/// spawn.
int autocvar_g_surv_cannon_fodder_num_random_start_weapons;
+/// \brief How many health do defenders get when they pickup small health.
+int autocvar_g_surv_defender_pickup_health_small;
+/// \brief How many health do defenders get when they pickup medium health.
+int autocvar_g_surv_defender_pickup_health_medium;
+/// \brief How many health do defenders get when they pickup big health.
+int autocvar_g_surv_defender_pickup_health_big;
+/// \brief How many health do defenders get when they pickup mega health.
+int autocvar_g_surv_defender_pickup_health_mega;
+/// \brief How many armor do defenders get when they pickup small armor.
+int autocvar_g_surv_defender_pickup_armor_small;
+/// \brief How many armor do defenders get when they pickup medium armor.
+int autocvar_g_surv_defender_pickup_armor_medium;
+/// \brief How many armor do defenders get when they pickup big armor.
+int autocvar_g_surv_defender_pickup_armor_big;
+/// \brief How many armor do defenders get when they pickup mega armor.
+int autocvar_g_surv_defender_pickup_armor_mega;
/// \brief How many shells do defenders get when they pickup small health/armor.
int autocvar_g_surv_defender_pickup_shells_small;
/// \brief How many shells do defenders get when they pickup medium
switch (item.classname)
{
case "item_health_small":
- case "item_armor_small":
{
+ GivePlayerHealth(player,
+ autocvar_g_surv_defender_pickup_health_small);
GivePlayerShells(player,
autocvar_g_surv_defender_pickup_shells_small);
GivePlayerBullets(player,
return MUT_ITEMTOUCH_RETURN;
}
case "item_health_medium":
- case "item_armor_medium":
{
+ GivePlayerHealth(player,
+ autocvar_g_surv_defender_pickup_health_medium);
GivePlayerShells(player,
autocvar_g_surv_defender_pickup_shells_medium);
GivePlayerBullets(player,
return MUT_ITEMTOUCH_RETURN;
}
case "item_health_big":
+ {
+ GivePlayerHealth(player,
+ autocvar_g_surv_defender_pickup_health_big);
+ GivePlayerShells(player,
+ autocvar_g_surv_defender_pickup_shells_big);
+ GivePlayerBullets(player,
+ autocvar_g_surv_defender_pickup_bullets_big);
+ GivePlayerRockets(player,
+ autocvar_g_surv_defender_pickup_rockets_big);
+ GivePlayerCells(player,
+ autocvar_g_surv_defender_pickup_cells_big);
+ Item_ScheduleRespawn(item);
+ sound(player, CH_TRIGGER, SND_HealthBig, VOL_BASE,
+ ATTEN_NORM);
+ return MUT_ITEMTOUCH_RETURN;
+ }
+ case "item_health_mega":
+ {
+ GivePlayerHealth(player,
+ autocvar_g_surv_defender_pickup_health_mega);
+ GivePlayerShells(player,
+ autocvar_g_surv_defender_pickup_shells_mega);
+ GivePlayerBullets(player,
+ autocvar_g_surv_defender_pickup_bullets_mega);
+ GivePlayerRockets(player,
+ autocvar_g_surv_defender_pickup_rockets_mega);
+ GivePlayerCells(player,
+ autocvar_g_surv_defender_pickup_cells_mega);
+ Item_ScheduleRespawn(item);
+ sound(player, CH_TRIGGER, SND_HealthMega, VOL_BASE, ATTEN_NORM);
+ return MUT_ITEMTOUCH_RETURN;
+ }
+ case "item_armor_small":
+ {
+ GivePlayerArmor(player,
+ autocvar_g_surv_defender_pickup_armor_small);
+ GivePlayerShells(player,
+ autocvar_g_surv_defender_pickup_shells_small);
+ GivePlayerBullets(player,
+ autocvar_g_surv_defender_pickup_bullets_small);
+ GivePlayerRockets(player,
+ autocvar_g_surv_defender_pickup_rockets_small);
+ GivePlayerCells(player,
+ autocvar_g_surv_defender_pickup_cells_small);
+ Item_ScheduleRespawn(item);
+ sound(player, CH_TRIGGER, SND_HealthSmall, VOL_BASE,
+ ATTEN_NORM);
+ return MUT_ITEMTOUCH_RETURN;
+ }
+ case "item_armor_medium":
+ {
+ GivePlayerArmor(player,
+ autocvar_g_surv_defender_pickup_armor_medium);
+ GivePlayerShells(player,
+ autocvar_g_surv_defender_pickup_shells_medium);
+ GivePlayerBullets(player,
+ autocvar_g_surv_defender_pickup_bullets_medium);
+ GivePlayerRockets(player,
+ autocvar_g_surv_defender_pickup_rockets_medium);
+ GivePlayerCells(player,
+ autocvar_g_surv_defender_pickup_cells_medium);
+ Item_ScheduleRespawn(item);
+ sound(player, CH_TRIGGER, SND_HealthMedium, VOL_BASE,
+ ATTEN_NORM);
+ return MUT_ITEMTOUCH_RETURN;
+ }
case "item_armor_big":
{
+ GivePlayerArmor(player,
+ autocvar_g_surv_defender_pickup_armor_big);
GivePlayerShells(player,
autocvar_g_surv_defender_pickup_shells_big);
GivePlayerBullets(player,
sound(player, CH_TRIGGER, SND_HealthBig, VOL_BASE, ATTEN_NORM);
return MUT_ITEMTOUCH_RETURN;
}
- case "item_health_mega":
case "item_armor_mega":
{
+ GivePlayerArmor(player,
+ autocvar_g_surv_defender_pickup_armor_mega);
GivePlayerShells(player,
autocvar_g_surv_defender_pickup_shells_mega);
GivePlayerBullets(player,