#include "spawning.qh"
-#include "weaponsystem.qh"
-#include "../resources.qh"
-#include <server/mutators/_mod.qh>
+#include <common/resources/sv_resources.qh>
+#include <common/weapons/_all.qh>
#include <server/items/items.qh>
#include <server/items/spawning.qh>
-#include <common/weapons/_all.qh>
+#include <server/mutators/_mod.qh>
+#include <server/weapons/weaponsystem.qh>
+#include <server/world.qh>
.bool m_isreplaced; ///< Holds whether the weapon has been replaced.
if(wep != WEP_Null)
{
entity replacement = spawn();
- copyentity(this, replacement);
+ Item_CopyFields(this, replacement);
+ // DO NOT USE, causes #2792
+ //copyentity(this, replacement);
replacement.m_isreplaced = true;
weapon_defaultspawnfunc(replacement, wep);
}
this.superweapons_finished = autocvar_g_balance_superweapons_time;
// if we don't already have ammo, give us some ammo
+ // TODO: registry handles
if ((wpn.ammo_type != RES_NONE) && !GetResource(this, wpn.ammo_type))
{
int ammo = 0;
- if (this.count > 0)
- {
- 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;
- }
+ if (q3compat && this.count > 0)
+ ammo = this.count * GetAmmoConsumptionQ3(wpn.netname);
+ // WEAPONTODO: magazines of MG, rifle and OK weapons are unaccounted for
else
{
switch (wpn.ammo_type)
if(!this.owner)
this.glowmod = wpn.wpcolor;
+ else
+ this.glowmod = colormapPaletteColor(this.owner.clientcolors & 0x0F, true);
GameItem def = wpn.m_pickup;
_StartItem(