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