17 string replacement =
"";
21 replacement = w.weaponreplace;
22 if (replacement ==
"") replacement = it;
24 if (replacement ==
"0")
continue;
25 out =
cons(out, replacement);
32 wpn = wpn.m_spawnfunc_hookreplace(wpn,
this);
33 this.
classname = wpn.m_canonical_spawnfunc;
56 for (
int i = 1; i < t; ++i)
64 replacement.m_isreplaced =
true;
96 this.
respawntime = g_pickup_respawntime_superweapon;
122 case RES_SHELLS: ammo =
cvar(
"g_pickup_shells_weapon");
break;
123 case RES_BULLETS: ammo =
cvar(
"g_pickup_nails_weapon");
break;
124 case RES_ROCKETS: ammo =
cvar(
"g_pickup_rockets_weapon");
break;
125 case RES_CELLS: ammo =
cvar(
"g_pickup_cells_weapon");
break;
126 case RES_PLASMA: ammo =
cvar(
"g_pickup_plasma_weapon");
break;
127 case RES_FUEL: ammo =
cvar(
"g_pickup_fuel_weapon");
break;
137 for (
int i = 0, j = 1; i < 24; ++i, j <<= 1)
141 ammotype = Item_CounterField(j);
143 this.ammotype =
cvar(
strcat(
"g_pickup_", Item_CounterFieldName(j),
"_weapon"));
void weapon_defaultspawnfunc(entity this, Weapon wpn)
float autocvar_g_balance_superweapons_time
bool Item_IsDefinitionAllowed(entity definition)
Checks whether the items with the specified definition are allowed to spawn.
string W_Apply_Weaponreplace(string in)
Header file that describes the resource system.
float g_pickup_weapons_anyway
vector wpcolor
M: color : waypointsprite color.
void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
#define FOREACH_WORD(words, cond, body)
string netname
M: refname : reference name name.
int spawnflags
M: flags : WEPSPAWNFLAG_...
void SetResource(entity e, Resource res_type, float amount)
Sets the current amount of resource the given entity will have.
spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 f1 s1 strcat(_("Level %s: "), "^BG%s\3\, _("^BGPress ^F2%s^BG to enter the game"))
Resource ammo_type
M: ammotype : main ammo type.
int GetAmmoConsumptionQ3(string netname)
float superweapons_finished
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
#define MUTATOR_CALLHOOK(id,...)
bool Item_IsLoot(entity item)
Returns whether the item is loot.
ERASEABLE string cons(string a, string b)
const int WEP_FLAG_MUTATORBLOCKED
#define WepSet_FromWeapon(it)
Header file that describes the functions related to game items.
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Weapon Weapon_from_name(string s)
bool m_isreplaced
Holds whether the weapon has been replaced.
const int WEP_FLAG_SUPERWEAPON