RandomSelection_Init();
FOREACH(Weapons, it != WEP_Null, LAMBDA(
if(NIX_CanChooseWeapon(it.m_id))
- RandomSelection_Add(NULL, it.m_id, string_null, 1, (it.m_id != nix_weapon));
+ RandomSelection_AddFloat(it.m_id, 1, (it.m_id != nix_weapon));
));
nix_nextweapon = RandomSelection_chosen_float;
}
{
entity item = M_ARGV(0, entity);
- switch (item.items)
+ if(item.itemdef.instanceOfHealth || item.itemdef.instanceOfArmor)
{
- case ITEM_HealthSmall.m_itemid:
- case ITEM_HealthMedium.m_itemid:
- case ITEM_HealthLarge.m_itemid:
- case ITEM_HealthMega.m_itemid:
- case ITEM_ArmorSmall.m_itemid:
- case ITEM_ArmorMedium.m_itemid:
- case ITEM_ArmorLarge.m_itemid:
- case ITEM_ArmorMega.m_itemid:
- if (autocvar_g_nix_with_healtharmor)
- return false;
- break;
- case ITEM_Strength.m_itemid:
- case ITEM_Shield.m_itemid:
- if (autocvar_g_nix_with_powerups)
- return false;
- break;
+ return !autocvar_g_nix_with_healtharmor;
+ }
+ else if(item.itemdef.instanceOfPowerup)
+ {
+ return !autocvar_g_nix_with_powerups;
}
return true; // delete all other items
{
entity player = M_ARGV(0, entity);
- if(!intermission_running)
+ if(!gameover)
if(!IS_DEAD(player))
if(IS_PLAYER(player))
NIX_GiveCurrentWeapon(player);