#include "../lib/warpzone/util_server.qh"
#endif
+REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
+
#ifdef CSQC
void ItemDraw(entity self)
{
if(self.gravity)
{
- Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
+ Movetype_Physics_MatchServer(self, autocvar_cl_projectiles_sloppy);
if(self.move_flags & FL_ONGROUND)
{ // For some reason move_avelocity gets set to '0 0 0' here ...
self.oldorigin = self.origin;
{
if(self.gravity)
{
- Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
+ Movetype_Physics_MatchServer(self, autocvar_cl_projectiles_sloppy);
if(self.move_flags & FL_ONGROUND)
self.gravity = 0;
self.drawmask = MASK_NORMAL;
}
-void ItemRead(float _IsNew)
+void ItemRemove()
{SELFPARAM();
+ if (self.mdl)
+ strunzone(self.mdl);
+}
+
+NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
+{
int sf = ReadByte();
if(sf & ISF_LOCATION)
self.drawmask = MASK_NORMAL;
self.move_movetype = self.movetype = MOVETYPE_TOSS;
self.draw = ItemDraw;
+ //self.move_flags |= FL_ITEM;
+
+ bool use_bigsize = ReadByte();
self.fade_end = ReadShort();
self.fade_start = ReadShort();
precache_model(self.mdl);
_setmodel(self, self.mdl);
+
+ setsize(self, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
}
if(sf & ISF_COLORMAP)
if(self.ItemStatus & ITS_ANIMATE2)
self.move_avelocity = '0 -90 0';
}
+
+ self.entremove = ItemRemove;
+
+ return true;
}
#endif
else
sf &= ~ISF_DROP;
- WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
+ WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
WriteByte(MSG_ENTITY, sf);
//WriteByte(MSG_ENTITY, self.cnt);
if(sf & ISF_MODEL)
{
+ Pickup p = this.itemdef;
+ WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
WriteShort(MSG_ENTITY, self.fade_end);
WriteShort(MSG_ENTITY, self.fade_start);
return true;
}
-void ItemUpdate(entity item)
+void ItemUpdate(entity this)
+{
+ this.oldorigin = this.origin;
+ this.SendFlags |= ISF_LOCATION;
+}
+
+void UpdateItemAfterTeleport(entity this)
{
- item.SendFlags |= ISF_LOCATION;
+ if(this.SendEntity3 == ItemSend)
+ ItemUpdate(this);
}
bool have_pickup_item(entity this)
{SELFPARAM();
self.nextthink = time;
if(self.origin != self.oldorigin)
- {
- self.oldorigin = self.origin;
ItemUpdate(self);
- }
}
bool Item_ItemsTime_SpectatorOnly(GameItem it);
void Item_ItemsTime_SetTime(entity e, float t);
void Item_ItemsTime_SetTimesForAllPlayers();
-void Item_Respawn (void)
+void Item_Respawn ()
{SELFPARAM();
Item_Show(self, 1);
// this is ugly...
Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
}
-void Item_RespawnCountdown (void)
+void Item_RespawnCountdown ()
{SELFPARAM();
if(self.count >= ITEM_RESPAWN_TICKS)
{
MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
do {
{
- entity wi = get_weaponinfo(self.weapon);
- if (wi.m_id) {
+ entity wi = Weapons_from(self.weapon);
+ if (wi != WEP_Null) {
entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Weapon);
wp.wp_extra = wi.m_id;
break;
}
{
entity ii = self.itemdef;
- if (ii.m_id) {
+ if (ii != NULL) {
entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Item);
wp.wp_extra = ii.m_id;
break;
{SELFPARAM();
self.nextthink = time;
if(self.origin != self.oldorigin)
- {
- self.oldorigin = self.origin;
ItemUpdate(self);
- }
if(time >= self.wait)
Item_Respawn();
// if the player is using their best weapon before items are given, they
// probably want to switch to an even better weapon after items are given
if (player.autoswitch)
- if (player.switchweapon == w_getbestweapon(player))
+ if (PS(player).m_switchweapon == w_getbestweapon(player))
_switchweapon = true;
- if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
+ if (!(player.weapons & WepSet_FromWeapon(PS(player).m_switchweapon)))
_switchweapon = true;
pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
{
pickedup = true;
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
- if(it & WepSet_FromWeapon(i))
+ if(it & WepSet_FromWeapon(Weapons_from(i)))
{
W_DropEvent(wr_pickup, player, i, item);
W_GiveWeapon(player, i);
// crude hack to enforce switching weapons
if(g_cts && item.itemdef.instanceOfWeaponPickup)
{
- W_SwitchWeapon_Force(player, item.weapon);
+ W_SwitchWeapon_Force(player, Weapons_from(item.weapon));
return 1;
}
if (_switchweapon)
- if (player.switchweapon != w_getbestweapon(player))
+ if (PS(player).m_switchweapon != w_getbestweapon(player))
W_SwitchWeapon_Force(player, w_getbestweapon(player));
return 1;
other.last_pickup = time;
Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
- _sound (other, CH_TRIGGER, (this.item_pickupsound ? this.item_pickupsound : this.item_pickupsound_ent.sound_str()), VOL_BASE, ATTEN_NORM);
+ _sound (other, CH_TRIGGER, (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
if (this.classname == "droppedweapon")
remove (this);
// Savage: used for item garbage-collection
// TODO: perhaps nice special effect?
