nade_emerald_dropitem(e, org, ((random() > 0.5) ? ITEM_Shield : ITEM_Strength));
else
{
- if(!g_ca || !g_freezetag)
+ if(g_freezetag)
nade_emerald_dropitem(e, org, ((random() > 0.5) ? ITEM_ArmorSmall : ITEM_HealthSmall));
else
nade_emerald_randomweapons(e, org);
nade_emerald_dropitem(e, org, ((random() > 0.5) ? ITEM_Shells : ITEM_Rockets));
else
{
- if(!g_ca || !g_freezetag)
+ if(g_freezetag)
nade_emerald_dropitem(e, org, ((random() > 0.5) ? ITEM_ArmorSmall : ITEM_HealthSmall));
else
nade_emerald_randomweapons(e, org);
{
entity e = spawn();
e.spawnfunc_checked = true;
- //int cvar which manages the ONLY dropping per each type of item 14-03-2021
- switch (autocvar_g_nades_emerald_dropitemselect)
+ if(!g_ca)
{
- case 0: nade_emerald_randomitem(e, org); return;
- case 1: nade_emerald_dropitem(e, org, ITEM_HealthSmall); return;
- case 2: nade_emerald_dropitem(e, org, ITEM_ArmorSmall); return;
- case 3: nade_emerald_allammoitemdrop(e, org); return;
- case 4: nade_emerald_dropitem(e, org, ITEM_Shells); return;
- case 5: nade_emerald_dropitem(e, org, ITEM_Bullets); return;
- case 6: nade_emerald_dropitem(e, org, ITEM_Rockets); return;
- case 7: nade_emerald_dropitem(e, org, ITEM_Cells); return;
- case 8: nade_emerald_dropitem(e, org, ITEM_Jetpack); return;
- case 9: nade_emerald_dropitem(e, org, ITEM_JetpackFuel); return;
- case 10: nade_emerald_dropitem(e, org, ITEM_Shield); return;
- case 11: nade_emerald_dropitem(e, org, ITEM_Strength); return;
- case 12: nade_emerald_randomweapons(e, org); return;
- default: nade_emerald_randomitem(e, org); return;
+ //int cvar which manages the ONLY dropping per each type of item 14-03-2021
+ switch (autocvar_g_nades_emerald_dropitemselect)
+ {
+ case 0: nade_emerald_randomitem(e, org); return;
+ case 1: nade_emerald_dropitem(e, org, ITEM_HealthSmall); return;
+ case 2: nade_emerald_dropitem(e, org, ITEM_ArmorSmall); return;
+ case 3: nade_emerald_allammoitemdrop(e, org); return;
+ case 4: nade_emerald_dropitem(e, org, ITEM_Shells); return;
+ case 5: nade_emerald_dropitem(e, org, ITEM_Bullets); return;
+ case 6: nade_emerald_dropitem(e, org, ITEM_Rockets); return;
+ case 7: nade_emerald_dropitem(e, org, ITEM_Cells); return;
+ case 8: nade_emerald_dropitem(e, org, ITEM_Jetpack); return;
+ case 9: nade_emerald_dropitem(e, org, ITEM_JetpackFuel); return;
+ case 10: nade_emerald_dropitem(e, org, ITEM_Shield); return;
+ case 11: nade_emerald_dropitem(e, org, ITEM_Strength); return;
+ case 12: nade_emerald_randomweapons(e, org); return;
+ default: nade_emerald_randomitem(e, org); return;
+ }
}
}
}