float g_nix_with_laser;
-
+// WEAPONTODO
float nix_weapon;
float nix_weapon_ammo;
float nix_nextchange;
}
else
{
- if(wpn == WEP_LASER && g_nix_with_laser)
+ if(wpn == WEP_BLASTER && g_nix_with_laser) // WEAPONTODO: rename to g_nix_with_blaster
return FALSE;
if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
return FALSE;
- if not(e.spawnflags & WEP_FLAG_NORMAL)
+ if (!(e.spawnflags & WEP_FLAG_NORMAL))
return FALSE;
}
return TRUE;
nix_nextchange = time; // start the first round now!
else
nix_nextchange = time + autocvar_g_balance_nix_roundtime;
- //weapon_action(nix_weapon, WR_PRECACHE); // forget it, too slow
+ //WEP_ACTION(nix_weapon, WR_INIT); // forget it, too slow
}
if(nix_nextchange != self.nix_lastchange_id) // this shall only be called once per round!
else
Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_NIX_NEWWEAPON, nix_weapon);
- weapon_action(nix_weapon, WR_RESETPLAYER);
+ WEP_ACTION(nix_weapon, WR_RESETPLAYER);
// all weapons must be fully loaded when we spawn
entity e;
e = get_weaponinfo(nix_weapon);
if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
- self.(weapon_load[nix_weapon]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
+ self.(weapon_load[nix_weapon]) = e.reloading_ammo;
// nex too
- if(autocvar_g_balance_nex_charge)
+ if(WEP_CVAR(vortex, charge))
{
- if(autocvar_g_balance_nex_secondary_chargepool)
- self.nex_chargepool_ammo = 1;
- self.nex_charge = autocvar_g_balance_nex_charge_start;
+ if(WEP_CVAR_SEC(vortex, chargepool))
+ self.vortex_chargepool_ammo = 1;
+ self.vortex_charge = WEP_CVAR(vortex, charge_start);
}
}
if(self.nix_lastinfotime != dt)
self.weapons = '0 0 0';
if(g_nix_with_laser)
- self.weapons &= ~WEPSET_LASER;
+ self.weapons &= ~WEPSET_BLASTER;
self.weapons |= WepSet_FromWeapon(nix_weapon);
if(self.switchweapon != nix_weapon)
float i;
for (i = WEP_FIRST; i <= WEP_LAST; ++i)
if (NIX_CanChooseWeapon(i))
- weapon_action(i, WR_PRECACHE);
+ WEP_ACTION(i, WR_INIT);
}
MUTATOR_HOOKFUNCTION(nix_ForbidThrowCurrentWeapon)