-void RemoveItem(void)
+void RemoveItem()
{SELFPARAM();
if(wasfreed(self) || !self) { return; }
Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
// Detect needed ammo
for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
{
- wi = get_weaponinfo(i);
+ wi = Weapons_from(i);
- if (!(player.weapons & WepSet_FromWeapon(i)))
+ if (!(player.weapons & (wi.m_wepset)))
continue;
if(wi.items & ITEM_Shells.m_itemid)
}
if(weaponid)
- this.weapons = WepSet_FromWeapon(weaponid);
+ this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
this.flags = FL_ITEM | itemflags;
if(this.angles != '0 0 0')
this.SendFlags |= ISF_ANGLES;
- this.reset = Item_Reset_self;
+ this.reset = Item_Reset;
// it's a level item
if(this.spawnflags & 1)
this.noalign = 1;
this.is_item = true;
}
- weaponsInMap |= WepSet_FromWeapon(weaponid);
+ weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
precache_model(this.model);
precache_sound(this.item_pickupsound);
spawnfunc(item_rockets)
{
- if(!self.ammo_rockets)
- self.ammo_rockets = g_pickup_rockets;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_ammo_anyway;
+ if(!this.ammo_rockets)
+ this.ammo_rockets = g_pickup_rockets;
+ if(!this.pickup_anyway)
+ this.pickup_anyway = g_pickup_ammo_anyway;
StartItem(this, ITEM_Rockets);
}
{
if(!weaponswapping)
if(autocvar_sv_q3acompat_machineshotgunswap)
- if(self.classname != "droppedweapon")
+ if(this.classname != "droppedweapon")
{
weaponswapping = true;
spawnfunc_item_shells(this);
return;
}
- if(!self.ammo_nails)
- self.ammo_nails = g_pickup_nails;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_ammo_anyway;
+ if(!this.ammo_nails)
+ this.ammo_nails = g_pickup_nails;
+ if(!this.pickup_anyway)
+ this.pickup_anyway = g_pickup_ammo_anyway;
StartItem(this, ITEM_Bullets);
}
spawnfunc(item_cells)
{
- if(!self.ammo_cells)
- self.ammo_cells = g_pickup_cells;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_ammo_anyway;
+ if(!this.ammo_cells)
+ this.ammo_cells = g_pickup_cells;
+ if(!this.pickup_anyway)
+ this.pickup_anyway = g_pickup_ammo_anyway;
StartItem(this, ITEM_Cells);
}
spawnfunc(item_plasma)
{
- if(!self.ammo_plasma)
- self.ammo_plasma = g_pickup_plasma;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_ammo_anyway;
+ if(!this.ammo_plasma)
+ this.ammo_plasma = g_pickup_plasma;
+ if(!this.pickup_anyway)
+ this.pickup_anyway = g_pickup_ammo_anyway;
StartItem(this, ITEM_Plasma);
}
{
if(!weaponswapping)
if(autocvar_sv_q3acompat_machineshotgunswap)
- if(self.classname != "droppedweapon")
+ if(this.classname != "droppedweapon")
{
weaponswapping = true;
spawnfunc_item_bullets(this);
return;
}
- if(!self.ammo_shells)
- self.ammo_shells = g_pickup_shells;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_ammo_anyway;
+ if(!this.ammo_shells)
+ this.ammo_shells = g_pickup_shells;
+ if(!this.pickup_anyway)
+ this.pickup_anyway = g_pickup_ammo_anyway;
StartItem(this, ITEM_Shells);
}
spawnfunc(item_armor_small)
{
- if(!self.armorvalue)
- self.armorvalue = g_pickup_armorsmall;
- if(!self.max_armorvalue)
- self.max_armorvalue = g_pickup_armorsmall_max;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_armorsmall_anyway;
+ if(!this.armorvalue)
+ this.armorvalue = g_pickup_armorsmall;
+ if(!this.max_armorvalue)
+ this.max_armorvalue = g_pickup_armorsmall_max;
+ if(!this.pickup_anyway)
+ this.pickup_anyway = g_pickup_armorsmall_anyway;
