void powerup_invisibility_init(Pickup this, entity item)
{
if(!item.invisibility_finished)
- item.invisibility_finished = autocvar_g_balance_powerup_invisibility_time;
+ item.invisibility_finished = (item.count) ? item.count : autocvar_g_balance_powerup_invisibility_time;
}
#endif
REGISTER_ITEM(Invisibility, Powerup) {
void powerup_shield_init(Pickup this, entity item)
{
if(!item.invincible_finished)
- item.invincible_finished = autocvar_g_balance_powerup_invincible_time;
+ item.invincible_finished = (item.count) ? item.count : autocvar_g_balance_powerup_invincible_time;
}
#endif
REGISTER_ITEM(Shield, Powerup) {
void powerup_speed_init(Pickup this, entity item)
{
if(!item.speed_finished)
- item.speed_finished = autocvar_g_balance_powerup_speed_time;
+ item.speed_finished = (item.count) ? item.count : autocvar_g_balance_powerup_speed_time;
}
#endif
REGISTER_ITEM(Speed, Powerup) {
void powerup_strength_init(Pickup this, entity item)
{
if(!item.strength_finished)
- item.strength_finished = autocvar_g_balance_powerup_strength_time;
+ item.strength_finished = (item.count) ? item.count : autocvar_g_balance_powerup_strength_time;
}
#endif
REGISTER_ITEM(Strength, Powerup) {
.float prevstrengthsound;
.float prevstrengthsoundattempt;
+
+// q3compat
+.float count;