- RemoveGrapplingHook(self); // Wazat's Grappling Hook
-
- self.classname = "player";
- self.wasplayer = true;
- self.iscreature = true;
- self.teleportable = TELEPORT_NORMAL;
- self.damagedbycontents = true;
- self.movetype = MOVETYPE_WALK;
- self.solid = SOLID_SLIDEBOX;
- self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
- if(autocvar_g_playerclip_collisions)
- self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
- if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
- self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
- self.frags = FRAGS_PLAYER;
- if(INDEPENDENT_PLAYERS)
- MAKE_INDEPENDENT_PLAYER(self);
- self.flags = FL_CLIENT | FL_PICKUPITEMS;
- if(autocvar__notarget)
- self.flags |= FL_NOTARGET;
- self.takedamage = DAMAGE_AIM;
- self.effects = 0;
- self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
- self.air_finished = time + 12;
- self.dmg = 2;
- if(WEP_CVAR(vortex, charge))
- {
- if(WEP_CVAR_SEC(vortex, chargepool))
- self.vortex_chargepool_ammo = 1;
- self.vortex_charge = WEP_CVAR(vortex, charge_start);
- }
-
- if(warmup_stage)
- {
- self.ammo_shells = warmup_start_ammo_shells;
- self.ammo_nails = warmup_start_ammo_nails;
- self.ammo_rockets = warmup_start_ammo_rockets;
- self.ammo_cells = warmup_start_ammo_cells;
- self.ammo_plasma = warmup_start_ammo_plasma;
- self.ammo_fuel = warmup_start_ammo_fuel;
- self.health = warmup_start_health;
- self.armorvalue = warmup_start_armorvalue;
- self.weapons = WARMUP_START_WEAPONS;
- }
- else
- {
- self.ammo_shells = start_ammo_shells;
- self.ammo_nails = start_ammo_nails;
- self.ammo_rockets = start_ammo_rockets;
- self.ammo_cells = start_ammo_cells;
- self.ammo_plasma = start_ammo_plasma;
- self.ammo_fuel = start_ammo_fuel;
- self.health = start_health;
- self.armorvalue = start_armorvalue;
- self.weapons = start_weapons;
- }
-
- if(self.weapons & WEPSET_SUPERWEAPONS)
- self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
- else
- self.superweapons_finished = 0;
-
- if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
- {
- if(g_weaponarena_random_with_blaster)
- self.weapons &= ~WEPSET(BLASTER);
- W_RandomWeapons(self, g_weaponarena_random);
- if(g_weaponarena_random_with_blaster)
- self.weapons |= WEPSET(BLASTER);
+ TRANSMUTE(Player, this);
+ this.wasplayer = true;
+ this.iscreature = true;
+ this.teleportable = TELEPORT_NORMAL;
+ this.damagedbycontents = true;
+ this.movetype = MOVETYPE_WALK;
+ this.solid = SOLID_SLIDEBOX;
+ this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
+ if (autocvar_g_playerclip_collisions)
+ this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
+ if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
+ this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
+ this.frags = FRAGS_PLAYER;
+ if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
+ this.flags = FL_CLIENT | FL_PICKUPITEMS;
+ if (autocvar__notarget)
+ this.flags |= FL_NOTARGET;
+ this.takedamage = DAMAGE_AIM;
+ this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
+ this.dmg = 2; // WTF
+
+ if (warmup_stage) {
+ this.ammo_shells = warmup_start_ammo_shells;
+ this.ammo_nails = warmup_start_ammo_nails;
+ this.ammo_rockets = warmup_start_ammo_rockets;
+ this.ammo_cells = warmup_start_ammo_cells;
+ this.ammo_plasma = warmup_start_ammo_plasma;
+ this.ammo_fuel = warmup_start_ammo_fuel;
+ this.health = warmup_start_health;
+ this.armorvalue = warmup_start_armorvalue;
+ this.weapons = WARMUP_START_WEAPONS;
+ } else {
+ this.ammo_shells = start_ammo_shells;
+ this.ammo_nails = start_ammo_nails;
+ this.ammo_rockets = start_ammo_rockets;
+ this.ammo_cells = start_ammo_cells;
+ this.ammo_plasma = start_ammo_plasma;
+ this.ammo_fuel = start_ammo_fuel;
+ this.health = start_health;
+ this.armorvalue = start_armorvalue;
+ this.weapons = start_weapons;