SetResourceAmount(this, RESOURCE_FUEL, 0);
if(this.items & IT_UNLIMITED_WEAPON_AMMO)
{
- switch(e.ammo_field)
+ switch (e.ammo_type)
{
- case ammo_shells: SetResourceAmount(this, RESOURCE_SHELLS, autocvar_g_pickup_shells_max); break;
- case ammo_nails: SetResourceAmount(this, RESOURCE_BULLETS, autocvar_g_pickup_nails_max); break;
- case ammo_rockets: SetResourceAmount(this, RESOURCE_ROCKETS, autocvar_g_pickup_rockets_max); break;
- case ammo_cells: SetResourceAmount(this, RESOURCE_CELLS, autocvar_g_pickup_cells_max); break;
- case ammo_plasma: SetResourceAmount(this, RESOURCE_PLASMA, autocvar_g_pickup_plasma_max); break;
- case ammo_fuel: SetResourceAmount(this, RESOURCE_FUEL, autocvar_g_pickup_fuel_max); break;
+ case RESOURCE_SHELLS: SetResourceAmount(this, RESOURCE_SHELLS, autocvar_g_pickup_shells_max); break;
+ case RESOURCE_BULLETS: SetResourceAmount(this, RESOURCE_BULLETS, autocvar_g_pickup_nails_max); break;
+ case RESOURCE_ROCKETS: SetResourceAmount(this, RESOURCE_ROCKETS, autocvar_g_pickup_rockets_max); break;
+ case RESOURCE_CELLS: SetResourceAmount(this, RESOURCE_CELLS, autocvar_g_pickup_cells_max); break;
+ case RESOURCE_PLASMA: SetResourceAmount(this, RESOURCE_PLASMA, autocvar_g_pickup_plasma_max); break;
+ case RESOURCE_FUEL: SetResourceAmount(this, RESOURCE_FUEL, autocvar_g_pickup_fuel_max); break;
}
}
else
{
- switch(e.ammo_field)
+ switch (e.ammo_type)
{
- case ammo_shells: SetResourceAmount(this, RESOURCE_SHELLS, autocvar_g_balance_nix_ammo_shells); break;
- case ammo_nails: SetResourceAmount(this, RESOURCE_BULLETS, autocvar_g_balance_nix_ammo_nails); break;
- case ammo_rockets: SetResourceAmount(this, RESOURCE_ROCKETS, autocvar_g_balance_nix_ammo_rockets); break;
- case ammo_cells: SetResourceAmount(this, RESOURCE_CELLS, autocvar_g_balance_nix_ammo_cells); break;
- case ammo_plasma: SetResourceAmount(this, RESOURCE_PLASMA, autocvar_g_balance_nix_ammo_plasma); break;
- case ammo_fuel: SetResourceAmount(this, RESOURCE_FUEL, autocvar_g_balance_nix_ammo_fuel); break;
+ case RESOURCE_SHELLS: SetResourceAmount(this, RESOURCE_SHELLS, autocvar_g_balance_nix_ammo_shells); break;
+ case RESOURCE_BULLETS: SetResourceAmount(this, RESOURCE_BULLETS, autocvar_g_balance_nix_ammo_nails); break;
+ case RESOURCE_ROCKETS: SetResourceAmount(this, RESOURCE_ROCKETS, autocvar_g_balance_nix_ammo_rockets); break;
+ case RESOURCE_CELLS: SetResourceAmount(this, RESOURCE_CELLS, autocvar_g_balance_nix_ammo_cells); break;
+ case RESOURCE_PLASMA: SetResourceAmount(this, RESOURCE_PLASMA, autocvar_g_balance_nix_ammo_plasma); break;
+ case RESOURCE_FUEL: SetResourceAmount(this, RESOURCE_FUEL, autocvar_g_balance_nix_ammo_fuel); break;
}
}
}
}
- // vortex too
- if(WEP_CVAR(vortex, charge))
- {
- if(WEP_CVAR_SEC(vortex, chargepool))
- this.vortex_chargepool_ammo = 1;
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- this.(weaponentity).vortex_charge = WEP_CVAR(vortex, charge_start);
- }
- }
-
// set last change info
this.nix_lastchange_id = nix_nextchange;
}
if(!(this.items & IT_UNLIMITED_WEAPON_AMMO) && time > this.nix_nextincr)
{
- switch(e.ammo_field)
+ switch (e.ammo_type)
{
- case ammo_shells: GiveResource(this, RESOURCE_SHELLS, autocvar_g_balance_nix_ammoincr_shells); break;
- case ammo_nails: GiveResource(this, RESOURCE_BULLETS, autocvar_g_balance_nix_ammoincr_nails); break;
- case ammo_rockets: GiveResource(this, RESOURCE_ROCKETS, autocvar_g_balance_nix_ammoincr_rockets); break;
- case ammo_cells: GiveResource(this, RESOURCE_CELLS, autocvar_g_balance_nix_ammoincr_cells); break;
- case ammo_plasma: GiveResource(this, RESOURCE_PLASMA, autocvar_g_balance_nix_ammoincr_plasma); break;
- case ammo_fuel: GiveResource(this, RESOURCE_FUEL, autocvar_g_balance_nix_ammoincr_fuel); break;
+ case RESOURCE_SHELLS: GiveResource(this, RESOURCE_SHELLS, autocvar_g_balance_nix_ammoincr_shells); break;
+ case RESOURCE_BULLETS: GiveResource(this, RESOURCE_BULLETS, autocvar_g_balance_nix_ammoincr_nails); break;
+ case RESOURCE_ROCKETS: GiveResource(this, RESOURCE_ROCKETS, autocvar_g_balance_nix_ammoincr_rockets); break;
+ case RESOURCE_CELLS: GiveResource(this, RESOURCE_CELLS, autocvar_g_balance_nix_ammoincr_cells); break;
+ case RESOURCE_PLASMA: GiveResource(this, RESOURCE_PLASMA, autocvar_g_balance_nix_ammoincr_plasma); break;
+ case RESOURCE_FUEL: GiveResource(this, RESOURCE_FUEL, autocvar_g_balance_nix_ammoincr_fuel); break;
}
this.nix_nextincr = time + autocvar_g_balance_nix_incrtime;
NIX_GiveCurrentWeapon(player);
}
+MUTATOR_HOOKFUNCTION(nix, ForbidRandomStartWeapons)
+{
+ return true;
+}
+
MUTATOR_HOOKFUNCTION(nix, PlayerSpawn)
{
entity player = M_ARGV(0, entity);