#pragma once
+#include <common/t_items.qh>
const int IT_UNLIMITED_WEAPON_AMMO = BIT(0); // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
const int IT_UNLIMITED_SUPERWEAPONS = BIT(1); // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
ATTRIB(GameItem, m_color, vector, '1 1 1');
ATTRIB(GameItem, m_waypoint, string);
ATTRIB(GameItem, m_waypointblink, int, 1);
+#ifdef GAMEQC
ATTRIB(GameItem, m_glow, bool, false);
+#endif
METHOD(GameItem, display, void(GameItem this, void(string name, string icon) returns))
{
TC(GameItem, this);
#ifdef GAMEQC
this.m_model = MDL_Strength_ITEM;
this.m_sound = SND_Strength;
+ this.m_glow = true;
#endif
this.m_name = "Strength Powerup";
this.m_icon = "strength";
this.m_waypoint = _("Strength");
this.m_waypointblink = 2;
this.m_itemid = IT_STRENGTH;
- this.m_glow = true;
}
#ifdef GAMEQC
#ifdef GAMEQC
this.m_model = MDL_Shield_ITEM;
this.m_sound = SND_Shield;
+ this.m_glow = true;
#endif
this.m_name = "Shield";
this.m_icon = "shield";
this.m_waypoint = _("Shield");
this.m_waypointblink = 2;
this.m_itemid = IT_INVINCIBLE;
- this.m_glow = true;
}