#include <common/constants.qh>
#include <common/util.qh>
#include <common/items/item.qh>
-#include <common/weapons/all.qh>
+#include <common/weapons/_all.qh>
#include <common/state.qh>
#include <common/mutators/mutator/waypoints/waypointsprites.qh>
continue;
entity wp = WaypointSprite_Spawn(
WP_Weapon,
- 1, 0,
+ -2, 0,
NULL, it.origin + ('0 0 1' * it.maxs.z) * 1.2,
cl, 0,
NULL, enemy,
if (weaponsInMap & WepSet_FromWeapon(wpn))
{
Send_WeaponComplain(this, wpn.m_id, 1);
- Weapon_whereis(wpn, this);
+ if(autocvar_g_showweaponspawns < 3)
+ Weapon_whereis(wpn, this);
+ else
+ {
+ FOREACH(Weapons, it.impulse == wpn.impulse,
+ {
+ Weapon_whereis(it, this);
+ });
+ }
}
else
{
}
else if(!forbidWeaponUse(this)) {
entity actor = this;
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- w.wr_reload(w, actor, weaponentity);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ w.wr_reload(w, actor, weaponentity);
+ }
}
}