return (get_weaponinfo(wpn)).weapon_func(wrequest);
}
-string W_Name(float weaponid)
-{
- return (get_weaponinfo(weaponid)).message;
-}
-
-float W_AmmoItemCode(float wpn)
-{
- return (get_weaponinfo(wpn)).items & IT_AMMO;
-}
-
.float savenextthink;
void thrown_wep_think()
{
if(wa & j)
{
ammofield = Item_CounterField(j);
- wep.ammofield = 0;
// if our weapon is loaded, give its load back to the player
if(self.(weapon_load[self.weapon]) > 0)
own.ammofield += self.(weapon_load[self.weapon]);
self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
}
+
+ wep.ammofield = 0;
}
}
}
if(wa & j)
{
ammofield = Item_CounterField(j);
- thisammo = min(own.ammofield, wep.ammofield);
- wep.ammofield = thisammo;
- own.ammofield -= thisammo;
- s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));
// if our weapon is loaded, give its load back to the player
if(self.(weapon_load[self.weapon]) > 0)
own.ammofield += self.(weapon_load[self.weapon]);
self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
}
+
+ thisammo = min(own.ammofield, wep.ammofield);
+ wep.ammofield = thisammo;
+ own.ammofield -= thisammo;
+ s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));
}
}
s = substring(s, 5, -1);
wep.savenextthink = wep.nextthink;
wep.nextthink = min(wep.nextthink, time + 0.5);
wep.pickup_anyway = TRUE; // these are ALWAYS pickable
+
return s;
}
}
return 0;
if (g_nexball && w == WEP_GRENADE_LAUNCHER)
return 0;
-
+ if(w == 0)
+ return 0;
+
wa = W_AmmoItemCode(w);
if(WEPSET_CONTAINS_AW(start_weapons, w))
{
w = self.weapon;
if (w == 0)
return; // just in case
+ if(self.frozen)
+ return;
if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
return;
if(!autocvar_g_weapon_throwable)
W_SwitchWeapon_Force(self, w_getbestweapon(self));
a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
- if not(a)
- return;
- if(a == "")
- sprint(self, strcat("You dropped the ^2", W_Name(w), "\n"));
- else
- sprint(self, strcat("You dropped the ^2", W_Name(w), " with ", a, "\n"));
+
+ if not(a) return;
+ Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w);
}
// Bringed back weapon frame
if(((arena_roundbased || g_ca || g_freezetag) && time < warmup) || ((time < game_starttime) && !autocvar_sv_ready_restart_after_countdown))
return;
- if(self.freezetag_frozen == 1)
+ if(self.frozen)
return;
if (!self.weaponentity || self.health < 1)
self.currentammo = 1;
#endif
}
+
+string W_Apply_Weaponreplace(string in)
+{
+ float n = tokenize_console(in);
+ string out = "";
+ float i;
+ for(i = 0; i < n; ++i)
+ {
+ string s = argv(i);
+ string r = cvar_string(strcat("g_weaponreplace_", s));
+ if(r == "")
+ out = strcat(out, " ", s);
+ else if(r != "0")
+ out = strcat(out, " ", r);
+ }
+ return substring(out, 1, -1);
+}