set g_start_ammo_nails 0
set g_start_ammo_rockets 0
set g_start_ammo_cells 0
+set g_start_ammo_plasma 0
set g_start_ammo_fuel 0
set g_warmup_start_health 100 "starting values when being in warmup-stage"
set g_warmup_start_armor 100 "starting values when being in warmup-stage"
set g_warmup_start_ammo_nails 160 "starting values when being in warmup-stage"
set g_warmup_start_ammo_rockets 80 "starting values when being in warmup-stage"
set g_warmup_start_ammo_cells 90 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_plasma 90 "starting values when being in warmup-stage"
set g_warmup_start_ammo_fuel 0 "starting values when being in warmup-stage"
set g_lms_start_health 200
set g_lms_start_armor 200
set g_lms_start_ammo_nails 320
set g_lms_start_ammo_rockets 160
set g_lms_start_ammo_cells 180
+set g_lms_start_ammo_plasma 180
set g_lms_start_ammo_fuel 0
set g_balance_nix_roundtime 25
set g_balance_nix_incrtime 1.6
set g_balance_nix_ammo_nails 320
set g_balance_nix_ammo_rockets 160
set g_balance_nix_ammo_cells 180
+set g_balance_nix_ammo_plasma 180
set g_balance_nix_ammo_fuel 0
set g_balance_nix_ammoincr_shells 2 // eh this will need figured out later I assume
set g_balance_nix_ammoincr_nails 6
set g_balance_nix_ammoincr_rockets 2
set g_balance_nix_ammoincr_cells 2
+set g_balance_nix_ammoincr_plasma 2
set g_balance_nix_ammoincr_fuel 2
// }}}
set g_pickup_cells 30
set g_pickup_cells_weapon 30
set g_pickup_cells_max 180
+set g_pickup_plasma 30
+set g_pickup_plasma_weapon 30
+set g_pickup_plasma_max 180
set g_pickup_fuel 50
set g_pickup_fuel_weapon 50
set g_pickup_fuel_jetpack 100
float autocvar_hud_panel_weapons_ammo_alpha;
string autocvar_hud_panel_weapons_ammo_color;
float autocvar_hud_panel_weapons_ammo_full_cells;
+float autocvar_hud_panel_weapons_ammo_full_plasma;
float autocvar_hud_panel_weapons_ammo_full_fuel;
float autocvar_hud_panel_weapons_ammo_full_nails;
float autocvar_hud_panel_weapons_ammo_full_rockets;
case ammo_nails: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
case ammo_rockets: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
case ammo_cells: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
+ case ammo_plasma: ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma; break;
case ammo_fuel: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
default: ammo_full = 60;
}
mySize -= '2 2 0' * panel_bg_padding;
}
- const float AMMO_COUNT = 4;
+ const float AMMO_COUNT = 5;
float rows = 0, columns, row, column;
vector ammo_size;
if(autocvar_hud_panel_ammo_onlycurrent)
const float STAT_MONSTERS_TOTAL = 76;
const float STAT_MONSTERS_KILLED = 77;
+const float STAT_PLASMA = 80;
+
// mod stats (1xx)
const float STAT_REDALIVE = 100;
const float STAT_BLUEALIVE = 101;
switch(self.skin)
{
case 0: return (e.health < autocvar_g_balance_health_regenstable);
- case 1: return ((e.ammo_cells && e.ammo_cells < g_pickup_cells_max) || (e.ammo_rockets && e.ammo_rockets < g_pickup_rockets_max) || (e.ammo_nails && e.ammo_nails < g_pickup_nails_max) || (e.ammo_shells && e.ammo_shells < g_pickup_shells_max));
+ case 1: return ((e.ammo_cells && e.ammo_cells < g_pickup_cells_max) || (e.ammo_plasma && e.ammo_plasma < g_pickup_plasma_max) || (e.ammo_rockets && e.ammo_rockets < g_pickup_rockets_max) || (e.ammo_nails && e.ammo_nails < g_pickup_nails_max) || (e.ammo_shells && e.ammo_shells < g_pickup_shells_max));
case 2: return (e.armorvalue < autocvar_g_balance_armor_regenstable);
case 3: return (e.health > 0);
}
break;
case 1:
