ATTRIB(GameItem, m_color, vector, '1 1 1');
ATTRIB(GameItem, m_waypoint, string);
ATTRIB(GameItem, m_waypointblink, int, 1);
+ ATTRIB(GameItem, m_glow, bool, false);
METHOD(GameItem, display, void(GameItem this, void(string name, string icon) returns))
{
TC(GameItem, this);
this.m_waypoint = _("Strength");
this.m_waypointblink = 2;
this.m_itemid = IT_STRENGTH;
+ this.m_glow = true;
}
#ifdef GAMEQC
this.m_waypoint = _("Shield");
this.m_waypointblink = 2;
this.m_itemid = IT_INVINCIBLE;
+ this.m_glow = true;
}
if(this.ItemStatus & ITS_ALLOWFB)
this.effects |= EF_FULLBRIGHT;
- if(this.ItemStatus & ITS_POWERUP)
+ if(this.ItemStatus & ITS_GLOW)
{
if(this.ItemStatus & ITS_AVAILABLE)
this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
e.ItemStatus &= ~ITS_AVAILABLE;
}}
- if (def == ITEM_Strength || def == ITEM_Shield)
- e.ItemStatus |= ITS_POWERUP;
+ if (def.m_glow)
+ e.ItemStatus |= ITS_GLOW;
if (autocvar_g_nodepthtestitems)
e.effects |= EF_NODEPTHTEST;
const int ITS_AVAILABLE = BIT(3);
const int ITS_ALLOWFB = BIT(4);
const int ITS_ALLOWSI = BIT(5);
- const int ITS_POWERUP = BIT(6);
+ const int ITS_GLOW = BIT(6);
const int ISF_COLORMAP = BIT(4);
const int ISF_DROP = BIT(5);
const int ISF_ANGLES = BIT(6);