#include "weaponsystem.qh"
#include "../resources.qh"
#include <server/mutators/_mod.qh>
-#include <common/t_items.qh>
-#include <server/items.qh>
+#include <server/items/items.qh>
+#include <server/items/spawning.qh>
#include <common/weapons/_all.qh>
.bool m_isreplaced; ///< Holds whether the weapon has been replaced.
string out = "";
FOREACH_WORD(in, true, {
string replacement = "";
- Weapon w = Weapons_fromstr(it);
+ Weapon w = Weapon_from_name(it);
if (w)
{
replacement = w.weaponreplace;
{
if (wpn.spawnflags & WEP_FLAG_MUTATORBLOCKED)
{
- LOG_WARNF("Attempted to spawn a mutator-blocked weapon rejected: prvm_edict server %i", this);
+ //LOG_WARNF("Attempted to spawn a mutator-blocked weapon rejected: prvm_edict server %i", this);
startitem_failed = true;
return;
}
for (int i = 1; i < t; ++i)
{
s = argv(i);
- Weapon wep = Weapons_fromstr(s);
+ Weapon wep = Weapon_from_name(s);
if(wep != WEP_Null)
{
entity replacement = spawn();
if (t >= 1) // always the case!
{
s = argv(0);
- wpn = Weapons_fromstr(s);
+ wpn = Weapon_from_name(s);
}
if (wpn == WEP_Null)
{
// if we don't already have ammo, give us some ammo
if ((wpn.ammo_type != RES_NONE) && !GetResource(this, wpn.ammo_type))
{
- switch (wpn.ammo_type)
+ int ammo = 0;
+ if (this.count > 0)
{
- case RES_SHELLS: SetResource(this, wpn.ammo_type, cvar("g_pickup_shells_weapon")); break;
- case RES_BULLETS: SetResource(this, wpn.ammo_type, cvar("g_pickup_nails_weapon")); break;
- case RES_ROCKETS: SetResource(this, wpn.ammo_type, cvar("g_pickup_rockets_weapon")); break;
- case RES_CELLS: SetResource(this, wpn.ammo_type, cvar("g_pickup_cells_weapon")); break;
- case RES_PLASMA: SetResource(this, wpn.ammo_type, cvar("g_pickup_plasma_weapon")); break;
- case RES_FUEL: SetResource(this, wpn.ammo_type, cvar("g_pickup_fuel_weapon")); break;
+ switch (wpn.netname)
+ {
+ case "arc": ammo = cvar("g_balance_arc_beam_ammo"); break;
+ case "devastator": ammo = cvar("g_balance_devastator_ammo"); break;
+ case "machinegun": ammo = cvar("g_balance_machinegun_sustained_ammo"); break;
+ case "minelayer": ammo = cvar("g_balance_minelayer_ammo"); break;
+ case "seeker": ammo = cvar("g_balance_seeker_tag_ammo"); break;
+ default: ammo = cvar(strcat("g_balance_", wpn.netname, "_primary_ammo"));
+ }
+
+ ammo *= this.count;
}
+ else
+ {
+ switch (wpn.ammo_type)
+ {
+ case RES_SHELLS: ammo = cvar("g_pickup_shells_weapon"); break;
+ case RES_BULLETS: ammo = cvar("g_pickup_nails_weapon"); break;
+ case RES_ROCKETS: ammo = cvar("g_pickup_rockets_weapon"); break;
+ case RES_CELLS: ammo = cvar("g_pickup_cells_weapon"); break;
+ case RES_PLASMA: ammo = cvar("g_pickup_plasma_weapon"); break;
+ case RES_FUEL: ammo = cvar("g_pickup_fuel_weapon"); break;
+ }
+ }
+
+ SetResource(this, wpn.ammo_type, ammo);
}
#if 0 // WEAPONTODO