MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
do {
{
- entity wi = get_weaponinfo(self.weapon);
+ entity wi = Weapons_from(self.weapon);
if (wi.m_id) {
entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Weapon);
wp.wp_extra = wi.m_id;
if (player.switchweapon == w_getbestweapon(player))
_switchweapon = true;
- if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
+ if (!(player.weapons & WepSet_FromWeapon(Weapons_from(player.switchweapon))))
_switchweapon = true;
pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
{
pickedup = true;
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
- if(it & WepSet_FromWeapon(i))
+ if(it & WepSet_FromWeapon(Weapons_from(i)))
{
W_DropEvent(wr_pickup, player, i, item);
W_GiveWeapon(player, i);
// Detect needed ammo
for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
{
- wi = get_weaponinfo(i);
+ wi = Weapons_from(i);
if (!(player.weapons & (wi.m_wepset)))
continue;
}
if(weaponid)
- this.weapons = WepSet_FromWeapon(weaponid);
+ this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
this.flags = FL_ITEM | itemflags;
this.is_item = true;
}
- weaponsInMap |= WepSet_FromWeapon(weaponid);
+ weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
precache_model(this.model);
precache_sound(this.item_pickupsound);
{
for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- e = get_weaponinfo(j);
+ e = Weapons_from(j);
s = W_UndeprecateName(argv(i));
if(s == e.netname)
{
self.weapons |= (e.m_wepset);
if(self.spawnflags == 0 || self.spawnflags == 2) {
- Weapon w = get_weaponinfo(e.weapon);
+ Weapon w = Weapons_from(e.weapon);
w.wr_init(w);
}
break;
if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- e = get_weaponinfo(j);
+ e = Weapons_from(j);
if(e.weapon)
self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & (e.m_wepset)), e.netname);
}
{
for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- e = get_weaponinfo(j);
+ e = Weapons_from(j);
if(argv(i) == e.netname)
{
- Weapon w = get_weaponinfo(e.weapon);
+ Weapon w = Weapons_from(e.weapon);
w.wr_init(w);
break;
}
float GiveWeapon(entity e, float wpn, float op, float val)
{
WepSet v0, v1;
- WepSet s = WepSet_FromWeapon(wpn);
+ WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
v0 = (e.weapons & s);
switch(op)
{
case "allweapons":
for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- wi = get_weaponinfo(j);
+ wi = Weapons_from(j);
if(wi.weapon)
if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
got += GiveWeapon(e, j, op, val);
default:
for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- wi = get_weaponinfo(j);
+ wi = Weapons_from(j);
if(cmd == wi.netname)
{
got += GiveWeapon(e, j, op, val);
POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND(ITEMPICKUP), string_null);
for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- wi = get_weaponinfo(j);
+ wi = Weapons_from(j);
if(wi.weapon)
{
- POSTGIVE_WEAPON(e, j, SND(WEAPONPICKUP), string_null);
+ POSTGIVE_WEAPON(e, Weapons_from(j), SND(WEAPONPICKUP), string_null);
if (!(save_weapons & (wi.m_wepset)))
if(e.weapons & (wi.m_wepset)) {
- Weapon w = get_weaponinfo(wi.weapon);
+ Weapon w = Weapons_from(wi.weapon);
w.wr_init(w);
}
}
else
e.superweapons_finished += time;
- if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
+ if (!(e.weapons & WepSet_FromWeapon(Weapons_from(e.switchweapon))))
_switchweapon = true;
if(_switchweapon)
W_SwitchWeapon_Force(e, w_getbestweapon(e));