73 if(it.(weaponentity).m_weapon == WEP_Null && slot != 0)
75 if(!
client_hasweapon(it, it.(weaponentity).m_weapon, weaponentity,
true,
false))
87 if (e == WEP_Null)
return false;
107 FOREACH(Weapons, it != WEP_Null, {
147 if(this.
items & IT_UNLIMITED_AMMO)
149 switch (wpn.ammo_type)
161 switch (wpn.ammo_type)
173 if(dt >= 1 && dt <= 5)
176 Send_Notification(NOTIF_ONE_ONLY,
this, MSG_CENTER, CENTER_NIX_NEWWEAPON,
nix_weapon);
178 wpn.wr_resetplayer(wpn,
this);
196 if(dt >= 1 && dt <= 5)
197 Send_Notification(NOTIF_ONE_ONLY,
this, MSG_CENTER, CENTER_NIX_COUNTDOWN,
nix_nextweapon, dt);
202 switch (wpn.ammo_type)
215 STAT(WEAPONS,
this) =
'0 0 0';
217 STAT(WEAPONS,
this) |=
WEPSET(BLASTER);
218 STAT(WEAPONS,
this) |= wpn.m_wepset;
223 if (this.(weaponentity).m_weapon == WEP_Null && slot != 0)
226 if (this.(weaponentity).m_switchweapon != wpn)
227 if (!
client_hasweapon(
this, this.(weaponentity).m_switchweapon, weaponentity,
true,
false))
254 if (definition.instanceOfHealth || definition.instanceOfArmor)
258 else if (definition.instanceOfPowerup)
270 if(ent.classname ==
"target_items")
293 player.nix_lastchange_id = -1;
295 player.items |= IT_UNLIMITED_SUPERWEAPONS;
300 M_ARGV(0,
string) =
"NIX";
int autocvar_g_balance_nix_ammoincr_rockets
float weapon_load[REGISTRY_MAX(Weapons)]
int autocvar_g_balance_nix_ammoincr_cells
const int WEP_FLAG_RELOADABLE
#define w_getbestweapon(ent, wepent)
int autocvar_g_balance_nix_ammo_shells
ERASEABLE void RandomSelection_Init()
int autocvar_g_balance_nix_ammo_plasma
int autocvar_g_pickup_fuel_max
#define REGISTRY_GET(id, i)
#define FOREACH_CLIENT(cond, body)
int autocvar_g_balance_nix_ammoincr_plasma
Gametype MapInfo_LoadedGametype
float autocvar_g_balance_nix_roundtime
float autocvar_g_balance_nix_incrtime
float RandomSelection_chosen_float
bool NIX_CanChooseWeapon(int wpn)
bool autocvar_g_nix_with_healtharmor
int autocvar_g_pickup_rockets_max
int autocvar_g_pickup_shells_max
void PlayerPreThink(entity this)
int autocvar_g_balance_nix_ammoincr_shells
REGISTER_MUTATOR(nix, expr_evaluate(cvar_string("g_nix")) &&!MUTATOR_IS_ENABLED(mutator_instagib) &&!MUTATOR_IS_ENABLED(ok) &&!MapInfo_LoadedGametype.m_weaponarena)
void NIX_GiveCurrentWeapon(entity this)
#define MUTATOR_ONROLLBACK_OR_REMOVE
int autocvar_g_balance_nix_ammo_cells
#define MUTATOR_IS_ENABLED(this)
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"))
const int MAX_WEAPONSLOTS
int autocvar_g_balance_nix_ammoincr_nails
int autocvar_g_balance_nix_ammo_rockets
int autocvar_g_pickup_nails_max
int autocvar_g_balance_nix_ammo_nails
bool m_weaponarena
does this gametype enforce its own weapon arena?
void GiveResource(entity receiver, Resource res_type, float amount)
Gives an entity some resource.
int autocvar_g_balance_nix_ammoincr_fuel
bool autocvar_g_nix_with_blaster
#define RandomSelection_AddFloat(f, weight, priority)
int autocvar_g_pickup_cells_max
void NIX_ChooseNextWeapon()
bool W_SwitchWeapon(entity this, Weapon w,.entity weaponentity)
bool autocvar_g_nix_with_powerups
entity weaponentities[MAX_WEAPONSLOTS]
MUTATOR_HOOKFUNCTION(nix, ForbidThrowCurrentWeapon)
const int WEP_FLAG_NORMAL
const int WEP_FLAG_MUTATORBLOCKED
int autocvar_g_pickup_plasma_max
bool client_hasweapon(entity this, Weapon wpn,.entity weaponentity, float andammo, bool complain)
int autocvar_g_balance_nix_ammo_fuel
#define FOREACH(list, cond, body)
WepSet g_weaponarena_weapons
ERASEABLE bool expr_evaluate(string s)
Evaluate an expression of the form: [+ | -]? [var[op]val | [op]var | val | var] ...