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);