if(head.ammo_cells) head.ammo_cells = bound(head.ammo_cells, head.ammo_cells + 1, g_pickup_cells_max);
+ if(head.ammo_plasma) head.ammo_plasma = bound(head.ammo_plasma, head.ammo_plasma + 1, g_pickup_plasma_max);
if(head.ammo_rockets) head.ammo_rockets = bound(head.ammo_rockets, head.ammo_rockets + 1, g_pickup_rockets_max);
if(head.ammo_shells) head.ammo_shells = bound(head.ammo_shells, head.ammo_shells + 2, g_pickup_shells_max);
if(head.ammo_nails) head.ammo_nails = bound(head.ammo_nails, head.ammo_nails + 5, g_pickup_nails_max);
REGISTER_WEAPON(
/* WEP_##id */ CRYLINK,
/* function */ W_Crylink,
-/* ammotype */ ammo_cells,
+/* ammotype */ ammo_plasma,
/* impulse */ 6,
/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
/* rating */ BOT_PICKUP_RATING_MID,
REGISTER_WEAPON(
/* WEP_##id */ VORTEX,
/* function */ W_Vortex,
-/* ammotype */ ammo_cells,
+/* ammotype */ ammo_plasma,
/* impulse */ 7,
/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
/* rating */ BOT_PICKUP_RATING_HIGH,
case ammo_nails: return "ammo_bullets";
case ammo_rockets: return "ammo_rockets";
case ammo_cells: return "ammo_cells";
+ case ammo_plasma: return "ammo_cells";
case ammo_fuel: return "ammo_fuel";
default: return ""; // wtf, no ammo type?
}
case 1: return ammo_nails;
case 2: return ammo_rockets;
case 3: return ammo_cells;
- case 4: return ammo_fuel;
+ case 4: return ammo_plasma;
+ case 5: return ammo_fuel;
default: return ammo_none;
}
}
case ammo_nails: return STAT_NAILS;
case ammo_rockets: return STAT_ROCKETS;
case ammo_cells: return STAT_CELLS;
+ case ammo_plasma: return STAT_PLASMA;
case ammo_fuel: return STAT_FUEL;
default: return -1;
}
.float ammo_nails;
.float ammo_rockets;
.float ammo_cells;
+.float ammo_plasma;
.float ammo_fuel;
.float ammo_none;
float autocvar_g_balance_nexball_secondary_refire;
float autocvar_g_balance_nexball_secondary_speed;
float autocvar_g_balance_nix_ammo_cells;
+float autocvar_g_balance_nix_ammo_plasma;
float autocvar_g_balance_nix_ammo_fuel;
float autocvar_g_balance_nix_ammo_nails;
float autocvar_g_balance_nix_ammo_rockets;
float autocvar_g_balance_nix_ammo_shells;
float autocvar_g_balance_nix_ammoincr_cells;
+float autocvar_g_balance_nix_ammoincr_plasma;
float autocvar_g_balance_nix_ammoincr_fuel;
float autocvar_g_balance_nix_ammoincr_nails;
float autocvar_g_balance_nix_ammoincr_rockets;
float autocvar_g_onslaught_cp_regen;
float autocvar_g_onslaught_gen_health;
float autocvar_g_pickup_cells_max;
+float autocvar_g_pickup_plasma_max;
float autocvar_g_pickup_fuel_max;
float autocvar_g_pickup_items;
float autocvar_g_pickup_nails_max;
if (head.ammo_rockets && player.ammo_rockets > self.ammo_rockets)
continue;
- if (head.ammo_cells && player.ammo_cells > self.ammo_cells )
+ if (head.ammo_cells && player.ammo_cells > self.ammo_cells)
+ continue;
+
+ if (head.ammo_plasma && player.ammo_plasma > self.ammo_plasma)
continue;
discard = FALSE;
self.personal.ammo_rockets = self.ammo_rockets;
self.personal.ammo_nails = self.ammo_nails;
self.personal.ammo_cells = self.ammo_cells;
+ self.personal.ammo_plasma = self.ammo_plasma;
self.personal.ammo_shells = self.ammo_shells;
self.personal.ammo_fuel = self.ammo_fuel;
self.personal.health = self.health;
self.ammo_rockets = self.personal.ammo_rockets;
self.ammo_nails = self.personal.ammo_nails;
self.ammo_cells = self.personal.ammo_cells;
+ self.ammo_plasma = self.personal.ammo_plasma;
self.ammo_shells = self.personal.ammo_shells;
self.ammo_fuel = self.personal.ammo_fuel;
self.health = self.personal.health;
