self.weaponentity.weapons = self.weapons;
self.weaponentity.switchweapon = self.weapon;
self.weapons = WEPSET_PORTO;
- WEP_ACTION(WEP_PORTO, WR_RESETPLAYER);
- self.switchweapon = WEP_PORTO;
- W_SwitchWeapon(WEP_PORTO);
+ WEP_ACTION(WEP_PORTO.m_id, WR_RESETPLAYER);
+ self.switchweapon = WEP_PORTO.m_id;
+ W_SwitchWeapon(WEP_PORTO.m_id);
self = ownr;
}
if(!(balls & BALL_BASKET))
return;
W_SetupShot(self, false, 2, "nexball/shoot2.wav", CH_WEAPON_A, 0);
-// pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+// Send_Effect("grenadelauncher_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
missile = spawn();
missile.owner = self;
}
else if(req == WR_SETUP)
{
- //weapon_setup(WEP_PORTO);
+ //weapon_setup(WEP_PORTO.m_id);
}
// No need to check WR_CHECKAMMO* or WR_AIM, it should always return true
return true;
if(self.weaponentity.weapons)
{
self.weapons = self.weaponentity.weapons;
- WEP_ACTION(WEP_PORTO, WR_RESETPLAYER);
+ WEP_ACTION(WEP_PORTO.m_id, WR_RESETPLAYER);
self.switchweapon = self.weaponentity.switchweapon;
W_SwitchWeapon(self.switchweapon);
MUTATOR_HOOKFUNCTION(nexball_ForbidThrowing)
{
- if(self.weapon == WEP_MORTAR)
+ if(self.weapon == WEP_MORTAR.m_id)
return true;
return false;
MUTATOR_HOOKFUNCTION(nexball_FilterItem)
{
if(self.classname == "droppedweapon")
- if(self.weapon == WEP_MORTAR)
+ if(self.weapon == WEP_MORTAR.m_id)
return true;
return false;