switch(e.items)
{
case IT_HEALTH:
- if (e.classname == "item_health_mega")
+ //if (e.classname == "item_health_mega")
{
if (it_health_mega_time > time && t > it_health_mega_time)
return;
sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
setorigin (self, self.origin);
- if (self.flags & FL_POWERUP || self.classname == "item_armor_large" || self.classname == "item_health_mega")
+ if (self.flags & FL_POWERUP || self.classname == "item_armor_large" || self.items == IT_HEALTH)
{
for(t = 0, head = world; (head = find(head, classname, self.classname)); )
{
case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
case IT_HEALTH:
- if (self.classname == "item_health_mega")
+ //if (self.classname == "item_health_mega")
{name = "item_health_mega"; rgb = '1 0 0';}
break;
case IT_ARMOR:
void Item_ScheduleRespawnIn(entity e, float t)
{
- if(e.flags & FL_POWERUP || self.classname == "item_armor_large" || self.classname == "item_health_mega")
+ if(e.flags & FL_POWERUP || self.classname == "item_armor_large" || self.items == IT_HEALTH)
{
e.think = Item_RespawnCountdown;
e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);