StartItem ("models/items/a_cells.md3",
"misc/itempickup.wav", 45, 0,
"MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
StartItem ("models/items/a_cells.md3",
"misc/itempickup.wav", 45, 0,
"MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
{
if(self.items & IT_INVINCIBLE)
self.stat_sv_maxspeed = self.stat_sv_maxspeed * autocvar_g_minstagib_speed_highspeed;
{
if(self.items & IT_INVINCIBLE)
self.stat_sv_maxspeed = self.stat_sv_maxspeed * autocvar_g_minstagib_speed_highspeed;
if(IS_PLAYER(frag_attacker))
if(DEATH_ISWEAPON(frag_deathtype, WEP_MINSTANEX))
if(frag_target.armorvalue)
if(IS_PLAYER(frag_attacker))
if(DEATH_ISWEAPON(frag_deathtype, WEP_MINSTANEX))
if(frag_target.armorvalue)
frag_target.hitsound += 1;
frag_attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
}
frag_target.hitsound += 1;
frag_attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
}
if(IS_PLAYER(frag_attacker))
if (DEATH_ISWEAPON(frag_deathtype, WEP_LASER))
{
if(IS_PLAYER(frag_attacker))
if (DEATH_ISWEAPON(frag_deathtype, WEP_LASER))
{
start_health = 100;
start_armorvalue = 0;
start_weapons = WEPSET_MINSTANEX;
warmup_start_weapons = WEPSET_MINSTANEX;
start_items |= IT_UNLIMITED_SUPERWEAPONS;
start_health = 100;
start_armorvalue = 0;
start_weapons = WEPSET_MINSTANEX;
warmup_start_weapons = WEPSET_MINSTANEX;
start_items |= IT_UNLIMITED_SUPERWEAPONS;
if(self.weapon == WEP_MINSTANEX && self.classname == "droppedweapon")
{
self.ammo_cells = autocvar_g_minstagib_ammo_drop;
return FALSE;
}
if(self.weapon == WEP_MINSTANEX && self.classname == "droppedweapon")
{
self.ammo_cells = autocvar_g_minstagib_ammo_drop;
return FALSE;
}
if(self.ammo_cells > autocvar_g_minstagib_ammo_drop && self.classname != "item_minst_cells")
self.ammo_cells = autocvar_g_minstagib_ammo_drop;
if(self.ammo_cells > autocvar_g_minstagib_ammo_drop && self.classname != "item_minst_cells")
self.ammo_cells = autocvar_g_minstagib_ammo_drop;
// if you have the invisibility powerup, sprites ALWAYS are restricted to your team
// but only apply this to real players, not to spectators
if((self.owner.flags & FL_CLIENT) && (self.owner.items & IT_STRENGTH) && (e == other))
// if you have the invisibility powerup, sprites ALWAYS are restricted to your team
// but only apply this to real players, not to spectators
if((self.owner.flags & FL_CLIENT) && (self.owner.items & IT_STRENGTH) && (e == other))
if(self.max_health)
{
other.armorvalue = bound(other.armorvalue, 999, other.armorvalue + autocvar_g_minstagib_extralives);
Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_EXTRALIVES);
return MUT_ITEMTOUCH_PICKUP;
}
if(self.max_health)
{
other.armorvalue = bound(other.armorvalue, 999, other.armorvalue + autocvar_g_minstagib_extralives);
Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_EXTRALIVES);
return MUT_ITEMTOUCH_PICKUP;
}
- if not(autocvar_g_powerups) { return FALSE; }
- if not(self.classname == "item_strength" || self.classname == "item_invincible" || self.classname == "item_health_mega")
+ if (!autocvar_g_powerups) { return FALSE; }
+ if (!(self.classname == "item_strength" || self.classname == "item_invincible" || self.classname == "item_health_mega"))
if(random() < 0.3)
e.think = spawnfunc_item_strength;
else if(random() < 0.6)
e.think = minstagib_health_mega;
else
e.think = spawnfunc_item_invincible;
if(random() < 0.3)
e.think = spawnfunc_item_strength;
else if(random() < 0.6)
e.think = minstagib_health_mega;
else
e.think = spawnfunc_item_invincible;
e.nextthink = time + 0.1;
e.spawnflags = self.spawnflags;
e.noalign = self.noalign;
setorigin(e, self.origin);
e.nextthink = time + 0.1;
e.spawnflags = self.spawnflags;
e.noalign = self.noalign;
setorigin(e, self.origin);
MUTATOR_DEFINITION(mutator_minstagib)
{
MUTATOR_HOOK(MatchEnd, minstagib_MatchEnd, CBC_ORDER_ANY);
MUTATOR_DEFINITION(mutator_minstagib)
{
MUTATOR_HOOK(MatchEnd, minstagib_MatchEnd, CBC_ORDER_ANY);
MUTATOR_HOOK(OnEntityPreSpawn, minstagib_OnEntityPreSpawn, CBC_ORDER_ANY);
MUTATOR_HOOK(BuildMutatorsString, minstagib_BuildMutatorsString, CBC_ORDER_ANY);
MUTATOR_HOOK(BuildMutatorsPrettyString, minstagib_BuildMutatorsPrettyString, CBC_ORDER_ANY);
MUTATOR_HOOK(OnEntityPreSpawn, minstagib_OnEntityPreSpawn, CBC_ORDER_ANY);
MUTATOR_HOOK(BuildMutatorsString, minstagib_BuildMutatorsString, CBC_ORDER_ANY);
MUTATOR_HOOK(BuildMutatorsPrettyString, minstagib_BuildMutatorsPrettyString, CBC_ORDER_ANY);