#include "weaponsystem.qh"
#include "../resources.qh"
#include "../items.qh"
-#include "../mutators/_mod.qh"
+#include <server/mutators/_mod.qh>
#include <common/t_items.qh>
#include "../g_damage.qh"
#include <common/items/item.qh>
#include <common/mapinfo.qh>
#include <common/notifications/all.qh>
-#include <common/triggers/subs.qh>
+#include <common/mapobjects/subs.qh>
#include <common/util.qh>
#include <common/weapons/_all.qh>
#include <common/state.qh>
int superweapons = 1;
FOREACH(Weapons, it != WEP_Null, {
WepSet set = it.m_wepset;
- if((set & WEPSET_SUPERWEAPONS) && (own.weapons & set)) ++superweapons;
+ if((set & WEPSET_SUPERWEAPONS) && (STAT(WEAPONS, own) & set)) ++superweapons;
});
if(superweapons <= 1)
{
if(w == WEP_Null.m_id)
return false;
- #if 0
- if(start_weapons & WepSet_FromWeapon(Weapons_from(w)))
- {
- // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
- if(start_items & IT_UNLIMITED_WEAPON_AMMO)
- return false;
- if((Weapons_from(w)).ammo_type == RESOURCE_NONE)
- return false;
- }
- return true;
- #else
return (Weapons_from(w)).weaponthrowable;
- #endif
}
// toss current weapon
return;
WepSet set = WepSet_FromWeapon(w);
- if(!(this.weapons & set)) return;
- this.weapons &= ~set;
+ if(!(STAT(WEAPONS, this) & set)) return;
+ STAT(WEAPONS, this) &= ~set;
W_SwitchWeapon_Force(this, w_getbestweapon(this, weaponentity), weaponentity);
string a = W_ThrowNewWeapon(this, w.m_id, doreduce, this.origin + delta, velo, weaponentity);
{
//entity wep = this.(weaponentity).m_weapon;
- if(this.weapons & WepSet_FromWeapon(wep))
+ if(STAT(WEAPONS, this) & WepSet_FromWeapon(wep))
if(W_IsWeaponThrowable(this, wep.m_id))
W_ThrowNewWeapon(this, wep.m_id, false, org, randomvec() * 125 + '0 0 200', weaponentity);
}