5 #include <server/constants.qh>
11 ATTRIB(Powerup, m_mins, vector, '-16 -16 0');
12 ATTRIB(Powerup, m_maxs, vector, '16 16 48');
13 ATTRIB(Powerup, m_botvalue, int, 100000);
14 ATTRIB(Powerup, m_itemflags, int, FL_POWERUP);
15 ATTRIB(Powerup, m_respawntime, float(), GET(g_pickup_respawntime_powerup));
16 ATTRIB(Powerup, m_respawntimejitter, float(), GET(g_pickup_respawntimejitter_powerup));
21 MODEL(Strength_ITEM, Item_Model("g_strength.md3"));
22 SOUND(Strength, "misc/powerup");
25 REGISTER_ITEM(Strength, Powerup) {
27 this.m_model = MDL_Strength_ITEM;
28 this.m_sound = SND_Strength;
30 this.m_respawnsound = SND_STRENGTH_RESPAWN;
32 this.m_name = "Strength Powerup";
33 this.m_icon = "strength";
34 this.m_color = '0 0 1';
35 this.m_waypoint = _("Strength");
36 this.m_waypointblink = 2;
37 this.m_itemid = IT_STRENGTH;
41 MODEL(Shield_ITEM, Item_Model("g_invincible.md3"));
42 SOUND(Shield, "misc/powerup_shield");
45 REGISTER_ITEM(Shield, Powerup) {
47 this.m_model = MDL_Shield_ITEM;
48 this.m_sound = SND_Shield;
50 this.m_respawnsound = SND_SHIELD_RESPAWN;
52 this.m_name = "Shield";
53 this.m_icon = "shield";
54 this.m_color = '1 0 1';
55 this.m_waypoint = _("Shield");
56 this.m_waypointblink = 2;
57 this.m_itemid = IT_INVINCIBLE;