26 if(!item.invincible_finished)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
ATTRIB(Pickup, m_model, Model)
string m_canonical_spawnfunc
ATTRIB(StatusEffect, m_name, string)
#define SPAWNFUNC_ITEM(name, item)
@ ITEM_FLAG_MUTATORBLOCKED
@ ITEM_FLAG_NORMAL
Item is usable during normal gameplay.
string Item_Model(string item_mdl)
string Item_Sound(string it_snd)
#define REGISTER_ITEM(id, inst)
#define MODEL(name, path)
#define REGISTER_STATUSEFFECT(id, inst)
float autocvar_g_balance_powerup_invincible_time
float autocvar_g_balance_powerup_invincible_takeforce
float autocvar_g_balance_powerup_invincible_takedamage
void powerup_shield_init(Pickup def, entity item)
bool autocvar_g_powerups_shield
#define SOUND(name, path)