StartItem(this, ITEM_ArmorSmall);
}
spawnfunc(item_armor_medium)
{
- if(!self.armorvalue)
- self.armorvalue = g_pickup_armormedium;
- if(!self.max_armorvalue)
- self.max_armorvalue = g_pickup_armormedium_max;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_armormedium_anyway;
+ if(!this.armorvalue)
+ this.armorvalue = g_pickup_armormedium;
+ if(!this.max_armorvalue)
+ this.max_armorvalue = g_pickup_armormedium_max;
+ if(!this.pickup_anyway)
+ this.pickup_anyway = g_pickup_armormedium_anyway;
StartItem(this, ITEM_ArmorMedium);
}
spawnfunc(item_armor_big)
{
- if(!self.armorvalue)
- self.armorvalue = g_pickup_armorbig;
- if(!self.max_armorvalue)
- self.max_armorvalue = g_pickup_armorbig_max;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_armorbig_anyway;
+ if(!this.armorvalue)
+ this.armorvalue = g_pickup_armorbig;
+ if(!this.max_armorvalue)
+ this.max_armorvalue = g_pickup_armorbig_max;
+ if(!this.pickup_anyway)
+ this.pickup_anyway = g_pickup_armorbig_anyway;
StartItem(this, ITEM_ArmorLarge);
}
spawnfunc(item_armor_large)
{
- if(!self.armorvalue)
- self.armorvalue = g_pickup_armorlarge;
- if(!self.max_armorvalue)
- self.max_armorvalue = g_pickup_armorlarge_max;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_armorlarge_anyway;
+ if(!this.armorvalue)
+ this.armorvalue = g_pickup_armorlarge;
+ if(!this.max_armorvalue)
+ this.max_armorvalue = g_pickup_armorlarge_max;
+ if(!this.pickup_anyway)
+ this.pickup_anyway = g_pickup_armorlarge_anyway;
StartItem(this, ITEM_ArmorMega);
}
spawnfunc(item_health_small)
{
- if(!self.max_health)
- self.max_health = g_pickup_healthsmall_max;
- if(!self.health)
- self.health = g_pickup_healthsmall;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_healthsmall_anyway;
+ if(!this.max_health)
+ this.max_health = g_pickup_healthsmall_max;
+ if(!this.health)
+ this.health = g_pickup_healthsmall;
+ if(!this.pickup_anyway)
+ this.pickup_anyway = g_pickup_healthsmall_anyway;
StartItem(this, ITEM_HealthSmall);
}
spawnfunc(item_health_medium)
{
- if(!self.max_health)
- self.max_health = g_pickup_healthmedium_max;
- if(!self.health)
- self.health = g_pickup_healthmedium;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_healthmedium_anyway;
+ if(!this.max_health)
+ this.max_health = g_pickup_healthmedium_max;
+ if(!this.health)
+ this.health = g_pickup_healthmedium;
+ if(!this.pickup_anyway)
+ this.pickup_anyway = g_pickup_healthmedium_anyway;
StartItem(this, ITEM_HealthMedium);
}
spawnfunc(item_health_large)
{
- if(!self.max_health)
- self.max_health = g_pickup_healthlarge_max;
- if(!self.health)
- self.health = g_pickup_healthlarge;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_healthlarge_anyway;
+ if(!this.max_health)
+ this.max_health = g_pickup_healthlarge_max;
+ if(!this.health)
+ this.health = g_pickup_healthlarge;
+ if(!this.pickup_anyway)
+ this.pickup_anyway = g_pickup_healthlarge_anyway;
StartItem(this, ITEM_HealthLarge);
}
spawnfunc(item_health_mega)
{
- if(!self.max_health)
- self.max_health = g_pickup_healthmega_max;
- if(!self.health)
- self.health = g_pickup_healthmega;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_healthmega_anyway;
+ if(!this.max_health)
+ this.max_health = g_pickup_healthmega_max;
+ if(!this.health)
+ this.health = g_pickup_healthmega;
+ if(!this.pickup_anyway)
