PlayerScore_Add(targ, SP_DEATHS, 1);
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+
if(targ != attacker) // not for suicides
if(g_weaponarena_random)
{
// after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
Weapon culprit = DEATH_WEAPONOF(deathtype);
- if(!culprit) culprit = PS(attacker).m_weapon;
- else if(!(attacker.weapons & (culprit.m_wepset))) culprit = PS(attacker).m_weapon;
+ if(!culprit) culprit = attacker.(weaponentity).m_weapon;
+ else if(!(attacker.weapons & (culprit.m_wepset))) culprit = attacker.(weaponentity).m_weapon;
if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER) // WEAPONTODO: Shouldn't this be in a mutator?
{
}
// after a frag, choose another random weapon set
- if (!(attacker.weapons & WepSet_FromWeapon(PS(attacker).m_weapon)))
- W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
+ if (!(attacker.weapons & WepSet_FromWeapon(attacker.(weaponentity).m_weapon)))
+ W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker), weaponentity);
}
// FIXME fix the mess this is (we have REAL points now!)
string AppendItemcodes(string s, entity player)
{
- int w = PS(player).m_weapon.m_id;
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+
+ int w = player.(weaponentity).m_weapon.m_id;
//if(w == 0)
// w = player.switchweapon;
if(w == 0)