spawnfunc(target_items)
{
- int n;
- string s;
-
this.use = target_items_use;
if(!this.strength_finished)
this.strength_finished = autocvar_g_balance_powerup_strength_time;
if(!this.superweapons_finished)
this.superweapons_finished = autocvar_g_balance_superweapons_time;
- n = tokenize_console(this.netname);
+ int n = tokenize_console(this.netname);
if(argv(0) == "give")
{
this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
{
for(int j = 0; j < n; ++j)
{
- if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_BOTH;
- else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_WEAPON_AMMO;
+ // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
+ if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
+ else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_AMMO;
else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
{
FOREACH(Buffs, it != BUFF_Null,
{
- s = Buff_UndeprecateName(argv(j));
+ string s = Buff_UndeprecateName(argv(j));
if(s == it.netname)
{
STAT(BUFFS, this) |= (it.m_itemid);
}
});
FOREACH(Weapons, it != WEP_Null, {
- s = W_UndeprecateName(argv(j));
+ string s = W_UndeprecateName(argv(j));
if(s == it.netname)
{
STAT(WEAPONS, this) |= (it.m_wepset);
}
this.netname = "";
- this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
+ this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
got += GiveValue(e, strength_finished, op, val);
got += GiveValue(e, invincible_finished, op, val);
got += GiveValue(e, superweapons_finished, op, val);
- got += GiveBit(e, items, IT_UNLIMITED_BOTH, op, val);
+ got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
case "all":
got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
got += GiveResourceValue(e, RES_HEALTH, op, val);
got += GiveResourceValue(e, RES_FUEL, op, val);
break;
case "unlimited_ammo":
- got += GiveBit(e, items, IT_UNLIMITED_BOTH, op, val);
+ // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
+ got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
break;
case "unlimited_weapon_ammo":
- got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
+ got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
break;
case "unlimited_superweapons":
got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
- POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
+ POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
FOREACH(Weapons, it != WEP_Null, {
POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);