void spawnfunc_ammo_cells() { spawnfunc_item_rockets(); }
// Rail -> Rifle
-void spawnfunc_weapon_railgun() { spawnfunc_weapon_sniperrifle(); }
+void spawnfunc_weapon_railgun() { spawnfunc_weapon_rifle(); }
void spawnfunc_ammo_slugs() { spawnfunc_item_bullets(); }
// BFG -> Crylink
.float notsingle;
.float notfree;
.float notq3a;
+.float notta;
.string gametype;
float DoesQ3ARemoveThisEntity()
{
// Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
if(self.notq3a)
- return 1;
+ if(!teams_matter || g_tdm || g_ctf)
+ return 1;
+
+ if(self.notta)
+ if not(!teams_matter || g_tdm || g_ctf)
+ return 1;
if(self.notsingle)
if(maxclients == 1)