culprit = DEATH_WEAPONOF(deathtype);
if(!culprit)
culprit = attacker.weapon;
- else if(!WEPSET_CONTAINS_EW(attacker, culprit))
+ else if(!(attacker.weapons & WepSet_FromWeapon(culprit)))
culprit = attacker.weapon;
if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
}
if(warmup_stage)
- WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
+ GiveFrags_randomweapons.weapons = warmup_start_weapons;
else
- WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
+ GiveFrags_randomweapons.weapons = start_weapons;
// all others (including the culprit): remove
- WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
- WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
+ GiveFrags_randomweapons.weapons &= ~attacker.weapons;
+ GiveFrags_randomweapons.weapons &= ~WepSet_FromWeapon(culprit);
// among the remaining ones, choose one by random
W_RandomWeapons(GiveFrags_randomweapons, 1);
- if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
+ if(GiveFrags_randomweapons.weapons)
{
- WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
- WEPSET_ANDNOT_EW(attacker, culprit);
+ attacker.weapons |= GiveFrags_randomweapons.weapons;
+ attacker.weapons &= ~WepSet_FromWeapon(culprit);
}
}
// after a frag, choose another random weapon set
- if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
+ if not(attacker.weapons & WepSet_FromWeapon(attacker.weapon))
W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
}
}
else
self.velocity = self.velocity + farce;
- self.flags &~= FL_ONGROUND;
+ self.flags &= ~FL_ONGROUND;
UpdateCSQCProjectile(self);
}
// apply damage
if(Fire_IsBurning(e))
e.effects |= EF_FLAME;
else
- e.effects &~= EF_FLAME;
+ e.effects &= ~EF_FLAME;
}
void fireburner_think()