17 .float invisibility_finished;
19 bool autocvar_g_powerups_invisibility = 1;
20 float autocvar_g_balance_powerup_invisibility_alpha = 0.15;
21 float autocvar_g_balance_powerup_invisibility_time = 30;
24 if(!item.invisibility_finished)
25 item.invisibility_finished = (item.count) ? item.count : autocvar_g_balance_powerup_invisibility_time;
29 this.m_canonical_spawnfunc =
"item_invisibility";
31 if(autocvar_g_powerups_invisibility)
36 this.m_iteminit = powerup_invisibility_init;
40 this.m_model = MDL_BUFF;
42 this.m_sound = SND_Invisibility;
44 this.m_respawnsound = SND_STRENGTH_RESPAWN;
47 this.
m_name = _(
"Invisibility");
48 this.m_icon =
"buff_invisible";
49 this.m_color =
'0.5 0.5 1';
50 this.m_waypoint = _(
"Invisibility");
51 this.m_waypointblink = 2;
60 ATTRIB(Invisibility, m_icon,
string, "buff_invisible");
Item is usable during normal gameplay.
SPAWNFUNC_ITEM(item_armor_green, ITEM_ArmorMedium) .float wait
string Item_Sound(string it_snd)
REGISTER_STATUSEFFECT(Invisibility, NEW(Invisibility))
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define SOUND(name, path)
REGISTER_ITEM(Invisibility, Powerup)