+ this.pickup_anyway = g_pickup_healthmega_anyway;
StartItem(this, ITEM_HealthMega);
}
spawnfunc(item_strength)
{
- if(!self.strength_finished)
- self.strength_finished = autocvar_g_balance_powerup_strength_time;
+ if(!this.strength_finished)
+ this.strength_finished = autocvar_g_balance_powerup_strength_time;
StartItem(this, ITEM_Strength);
}
spawnfunc(item_invincible)
{
- if(!self.invincible_finished)
- self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
+ if(!this.invincible_finished)
+ this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
StartItem(this, ITEM_Shield);
}
// compatibility:
-spawnfunc(item_quad) { self.classname = "item_strength";spawnfunc_item_strength(this);}
+spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
void target_items_use()
{SELFPARAM();
{
for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- e = get_weaponinfo(j);
+ e = Weapons_from(j);
s = W_UndeprecateName(argv(i));
if(s == e.netname)
{
- self.weapons |= WepSet_FromWeapon(j);
+ self.weapons |= (e.m_wepset);
if(self.spawnflags == 0 || self.spawnflags == 2) {
- Weapon w = get_weaponinfo(e.weapon);
- w.wr_init(w);
+ e.wr_init(e);
}
break;
}
}
self.netname = "";
- self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
- self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
- self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
- self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
- self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
- self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
- self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
+ self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
+ self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
+ self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * boolean(self.items & ITEM_Strength.m_itemid), "strength");
+ self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * boolean(self.items & ITEM_Shield.m_itemid), "invincible");
+ self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * boolean(self.items & IT_SUPERWEAPON), "superweapons");
+ self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & ITEM_Jetpack.m_itemid), "jetpack");
+ self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- e = get_weaponinfo(j);
- if(e.weapon)
- self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
+ e = Weapons_from(j);
+ if(e == WEP_Null) continue;
+ self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & (e.m_wepset)), e.netname);
}
}
self.netname = strzone(self.netname);
{
for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- e = get_weaponinfo(j);
+ e = Weapons_from(j);
if(argv(i) == e.netname)
{
- Weapon w = get_weaponinfo(e.weapon);
- w.wr_init(w);
+ e.wr_init(e);
break;
}
}
spawnfunc(item_fuel)
{
- if(!self.ammo_fuel)
- self.ammo_fuel = g_pickup_fuel;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_ammo_anyway;
+ if(!this.ammo_fuel)
+ this.ammo_fuel = g_pickup_fuel;
+ if(!this.pickup_anyway)
+ this.pickup_anyway = g_pickup_ammo_anyway;
StartItem(this, ITEM_JetpackFuel);
}
spawnfunc(item_jetpack)
{
- if(!self.ammo_fuel)
- self.ammo_fuel = g_pickup_fuel_jetpack;
+ if(!this.ammo_fuel)
+ this.ammo_fuel = g_pickup_fuel_jetpack;
if(start_items & ITEM_Jetpack.m_itemid)
{
spawnfunc_item_fuel(this);
float GiveWeapon(entity e, float wpn, float op, float val)
{
WepSet v0, v1;
