entity oldself = self;
entity targ = ((frag_attacker) ? frag_attacker : frag_target);
- if(self.flags & FL_MONSTER)
+ if(IS_MONSTER(self))
{
remove(other); // remove default item
other = world;
minf = autocvar_g_balance_fuel_regenstable;
limitf = autocvar_g_balance_fuel_limit;
- self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & IT_FUEL_REGEN) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
+ self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
}
return true; // return true anyway, as frozen uses no regen
}
ok_IncreaseCharge(self, self.weapon);
if(self.BUTTON_ATCK2)
- if(!forbidWeaponUse() || self.weapon_blocked) // allow if weapon is blocked
+ if(!forbidWeaponUse(self) || self.weapon_blocked) // allow if weapon is blocked
if(time >= self.jump_interval)
{
self.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor();
{
//Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_OVERKILL_CHARGE);
self.ok_notice_time = time + 2;
- play2(self, "weapons/dryfire.wav");
+ play2(self, W_Sound("dryfire"));
}
if(self.weaponentity.state != WS_CLEAR)
w_ready();
{
entity wep = spawn();
setorigin(wep, self.origin);
- setmodel(wep, "models/weapons/g_ok_hmg.md3");
+ setmodel(wep, W_Model("g_ok_hmg.md3"));
wep.classname = "weapon_hmg";
wep.ok_item = true;
wep.noalign = self.noalign;
{
entity wep = spawn();
setorigin(wep, self.origin);
- setmodel(wep, "models/weapons/g_ok_rl.md3");
+ setmodel(wep, W_Model("g_ok_rl.md3"));
wep.classname = "weapon_rpc";
wep.ok_item = true;
wep.noalign = self.noalign;
switch(self.items)
{
- case IT_HEALTH: return !(autocvar_g_overkill_100h_anyway);
- case IT_ARMOR: return !(autocvar_g_overkill_100a_anyway);
+ case ITEM_HealthMega.m_itemid: return !(autocvar_g_overkill_100h_anyway);
+ case ITEM_ArmorMega.m_itemid: return !(autocvar_g_overkill_100a_anyway);
}
return true;
precache_all_playermodels("models/ok_player/*.dpm");
- precache_model("models/weapons/h_ok_mg.iqm");
- precache_model("models/weapons/v_ok_mg.md3");
- precache_model("models/weapons/g_ok_mg.md3");
+ precache_model(W_Model("h_ok_mg.iqm"));
+ precache_model(W_Model("v_ok_mg.md3"));
+ precache_model(W_Model("g_ok_mg.md3"));
- precache_model("models/weapons/h_ok_shotgun.iqm");
- precache_model("models/weapons/v_ok_shotgun.md3");
- precache_model("models/weapons/g_ok_shotgun.md3");
+ precache_model(W_Model("h_ok_shotgun.iqm"));
+ precache_model(W_Model("v_ok_shotgun.md3"));
+ precache_model(W_Model("g_ok_shotgun.md3"));
- precache_model("models/weapons/h_ok_sniper.iqm");
- precache_model("models/weapons/v_ok_sniper.md3");
- precache_model("models/weapons/g_ok_sniper.md3");
+ precache_model(W_Model("h_ok_sniper.iqm"));
+ precache_model(W_Model("v_ok_sniper.md3"));
+ precache_model(W_Model("g_ok_sniper.md3"));
- precache_sound("weapons/dryfire.wav");
+ precache_sound(W_Sound("dryfire"));
addstat(STAT_OK_AMMO_CHARGE, AS_FLOAT, ok_use_ammocharge);
addstat(STAT_OK_AMMO_CHARGEPOOL, AS_FLOAT, ok_ammo_charge);