}
#endif
REGISTER_ITEM(Shield, Powerup) {
- this.m_canonical_spawnfunc = "item_invincible";
+ this.m_canonical_spawnfunc = "item_shield";
#ifdef GAMEQC
this.m_model = MDL_Shield_ITEM;
this.m_sound = SND_Shield;
#endif
}
+SPAWNFUNC_ITEM(item_shield, ITEM_Shield)
SPAWNFUNC_ITEM(item_invincible, ITEM_Shield)
switch(ent.classname)
{
case "item_strength":
- case "item_invincible":
+ case "item_shield":
{
entity e = spawn();
buff_SpawnReplacement(e, ent);
if (!autocvar_g_powerups) { return; }
entity ent = M_ARGV(0, entity);
// Can't use .itemdef here
- if (!(ent.classname == "item_strength" || ent.classname == "item_invincible" || ent.classname == "item_health_mega"))
+ if (!(ent.classname == "item_strength" || ent.classname == "item_shield" || ent.classname == "item_health_mega"))
return;
entity e = spawn();
wep.nextthink = time + 0.1;
return true;
}
- else if(ent.classname == "item_invincible")
+ else if(ent.classname == "item_shield")
{
entity wep = new(weapon_rpc);
setorigin(wep, ent.origin);
X(item_fuel);
X(item_strength);
- case "item_invincible" : return "item_shield";
+ X(item_shield);
X(item_fuel_regen);
X(item_jetpack);
1 \
)
X("item_strength");
- X("item_invincible");
+ X("item_shield");
X("item_fuel_regen");
X("item_jetpack");
#undef X
1 \
)
X("item_strength");
- X("item_invincible");
+ X("item_shield");
X("item_jetpack");
X("item_fuel_regen");
#undef X