}
if (self.items & IT_SUPERWEAPON)
{
- play_countdown(self.superweapons_finished, "misc/poweroff.wav");
self.effects = self.effects | EF_RED;
- if (self.items & IT_UNLIMITED_SUPERWEAPONS)
+ if (!(self.weapons & WEPBIT_SUPERWEAPONS))
+ {
+ self.superweapons_finished = 0;
+ self.items = self.items - (self.items & IT_SUPERWEAPON);
+ sprint(self, "^3Superweapons have been lost\n");
+ }
+ else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
{
// don't let them run out
}
- else if (time > self.superweapons_finished)
+ else
{
- self.items = self.items - (self.items & IT_SUPERWEAPON);
- self.weapons &~= WEPBIT_SUPERWEAPONS;
- sprint(self, "^3Superweapons have broken down\n");
+ play_countdown(self.superweapons_finished, "misc/poweroff.wav");
+ if (time > self.superweapons_finished)
+ {
+ self.items = self.items - (self.items & IT_SUPERWEAPON);
+ self.weapons &~= WEPBIT_SUPERWEAPONS;
+ sprint(self, "^3Superweapons have broken down\n");
+ }
}
}
else