#include "sv_survival.qh"
-#include <common/mutators/mutator/overkill/hmg.qh>
-#include <common/mutators/mutator/overkill/rpc.qh>
+#include <common/mutators/mutator/overkill/okhmg.qh>
+#include <common/mutators/mutator/overkill/okrpc.qh>
//============================ Constants ======================================
state.ammo_nails = player.ammo_nails;
state.ammo_rockets = player.ammo_rockets;
state.ammo_cells = player.ammo_cells;
- state.weapons = player.weapons;
+ STAT(WEAPONS, state) = STAT(WEAPONS, player);
state.items = player.items;
state.superweapons_finished = player.superweapons_finished;
return state;
player.ammo_nails = st.ammo_nails;
player.ammo_rockets = st.ammo_rockets;
player.ammo_cells = st.ammo_cells;
- player.weapons = st.weapons;
+ STAT(WEAPONS, player) = STAT(WEAPONS, st);
player.items = st.items;
player.superweapons_finished = st.superweapons_finished;
}
{
case "item_strength":
{
- W_GiveWeapon(player, WEP_HMG.m_id);
+ W_GiveWeapon(player, WEP_OVERKILL_HMG.m_id);
player.superweapons_finished = max(
player.superweapons_finished, time) +
autocvar_g_balance_superweapons_time;
}
case "item_shield":
{
- W_GiveWeapon(player, WEP_RPC.m_id);
+ W_GiveWeapon(player, WEP_OVERKILL_RPC.m_id);
player.superweapons_finished = max(
player.superweapons_finished, time) +
autocvar_g_balance_superweapons_time;