- v0 = (e.weapons & WepSet_FromWeapon(wpn));
+ WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
+ v0 = (e.weapons & s);
switch(op)
{
case OP_SET:
if(val > 0)
- e.weapons |= WepSet_FromWeapon(wpn);
+ e.weapons |= s;
else
- e.weapons &= ~WepSet_FromWeapon(wpn);
+ e.weapons &= ~s;
break;
case OP_MIN:
case OP_PLUS:
if(val > 0)
- e.weapons |= WepSet_FromWeapon(wpn);
+ e.weapons |= s;
break;
case OP_MAX:
if(val <= 0)
- e.weapons &= ~WepSet_FromWeapon(wpn);
+ e.weapons &= ~s;
break;
case OP_MINUS:
if(val > 0)
- e.weapons &= ~WepSet_FromWeapon(wpn);
+ e.weapons &= ~s;
break;
}
- v1 = (e.weapons & WepSet_FromWeapon(wpn));
- return (v0 != v1);
-}
-
-float GiveBit(entity e, .float fld, float bit, float op, float val)
-{
- float v0, v1;
- v0 = (e.(fld) & bit);
- switch(op)
- {
- case OP_SET:
- if(val > 0)
- e.(fld) |= bit;
- else
- e.(fld) &= ~bit;
- break;
- case OP_MIN:
- case OP_PLUS:
- if(val > 0)
- e.(fld) |= bit;
- break;
- case OP_MAX:
- if(val <= 0)
- e.(fld) &= ~bit;
- break;
- case OP_MINUS:
- if(val > 0)
- e.(fld) &= ~bit;
- break;
- }
- v1 = (e.(fld) & bit);
- return (v0 != v1);
-}
-
-float GiveValue(entity e, .float fld, float op, float val)
-{
- float v0, v1;
- v0 = e.(fld);
- switch(op)
- {
- case OP_SET:
- e.(fld) = val;
- break;
- case OP_MIN:
- e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
- break;
- case OP_MAX:
- e.(fld) = min(e.(fld), val);
- break;
- case OP_PLUS:
- e.(fld) += val;
- break;
- case OP_MINUS:
- e.(fld) -= val;
- break;
- }
- v1 = e.(fld);
+ v1 = (e.weapons & s);
return (v0 != v1);
}
_switchweapon = false;
if (e.autoswitch)
- if (e.switchweapon == w_getbestweapon(e))
+ if (PS(e).m_switchweapon == w_getbestweapon(e))
_switchweapon = true;
e.strength_finished = max(0, e.strength_finished - time);
case "allweapons":
for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- wi = get_weaponinfo(j);
- if(wi.weapon)
- if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
- got += GiveWeapon(e, j, op, val);
+ wi = Weapons_from(j);
+ if(wi == WEP_Null) continue;
+ if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
+ got += GiveWeapon(e, j, op, val);
}
case "allammo":
got += GiveValue(e, ammo_cells, op, val);
default:
for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- wi = get_weaponinfo(j);
+ wi = Weapons_from(j);
if(cmd == wi.netname)
{
got += GiveWeapon(e, j, op, val);
POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND(ITEMPICKUP), string_null);
for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- wi = get_weaponinfo(j);
- if(wi.weapon)
- {
- POSTGIVE_WEAPON(e, j, SND(WEAPONPICKUP), string_null);
- if (!(save_weapons & WepSet_FromWeapon(j)))
- if(e.weapons & WepSet_FromWeapon(j)) {
- Weapon w = get_weaponinfo(wi.weapon);
- w.wr_init(w);
- }
- }
+ wi = Weapons_from(j);
+ if (wi == WEP_Null) continue;
+ POSTGIVE_WEAPON(e, Weapons_from(j), SND(WEAPONPICKUP), string_null);
+ if (!(save_weapons & (wi.m_wepset)))
+ if(e.weapons & (wi.m_wepset)) {
+ wi.wr_init(wi);
+ }
}
POSTGIVE_VALUE(e, strength_finished, 1, SND(POWERUP), SND(POWEROFF));
POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", SND(POWEROFF));
else
e.superweapons_finished += time;
- if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
+ if (!(e.weapons & WepSet_FromWeapon(PS(e).m_switchweapon)))
_switchweapon = true;
if(_switchweapon)
W_SwitchWeapon_Force(e, w_getbestweapon(e));