return out;
}
-void weapon_defaultspawnfunc(entity this, Weapon e)
+void weapon_defaultspawnfunc(entity this, Weapon wpn)
{
- Weapon wpn = e;
- e = wpn = wpn.m_spawnfunc_hookreplace(wpn, this);
+ wpn = wpn.m_spawnfunc_hookreplace(wpn, this);
this.classname = wpn.m_canonical_spawnfunc;
if (!Item_IsLoot(this) && !this.m_isreplaced)
{
- if (e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
+ if (wpn.spawnflags & WEP_FLAG_MUTATORBLOCKED)
{
LOG_WARNF("Attempted to spawn a mutator-blocked weapon rejected: prvm_edict server %i", this);
startitem_failed = true;
return;
}
- string s = W_Apply_Weaponreplace(e.netname);
- MUTATOR_CALLHOOK(SetWeaponreplace, this, e, s);
+ string s = W_Apply_Weaponreplace(wpn.netname);
+ MUTATOR_CALLHOOK(SetWeaponreplace, this, wpn, s);
s = M_ARGV(2, string);
if (s == "")
{
for (int i = 1; i < t; ++i)
{
s = argv(i);
- entity wep = Weapons_fromstr(s);
+ Weapon wep = Weapons_fromstr(s);
if(wep != WEP_Null)
{
entity replacement = spawn();
}
}
+ if(!Item_IsLoot(this))
+ weaponsInMapAll |= WepSet_FromWeapon(wpn);
+
if (!Item_IsDefinitionAllowed(wpn.m_pickup))
{
delete(this);
this.superweapons_finished = autocvar_g_balance_superweapons_time;
// if we don't already have ammo, give us some ammo
- if ((wpn.ammo_type != RESOURCE_NONE) && !GetResourceAmount(this, wpn.ammo_type))
+ if ((wpn.ammo_type != RES_NONE) && !GetResource(this, wpn.ammo_type))
{
switch (wpn.ammo_type)
{
- case RESOURCE_SHELLS: SetResourceAmount(this, wpn.ammo_type, cvar("g_pickup_shells_weapon")); break;
- case RESOURCE_BULLETS: SetResourceAmount(this, wpn.ammo_type, cvar("g_pickup_nails_weapon")); break;
- case RESOURCE_ROCKETS: SetResourceAmount(this, wpn.ammo_type, cvar("g_pickup_rockets_weapon")); break;
- case RESOURCE_CELLS: SetResourceAmount(this, wpn.ammo_type, cvar("g_pickup_cells_weapon")); break;
- case RESOURCE_PLASMA: SetResourceAmount(this, wpn.ammo_type, cvar("g_pickup_plasma_weapon")); break;
- case RESOURCE_FUEL: SetResourceAmount(this, wpn.ammo_type, cvar("g_pickup_fuel_weapon")); break;
+ case RES_SHELLS: SetResource(this, wpn.ammo_type, cvar("g_pickup_shells_weapon")); break;
+ case RES_BULLETS: SetResource(this, wpn.ammo_type, cvar("g_pickup_nails_weapon")); break;
+ case RES_ROCKETS: SetResource(this, wpn.ammo_type, cvar("g_pickup_rockets_weapon")); break;
+ case RES_CELLS: SetResource(this, wpn.ammo_type, cvar("g_pickup_cells_weapon")); break;
+ case RES_PLASMA: SetResource(this, wpn.ammo_type, cvar("g_pickup_plasma_weapon")); break;
+ case RES_FUEL: SetResource(this, wpn.ammo_type, cvar("g_pickup_fuel_weapon")); break;
}
}