#pragma once
#ifdef SVQC
- // For FL_POWERUP
- #include <server/constants.qh>
+// For FL_POWERUP
+#include <server/constants.qh>
#endif
#include "pickup.qh"
CLASS(Powerup, Pickup)
#ifdef SVQC
- ATTRIB(Powerup, m_mins, vector, '-16 -16 0');
- ATTRIB(Powerup, m_maxs, vector, '16 16 80');
- ATTRIB(Powerup, m_botvalue, int, 20000);
- ATTRIB(Powerup, m_itemflags, int, FL_POWERUP);
- ATTRIB(Powerup, m_respawntime, float(), GET(g_pickup_respawntime_powerup));
- ATTRIB(Powerup, m_respawntimejitter, float(), GET(g_pickup_respawntimejitter_powerup));
+ ATTRIB(Powerup, m_mins, vector, '-16 -16 0');
+ ATTRIB(Powerup, m_maxs, vector, '16 16 80');
+ ATTRIB(Powerup, m_botvalue, int, 20000);
+ ATTRIB(Powerup, m_itemflags, int, FL_POWERUP);
+ ATTRIB(Powerup, m_respawntime, float(), GET(g_pickup_respawntime_powerup));
+ ATTRIB(Powerup, m_respawntimejitter, float(), GET(g_pickup_respawntimejitter_powerup));
#endif
ENDCLASS(Powerup)
float autocvar_g_balance_powerup_strength_time;
void powerup_strength_init(entity item)
{
- if(!item.strength_finished)
- item.strength_finished = autocvar_g_balance_powerup_strength_time;
+ if (!item.strength_finished) {
+ item.strength_finished = autocvar_g_balance_powerup_strength_time;
+ }
}
#endif
-REGISTER_ITEM(Strength, Powerup) {
+REGISTER_ITEM(Strength, Powerup)
+{
#ifdef GAMEQC
- this.m_model = MDL_Strength_ITEM;
- this.m_sound = SND_Strength;
- this.m_glow = true;
- this.m_respawnsound = SND_STRENGTH_RESPAWN;
+ this.m_model = MDL_Strength_ITEM;
+ this.m_sound = SND_Strength;
+ this.m_glow = true;
+ this.m_respawnsound = SND_STRENGTH_RESPAWN;
#endif
- this.netname = "strength";
- this.m_name = "Strength Powerup";
- this.m_icon = "strength";
- this.m_color = '0 0 1';
- this.m_waypoint = _("Strength");
- this.m_waypointblink = 2;
- this.m_itemid = IT_STRENGTH;
+ this.netname = "strength";
+ this.m_name = "Strength Powerup";
+ this.m_icon = "strength";
+ this.m_color = '0 0 1';
+ this.m_waypoint = _("Strength");
+ this.m_waypointblink = 2;
+ this.m_itemid = IT_STRENGTH;
#ifdef SVQC
- this.m_iteminit = powerup_strength_init;
+ this.m_iteminit = powerup_strength_init;
#endif
}
float autocvar_g_balance_powerup_invincible_time;
void powerup_shield_init(entity item)
{
- if(!item.invincible_finished)
- item.invincible_finished = autocvar_g_balance_powerup_invincible_time;
+ if (!item.invincible_finished) {
+ item.invincible_finished = autocvar_g_balance_powerup_invincible_time;
+ }
}
#endif
-REGISTER_ITEM(Shield, Powerup) {
+REGISTER_ITEM(Shield, Powerup)
+{
#ifdef GAMEQC
- this.m_model = MDL_Shield_ITEM;
- this.m_sound = SND_Shield;
- this.m_glow = true;
- this.m_respawnsound = SND_SHIELD_RESPAWN;
+ this.m_model = MDL_Shield_ITEM;
+ this.m_sound = SND_Shield;
+ this.m_glow = true;
+ this.m_respawnsound = SND_SHIELD_RESPAWN;
#endif
- this.netname = "invincible";
- this.m_name = "Shield";
- this.m_icon = "shield";
- this.m_color = '1 0 1';
- this.m_waypoint = _("Shield");
- this.m_waypointblink = 2;
- this.m_itemid = IT_INVINCIBLE;
+ this.netname = "invincible";
+ this.m_name = "Shield";
+ this.m_icon = "shield";
+ this.m_color = '1 0 1';
+ this.m_waypoint = _("Shield");
+ this.m_waypointblink = 2;
+ this.m_itemid = IT_INVINCIBLE;
#ifdef SVQC
- this.m_iteminit = powerup_shield_init;
+ this.m_iteminit = powerup_shield_init;
#endif
}