--- /dev/null
+cable1,textures/crylink_new
+cable2,textures/electronew
+ring,models/relics/relic_ring
+mesh,models/relics/relic
+sign,models/relics/sign_speed
+crystal,models/relics/relic_ring
\ No newline at end of file
--- /dev/null
+cable1,textures/crylink_new
+cable2,textures/electronew
+ring,models/relics/relic_ring
+mesh,models/relics/relic
+sign,models/relics/sign_invisible
+crystal,models/relics/relic_ring
\ No newline at end of file
#endif
#ifdef GAMEQC
-//MODEL(Invisibility_ITEM, Item_Model("g_strength.md3")); // TODO: new model required
SOUND(Invisibility, Item_Sound("powerup"));
#endif
#endif
#ifdef GAMEQC
this.m_itemid = IT_INVISIBILITY;
- this.m_model = MDL_BUFF; // TODO: MDL_Invisibility_ITEM when new model available
- this.m_skin = 12;
+ this.m_skin = 3;
this.m_sound = SND_Invisibility;
- this.m_glow = true;
+ // this.m_glow = true;
this.m_respawnsound = SND_STRENGTH_RESPAWN;
#endif
this.netname = "invisibility";
#endif
#ifdef GAMEQC
-MODEL(Shield_ITEM, "models/relics/relic_powerup.md3");
SOUND(Shield, Item_Sound("powerup_shield"));
#endif
#endif
#ifdef GAMEQC
this.m_itemid = IT_INVINCIBLE;
- this.m_model = MDL_Shield_ITEM;
this.m_skin = 1;
this.m_sound = SND_Shield;
// this.m_glow = true;
#endif
#ifdef GAMEQC
-//MODEL(Speed_ITEM, Item_Model("g_invincible.md3")); // TODO: new model required
SOUND(Speed, Item_Sound("powerup_shield"));
#endif
#endif
#ifdef GAMEQC
this.m_itemid = IT_SPEED;
- this.m_model = MDL_BUFF; // TODO: MDL_Speed_ITEM when new model available
- this.m_skin = 9;
+ this.m_skin = 2;
this.m_sound = SND_Speed;
- this.m_glow = true;
+ // this.m_glow = true;
this.m_respawnsound = SND_SHIELD_RESPAWN;
#endif
this.netname = "speed";
#endif
#ifdef GAMEQC
-MODEL(Strength_ITEM, "models/relics/relic_powerup.md3");
SOUND(Strength, Item_Sound("powerup"));
#endif
#endif
#ifdef GAMEQC
this.m_itemid = IT_STRENGTH;
- this.m_model = MDL_Strength_ITEM;
this.m_skin = 0;
this.m_sound = SND_Strength;
// this.m_glow = true;
#pragma once
#include <common/items/item/pickup.qh>
+
+#ifdef GAMEQC
+MODEL(Powerup_ITEM, "models/relics/relic_powerup.md3");
+#endif
+
CLASS(Powerup, Pickup)
#ifdef SVQC
ATTRIB(Powerup, m_mins, vector, '-16 -16 0');
ATTRIB(Powerup, m_maxs, vector, '16 16 80');
+#endif
+#ifdef GAMEQC
+ ATTRIB(Powerup, m_model, Model, MDL_Powerup_ITEM);
+#endif
+#ifdef SVQC
ATTRIB(Powerup, m_botvalue, int, 11000);
ATTRIB(Powerup, m_itemflags, int, FL_POWERUP);
ATTRIB(Powerup, m_respawntime, float(), GET(g_pickup_respawntime_powerup));