float g_nix_with_laser;
-
+// WEAPONTODO
float nix_weapon;
float nix_weapon_ammo;
float nix_nextchange;
nix_nextchange = time; // start the first round now!
else
nix_nextchange = time + autocvar_g_balance_nix_roundtime;
- //weapon_action(nix_weapon, WR_PRECACHE); // forget it, too slow
+ //WEP_ACTION(nix_weapon, WR_INIT); // forget it, too slow
}
if(nix_nextchange != self.nix_lastchange_id) // this shall only be called once per round!
else
Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_NIX_NEWWEAPON, nix_weapon);
- weapon_action(nix_weapon, WR_RESETPLAYER);
+ WEP_ACTION(nix_weapon, WR_RESETPLAYER);
// all weapons must be fully loaded when we spawn
entity e;
e = get_weaponinfo(nix_weapon);
if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
- self.(weapon_load[nix_weapon]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
+ self.(weapon_load[nix_weapon]) = e.reloading_ammo;
// nex too
- if(autocvar_g_balance_nex_charge)
+ if(WEP_CVAR(nex, charge))
{
- if(autocvar_g_balance_nex_secondary_chargepool)
+ if(WEP_CVAR_SEC(nex, chargepool))
self.nex_chargepool_ammo = 1;
- self.nex_charge = autocvar_g_balance_nex_charge_start;
+ self.nex_charge = WEP_CVAR(nex, charge_start);
}
}
if(self.nix_lastinfotime != dt)
float i;
for (i = WEP_FIRST; i <= WEP_LAST; ++i)
if (NIX_CanChooseWeapon(i))
- weapon_action(i, WR_PRECACHE);
+ WEP_ACTION(i, WR_INIT);
}
MUTATOR_HOOKFUNCTION(nix_ForbidThrowCurrentWeapon)