ENDCLASS(Armor)
#ifdef SVQC
- #include <common/t_items.qh>
+ #include <server/items/items.qh>
#endif
#ifdef GAMEQC
{
if(!item.max_armorvalue)
item.max_armorvalue = g_pickup_armorsmall_max;
- if(!GetResourceAmount(item, RESOURCE_ARMOR))
- SetResourceAmountExplicit(item, RESOURCE_ARMOR, g_pickup_armorsmall);
+ if(!GetResource(item, RES_ARMOR))
+ SetResourceExplicit(item, RES_ARMOR, g_pickup_armorsmall);
}
#endif
this.m_sound = SND_ArmorSmall;
#endif
this.netname = "armor_small";
- this.m_name = "5 Armor";
+ this.m_name = _("Small armor");
this.m_icon = "armor";
this.m_waypoint_icon = "waypoint_armor";
#ifdef SVQC
- this.m_itemid = IT_ARMOR_SHARD;
+ this.m_itemid = IT_RESOURCE;
this.m_respawntime = GET(g_pickup_respawntime_short);
this.m_respawntimejitter = GET(g_pickup_respawntimejitter_short);
this.m_pickupanyway = GET(g_pickup_armorsmall_anyway);
{
if(!item.max_armorvalue)
item.max_armorvalue = g_pickup_armormedium_max;
- if(!GetResourceAmount(item, RESOURCE_ARMOR))
- SetResourceAmountExplicit(item, RESOURCE_ARMOR, g_pickup_armormedium);
+ if(!GetResource(item, RES_ARMOR))
+ SetResourceExplicit(item, RES_ARMOR, g_pickup_armormedium);
}
#endif
this.m_sound = SND_ArmorMedium;
#endif
this.netname = "armor_medium";
- this.m_name = "25 Armor";
+ this.m_name = _("Medium armor");
this.m_icon = "armor";
this.m_waypoint_icon = "waypoint_armor";
#ifdef SVQC
- this.m_itemid = IT_ARMOR;
+ this.m_itemid = IT_RESOURCE;
this.m_respawntime = GET(g_pickup_respawntime_medium);
this.m_respawntimejitter = GET(g_pickup_respawntimejitter_medium);
this.m_pickupanyway = GET(g_pickup_armormedium_anyway);
{
if(!item.max_armorvalue)
item.max_armorvalue = g_pickup_armorbig_max;
- if(!GetResourceAmount(item, RESOURCE_ARMOR))
- SetResourceAmountExplicit(item, RESOURCE_ARMOR, g_pickup_armorbig);
+ if(!GetResource(item, RES_ARMOR))
+ SetResourceExplicit(item, RES_ARMOR, g_pickup_armorbig);
}
#endif
this.m_sound = SND_ArmorBig;
#endif
this.netname = "armor_big";
- this.m_name = "50 Armor";
+ this.m_name = _("Big armor");
this.m_icon = "armor";
this.m_color = '0 1 0';
this.m_waypoint_text = _("Big armor");
this.m_waypoint_icon = "waypoint_armor";
#ifdef SVQC
- this.m_itemid = IT_ARMOR;
+ this.m_itemid = IT_RESOURCE;
this.m_respawntime = GET(g_pickup_respawntime_long);
this.m_respawntimejitter = GET(g_pickup_respawntimejitter_long);
this.m_pickupanyway = GET(g_pickup_armorbig_anyway);
{
if(!item.max_armorvalue)
item.max_armorvalue = g_pickup_armormega_max;
- if(!GetResourceAmount(item, RESOURCE_ARMOR))
- SetResourceAmountExplicit(item, RESOURCE_ARMOR, g_pickup_armormega);
+ if(!GetResource(item, RES_ARMOR))
+ SetResourceExplicit(item, RES_ARMOR, g_pickup_armormega);
}
#endif
this.m_sound = SND_ArmorMega;
#endif
this.netname = "armor_mega";
- this.m_name = "100 Armor";
+ this.m_name = _("Mega armor");
this.m_icon = "item_large_armor";
this.m_color = '0 1 0';
this.m_waypoint_text = _("Mega armor");
this.m_waypointblink = 2;
#ifdef SVQC
this.m_maxs = '16 16 70';
- this.m_itemid = IT_ARMOR;
+ this.m_itemid = IT_RESOURCE;
this.m_respawntime = GET(g_pickup_respawntime_long);
this.m_respawntimejitter = GET(g_pickup_respawntimejitter_long);
this.m_pickupanyway = GET(g_pickup_armormega_anyway);