if(autocvar_g_pickup_items == 0)
return false;
if(g_weaponarena)
- if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
+ if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
return false;
}
return true;
}
else
{
- bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
+ bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
|| e.team // weapon stay isn't supported for teamed weapons
;
if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
setorigin(this, this.origin);
- if (Item_ItemsTime_Allow(this.itemdef) || (this.weapons & WEPSET_SUPERWEAPONS))
+ if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
{
float t = Item_ItemsTime_UpdateTime(this, 0);
Item_ItemsTime_SetTime(this, t);
void Item_ScheduleRespawnIn(entity e, float t)
{
// if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
- if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
+ if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
{
setthink(e, Item_RespawnCountdown);
e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
e.item_respawncounter = 0;
- if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
+ if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
{
t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
Item_ItemsTime_SetTime(e, t);
e.scheduledrespawntime = time + t;
e.wait = time + t;
- if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
+ if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
{
t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
Item_ItemsTime_SetTime(e, t);
if (item.itemdef.instanceOfWeaponPickup)
{
WepSet w;
- w = item.weapons;
+ w = STAT(WEAPONS, item);
w &= ~STAT(WEAPONS, player);
if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
{
WaypointSprite_Kill(this.waypointsprite_attached);
}
- if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
+ if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
{
Item_ScheduleInitialRespawn(this);
}
float weapon_pickupevalfunc(entity player, entity item)
{
// See if I have it already
- if(STAT(WEAPONS, player) & item.weapons)
+ if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
{
// If I can pick it up
if(!item.spawnshieldtime)
}
if(weaponid)
- this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
+ STAT(WEAPONS, this) = WepSet_FromWeapon(Weapons_from(weaponid));
this.flags = FL_ITEM | itemflags;
IL_PUSH(g_items, this);
s = W_UndeprecateName(argv(j));
if(s == it.netname)
{
- this.weapons |= (it.m_wepset);
+ STAT(WEAPONS, this) |= (it.m_wepset);
if(this.spawnflags == 0 || this.spawnflags == 2)
it.wr_init(it);
break;
if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(BUFFS, this) & (it.m_itemid)), it.m_name));
- FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
+ FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
}
this.netname = strzone(this.netname);
//print(this.netname, "\n");