PROPERTY(float, g_pickup_respawntime_weapon)
PROPERTY(float, g_pickup_respawntime_superweapon)
PROPERTY(float, g_pickup_respawntime_ammo)
-PROPERTY(float, g_pickup_respawntime_short)
-PROPERTY(float, g_pickup_respawntime_medium)
-PROPERTY(float, g_pickup_respawntime_long)
+PROPERTY(float, g_pickup_respawntime_armor_small)
+PROPERTY(float, g_pickup_respawntime_armor_medium)
+PROPERTY(float, g_pickup_respawntime_armor_big)
+PROPERTY(float, g_pickup_respawntime_armor_mega)
+PROPERTY(float, g_pickup_respawntime_health_small)
+PROPERTY(float, g_pickup_respawntime_health_medium)
+PROPERTY(float, g_pickup_respawntime_health_big)
+PROPERTY(float, g_pickup_respawntime_health_mega)
PROPERTY(float, g_pickup_respawntime_powerup)
PROPERTY(float, g_pickup_respawntimejitter_weapon)
PROPERTY(float, g_pickup_respawntimejitter_superweapon)
PROPERTY(float, g_pickup_respawntimejitter_ammo)
-PROPERTY(float, g_pickup_respawntimejitter_short)
-PROPERTY(float, g_pickup_respawntimejitter_medium)
-PROPERTY(float, g_pickup_respawntimejitter_long)
+PROPERTY(float, g_pickup_respawntimejitter_health_small)
+PROPERTY(float, g_pickup_respawntimejitter_health_medium)
+PROPERTY(float, g_pickup_respawntimejitter_health_big)
+PROPERTY(float, g_pickup_respawntimejitter_health_mega)
+PROPERTY(float, g_pickup_respawntimejitter_armor_small)
+PROPERTY(float, g_pickup_respawntimejitter_armor_medium)
+PROPERTY(float, g_pickup_respawntimejitter_armor_big)
+PROPERTY(float, g_pickup_respawntimejitter_armor_mega)
PROPERTY(float, g_pickup_respawntimejitter_powerup)
#endif
}
ATTRIB(Pickup, m_itemid, int, 0);
#ifdef SVQC
- ATTRIB(Pickup, m_mins, vector, '-16 -16 0');
- ATTRIB(Pickup, m_maxs, vector, '16 16 48');
+ ATTRIB(Pickup, m_mins, vector, ITEM_D_MINS);
+ ATTRIB(Pickup, m_maxs, vector, ITEM_D_MAXS);
ATTRIB(Pickup, m_botvalue, int, 0);
ATTRIB(Pickup, m_itemflags, int, 0);
float generic_pickupevalfunc(entity player, entity item);