float autocvar_g_balance_powerup_speed_time = 30;
void powerup_speed_init(Pickup this, entity item)
{
+ if(autocvar_g_powerups_speed)
+ this.spawnflags = ITEM_FLAG_NORMAL;
+ else
+ this.spawnflags = ITEM_FLAG_MUTATORBLOCKED;
+
if(!item.speed_finished)
item.speed_finished = (item.count) ? item.count : autocvar_g_balance_powerup_speed_time;
}
REGISTER_ITEM(Speed, Powerup) {
this.m_canonical_spawnfunc = "item_speed";
#ifdef SVQC
- if(autocvar_g_powerups_speed)
- this.spawnflags = ITEM_FLAG_NORMAL;
- else
- this.spawnflags = ITEM_FLAG_MUTATORBLOCKED;
-
this.m_iteminit = powerup_speed_init;
#endif
#ifdef GAMEQC
}
SPAWNFUNC_ITEM(item_speed, ITEM_Speed)
-// compat
-SPAWNFUNC_ITEM(item_haste, ITEM_Speed)
-SPAWNFUNC_ITEM(item_scout, ITEM_Speed)
CLASS(Speed, Powerups)
ATTRIB(Speed, netname, string, "speed");