19 PROPERTY(
int, g_pickup_fuel_jetpack);
31 this.m_canonical_spawnfunc =
"item_jetpack";
34 this.m_model = MDL_Jetpack_ITEM;
38 this.
m_name = _(
"Jetpack");
39 this.m_icon =
"jetpack";
40 this.m_color =
'0.5 0.5 0.5';
41 this.m_waypoint = _(
"Jetpack");
42 this.m_waypointblink = 2;
44 this.m_botvalue = 3000;
46 this.m_iteminit = powerup_jetpack_init;
65 this.m_canonical_spawnfunc =
"item_fuel";
68 this.m_model = MDL_JetpackFuel_ITEM;
72 this.m_icon =
"ammo_fuel";
74 this.m_botvalue = 2000;
76 this.m_iteminit = ammo_fuel_init;
90 this.m_canonical_spawnfunc =
"item_fuel_regen";
93 this.m_model = MDL_JetpackRegen_ITEM;
96 this.
m_name = _(
"Fuel regenerator");
97 this.m_icon =
"fuelregen";
98 this.m_color =
'1 0.5 0';
99 this.m_waypoint = _(
"Fuel regen");
100 this.m_waypointblink = 2;
102 this.m_botvalue = 3000;
Item is usable during normal gameplay.
bool SetResourceExplicit(entity e, Resource res_type, float amount)
Sets the resource amount of an entity without calling any hooks.
SPAWNFUNC_ITEM(item_armor_green, ITEM_ArmorMedium) .float wait
float ammo_pickupevalfunc(entity player, entity item)
REGISTER_ITEM(Jetpack, Jetpack)
Item is is a resource, not a held item.
#define MODEL(name, path)
#define PROPERTY(type, name)
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
string Item_Model(string item_mdl)