22 PROPERTY(
float, g_pickup_armorsmall_anyway);
24 PROPERTY(
int, g_pickup_armorsmall_max);
27 if(!item.max_armorvalue)
28 item.max_armorvalue = g_pickup_armorsmall_max;
35 this.m_canonical_spawnfunc =
"item_armor_small";
38 this.m_model = MDL_ArmorSmall_ITEM;
39 this.m_sound = SND_ArmorSmall;
42 this.
m_name = _(
"Small armor");
43 this.m_icon =
"armor_small";
46 this.m_icon =
"armor";
50 this.m_respawntime =
GET(g_pickup_respawntime_short);
51 this.m_respawntimejitter =
GET(g_pickup_respawntimejitter_short);
52 this.m_pickupanyway =
GET(g_pickup_armorsmall_anyway);
53 this.m_iteminit = item_armorsmall_init;
64 PROPERTY(
float, g_pickup_armormedium_anyway);
66 PROPERTY(
int, g_pickup_armormedium_max);
69 if(!item.max_armorvalue)
70 item.max_armorvalue = g_pickup_armormedium_max;
77 this.m_canonical_spawnfunc =
"item_armor_medium";
80 this.m_model = MDL_ArmorMedium_ITEM;
81 this.m_sound = SND_ArmorMedium;
84 this.
m_name = _(
"Medium armor");
85 this.m_icon =
"armor_medium";
88 this.m_icon =
"armor";
92 this.m_respawntime =
GET(g_pickup_respawntime_medium);
93 this.m_respawntimejitter =
GET(g_pickup_respawntimejitter_medium);
94 this.m_pickupanyway =
GET(g_pickup_armormedium_anyway);
95 this.m_iteminit = item_armormedium_init;
106 PROPERTY(
float, g_pickup_armorbig_anyway);
108 PROPERTY(
int, g_pickup_armorbig_max);
111 if(!item.max_armorvalue)
112 item.max_armorvalue = g_pickup_armorbig_max;
119 this.m_canonical_spawnfunc =
"item_armor_big";
122 this.m_model = MDL_ArmorBig_ITEM;
123 this.m_sound = SND_ArmorBig;
126 this.
m_name = _(
"Big armor");
127 this.m_icon =
"armor_big";
130 this.m_icon =
"armor";
132 this.m_color =
'0 1 0';
133 this.m_waypoint = _(
"Big armor");
136 this.m_respawntime =
GET(g_pickup_respawntime_long);
137 this.m_respawntimejitter =
GET(g_pickup_respawntimejitter_long);
138 this.m_pickupanyway =
GET(g_pickup_armorbig_anyway);
139 this.m_iteminit = item_armorbig_init;
150 PROPERTY(
float, g_pickup_armormega_anyway);
152 PROPERTY(
int, g_pickup_armormega_max);
155 if(!item.max_armorvalue)
156 item.max_armorvalue = g_pickup_armormega_max;
163 this.m_canonical_spawnfunc =
"item_armor_mega";
166 this.m_model = MDL_ArmorMega_ITEM;
167 this.m_sound = SND_ArmorMega;
170 this.
m_name = _(
"Mega armor");
171 this.m_icon =
"armor_mega";
174 this.m_icon =
"item_large_armor";
176 this.m_color =
'0 1 0';
177 this.m_waypoint = _(
"Mega armor");
178 this.m_waypointblink = 2;
180 this.m_maxs =
'16 16 70';
182 this.m_respawntime =
GET(g_pickup_respawntime_long);
183 this.m_respawntimejitter =
GET(g_pickup_respawntimejitter_long);
184 this.m_pickupanyway =
GET(g_pickup_armormega_anyway);
185 this.m_iteminit = item_armormega_init;
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
string Item_Sound(string it_snd)
spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 f1 s1 strcat(_("Level %s: "), "^BG%s\3\, _("^BGPress ^F2%s^BG to enter the game"))
Item is is a resource, not a held item.
#define MODEL(name, path)
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define PROPERTY(type, name)
float healtharmor_pickupevalfunc(entity player, entity item)
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
string Item_Model(string item_mdl)
#define SOUND(name, path)
REGISTER_ITEM(ArmorSmall, Armor)