this.m_iteminit = powerup_invisibility_init;
#endif
#ifdef GAMEQC
+ this.spawnflags = ITEM_FLAG_NORMAL;
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";
this.m_iteminit = powerup_shield_init;
#endif
#ifdef GAMEQC
+ this.spawnflags = ITEM_FLAG_NORMAL;
this.m_itemid = IT_INVINCIBLE;
- this.m_model = MDL_Shield_ITEM;
+ this.m_skin = 1;
this.m_sound = SND_Shield;
- this.m_glow = true;
+ // this.m_glow = true;
this.m_respawnsound = SND_SHIELD_RESPAWN;
#endif
this.netname = "invincible";
this.m_iteminit = powerup_speed_init;
#endif
#ifdef GAMEQC
+ this.spawnflags = ITEM_FLAG_NORMAL;
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";
this.m_iteminit = powerup_strength_init;
#endif
#ifdef GAMEQC
+ this.spawnflags = ITEM_FLAG_NORMAL;
this.m_itemid = IT_STRENGTH;
- this.m_model = MDL_Strength_ITEM;
+ this.m_skin = 0;
this.m_sound = SND_Strength;
- this.m_glow = true;
+ // this.m_glow = true;
this.m_respawnsound = SND_STRENGTH_RESPAWN;
#endif
this.netname = "strength";
#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');
+ ATTRIB(Powerup, m_maxs, vector, ITEM_L_MAXS);
+#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));