64 if(it.(weaponentity).m_weapon == WEP_Null && slot != 0)
66 if(!
client_hasweapon(it, it.(weaponentity).m_weapon, weaponentity,
true,
false))
78 if (e == WEP_Null)
return false;
139 switch (wpn.ammo_type)
150 switch (wpn.ammo_type)
161 if(dt >= 1 && dt <= 5)
166 wpn.wr_resetplayer(wpn,
this);
184 if(dt >= 1 && dt <= 5)
190 switch (wpn.ammo_type)
202 STAT(WEAPONS,
this) =
'0 0 0';
205 STAT(WEAPONS,
this) |= wpn.m_wepset;
210 if (this.(weaponentity).
m_weapon == WEP_Null && slot != 0)
241 if (definition.instanceOfHealth || definition.instanceOfArmor)
245 else if (definition.instanceOfPowerup)
257 if(ent.classname ==
"target_items")
280 player.nix_lastchange_id = -1;
287 M_ARGV(0,
string) =
"NIX";
#define MUTATOR_ONROLLBACK_OR_REMOVE
#define MUTATOR_IS_ENABLED(this)
#define REGISTER_MUTATOR(...)
#define MUTATOR_HOOKFUNCTION(...)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
void SetResource(entity e, Resource res_type, float amount)
Sets the current amount of resource the given entity will have.
int autocvar_g_pickup_rockets_max
int autocvar_g_pickup_fuel_max
int autocvar_g_pickup_shells_max
int autocvar_g_pickup_cells_max
int autocvar_g_pickup_nails_max
const int IT_UNLIMITED_AMMO
const int IT_UNLIMITED_SUPERWEAPONS
ERASEABLE bool expr_evaluate(string s)
Evaluate an expression of the form: [+ | -]?
#define FOREACH(list, cond, body)
Gametype MapInfo_LoadedGametype
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
void Send_Notification(NOTIF broadcast, entity client, MSG net_type, Notification net_name,...count)
ERASEABLE void RandomSelection_Init()
float RandomSelection_chosen_float
#define RandomSelection_AddFloat(f, weight, priority)
#define REGISTRY_GET(id, i)
bool W_SwitchWeapon(entity this, Weapon w,.entity weaponentity)
bool client_hasweapon(entity this, Weapon wpn,.entity weaponentity, float andammo, bool complain)
#define w_getbestweapon(ent, wepent)
int autocvar_g_balance_nix_ammo_shells
int autocvar_g_balance_nix_ammo_fuel
float autocvar_g_balance_nix_roundtime
int autocvar_g_balance_nix_ammo_rockets
int autocvar_g_balance_nix_ammoincr_nails
bool autocvar_g_nix_with_powerups
int autocvar_g_balance_nix_ammoincr_shells
int autocvar_g_balance_nix_ammo_cells
void NIX_GiveCurrentWeapon(entity this)
int autocvar_g_balance_nix_ammoincr_fuel
void NIX_ChooseNextWeapon()
bool NIX_CanChooseWeapon(int wpn)
bool autocvar_g_nix_with_healtharmor
bool autocvar_g_nix_with_blaster
int autocvar_g_balance_nix_ammoincr_rockets
int autocvar_g_balance_nix_ammo_nails
float autocvar_g_balance_nix_incrtime
int autocvar_g_balance_nix_ammoincr_cells
void GiveResource(entity receiver, Resource res_type, float amount)
Gives an entity some resource.
#define FOREACH_CLIENT(cond, body)
const int MAX_WEAPONSLOTS
const int WEP_FLAG_RELOADABLE
entity weaponentities[MAX_WEAPONSLOTS]
const int WEP_FLAG_MUTATORBLOCKED
const int WEP_FLAG_NORMAL
float weapon_load[REGISTRY_MAX(Weapons)]
WepSet g_weaponarena_weapons