*/
// SG -> MG || SG
-SPAWNFUNC_ITEM_COND(ammo_shells, (q3compat & BIT(0)), ITEM_Bullets, ITEM_Shells)
-SPAWNFUNC_WEAPON_COND(weapon_shotgun, (q3compat & BIT(0)), WEP_MACHINEGUN, WEP_SHOTGUN)
+SPAWNFUNC_ITEM_COND(ammo_shells, (q3compat & Q3COMPAT_ARENA), ITEM_Bullets, ITEM_Shells)
+SPAWNFUNC_WEAPON_COND(weapon_shotgun, (q3compat & Q3COMPAT_ARENA), WEP_MACHINEGUN, WEP_SHOTGUN)
// MG -> SG || MG
-SPAWNFUNC_ITEM_COND(ammo_bullets, (q3compat & BIT(0)), ITEM_Shells, ITEM_Bullets)
+SPAWNFUNC_ITEM_COND(ammo_bullets, (q3compat & Q3COMPAT_ARENA), ITEM_Shells, ITEM_Bullets)
// GL -> Mortar
SPAWNFUNC_ITEM(ammo_grenades, ITEM_Rockets)
-// Team Arena Proximity Launcher -> Mine Layer
-SPAWNFUNC_WEAPON(weapon_prox_launcher, WEP_MINE_LAYER)
+// Team Arena Proximity Launcher -> Mortar
+// It's more accurate to spawn Mine Layer but players prefer Mortar, and weapon_grenadelauncher is usually disabled by "notta" and weapon_prox_launcher placed at the same origin
+SPAWNFUNC_WEAPON(weapon_prox_launcher, WEP_MORTAR)
SPAWNFUNC_ITEM(ammo_mines, ITEM_Rockets)
// Team Arena Chaingun -> HLAC
this.netname = cons(this.netname, buff.netname);
STAT(BUFF_TIME, this) = it.count;
}
+ else if (it.classname == "item_shield") {
+ this.invincible_finished = it.count;
+ this.netname = cons(this.netname, "invincible");
+ }
+ else if (it.classname == "item_strength") {
+ this.strength_finished = it.count;
+ this.netname = cons(this.netname, "strength");
+ }
//remove(it); // removing ents in init functions causes havoc, workaround:
- setthink(it, SUB_Remove);
- it.nextthink = time;
+ setthink(it, SUB_Remove);
+ it.nextthink = time;
});
this.spawnflags = 2;
this.spawnfunc_checked = true;