// mark the guns as ok to use by e.g. impulse 99
for(int i = WEP_FIRST; i <= WEP_LAST; ++i)
if(nt_IsNewToy(i))
- get_weaponinfo(i).spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
+ Weapons_from(i).spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
}
MUTATOR_ONROLLBACK_OR_REMOVE
{
for(int i = WEP_FIRST; i <= WEP_LAST; ++i)
if(nt_IsNewToy(i))
- get_weaponinfo(i).spawnflags |= WEP_FLAG_MUTATORBLOCKED;
+ Weapons_from(i).spawnflags |= WEP_FLAG_MUTATORBLOCKED;
}
MUTATOR_ONREMOVE
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
{
- entity e = get_weaponinfo(i);
+ entity e = Weapons_from(i);
if(!e.weapon)
continue;
for (j = 0; j < n; ++j)
for (k = WEP_FIRST; k <= WEP_LAST; ++k)
{
- Weapon w = get_weaponinfo(k);
+ Weapon w = Weapons_from(k);
if (w.netname == argv(j))
{
WepSet seti = e.m_wepset;