#endif
#ifdef GAMEQC
-MODEL(Invisibility_ITEM, Item_Model("g_strength.md3"));
+//MODEL(Invisibility_ITEM, Item_Model("g_strength.md3")); // TODO: new model required
SOUND(Invisibility, Item_Sound("powerup"));
#endif
#ifdef SVQC
.float invisibility_finished;
+bool autocvar_g_powerups_invisibility = 1;
float autocvar_g_balance_powerup_invisibility_alpha = 0.15;
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 = autocvar_g_balance_powerup_invisibility_time;
+ item.invisibility_finished = (item.count) ? item.count : autocvar_g_balance_powerup_invisibility_time;
}
#endif
REGISTER_ITEM(Invisibility, Powerup) {
this.m_canonical_spawnfunc = "item_invisibility";
+#ifdef SVQC
+ this.m_iteminit = powerup_invisibility_init;
+#endif
#ifdef GAMEQC
- this.spawnflags = ITEM_FLAG_MUTATORBLOCKED; // TODO: ITEM_FLAG_NORMAL (once it has a model!)
- this.m_model = MDL_Invisibility_ITEM;
+ this.m_itemid = IT_INVISIBILITY;
+ this.m_model = MDL_BUFF; // TODO: MDL_Invisibility_ITEM when new model available
+ this.m_skin = 12;
this.m_sound = SND_Invisibility;
this.m_glow = true;
this.m_respawnsound = SND_STRENGTH_RESPAWN;
this.m_color = '0.5 0.5 1';
this.m_waypoint = _("Invisibility");
this.m_waypointblink = 2;
-#ifdef GAMEQC
- this.m_itemid = IT_INVISIBILITY;
-#endif
-#ifdef SVQC
- this.m_iteminit = powerup_invisibility_init;
-#endif
}
SPAWNFUNC_ITEM(item_invisibility, ITEM_Invisibility)
-// compat
-SPAWNFUNC_ITEM(item_invis, ITEM_Invisibility)
CLASS(Invisibility, Powerups)
ATTRIB(Invisibility, netname, string, "invisibility");