float autocvar_g_balance_powerup_invisibility_time = 30;
void powerup_invisibility_init(Pickup this, entity item)
{
+ if(autocvar_g_powerups_invisibility)
+ this.spawnflags = ITEM_FLAG_NORMAL;
+ else
+ this.spawnflags = ITEM_FLAG_MUTATORBLOCKED;
+
if(!item.invisibility_finished)
item.invisibility_finished = (item.count) ? item.count : autocvar_g_balance_powerup_invisibility_time;
}
REGISTER_ITEM(Invisibility, Powerup) {
this.m_canonical_spawnfunc = "item_invisibility";
#ifdef SVQC
- if(autocvar_g_powerups_invisibility)
- this.spawnflags = ITEM_FLAG_NORMAL;
- else
- this.spawnflags = ITEM_FLAG_MUTATORBLOCKED;
-
this.m_iteminit = powerup_invisibility_init;
#endif
#ifdef GAMEQC
}
SPAWNFUNC_ITEM(item_invisibility, ITEM_Invisibility)
-// compat
-SPAWNFUNC_ITEM(item_invis, ITEM_Invisibility)
CLASS(Invisibility, Powerups)
ATTRIB(Invisibility, netname, string, "invisibility");