17 .float speed_finished;
19 bool autocvar_g_powerups_speed = 1;
20 float autocvar_g_balance_powerup_speed_attackrate = 0.8;
21 float autocvar_g_balance_powerup_speed_highspeed = 1.5;
22 float autocvar_g_balance_powerup_speed_time = 30;
25 if(!item.speed_finished)
26 item.speed_finished = (item.count) ? item.count : autocvar_g_balance_powerup_speed_time;
30 this.m_canonical_spawnfunc =
"item_speed";
32 if(autocvar_g_powerups_speed)
37 this.m_iteminit = powerup_speed_init;
41 this.m_model = MDL_BUFF;
43 this.m_sound = SND_Speed;
45 this.m_respawnsound = SND_SHIELD_RESPAWN;
49 this.m_icon =
"buff_speed";
50 this.m_color =
'0.1 1 0.84';
51 this.m_waypoint = _(
"Speed");
52 this.m_waypointblink = 2;
61 ATTRIB(Speed, m_icon,
string, "buff_speed");
Item is usable during normal gameplay.
SPAWNFUNC_ITEM(item_armor_green, ITEM_ArmorMedium) .float wait
REGISTER_STATUSEFFECT(Speed, NEW(Speed))
string Item_Sound(string it_snd)
REGISTER_ITEM(Speed, Powerup)
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define SOUND(name, path)