28 if(!item.strength_finished)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
ATTRIB(Pickup, m_model, Model)
ATTRIB(StatusEffect, m_name, string)
string m_canonical_spawnfunc
#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)
#define SOUND(name, path)
void powerup_strength_init(Pickup def, entity item)
float autocvar_g_balance_powerup_strength_force
float autocvar_g_balance_powerup_strength_time
float autocvar_g_balance_powerup_strength_selfforce
float autocvar_g_balance_powerup_strength_selfdamage
bool autocvar_g_powerups_strength
float autocvar_g_balance_powerup_strength_damage