#include "pickup.qh"
CLASS(Armor, Pickup)
#ifdef SVQC
- ATTRIB(Armor, m_mins, vector, '-16 -16 0');
- ATTRIB(Armor, m_maxs, vector, '16 16 48');
- ATTRIB(Armor, m_pickupevalfunc, float(entity player, entity item), healtharmor_pickupevalfunc);
- ATTRIB(Armor, m_botvalue, int, 5000);
+ ATTRIB(Armor, m_mins, vector, '-16 -16 0');
+ ATTRIB(Armor, m_maxs, vector, '16 16 48');
+ ATTRIB(Armor, m_pickupevalfunc, float(entity player, entity item), healtharmor_pickupevalfunc);
+ ATTRIB(Armor, m_botvalue, int, 5000);
#endif
ENDCLASS(Armor)
#ifdef SVQC
- #include <common/t_items.qh>
+#include <common/t_items.qh>
#endif
#ifdef GAMEQC
MODEL(ArmorSmall_ITEM, Item_Model("item_armor_small.md3"));
SOUND(ArmorSmall, Item_Sound("armor1"));
#endif
+#ifdef SVQC
+PROPERTY(float, g_pickup_armorsmall_anyway);
+PROPERTY(int, g_pickup_armorsmall);
+PROPERTY(int, g_pickup_armorsmall_max);
+void item_armorsmall_init(entity item)
+{
+ if (!item.max_armorvalue) {
+ item.max_armorvalue = g_pickup_armorsmall_max;
+ }
+ if (!item.armorvalue) {
+ item.armorvalue = g_pickup_armorsmall;
+ }
+}
+#endif
-REGISTER_ITEM(ArmorSmall, Armor) {
+REGISTER_ITEM(ArmorSmall, Armor)
+{
#ifdef GAMEQC
- this.m_model = MDL_ArmorSmall_ITEM;
- this.m_sound = SND_ArmorSmall;
+ this.m_model = MDL_ArmorSmall_ITEM;
+ this.m_sound = SND_ArmorSmall;
#endif
- this.m_name = "5 Armor";
- this.m_icon = "armor";
+ this.netname = "armor_small";
+ this.m_name = "5 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_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
}
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(entity item)
+{
+ if (!item.max_armorvalue) {
+ item.max_armorvalue = g_pickup_armormedium_max;
+ }
+ if (!item.armorvalue) {
+ item.armorvalue = g_pickup_armormedium;
+ }
+}
+#endif
-REGISTER_ITEM(ArmorMedium, Armor) {
+REGISTER_ITEM(ArmorMedium, Armor)
+{
#ifdef GAMEQC
- this.m_model = MDL_ArmorMedium_ITEM;
- this.m_sound = SND_ArmorMedium;
+ this.m_model = MDL_ArmorMedium_ITEM;
+ this.m_sound = SND_ArmorMedium;
#endif
- this.m_name = "25 Armor";
- this.m_icon = "armor";
+ this.netname = "armor_medium";
+ this.m_name = "25 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_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
}
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(entity item)
+{
+ if (!item.max_armorvalue) {
+ item.max_armorvalue = g_pickup_armorbig_max;
+ }
+ if (!item.armorvalue) {
+ item.armorvalue = g_pickup_armorbig;
+ }
+}
+#endif
-REGISTER_ITEM(ArmorBig, Armor) {
+REGISTER_ITEM(ArmorBig, Armor)
+{
#ifdef GAMEQC
- this.m_model = MDL_ArmorBig_ITEM;
- this.m_sound = SND_ArmorBig;
+ this.m_model = MDL_ArmorBig_ITEM;
+ this.m_sound = SND_ArmorBig;
#endif
- this.m_name = "50 Armor";
- this.m_icon = "armor";
- this.m_color = '0 1 0';
- this.m_waypoint = _("Big armor");
+ this.netname = "armor_big";
+ this.m_name = "50 Armor";
+ this.m_icon = "armor";
+ this.m_color = '0 1 0';
+ this.m_waypoint = _("Big armor");
#ifdef SVQC
- this.m_itemid = IT_ARMOR;
- this.m_respawntime = GET(g_pickup_respawntime_long);
- this.m_respawntimejitter = GET(g_pickup_respawntimejitter_long);
+ this.m_itemid = IT_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
}
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(entity item)
+{
+ if (!item.max_armorvalue) {
+ item.max_armorvalue = g_pickup_armormega_max;
+ }
+ if (!item.armorvalue) {
+ item.armorvalue = g_pickup_armormega;
+ }
+}
+#endif
-REGISTER_ITEM(ArmorMega, Armor) {
+REGISTER_ITEM(ArmorMega, Armor)
+{
#ifdef GAMEQC
- this.m_model = MDL_ArmorMega_ITEM;
- this.m_sound = SND_ArmorMega;
-#endif
- this.m_name = "100 Armor";
- this.m_icon = "item_large_armor";
- this.m_color = '0 1 0';
- this.m_waypoint = _("Mega armor");
- this.m_waypointblink = 2;
+ this.m_model = MDL_ArmorMega_ITEM;
+ this.m_sound = SND_ArmorMega;
+#endif
+ this.netname = "armor_mega";
+ this.m_name = "100 Armor";
+ this.m_icon = "item_large_armor";
+ this.m_color = '0 1 0';
+ this.m_waypoint = _("Mega armor");
+ this.m_waypointblink = 2;
#ifdef SVQC
- this.m_maxs = '16 16 70';
- this.m_itemid = IT_ARMOR;
- this.m_respawntime = GET(g_pickup_respawntime_long);
- this.m_respawntimejitter = GET(g_pickup_respawntimejitter_long);
+ this.m_maxs = '16 16 70';
+ this.m_itemid = IT_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
}