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);
25 REGISTER_ITEM(ArmorSmall, Armor) {
27 this.m_model = MDL_ArmorSmall_ITEM;
28 this.m_sound = SND_ArmorSmall;
30 this.m_name = "5 Armor";
31 this.m_icon = "armor";
33 this.m_itemid = IT_ARMOR_SHARD;
34 this.m_respawntime = GET(g_pickup_respawntime_short);
35 this.m_respawntimejitter = GET(g_pickup_respawntimejitter_short);
36 this.m_pickupanyway = GET(g_pickup_armorsmall_anyway);
41 MODEL(ArmorMedium_ITEM, Item_Model("item_armor_medium.md3"));
42 SOUND(ArmorMedium, Item_Sound("armor10"));
45 PROPERTY(float, g_pickup_armormedium_anyway);
48 REGISTER_ITEM(ArmorMedium, Armor) {
50 this.m_model = MDL_ArmorMedium_ITEM;
51 this.m_sound = SND_ArmorMedium;
53 this.m_name = "25 Armor";
54 this.m_icon = "armor";
56 this.m_itemid = IT_ARMOR;
57 this.m_respawntime = GET(g_pickup_respawntime_medium);
58 this.m_respawntimejitter = GET(g_pickup_respawntimejitter_medium);
59 this.m_pickupanyway = GET(g_pickup_armormedium_anyway);
64 MODEL(ArmorBig_ITEM, Item_Model("item_armor_big.md3"));
65 SOUND(ArmorBig, Item_Sound("armor17_5"));
68 PROPERTY(float, g_pickup_armorbig_anyway);
71 REGISTER_ITEM(ArmorBig, Armor) {
73 this.m_model = MDL_ArmorBig_ITEM;
74 this.m_sound = SND_ArmorBig;
76 this.m_name = "50 Armor";
77 this.m_icon = "armor";
78 this.m_color = '0 1 0';
79 this.m_waypoint = _("Big armor");
81 this.m_itemid = IT_ARMOR;
82 this.m_respawntime = GET(g_pickup_respawntime_long);
83 this.m_respawntimejitter = GET(g_pickup_respawntimejitter_long);
84 this.m_pickupanyway = GET(g_pickup_armorbig_anyway);
89 MODEL(ArmorMega_ITEM, Item_Model("item_armor_large.md3"));
90 SOUND(ArmorMega, Item_Sound("armor25"));
93 PROPERTY(float, g_pickup_armormega_anyway);
96 REGISTER_ITEM(ArmorMega, Armor) {
98 this.m_model = MDL_ArmorMega_ITEM;
99 this.m_sound = SND_ArmorMega;
101 this.m_name = "100 Armor";
102 this.m_icon = "item_large_armor";
103 this.m_color = '0 1 0';
104 this.m_waypoint = _("Mega armor");
105 this.m_waypointblink = 2;
107 this.m_maxs = '16 16 70';
108 this.m_itemid = IT_ARMOR;
109 this.m_respawntime = GET(g_pickup_respawntime_long);
110 this.m_respawntimejitter = GET(g_pickup_respawntimejitter_long);
111 this.m_pickupanyway = GET(g_pickup_armormega_anyway);