// returns amount of ammo used, or -1 for failure, or 0 for no ammo count
float W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo, .entity weaponentity)
{
- Weapon info = Weapons_from(wpn);
+ Weapon info = REGISTRY_GET(Weapons, wpn);
int ammotype = info.ammo_type;
entity wep = spawn();
W_DropEvent(wr_drop,own,wpn,wep,weaponentity);
- if(WepSet_FromWeapon(Weapons_from(wpn)) & WEPSET_SUPERWEAPONS)
+ if(WepSet_FromWeapon(REGISTRY_GET(Weapons, wpn)) & WEPSET_SUPERWEAPONS)
{
Item_SetExpiring(wep, true);
if(own.items & IT_UNLIMITED_SUPERWEAPONS)
});
if(superweapons <= 1)
{
- wep.superweapons_finished = own.superweapons_finished;
- own.superweapons_finished = 0;
+ wep.superweapons_finished = STAT(SUPERWEAPONS_FINISHED, own);
+ STAT(SUPERWEAPONS_FINISHED, own) = 0;
}
else
{
- float timeleft = own.superweapons_finished - time;
+ float timeleft = STAT(SUPERWEAPONS_FINISHED, own) - time;
float weptimeleft = timeleft / superweapons;
wep.superweapons_finished = time + weptimeleft;
- own.superweapons_finished -= weptimeleft;
+ STAT(SUPERWEAPONS_FINISHED, own) -= weptimeleft;
}
}
}
if (w == WEP_Null.m_id)
return false;
- return (Weapons_from(w)).weaponthrowable;
+ return (REGISTRY_GET(Weapons, w)).weaponthrowable;
}
// toss current weapon