string RandomItems_GetRandomItemClassName(string prefix)
{
- if (autocvar_g_instagib)
+ if (MUTATOR_IS_ENABLED(mutator_instagib))
{
return RandomItems_GetRandomInstagibItemClassName(prefix);
}
- if (expr_evaluate(autocvar_g_overkill))
+ if (MUTATOR_IS_ENABLED(ok))
{
return RandomItems_GetRandomOverkillItemClassName(prefix);
}
}
random_items_is_spawning = true;
entity new_item;
- if (!expr_evaluate(autocvar_g_overkill))
+ if (!MUTATOR_IS_ENABLED(ok))
{
new_item = Item_Create(strzone(new_classname), item.origin,
Item_ShouldKeepPosition(item));
spread.z = autocvar_g_random_loot_spread / 2;
spread += randomvec() * autocvar_g_random_loot_spread;
random_items_is_spawning = true;
- if (!expr_evaluate(autocvar_g_overkill))
+ if (!MUTATOR_IS_ENABLED(ok))
{
Item_CreateLoot(class_name, position, spread,
autocvar_g_random_loot_time);