}
if(warmup_stage)
- GiveFrags_randomweapons.weapons = WARMUP_START_WEAPONS;
+ STAT(WEAPONS, GiveFrags_randomweapons) = WARMUP_START_WEAPONS;
else
- GiveFrags_randomweapons.weapons = start_weapons;
+ STAT(WEAPONS, GiveFrags_randomweapons) = start_weapons;
// all others (including the culprit): remove
- GiveFrags_randomweapons.weapons &= ~STAT(WEAPONS, attacker);
- GiveFrags_randomweapons.weapons &= ~(culprit.m_wepset);
+ STAT(WEAPONS, GiveFrags_randomweapons) &= ~STAT(WEAPONS, attacker);
+ STAT(WEAPONS, GiveFrags_randomweapons) &= ~(culprit.m_wepset);
// among the remaining ones, choose one by random
- W_RandomWeapons(GiveFrags_randomweapons, 1);
+ STAT(WEAPONS, GiveFrags_randomweapons) = W_RandomWeapons(GiveFrags_randomweapons, STAT(WEAPONS, GiveFrags_randomweapons), 1);
- if(GiveFrags_randomweapons.weapons)
+ if(STAT(WEAPONS, GiveFrags_randomweapons))
{
- STAT(WEAPONS, attacker) |= GiveFrags_randomweapons.weapons;
+ STAT(WEAPONS, attacker) |= STAT(WEAPONS, GiveFrags_randomweapons);
STAT(WEAPONS, attacker) &= ~(culprit.m_wepset);
}
}