#endif
#ifdef GAMEQC
-MODEL(Invisibility_ITEM, Item_Model("g_strength.md3"));
+//MODEL(Invisibility_ITEM, Item_Model("g_strength.md3")); // TODO: new model required
SOUND(Invisibility, Item_Sound("powerup"));
#endif
REGISTER_ITEM(Invisibility, Powerup) {
this.m_canonical_spawnfunc = "item_invisibility";
#ifdef GAMEQC
- this.spawnflags = ITEM_FLAG_MUTATORBLOCKED; // TODO: ITEM_FLAG_NORMAL (once it has a model!)
- this.m_model = MDL_Invisibility_ITEM;
+ this.spawnflags = ITEM_FLAG_NORMAL;
+// this.m_model = MDL_Invisibility_ITEM; // TODO: new model required
+ this.m_model = MDL_BUFF;
+ this.m_skin = 12;
this.m_sound = SND_Invisibility;
this.m_glow = true;
this.m_respawnsound = SND_STRENGTH_RESPAWN;
#endif
#ifdef GAMEQC
-MODEL(Speed_ITEM, Item_Model("g_invincible.md3"));
+//MODEL(Speed_ITEM, Item_Model("g_invincible.md3")); // TODO: new model required
SOUND(Speed, Item_Sound("powerup_shield"));
#endif
REGISTER_ITEM(Speed, Powerup) {
this.m_canonical_spawnfunc = "item_speed";
#ifdef GAMEQC
- this.spawnflags = ITEM_FLAG_MUTATORBLOCKED; // TODO: ITEM_FLAG_NORMAL (once it has a model!)
- this.m_model = MDL_Speed_ITEM;
+ this.spawnflags = ITEM_FLAG_NORMAL;
+// this.m_model = MDL_Speed_ITEM; // TODO: new model required
+ this.m_model = MDL_BUFF;
+ this.m_skin = 9;
this.m_sound = SND_Speed;
this.m_glow = true;
this.m_respawnsound = SND_SHIELD_RESPAWN;