ENDCLASS(OverkillHeavyMachineGun)
REGISTER_WEAPON(OVERKILL_HMG, okhmg, NEW(OverkillHeavyMachineGun));
-SPAWNFUNC_WEAPON(weapon_okhmg, WEP_OVERKILL_HMG)
-SPAWNFUNC_WEAPON(weapon_hmg, WEP_OVERKILL_HMG)
+//SPAWNFUNC_WEAPON(weapon_okhmg, WEP_OVERKILL_HMG)
+//SPAWNFUNC_WEAPON(weapon_hmg, WEP_OVERKILL_HMG)
/* spawnfunc */ ATTRIB(OverkillMachineGun, m_canonical_spawnfunc, string, "weapon_okmachinegun");
/* ammotype */ ATTRIB(OverkillMachineGun, ammo_type, int, RESOURCE_BULLETS);
/* impulse */ ATTRIB(OverkillMachineGun, impulse, int, 3);
-/* flags */ ATTRIB(OverkillMachineGun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_PENETRATEWALLS);
+/* flags */ ATTRIB(OverkillMachineGun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_PENETRATEWALLS | WEP_FLAG_MUTATORBLOCKED);
/* rating */ ATTRIB(OverkillMachineGun, bot_pickupbasevalue, float, 7000);
/* color */ ATTRIB(OverkillMachineGun, wpcolor, vector, '1 1 0');
/* modelname */ ATTRIB(OverkillMachineGun, mdl, string, "ok_mg");
ENDCLASS(OverkillMachineGun)
REGISTER_WEAPON(OVERKILL_MACHINEGUN, okmachinegun, NEW(OverkillMachineGun));
-SPAWNFUNC_WEAPON(weapon_okmachinegun, WEP_OVERKILL_MACHINEGUN)
+//SPAWNFUNC_WEAPON(weapon_okmachinegun, WEP_OVERKILL_MACHINEGUN)
/* spawnfunc */ ATTRIB(OverkillNex, m_canonical_spawnfunc, string, "weapon_oknex");
/* ammotype */ ATTRIB(OverkillNex, ammo_type, int, RESOURCE_CELLS);
/* impulse */ ATTRIB(OverkillNex, impulse, int, 7);
-/* flags */ ATTRIB(OverkillNex, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* flags */ ATTRIB(OverkillNex, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_MUTATORBLOCKED);
/* rating */ ATTRIB(OverkillNex, bot_pickupbasevalue, float, 8000);
/* color */ ATTRIB(OverkillNex, wpcolor, vector, '0.5 1 1');
/* modelname */ ATTRIB(OverkillNex, mdl, string, "ok_sniper");
REGISTER_WEAPON(OVERKILL_NEX, oknex, NEW(OverkillNex));
-SPAWNFUNC_WEAPON(weapon_oknex, WEP_OVERKILL_NEX)
+//SPAWNFUNC_WEAPON(weapon_oknex, WEP_OVERKILL_NEX)
ENDCLASS(OverkillRocketPropelledChainsaw)
REGISTER_WEAPON(OVERKILL_RPC, okrpc, NEW(OverkillRocketPropelledChainsaw));
-SPAWNFUNC_WEAPON(weapon_okrpc, WEP_OVERKILL_RPC)
-SPAWNFUNC_WEAPON(weapon_rpc, WEP_OVERKILL_RPC)
+//SPAWNFUNC_WEAPON(weapon_okrpc, WEP_OVERKILL_RPC)
+//SPAWNFUNC_WEAPON(weapon_rpc, WEP_OVERKILL_RPC)
/* spawnfunc */ ATTRIB(OverkillShotgun, m_canonical_spawnfunc, string, "weapon_okshotgun");
/* ammotype */ ATTRIB(OverkillShotgun, ammo_type, int, RESOURCE_SHELLS);
/* impulse */ ATTRIB(OverkillShotgun, impulse, int, 2);
-/* flags */ ATTRIB(OverkillShotgun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* flags */ ATTRIB(OverkillShotgun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_MUTATORBLOCKED);
/* rating */ ATTRIB(OverkillShotgun, bot_pickupbasevalue, float, 6000);
/* color */ ATTRIB(OverkillShotgun, wpcolor, vector, '0.5 0.25 0');
/* modelname */ ATTRIB(OverkillShotgun, mdl, string, "ok_shotgun");
ENDCLASS(OverkillShotgun)
REGISTER_WEAPON(OVERKILL_SHOTGUN, okshotgun, NEW(OverkillShotgun));
-SPAWNFUNC_WEAPON(weapon_okshotgun, WEP_OVERKILL_SHOTGUN)
+//SPAWNFUNC_WEAPON(weapon_okshotgun, WEP_OVERKILL_SHOTGUN)
WEP_OVERKILL_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
WEP_OVERKILL_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
+ WEP_OVERKILL_SHOTGUN.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
+ WEP_OVERKILL_MACHINEGUN.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
+ WEP_OVERKILL_NEX.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
+
//WEP_SHOTGUN.mdl = "ok_shotgun";
//WEP_MACHINEGUN.mdl = "ok_mg";
//WEP_VORTEX.mdl = "ok_sniper";
WEP_OVERKILL_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
WEP_OVERKILL_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
+
+ WEP_OVERKILL_SHOTGUN.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
+ WEP_OVERKILL_MACHINEGUN.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
+ WEP_OVERKILL_NEX.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
}
}
wep.respawntime = g_pickup_respawntime_superweapon;
wep.pickup_anyway = true;
wep.spawnfunc_checked = true;
- Item_Initialize(wep, "weapon_okhmg");
+ Item_Initialize(wep, "weapon_okhmg"); // doesn't actually use spawnfunc
return true;
}
else if (item.classname == "item_shield")
wep.respawntime = g_pickup_respawntime_superweapon;
wep.pickup_anyway = true;
wep.spawnfunc_checked = true;
- Item_Initialize(wep, "weapon_okrpc");
+ Item_Initialize(wep, "weapon_okrpc"); // doesn't actually use spawnfunc
return true;
}
return true;