31 float deathtype =
M_ARGV(3,
float);
33 .entity weaponentity = wep_ent.weaponentity_fld;
35 if(targ == attacker)
return;
39 if(!culprit) culprit = wep_ent.m_weapon;
40 else if(!(STAT(WEAPONS, attacker) & (culprit.m_wepset))) culprit = wep_ent.m_weapon;
49 static entity GiveFrags_randomweapons;
50 if(!GiveFrags_randomweapons)
52 GiveFrags_randomweapons =
new_pure(GiveFrags_randomweapons);
61 STAT(WEAPONS, GiveFrags_randomweapons) &= ~STAT(WEAPONS, attacker);
62 STAT(WEAPONS, GiveFrags_randomweapons) &= ~(culprit.m_wepset);
65 STAT(WEAPONS, GiveFrags_randomweapons) =
W_RandomWeapons(GiveFrags_randomweapons, STAT(WEAPONS, GiveFrags_randomweapons), 1);
67 if(STAT(WEAPONS, GiveFrags_randomweapons))
69 STAT(WEAPONS, attacker) |= STAT(WEAPONS, GiveFrags_randomweapons);
70 STAT(WEAPONS, attacker) &= ~(culprit.m_wepset);
MUTATOR_HOOKFUNCTION(weaponarena_random, SetStartItems)
WepSet W_RandomWeapons(entity e, WepSet remaining, int n)
void W_SwitchWeapon_Force(Player this, Weapon w,.entity weaponentity)
REGISTER_MUTATOR(weaponarena_random, true)
#define w_getbestweapon(ent, wepent)
float g_weaponarena_random
#define DEATH_WEAPONOF(t)
float g_weaponarena_random_with_blaster
#define WARMUP_START_WEAPONS
#define new_pure(class)
purely logical entities (.origin doesn't work)
#define WepSet_FromWeapon(it)
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...