spawnfunc(weapon_hagar);
spawnfunc(weapon_machinegun);
spawnfunc(weapon_vortex);
+spawnfunc(weapon_minelayer);
spawnfunc(target_items);
spawnfunc(item_rockets);
spawnfunc(item_shells);
-spawnfunc(item_jetpack);
+spawnfunc(item_strength);
spawnfunc(item_armor_big);
spawnfunc(item_armor_mega);
// GL -> Mortar
spawnfunc(ammo_grenades) { spawnfunc_item_rockets(this); }
+// Mines -> Rockets
+spawnfunc(weapon_prox_launcher) { spawnfunc_weapon_minelayer(this); }
+spawnfunc(ammo_mines) { spawnfunc_item_rockets(this); }
+
// LG -> Lightning
spawnfunc(weapon_lightning) { spawnfunc_weapon_electro(this); }
spawnfunc(ammo_lightning) { spawnfunc_item_cells(this); }
spawnfunc(ammo_cells) { spawnfunc_item_rockets(this); }
// Rail -> Vortex
-spawnfunc(weapon_railgun) { spawnfunc_weapon_vortex(this); }
+spawnfunc(weapon_railgun) { spawnfunc_weapon_vortex(this); }
spawnfunc(ammo_slugs) { spawnfunc_item_cells(this); }
// BFG -> Crylink
spawnfunc(ammo_rockets) { spawnfunc_item_rockets(this); }
// Armor
-spawnfunc(item_armor_body) { spawnfunc_item_armor_mega(this); }
+spawnfunc(item_armor_body) { spawnfunc_item_armor_mega(this); }
spawnfunc(item_armor_combat) { spawnfunc_item_armor_big(this); }
spawnfunc(item_armor_shard) { spawnfunc_item_armor_small(this); }
spawnfunc(item_enviro) { spawnfunc_item_invincible(this); }
+// medkit -> armor (we have no holdables)
+spawnfunc(holdable_medkit) { spawnfunc_item_armor_mega(this); }
+
+// doubler -> strength
+spawnfunc(item_doubler) { spawnfunc_item_strength(this); }
+
.float wait;
.float delay;
this.ammo_rockets += it.count * WEP_CVAR(devastator, ammo);
this.netname = "devastator";
}
+ else if (it.classname == "weapon_lightning") {
+ this.ammo_cells += it.count * WEP_CVAR_PRI(electro, ammo); // WEAPONTODO
+ if(this.netname == "")
+ this.netname = "electro";
+ else
+ this.netname = strcat(this.netname, " electro");
+ }
else if (it.classname == "weapon_plasmagun") {
this.ammo_rockets += it.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
if(this.netname == "")
InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
}
-//spawnfunc(item_flight) /* handled by jetpack */
+//spawnfunc(item_flight) /* handled by buffs mutator */
//spawnfunc(item_haste) /* handled by buffs mutator */
//spawnfunc(item_health) /* handled in t_quake.qc */
//spawnfunc(item_health_large) /* handled in t_items.qc */
// CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
-spawnfunc(item_flight)
-{
- spawnfunc_item_jetpack(this);
-}
-
.float notteam;
.float notsingle;
.float notfree;