self.ammo_nails = warmup_start_ammo_nails;
self.ammo_rockets = warmup_start_ammo_rockets;
self.ammo_cells = warmup_start_ammo_cells;
+ self.ammo_plasma = warmup_start_ammo_plasma;
self.ammo_fuel = warmup_start_ammo_fuel;
self.health = warmup_start_health;
self.armorvalue = warmup_start_armorvalue;
self.ammo_nails = start_ammo_nails;
self.ammo_rockets = start_ammo_rockets;
self.ammo_cells = start_ammo_cells;
+ self.ammo_plasma = start_ammo_plasma;
self.ammo_fuel = start_ammo_fuel;
self.health = start_health;
self.armorvalue = start_armorvalue;
self.armortype = spectatee.armortype;
self.armorvalue = spectatee.armorvalue;
self.ammo_cells = spectatee.ammo_cells;
+ self.ammo_plasma = spectatee.ammo_plasma;
self.ammo_shells = spectatee.ammo_shells;
self.ammo_nails = spectatee.ammo_nails;
self.ammo_rockets = spectatee.ammo_rockets;
addstat(STAT_SUPERWEAPONS_FINISHED, AS_FLOAT, superweapons_finished);
addstat(STAT_PRESSED_KEYS, AS_FLOAT, pressedkeys);
addstat(STAT_FUEL, AS_INT, ammo_fuel);
+ addstat(STAT_PLASMA, AS_INT, ammo_plasma);
addstat(STAT_SHOTORG, AS_INT, stat_shotorg);
addstat(STAT_LEADLIMIT, AS_FLOAT, stat_leadlimit);
addstat(STAT_WEAPON_CLIPLOAD, AS_INT, clip_load);
else if (self.items & IT_NAILS) replacement = "bullets";
else if (self.items & IT_ROCKETS) replacement = "rockets";
else if (self.items & IT_CELLS) replacement = "cells";
+ else if (self.items & IT_PLASMA) replacement = "plasma";
else replacement = "batteries"; // ;)
} else if (escape == "x") {
replacement = cursor_ent.netname;
float g_pickup_rockets_max;
float g_pickup_cells;
float g_pickup_cells_max;
+float g_pickup_plasma;
+float g_pickup_plasma_max;
float g_pickup_fuel;
float g_pickup_fuel_jetpack;
float g_pickup_fuel_max;
float start_ammo_nails;
float start_ammo_rockets;
float start_ammo_cells;
+float start_ammo_plasma;
float start_ammo_fuel;
float start_health;
float start_armorvalue;
float warmup_start_ammo_nails;
float warmup_start_ammo_rockets;
float warmup_start_ammo_cells;
+float warmup_start_ammo_plasma;
float warmup_start_ammo_fuel;
float warmup_start_health;
float warmup_start_armorvalue;
start_ammo_nails = 0;
start_ammo_rockets = 0;
start_ammo_cells = 0;
+ start_ammo_plasma = 0;
start_health = cvar("g_balance_health_start");
start_armorvalue = cvar("g_balance_armor_start");
start_ammo_rockets = 999;
start_ammo_shells = 999;
start_ammo_cells = 999;
+ start_ammo_plasma = 999;
start_ammo_nails = 999;
start_ammo_fuel = 999;
}
start_ammo_nails = cvar("g_start_ammo_nails");
start_ammo_rockets = cvar("g_start_ammo_rockets");
start_ammo_cells = cvar("g_start_ammo_cells");
+ start_ammo_plasma = cvar("g_start_ammo_plasma");
start_ammo_fuel = cvar("g_start_ammo_fuel");
}
start_ammo_shells = max(0, start_ammo_shells);
start_ammo_nails = max(0, start_ammo_nails);
start_ammo_cells = max(0, start_ammo_cells);
+ start_ammo_plasma = max(0, start_ammo_plasma);
start_ammo_rockets = max(0, start_ammo_rockets);
start_ammo_fuel = max(0, start_ammo_fuel);
warmup_start_ammo_shells = max(0, warmup_start_ammo_shells);
warmup_start_ammo_nails = max(0, warmup_start_ammo_nails);
warmup_start_ammo_cells = max(0, warmup_start_ammo_cells);
+ warmup_start_ammo_plasma = max(0, warmup_start_ammo_plasma);
warmup_start_ammo_rockets = max(0, warmup_start_ammo_rockets);
warmup_start_ammo_fuel = max(0, warmup_start_ammo_fuel);
}
g_pickup_rockets_max = cvar("g_pickup_rockets_max");
g_pickup_cells = cvar("g_pickup_cells");
g_pickup_cells_max = cvar("g_pickup_cells_max");
+ g_pickup_plasma = cvar("g_pickup_plasma");
