17 bool autocvar_g_powerups_shield = 1;
18 float autocvar_g_balance_powerup_invincible_takedamage;
19 float autocvar_g_balance_powerup_invincible_takeforce = 0.33;
20 float autocvar_g_balance_powerup_invincible_time;
23 if(!item.invincible_finished)
24 item.invincible_finished = (item.count) ? item.count : autocvar_g_balance_powerup_invincible_time;
28 this.m_canonical_spawnfunc =
"item_shield";
30 if(autocvar_g_powerups_shield)
35 this.m_iteminit = powerup_shield_init;
39 this.m_model = MDL_Shield_ITEM;
40 this.m_sound = SND_Shield;
42 this.m_respawnsound = SND_SHIELD_RESPAWN;
46 this.m_icon =
"shield";
47 this.m_color =
'1 0 1';
48 this.m_waypoint = _(
"Shield");
49 this.m_waypointblink = 2;
58 ATTRIB(Shield, m_icon,
string, "shield");
Item is usable during normal gameplay.
SPAWNFUNC_ITEM(item_armor_green, ITEM_ArmorMedium) .float wait
REGISTER_STATUSEFFECT(Shield, NEW(Shield))
string Item_Sound(string it_snd)
REGISTER_ITEM(Shield, Powerup)
#define MODEL(name, path)
string Item_Model(string item_mdl)
#define SOUND(name, path)