6 ATTRIB(Armor, m_mins, vector, '-16 -16 0');
7 ATTRIB(Armor, m_maxs, vector, '16 16 48');
8 ATTRIB(Armor, m_pickupevalfunc, float(entity player, entity item), healtharmor_pickupevalfunc);
9 ATTRIB(Armor, m_botvalue, int, 5000);
14 #include <common/t_items.qh>
18 MODEL(ArmorSmall_ITEM, Item_Model("item_armor_small.md3"));
19 SOUND(ArmorSmall, Item_Sound("armor1"));
22 PROPERTY(float, g_pickup_armorsmall_anyway);
23 PROPERTY(int, g_pickup_armorsmall);
24 PROPERTY(int, g_pickup_armorsmall_max);
25 void item_armorsmall_init(Pickup this, entity item)
27 if(!item.max_armorvalue)
28 item.max_armorvalue = g_pickup_armorsmall_max;
30 item.armorvalue = g_pickup_armorsmall;
34 REGISTER_ITEM(ArmorSmall, Armor) {
35 this.m_canonical_spawnfunc = "item_armor_small";
37 this.spawnflags = ITEM_FLAG_NORMAL;
38 this.m_model = MDL_ArmorSmall_ITEM;
39 this.m_sound = SND_ArmorSmall;
41 this.netname = "armor_small";
42 this.m_name = "5 Armor";
43 this.m_icon = "armor";
44 this.m_waypoint_icon = "waypoint_armor";
46 this.m_itemid = IT_ARMOR_SHARD;
47 this.m_respawntime = GET(g_pickup_respawntime_short);
48 this.m_respawntimejitter = GET(g_pickup_respawntimejitter_short);
49 this.m_pickupanyway = GET(g_pickup_armorsmall_anyway);
50 this.m_iteminit = item_armorsmall_init;
54 SPAWNFUNC_ITEM(item_armor_small, ITEM_ArmorSmall)
57 MODEL(ArmorMedium_ITEM, Item_Model("item_armor_medium.md3"));
58 SOUND(ArmorMedium, Item_Sound("armor10"));
61 PROPERTY(float, g_pickup_armormedium_anyway);
62 PROPERTY(int, g_pickup_armormedium);
63 PROPERTY(int, g_pickup_armormedium_max);
64 void item_armormedium_init(Pickup this, entity item)
66 if(!item.max_armorvalue)
67 item.max_armorvalue = g_pickup_armormedium_max;
69 item.armorvalue = g_pickup_armormedium;
73 REGISTER_ITEM(ArmorMedium, Armor) {
74 this.m_canonical_spawnfunc = "item_armor_medium";
76 this.spawnflags = ITEM_FLAG_NORMAL;
77 this.m_model = MDL_ArmorMedium_ITEM;
78 this.m_sound = SND_ArmorMedium;
80 this.netname = "armor_medium";
81 this.m_name = "25 Armor";
82 this.m_icon = "armor";
83 this.m_waypoint_icon = "waypoint_armor";
85 this.m_itemid = IT_ARMOR;
86 this.m_respawntime = GET(g_pickup_respawntime_medium);
87 this.m_respawntimejitter = GET(g_pickup_respawntimejitter_medium);
88 this.m_pickupanyway = GET(g_pickup_armormedium_anyway);
89 this.m_iteminit = item_armormedium_init;
93 SPAWNFUNC_ITEM(item_armor_medium, ITEM_ArmorMedium)
96 MODEL(ArmorBig_ITEM, Item_Model("item_armor_big.md3"));
97 SOUND(ArmorBig, Item_Sound("armor17_5"));
100 PROPERTY(float, g_pickup_armorbig_anyway);
101 PROPERTY(int, g_pickup_armorbig);
102 PROPERTY(int, g_pickup_armorbig_max);
103 void item_armorbig_init(Pickup this, entity item)
105 if(!item.max_armorvalue)
106 item.max_armorvalue = g_pickup_armorbig_max;
108 item.armorvalue = g_pickup_armorbig;
112 REGISTER_ITEM(ArmorBig, Armor) {
113 this.m_canonical_spawnfunc = "item_armor_big";
115 this.spawnflags = ITEM_FLAG_NORMAL;
116 this.m_model = MDL_ArmorBig_ITEM;
117 this.m_sound = SND_ArmorBig;
119 this.netname = "armor_big";
120 this.m_name = "50 Armor";
121 this.m_icon = "armor";
122 this.m_color = '0 1 0';
123 this.m_waypoint_text = _("Big armor");
124 this.m_waypoint_icon = "waypoint_armor";
126 this.m_itemid = IT_ARMOR;
127 this.m_respawntime = GET(g_pickup_respawntime_long);
128 this.m_respawntimejitter = GET(g_pickup_respawntimejitter_long);
129 this.m_pickupanyway = GET(g_pickup_armorbig_anyway);
130 this.m_iteminit = item_armorbig_init;
134 SPAWNFUNC_ITEM(item_armor_big, ITEM_ArmorBig)
137 MODEL(ArmorMega_ITEM, Item_Model("item_armor_large.md3"));
138 SOUND(ArmorMega, Item_Sound("armor25"));
141 PROPERTY(float, g_pickup_armormega_anyway);
142 PROPERTY(int, g_pickup_armormega);
143 PROPERTY(int, g_pickup_armormega_max);
144 void item_armormega_init(Pickup this, entity item)
146 if(!item.max_armorvalue)
147 item.max_armorvalue = g_pickup_armormega_max;
149 item.armorvalue = g_pickup_armormega;
153 REGISTER_ITEM(ArmorMega, Armor) {
154 this.m_canonical_spawnfunc = "item_armor_mega";
156 this.spawnflags = ITEM_FLAG_NORMAL;
157 this.m_model = MDL_ArmorMega_ITEM;
158 this.m_sound = SND_ArmorMega;
160 this.netname = "armor_mega";
161 this.m_name = "100 Armor";
162 this.m_icon = "item_large_armor";
163 this.m_color = '0 1 0';
164 this.m_waypoint_text = _("Mega armor");
165 this.m_waypoint_icon = "waypoint_armor_mega";
166 this.m_waypointblink = 2;
168 this.m_maxs = '16 16 70';
169 this.m_itemid = IT_ARMOR;
170 this.m_respawntime = GET(g_pickup_respawntime_long);
171 this.m_respawntimejitter = GET(g_pickup_respawntimejitter_long);
172 this.m_pickupanyway = GET(g_pickup_armormega_anyway);
173 this.m_iteminit = item_armormega_init;
177 SPAWNFUNC_ITEM(item_armor_mega, ITEM_ArmorMega)