+ g_pickup_plasma_max = cvar("g_pickup_plasma_max");
g_pickup_fuel = cvar("g_pickup_fuel");
g_pickup_fuel_jetpack = cvar("g_pickup_fuel_jetpack");
g_pickup_fuel_max = cvar("g_pickup_fuel_max");
// returns 1 if throwing the current weapon shall not be allowed
MUTATOR_HOOKABLE(SetStartItems);
- // adjusts {warmup_}start_{items,weapons,ammo_{cells,rockets,nails,shells,fuel}}
+ // adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}}
MUTATOR_HOOKABLE(BuildMutatorsString);
// appends ":mutatorname" to ret_string for logging
start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails");
start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells");
+ start_ammo_plasma = warmup_start_ammo_plasma = cvar("g_lms_start_ammo_plasma");
start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
return 0;
start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails");
start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells");
+ start_ammo_plasma = warmup_start_ammo_plasma = cvar("g_lms_start_ammo_plasma");
start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
return FALSE;
if(nix_nextchange != self.nix_lastchange_id) // this shall only be called once per round!
{
- self.ammo_shells = self.ammo_nails = self.ammo_rockets = self.ammo_cells = self.ammo_fuel = 0;
+ self.ammo_shells = self.ammo_nails = self.ammo_rockets = self.ammo_cells = self.ammo_plasma = self.ammo_fuel = 0;
if(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
case ammo_nails: self.ammo_nails = autocvar_g_pickup_nails_max; break;
case ammo_rockets: self.ammo_rockets = autocvar_g_pickup_rockets_max; break;
case ammo_cells: self.ammo_cells = autocvar_g_pickup_cells_max; break;
+ case ammo_plasma: self.ammo_plasma = autocvar_g_pickup_plasma_max; break;
case ammo_fuel: self.ammo_fuel = autocvar_g_pickup_fuel_max; break;
}
}
case ammo_nails: self.ammo_nails = autocvar_g_balance_nix_ammo_nails; break;
case ammo_rockets: self.ammo_rockets = autocvar_g_balance_nix_ammo_rockets; break;
case ammo_cells: self.ammo_cells = autocvar_g_balance_nix_ammo_cells; break;
+ case ammo_plasma: self.ammo_plasma = autocvar_g_balance_nix_ammo_plasma; break;
case ammo_fuel: self.ammo_fuel = autocvar_g_balance_nix_ammo_fuel; break;
}
}
case ammo_nails: self.ammo_nails += autocvar_g_balance_nix_ammoincr_nails; break;
case ammo_rockets: self.ammo_rockets += autocvar_g_balance_nix_ammoincr_rockets; break;
case ammo_cells: self.ammo_cells += autocvar_g_balance_nix_ammoincr_cells; break;
+ case ammo_plasma: self.ammo_plasma += autocvar_g_balance_nix_ammoincr_plasma; break;
case ammo_fuel: self.ammo_fuel += autocvar_g_balance_nix_ammoincr_fuel; break;
}
FOR_EACH_PLAYER(e) if(e.deadflag == DEAD_NO)
{
e.ammo_cells = start_ammo_cells;
+ e.ammo_plasma = start_ammo_plasma;
e.ammo_shells = start_ammo_shells;
e.ammo_nails = start_ammo_nails;
e.ammo_rockets = start_ammo_rockets;
pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
+ pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
// If I can pick it up
if(!item.spawnshieldtime)
c = 0;
- else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
+ else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
{
// Skilled bots will grab more
c = bound(0, skill / 10, 1) * 0.5;
float commodity_pickupevalfunc(entity player, entity item)
{
float c, i;
- float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
+ float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_plasma = FALSE, need_fuel = FALSE;
entity wi;
c = 0;
need_rockets = TRUE;
else if(wi.items & IT_CELLS)
