#endif
#ifdef GAMEQC
-MODEL(Speed_ITEM, Item_Model("g_invincible.md3"));
+//MODEL(Speed_ITEM, Item_Model("g_invincible.md3")); // TODO: new model required
SOUND(Speed, Item_Sound("powerup_shield"));
#endif
#ifdef SVQC
.float speed_finished;
+bool autocvar_g_powerups_speed = 1;
float autocvar_g_balance_powerup_speed_attackrate = 0.8;
float autocvar_g_balance_powerup_speed_highspeed = 1.5;
float autocvar_g_balance_powerup_speed_time = 30;
-float autocvar_g_balance_powerup_speed_weaponspeed = 1.5;
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 = autocvar_g_balance_powerup_speed_time;
+ item.speed_finished = (item.count) ? item.count : autocvar_g_balance_powerup_speed_time;
}
#endif
REGISTER_ITEM(Speed, Powerup) {
this.m_canonical_spawnfunc = "item_speed";
+#ifdef SVQC
+ this.m_iteminit = powerup_speed_init;
+#endif
#ifdef GAMEQC
- this.spawnflags = ITEM_FLAG_MUTATORBLOCKED; // TODO: ITEM_FLAG_NORMAL (once it has a model!)
- this.m_model = MDL_Speed_ITEM;
+ this.m_itemid = IT_SPEED;
+ this.m_model = MDL_BUFF; // TODO: MDL_Speed_ITEM when new model available
+ this.m_skin = 9;
this.m_sound = SND_Speed;
this.m_glow = true;
this.m_respawnsound = SND_SHIELD_RESPAWN;
this.m_color = '0.1 1 0.84';
this.m_waypoint = _("Speed");
this.m_waypointblink = 2;
-#ifdef GAMEQC
- this.m_itemid = IT_SPEED;
-#endif
-#ifdef SVQC
- this.m_iteminit = powerup_speed_init;
-#endif
}
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");