27 if(!item.invisibility_finished)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
string m_canonical_spawnfunc
ATTRIB(Pickup, m_model, Model)
ATTRIB(StatusEffect, m_name, string)
#define SPAWNFUNC_ITEM(name, item)
@ ITEM_FLAG_MUTATORBLOCKED
@ ITEM_FLAG_NORMAL
Item is usable during normal gameplay.
float invisibility_finished
float autocvar_g_balance_powerup_invisibility_time
bool autocvar_g_powerups_invisibility
void powerup_invisibility_init(Pickup def, entity item)
float autocvar_g_balance_powerup_invisibility_alpha
string Item_Sound(string it_snd)
#define REGISTER_ITEM(id, inst)
#define REGISTER_STATUSEFFECT(id, inst)
#define SOUND(name, path)