pickup_armorsmall);
+}
#endif
REGISTER_ITEM(ArmorSmall, Armor) {
+ this.m_canonical_spawnfunc = "item_armor_small";
#ifdef GAMEQC
+ this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
this.m_model = MDL_ArmorSmall_ITEM;
this.m_sound = SND_ArmorSmall;
#endif
- this.m_name = "5 Armor";
+ this.netname = "armor_small";
+ this.m_name = _("Small armor");
this.m_icon = "armor";
#ifdef SVQC
this.m_itemid = IT_ARMOR_SHARD;
this.m_respawntime = GET(g_pickup_respawntime_short);
this.m_respawntimejitter = GET(g_pickup_respawntimejitter_short);
this.m_pickupanyway = GET(g_pickup_armorsmall_anyway);
+ this.m_iteminit = item_armorsmall_init;
#endif
}
+SPAWNFUNC_ITEM(item_armor_small, ITEM_ArmorSmall)
+
#ifdef GAMEQC
MODEL(ArmorMedium_ITEM, Item_Model("item_armor_medium.md3"));
SOUND(ArmorMedium, Item_Sound("armor10"));
#endif
#ifdef SVQC
PROPERTY(float, g_pickup_armormedium_anyway);
+PROPERTY(int, g_pickup_armormedium);
+PROPERTY(int, g_pickup_armormedium_max);
+void item_armormedium_init(Pickup this, entity item)
+{
+ if(!item.max_armorvalue)
+ item.max_armorvalue = g_pickup_armormedium_max;
+ if(!GetResourceAmount(item, RESOURCE_ARMOR))
+ SetResourceAmountExplicit(item, RESOURCE_ARMOR, g_pickup_armormedium);
+}
#endif
REGISTER_ITEM(ArmorMedium, Armor) {
+ this.m_canonical_spawnfunc = "item_armor_medium";
#ifdef GAMEQC
+ this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
this.m_model = MDL_ArmorMedium_ITEM;
this.m_sound = SND_ArmorMedium;
#endif
- this.m_name = "25 Armor";
+ this.netname = "armor_medium";
+ this.m_name = _("Medium armor");
this.m_icon = "armor";
#ifdef SVQC
this.m_itemid = IT_ARMOR;
this.m_respawntime = GET(g_pickup_respawntime_medium);
this.m_respawntimejitter = GET(g_pickup_respawntimejitter_medium);
this.m_pickupanyway = GET(g_pickup_armormedium_anyway);
+ this.m_iteminit = item_armormedium_init;
#endif
}
+SPAWNFUNC_ITEM(item_armor_medium, ITEM_ArmorMedium)
+
#ifdef GAMEQC
MODEL(ArmorBig_ITEM, Item_Model("item_armor_big.md3"));
SOUND(ArmorBig, Item_Sound("armor17_5"));
#endif
#ifdef SVQC
PROPERTY(float, g_pickup_armorbig_anyway);
+PROPERTY(int, g_pickup_armorbig);
+PROPERTY(int, g_pickup_armorbig_max);
+void item_armorbig_init(Pickup this, entity item)
+{
+ if(!item.max_armorvalue)
+ item.max_armorvalue = g_pickup_armorbig_max;
+ if(!GetResourceAmount(item, RESOURCE_ARMOR))
+ SetResourceAmountExplicit(item, RESOURCE_ARMOR, g_pickup_armorbig);
+}
#endif
REGISTER_ITEM(ArmorBig, Armor) {
+ this.m_canonical_spawnfunc = "item_armor_big";
#ifdef GAMEQC
+ this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
this.m_model = MDL_ArmorBig_ITEM;
this.m_sound = SND_ArmorBig;
#endif
- this.m_name = "50 Armor";
+ this.netname = "armor_big";
+ this.m_name = _("Big armor");
this.m_icon = "armor";
this.m_color = '0 1 0';
this.m_waypoint = _("Big armor");
this.m_respawntime = GET(g_pickup_respawntime_long);
this.m_respawntimejitter = GET(g_pickup_respawntimejitter_long);
this.m_pickupanyway = GET(g_pickup_armorbig_anyway);
+ this.m_iteminit = item_armorbig_init;
#endif
}
+SPAWNFUNC_ITEM(item_armor_big, ITEM_ArmorBig)
+
#ifdef GAMEQC
MODEL(ArmorMega_ITEM, Item_Model("item_armor_large.md3"));
SOUND(ArmorMega, Item_Sound("armor25"));
#endif
#ifdef SVQC
PROPERTY(float, g_pickup_armormega_anyway);
+PROPERTY(int, g_pickup_armormega);
+PROPERTY(int, g_pickup_armormega_max);
+void item_armormega_init(Pickup this, entity item)
+{
+ if(!item.max_armorvalue)
+ item.max_armorvalue = g_pickup_armormega_max;
+ if(!GetResourceAmount(item, RESOURCE_ARMOR))
+ SetResourceAmountExplicit(item, RESOURCE_ARMOR, g_pickup_armormega);
+}
#endif
REGISTER_ITEM(ArmorMega, Armor) {
+ this.m_canonical_spawnfunc = "item_armor_mega";
#ifdef GAMEQC
+ this.spawnflags = ITEM_FLAG_NORMAL | ITEM_FLAG_RESOURCE;
this.m_model = MDL_ArmorMega_ITEM;
this.m_sound = SND_ArmorMega;
#endif
- this.m_name = "100 Armor";
+ this.netname = "armor_mega";
+ this.m_name = _("Mega armor");
this.m_icon = "item_large_armor";
this.m_color = '0 1 0';
this.m_waypoint = _("Mega armor");
this.m_respawntime = GET(g_pickup_respawntime_long);
this.m_respawntimejitter = GET(g_pickup_respawntimejitter_long);
this.m_pickupanyway = GET(g_pickup_armormega_anyway);
+ this.m_iteminit = item_armormega_init;
#endif
}
+
+SPAWNFUNC_ITEM(item_armor_mega, ITEM_ArmorMega)