this.spawnflags = ITEM_FLAG_NORMAL;
else
this.spawnflags = ITEM_FLAG_MUTATORBLOCKED;
+
+ this.m_iteminit = powerup_invisibility_init;
#endif
#ifdef GAMEQC
-// this.m_model = MDL_Invisibility_ITEM; // TODO: new model required
- this.m_model = MDL_BUFF;
+ this.m_itemid = IT_INVISIBILITY;
+ this.m_model = MDL_BUFF; // TODO: MDL_Invisibility_ITEM when new model available
this.m_skin = 12;
this.m_sound = SND_Invisibility;
this.m_glow = true;
this.m_color = '0.5 0.5 1';
this.m_waypoint = _("Invisibility");
this.m_waypointblink = 2;
-#ifdef GAMEQC
- this.m_itemid = IT_INVISIBILITY;
-#endif
-#ifdef SVQC
- this.m_iteminit = powerup_invisibility_init;
-#endif
}
SPAWNFUNC_ITEM(item_invisibility, ITEM_Invisibility)
this.spawnflags = ITEM_FLAG_NORMAL;
else
this.spawnflags = ITEM_FLAG_MUTATORBLOCKED;
+
+ this.m_iteminit = powerup_shield_init;
#endif
#ifdef GAMEQC
+ this.m_itemid = IT_INVINCIBLE;
this.m_model = MDL_Shield_ITEM;
this.m_sound = SND_Shield;
this.m_glow = true;
this.m_color = '1 0 1';
this.m_waypoint = _("Shield");
this.m_waypointblink = 2;
-#ifdef GAMEQC
- this.m_itemid = IT_INVINCIBLE;
-#endif
-#ifdef SVQC
- this.m_iteminit = powerup_shield_init;
-#endif
}
SPAWNFUNC_ITEM(item_shield, ITEM_Shield)
this.spawnflags = ITEM_FLAG_NORMAL;
else
this.spawnflags = ITEM_FLAG_MUTATORBLOCKED;
+
+ this.m_iteminit = powerup_speed_init;
#endif
#ifdef GAMEQC
-// this.m_model = MDL_Speed_ITEM; // TODO: new model required
- this.m_model = MDL_BUFF;
+ this.m_itemid = IT_SPEED;
+ this.m_model = MDL_BUFF; // TODO: MDL_Speed_ITEM when new model available
this.m_skin = 9;
this.m_sound = SND_Speed;
this.m_glow = true;
this.m_color = '0.1 1 0.84';
this.m_waypoint = _("Speed");
this.m_waypointblink = 2;
-#ifdef GAMEQC
- this.m_itemid = IT_SPEED;
-#endif
-#ifdef SVQC
- this.m_iteminit = powerup_speed_init;
-#endif
}
SPAWNFUNC_ITEM(item_speed, ITEM_Speed)
this.spawnflags = ITEM_FLAG_NORMAL;
else
this.spawnflags = ITEM_FLAG_MUTATORBLOCKED;
+
+ this.m_iteminit = powerup_strength_init;
#endif
#ifdef GAMEQC
+ this.m_itemid = IT_STRENGTH;
this.m_model = MDL_Strength_ITEM;
this.m_sound = SND_Strength;
this.m_glow = true;
this.m_color = '0 0 1';
this.m_waypoint = _("Strength");
this.m_waypointblink = 2;
-#ifdef GAMEQC
- this.m_itemid = IT_STRENGTH;
-#endif
-#ifdef SVQC
- this.m_iteminit = powerup_strength_init;
-#endif
}
SPAWNFUNC_ITEM(item_strength, ITEM_Strength)