#include "constants.qh"
#include "g_hook.qh"
#include "ipban.qh"
-#include "mutators/all.qh"
+#include "mutators/_mod.qh"
#include "../common/t_items.qh"
#include "weapons/accuracy.qh"
#include "weapons/csqcprojectile.qh"
#include "weapons/selection.qh"
-#include "../common/command/generic.qh"
+#include "../common/command/_mod.qh"
#include "../common/constants.qh"
+#include <common/net_linked.qh>
#include "../common/deathtypes/all.qh"
#include "../common/mapinfo.qh"
#include "../common/notifications/all.qh"
#include "../common/triggers/subs.qh"
#include "../common/util.qh"
#include "../common/turrets/sv_turrets.qh"
-#include "../common/weapons/all.qh"
+#include <common/weapons/_all.qh>
#include "../common/vehicles/sv_vehicles.qh"
#include "../common/vehicles/vehicle.qh"
-#include "../common/items/all.qc"
+#include "../common/items/_mod.qh"
#include "../common/state.qh"
#include "../common/effects/qc/globalsound.qh"
#include "../lib/csqcmodel/sv_model.qh"
}
if (autocvar_sv_eventlog_console)
{
- LOG_INFO(s, "\n");
+ dedicated_print(strcat(s, "\n"));
}
}
n = 7;
ammoitems = "batteries";
- if(this.items & ITEM_Plasma.m_itemid) ammoitems = ITEM_Plasma.m_name;
- if(this.items & ITEM_Cells.m_itemid) ammoitems = ITEM_Cells.m_name;
- if(this.items & ITEM_Rockets.m_itemid) ammoitems = ITEM_Rockets.m_name;
- if(this.items & ITEM_Shells.m_itemid) ammoitems = ITEM_Shells.m_name;
+ switch((PS(this).m_weapon).ammo_field)
+ {
+ case ammo_shells: ammoitems = ITEM_Shells.m_name; break;
+ case ammo_nails: ammoitems = ITEM_Bullets.m_name; break;
+ case ammo_rockets: ammoitems = ITEM_Rockets.m_name; break;
+ case ammo_cells: ammoitems = ITEM_Cells.m_name; break;
+ case ammo_plasma: ammoitems = ITEM_Plasma.m_name; break;
+ case ammo_fuel: ammoitems = ITEM_JetpackFuel.m_name; break;
+ }
WarpZone_crosshair_trace(this);
cursor = trace_endpos;
cursor_ent = trace_ent;
+ MUTATOR_CALLHOOK(PreFormatMessage, this, msg);
+ msg = M_ARGV(1, string);
+
while (1) {
if (n < 1)
break; // too many replacements
string playername(entity p)
{
string t;
- if (teamplay && !intermission_running && IS_PLAYER(p))
+ if (teamplay && !gameover && IS_PLAYER(p))
{
t = Team_ColorCode(p.team);
return strcat(t, strdecolorize(p.netname));
{
float m, i;
vector start, org, delta, end, enddown, mstart;
- entity sp;
m = e.dphitcontentsmask;
e.dphitcontentsmask = goodcontents | badcontents;
continue;
// rule 4: we must "see" some spawnpoint or item
- for(sp = NULL; (sp = find(sp, classname, "info_player_deathmatch")); )
- if(checkpvs(mstart, sp))
- if((traceline(mstart, sp.origin, MOVE_NORMAL, e), trace_fraction) >= 1)
- break;
+ entity sp = NULL;
+ IL_EACH(g_spawnpoints, checkpvs(mstart, it),
+ {
+ if((traceline(mstart, it.origin, MOVE_NORMAL, e), trace_fraction) >= 1)
+ {
+ sp = it;
+ break;
+ }
+ });
if(!sp)
{
- for(sp = NULL; (sp = findflags(sp, flags, FL_ITEM)); )
- if(checkpvs(mstart, sp))
- if((traceline(mstart, sp.origin + (sp.mins + sp.maxs) * 0.5, MOVE_NORMAL, e), trace_fraction) >= 1)
- break;
+ IL_EACH(g_items, checkpvs(mstart, it),
+ {
+ if((traceline(mstart, it.origin + (it.mins + it.maxs) * 0.5, MOVE_NORMAL, e), trace_fraction) >= 1)
+ {
+ sp = it;
+ break;
+ }
+ });
+
if(!sp)
continue;
}