#include "spawning.qh"
-#include "weaponsystem.qh"
-#include "../resources.qh"
-#include <server/mutators/_mod.qh>
-#include <common/t_items.qh>
-#include <server/items.qh>
+#include <common/resources/sv_resources.qh>
#include <common/weapons/_all.qh>
+#include <server/items/items.qh>
+#include <server/items/spawning.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.
string out = "";
FOREACH_WORD(in, true, {
string replacement = "";
- Weapon w = Weapons_fromstr(it);
+ Weapon w = Weapon_from_name(it);
if (w)
{
replacement = w.weaponreplace;
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();
- copyentity(this, replacement);
+ Item_CopyFields(this, replacement);
+ // DO NOT USE, causes #2792
+ //copyentity(this, replacement);
replacement.m_isreplaced = true;
weapon_defaultspawnfunc(replacement, wep);
}
if (t >= 1) // always the case!
{
s = argv(0);
- wpn = Weapons_fromstr(s);
+ wpn = Weapon_from_name(s);
}
if (wpn == WEP_Null)
{
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))
{
- switch (wpn.ammo_type)
+ int ammo = 0;
+ if (q3compat && this.count > 0)
+ ammo = this.count * GetAmmoConsumptionQ3(wpn.netname);
+ // WEAPONTODO: magazines of MG, rifle and OK weapons are unaccounted for
+ else
{
- 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.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
if(!this.owner)
this.glowmod = wpn.wpcolor;
+ else
+ this.glowmod = colormapPaletteColor(this.owner.clientcolors & 0x0F, true);
GameItem def = wpn.m_pickup;
_StartItem(