--- /dev/null
+0 99 30 1
\ 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/items/g_strength_luma
+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/items/g_invincible_luma
+crystal,models/relics/relic_ring
\ No newline at end of file
#endif
#ifdef GAMEQC
-MODEL(Shield_ITEM, Item_Model("g_invincible.md3"));
+MODEL(Shield_ITEM, "models/relics/relic_powerup.md3");
SOUND(Shield, Item_Sound("powerup_shield"));
#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;
+ // this.m_glow = true;
this.m_respawnsound = SND_SHIELD_RESPAWN;
#endif
this.netname = "invincible";
this.m_name = _("Shield");
this.m_icon = "shield";
- this.m_color = '1 0 1';
+ this.m_color = '0.5 1 0';
this.m_waypoint = _("Shield");
this.m_waypointblink = 2;
}
#endif
#ifdef GAMEQC
-MODEL(Strength_ITEM, Item_Model("g_strength.md3"));
+MODEL(Strength_ITEM, "models/relics/relic_powerup.md3");
SOUND(Strength, Item_Sound("powerup"));
#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;
+ // this.m_glow = true;
this.m_respawnsound = SND_STRENGTH_RESPAWN;
#endif
this.netname = "strength";
this.m_name = _("Strength");
this.m_icon = "strength";
- this.m_color = '0 0 1';
+ this.m_color = '1 0.5 0';
this.m_waypoint = _("Strength");
this.m_waypointblink = 2;
}
////////// POWERUPS //////////
+models/items/g_strength_luma
+{
+ deformVertexes autosprite
+ cull none
+ nopicmip
+ {
+ map models/items/g_strength_luma
+ blendfunc add
+ }
+}
+
+models/items/g_invincible_luma
+{
+ deformVertexes autosprite
+ cull none
+ nopicmip
+ {
+ map models/items/g_invincible_luma
+ blendfunc add
+ }
+}
+
g_strength_simple // strength
{
deformVertexes autosprite