void Item_ItemsTime_SetTime(entity e, float t);
void Item_ItemsTime_SetTimesForAllPlayers();
-void Item_Respawn ()
-{SELFPARAM();
+void Item_Respawn (entity this)
+{
Item_Show(self, 1);
// this is ugly...
if(self.items == ITEM_Strength.m_itemid)
{
if(self.waypointsprite_attached)
WaypointSprite_Kill(self.waypointsprite_attached);
- Item_Respawn();
+ Item_Respawn(self);
}
else
{
ItemUpdate(self);
if(time >= self.wait)
- Item_Respawn();
+ Item_Respawn(self);
}
void Item_ScheduleRespawnIn(entity e, float t)
Item_ScheduleInitialRespawn(this);
}
}
-void Item_Reset_self() { SELFPARAM(); Item_Reset(this); }
void Item_FindTeam(entity this)
{
e.(regenfield) = max(e.(regenfield), time + regentime);
}
float GiveItems(entity e, float beginarg, float endarg)
-{SELFPARAM();
+{
float got, i, val, op;
float _switchweapon;
string cmd;
POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
if(e.superweapons_finished <= 0)
- if(self.weapons & WEPSET_SUPERWEAPONS)
+ if(e.weapons & WEPSET_SUPERWEAPONS)
e.superweapons_finished = autocvar_g_balance_superweapons_time;
if(e.strength_finished <= 0)