17 bool autocvar_g_powerups_strength = 1;
18 float autocvar_g_balance_powerup_strength_damage;
19 float autocvar_g_balance_powerup_strength_force;
20 float autocvar_g_balance_powerup_strength_selfdamage;
21 float autocvar_g_balance_powerup_strength_selfforce;
22 float autocvar_g_balance_powerup_strength_time;
25 if(!item.strength_finished)
26 item.strength_finished = (item.count) ? item.count : autocvar_g_balance_powerup_strength_time;
30 this.m_canonical_spawnfunc =
"item_strength";
32 if(autocvar_g_powerups_strength)
37 this.m_iteminit = powerup_strength_init;
41 this.m_model = MDL_Strength_ITEM;
42 this.m_sound = SND_Strength;
44 this.m_respawnsound = SND_STRENGTH_RESPAWN;
47 this.
m_name = _(
"Strength");
48 this.m_icon =
"strength";
49 this.m_color =
'0 0 1';
50 this.m_waypoint = _(
"Strength");
51 this.m_waypointblink = 2;
59 ATTRIB(Strength, m_icon,
string, "strength");
Item is usable during normal gameplay.
SPAWNFUNC_ITEM(item_armor_green, ITEM_ArmorMedium) .float wait
REGISTER_ITEM(Strength, Powerup)
string Item_Sound(string it_snd)
REGISTER_STATUSEFFECT(Strength, NEW(Strength))
#define MODEL(name, path)
string Item_Model(string item_mdl)
#define SOUND(name, path)