|
|
|
@ -18,7 +18,8 @@
|
|
|
|
|
|
|
|
|
|
TEAM FORTRESS/QUAKE (1996) ENTITY
|
|
|
|
|
|
|
|
|
|
Armor pickup, which will also replenish metal
|
|
|
|
|
Armor pickup, which will also replenish metal.
|
|
|
|
|
It has a 100 points.
|
|
|
|
|
|
|
|
|
|
-------- KEYS --------
|
|
|
|
|
"targetname" : Name
|
|
|
|
@ -32,6 +33,7 @@ Armor pickup, which will also replenish metal
|
|
|
|
|
TEAM FORTRESS/QUAKE (1996) ENTITY
|
|
|
|
|
|
|
|
|
|
Armor pickup, which will also replenish metal
|
|
|
|
|
It has a 150 points.
|
|
|
|
|
|
|
|
|
|
-------- KEYS --------
|
|
|
|
|
"targetname" : Name
|
|
|
|
@ -45,6 +47,7 @@ Armor pickup, which will also replenish metal
|
|
|
|
|
TEAM FORTRESS/QUAKE (1996) ENTITY
|
|
|
|
|
|
|
|
|
|
Armor pickup, which will also replenish metal
|
|
|
|
|
It has a 200 points.
|
|
|
|
|
|
|
|
|
|
-------- KEYS --------
|
|
|
|
|
"targetname" : Name
|
|
|
|
@ -145,9 +148,10 @@ void
|
|
|
|
|
item_armor::Respawn(void)
|
|
|
|
|
{
|
|
|
|
|
SetModel("models/g_armor.mdl");
|
|
|
|
|
SetSize(VEC_HULL_MIN, VEC_HULL_MAX);
|
|
|
|
|
SetSize([-16,-16,0], [16,16,56]);
|
|
|
|
|
SetSolid(SOLID_TRIGGER);
|
|
|
|
|
SetOrigin(GetSpawnOrigin());
|
|
|
|
|
DropToFloor();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void
|
|
|
|
@ -162,6 +166,7 @@ item_armor1(void)
|
|
|
|
|
{
|
|
|
|
|
spawnfunc_item_armor();
|
|
|
|
|
self.classname = "item_armor1";
|
|
|
|
|
self.skin = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void
|
|
|
|
@ -169,6 +174,7 @@ item_armor2(void)
|
|
|
|
|
{
|
|
|
|
|
spawnfunc_item_armor();
|
|
|
|
|
self.classname = "item_armor2";
|
|
|
|
|
self.skin = 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void
|
|
|
|
@ -176,4 +182,5 @@ item_armor3(void)
|
|
|
|
|
{
|
|
|
|
|
spawnfunc_item_armor();
|
|
|
|
|
self.classname = "item_armor3";
|
|
|
|
|
self.skin = 2;
|
|
|
|
|
}
|