-void W_GiveWeapon (entity e, float wep, string name)
+void W_GiveWeapon (entity e, float wep)
{
entity oldself;
if (!wep)
return;
- WEPSET_OR_EW(e, wep);
+ e.weapons |= WepSet_FromWeapon(wep);
oldself = self;
self = e;
- if not(g_minstagib)
- if (IS_PLAYER(other))
- {
- sprint (other, "You got the ^2");
- sprint (other, name);
- sprint (other, "\n");
- }
+ if(IS_PLAYER(other))
+ { Send_Notification(NOTIF_ONE, other, MSG_MULTI, ITEM_WEAPON_GOT, wep); }
self = oldself;
}
if(!pseudoprojectile)
pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
- soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTN_NONE);
+ soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE);
}
if(pseudoprojectile)
.float dmg_force;
.float dmg_radius;
.float dmg_total;
+//.float last_yoda;
void W_BallisticBullet_Hit (void)
{
float f, q, g;
g = accuracy_isgooddamage(self.realowner, other);
Damage(other, self, self.realowner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f);
- if(yoda)
- AnnounceTo(self.realowner, "awesome");
+ /*if(yoda && (time > (self.last_yoda + 5)))
+ {
+ Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
+ self.last_yoda = time;
+ }*/
// calculate hits for ballistic weapons
if(g)
self.nextthink = max(time, self.W_BallisticBullet_LeaveSolid_nextthink_save);
self.W_BallisticBullet_LeaveSolid_think_save = func_null;
- self.flags &~= FL_ONGROUND;
+ self.flags &= ~FL_ONGROUND;
if(self.enemy.solid == SOLID_BSP)
{