-#include "../mutators/all.qh"
-#include "../t_items.qh"
-#include "../../common/weapons/all.qh"
+#include "../mutators/_mod.qh"
+#include <common/t_items.qh>
+#include <common/weapons/_all.qh>
if (this.classname != "droppedweapon" && this.classname != "replacedweapon")
{
if (e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
{
if (this.classname != "droppedweapon" && this.classname != "replacedweapon")
{
if (e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
{
startitem_failed = true;
return;
}
string s = W_Apply_Weaponreplace(e.netname);
MUTATOR_CALLHOOK(SetWeaponreplace, this, e, s);
startitem_failed = true;
return;
}
string s = W_Apply_Weaponreplace(e.netname);
MUTATOR_CALLHOOK(SetWeaponreplace, this, e, s);
{
entity replacement = spawn();
copyentity(this, replacement);
replacement.classname = "replacedweapon";
{
entity replacement = spawn();
copyentity(this, replacement);
replacement.classname = "replacedweapon";
{
this.respawntime = g_pickup_respawntime_superweapon;
this.respawntimejitter = g_pickup_respawntimejitter_superweapon;
{
this.respawntime = g_pickup_respawntime_superweapon;
this.respawntimejitter = g_pickup_respawntimejitter_superweapon;
if (!this.superweapons_finished)
this.superweapons_finished = autocvar_g_balance_superweapons_time;
// if we don't already have ammo, give us some ammo
if (!this.superweapons_finished)
this.superweapons_finished = autocvar_g_balance_superweapons_time;
// if we don't already have ammo, give us some ammo
{
case ammo_shells: this.ammo_shells = cvar("g_pickup_shells_weapon"); break;
case ammo_nails: this.ammo_nails = cvar("g_pickup_nails_weapon"); break;
{
case ammo_shells: this.ammo_shells = cvar("g_pickup_shells_weapon"); break;
case ammo_nails: this.ammo_nails = cvar("g_pickup_nails_weapon"); break;