#pragma once #include #include #ifdef SVQC #include #endif #ifdef GAMEQC MODEL(FuelRegen_ITEM, Item_Model("g_fuelregen.md3")); #endif #ifdef SVQC bool autocvar_g_powerups_fuelregen = true; void powerup_fuelregen_init(Pickup def, entity item) { if(!autocvar_g_powerups || !autocvar_g_powerups_fuelregen) def.spawnflags |= ITEM_FLAG_MUTATORBLOCKED; } #endif CLASS(FuelRegen, Powerup) /* spawnfunc */ ATTRIB(FuelRegen, m_canonical_spawnfunc, string, "item_fuel_regen"); #ifdef SVQC /* iteminit */ ATTRIB(FuelRegen, m_iteminit, void(Pickup this, entity item), powerup_fuelregen_init); #endif #ifdef GAMEQC /* spawnflags */ ATTRIB(FuelRegen, spawnflags, int, ITEM_FLAG_NORMAL); /* model */ ATTRIB(FuelRegen, m_model, Model, MDL_FuelRegen_ITEM); /* itemid */ ATTRIB(FuelRegen, m_itemid, int, IT_FUEL_REGEN); #endif /* refname */ ATTRIB(FuelRegen, netname, string, "fuel_regen"); /* itemname */ ATTRIB(FuelRegen, m_name, string, _("Fuel regenerator")); /* icon */ ATTRIB(FuelRegen, m_icon, string, "fuelregen"); /* color */ ATTRIB(FuelRegen, m_color, vector, '1 0.5 0'); /* wptext */ ATTRIB(FuelRegen, m_waypoint, string, _("Fuel regen")); /* wpblink */ ATTRIB(FuelRegen, m_waypointblink, int, 2); #ifdef SVQC /* botvalue */ ATTRIB(FuelRegen, m_botvalue, int, 3000); /* pickupfunc */ ATTRIB(FuelRegen, m_pickupevalfunc, float(entity player, entity item), ammo_pickupevalfunc); #endif ENDCLASS(FuelRegen) REGISTER_ITEM(FuelRegen, NEW(FuelRegen)); SPAWNFUNC_ITEM(item_fuel_regen, ITEM_FuelRegen) // no PowerupStatusEffect for FuelRegen