need_cells = TRUE;
+ else if(wi.items & IT_PLASMA)
+ need_plasma = TRUE;
else if(wi.items & IT_FUEL)
need_cells = TRUE;
}
if (item.ammo_cells)
if (player.ammo_cells < g_pickup_cells_max)
c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
+ if (need_plasma)
+ if (item.ammo_plasma)
+ if (player.ammo_plasma < g_pickup_plasma_max)
+ c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
if (need_fuel)
if (item.ammo_fuel)
if (player.ammo_fuel < g_pickup_fuel_max)
StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
}
+void spawnfunc_item_plasma()
+{
+ if(!self.ammo_plasma)
+ self.ammo_plasma = g_pickup_plasma;
+ if(!self.pickup_anyway)
+ self.pickup_anyway = g_pickup_ammo_anyway;
+ StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "plasma", IT_PLASMA, 0, 0, commodity_pickupevalfunc, 2000);
+}
+
void spawnfunc_item_shells (void) {
if(!weaponswapping)
if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
+ if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
PREGIVE(e, superweapons_finished);
PREGIVE(e, ammo_nails);
PREGIVE(e, ammo_cells);
+ PREGIVE(e, ammo_plasma);
PREGIVE(e, ammo_shells);
PREGIVE(e, ammo_rockets);
PREGIVE(e, ammo_fuel);
}
case "allammo":
got += GiveValue(e, ammo_cells, op, val);
+ got += GiveValue(e, ammo_plasma, op, val);
got += GiveValue(e, ammo_shells, op, val);
got += GiveValue(e, ammo_nails, op, val);
got += GiveValue(e, ammo_rockets, op, val);
case "cells":
got += GiveValue(e, ammo_cells, op, val);
break;
+ case "plasma":
+ got += GiveValue(e, ammo_plasma, op, val);
+ break;
case "shells":
got += GiveValue(e, ammo_shells, op, val);
break;
POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
+ POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, "misc/itempickup.wav", string_null);
const float IT_STRENGTH = 8192;
const float IT_INVINCIBLE = 16384;
const float IT_HEALTH = 32768;
+const float IT_PLASMA = 65536;
// shared value space (union):
// for items:
const float IT_ARMOR = 4194304;
// item masks
-const float IT_AMMO = 3968; // IT_FUEL | IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS;
+const float IT_AMMO = 3968; // IT_FUEL | IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_PLASMA;
const float IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
const float IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
// Rail -> Vortex
void spawnfunc_weapon_railgun() { spawnfunc_weapon_vortex(); }
-void spawnfunc_ammo_slugs() { spawnfunc_item_cells(); }
+void spawnfunc_ammo_slugs() { spawnfunc_item_plasma(); }
// BFG -> Crylink
void spawnfunc_weapon_bfg() { spawnfunc_weapon_crylink(); }
-void spawnfunc_ammo_bfg() { spawnfunc_item_cells(); }
+void spawnfunc_ammo_bfg() { spawnfunc_item_plasma(); }
// RL -> RL
void spawnfunc_ammo_rockets() { spawnfunc_item_rockets(); }
case ammo_nails: self.ammo_nails = cvar("g_pickup_nails_weapon"); break;
case ammo_rockets: self.ammo_rockets = cvar("g_pickup_rockets_weapon"); break;
case ammo_cells: self.ammo_cells = cvar("g_pickup_cells_weapon"); break;
+ case ammo_plasma: self.ammo_plasma = cvar("g_pickup_plasma_weapon"); break;
case ammo_fuel: self.ammo_fuel = cvar("g_pickup_fuel_weapon"); break;
}
}
case ammo_nails: s = sprintf("%s and %d nails", s, thisammo); break;
case ammo_rockets: s = sprintf("%s and %d rockets", s, thisammo); break;
case ammo_cells: s = sprintf("%s and %d cells", s, thisammo); break;
+ case ammo_plasma: s = sprintf("%s and %d plasma", s, thisammo); break;
case ammo_fuel: s = sprintf("%s and %d fuel", s, thisammo); break;
}