if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
{
if(g_weaponarena_random_with_blaster)
- self.weapons &= ~WEPSET_BLASTER;
+ self.weapons &= ~WEPSET(BLASTER);
W_RandomWeapons(self, g_weaponarena_random);
if(g_weaponarena_random_with_blaster)
- self.weapons |= WEPSET_BLASTER;
+ self.weapons |= WEPSET(BLASTER);
}
self.items = start_items;
// reset fields the weapons may use
for (int j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- WEP_ACTION(j, WR_RESETPLAYER);
+ Weapon w = get_weaponinfo(j);
+ w.wr_resetplayer(w);
// all weapons must be fully loaded when we spawn
entity e = get_weaponinfo(j);
Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
}
- if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
+ if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET(TUBA)))
stuffcmd(self, "cl_cmd settemp chase_active 1\n");
}
{
self.items &= ~self.items_added;
- W_WeaponFrame();
+ W_WeaponFrame(self);
self.items_added = 0;
if(self.items & ITEM_Jetpack.m_itemid)