DistributeEvenly_amount -= f;
return f;
}
+float DistributeEvenly_GetRandomized(float weight)
+{
+ float f;
+ if (weight <= 0)
+ return 0;
+ f = floor(random() + DistributeEvenly_amount * weight / DistributeEvenly_totalweight);
+ DistributeEvenly_totalweight -= weight;
+ DistributeEvenly_amount -= f;
+ return f;
+}
#define move_out_of_solid(e) WarpZoneLib_MoveOutOfSolid(e)
d = FALSE;
}
else if (g_cts)
- d = (i == WEP_SHOTGUN);
+ d = (i == WEP_SHOTGUN); // todo: how to handle shotgun in CTS mode? we're removing it.. so....
else if (g_nexball)
d = 0; // weapon is set a few lines later
else
- d = (i == WEP_LASER || i == WEP_SHOTGUN);
+ d = (i == WEP_LASER);
if(g_grappling_hook) // if possible, redirect off-hand hook to on-hand hook
d |= (i == WEP_HOOK);