{
GivePlayerHealth(player,
autocvar_g_surv_defender_pickup_health_small);
- GivePlayerShells(player,
+ GivePlayerAmmo(player, ammo_shells,
autocvar_g_surv_defender_pickup_shells_small);
- GivePlayerBullets(player,
+ GivePlayerAmmo(player, ammo_nails,
autocvar_g_surv_defender_pickup_bullets_small);
- GivePlayerRockets(player,
+ GivePlayerAmmo(player, ammo_rockets,
autocvar_g_surv_defender_pickup_rockets_small);
- GivePlayerCells(player,
+ GivePlayerAmmo(player, ammo_cells,
autocvar_g_surv_defender_pickup_cells_small);
Item_ScheduleRespawn(item);
sound(player, CH_TRIGGER, SND_HealthSmall, VOL_BASE,
{
GivePlayerHealth(player,
autocvar_g_surv_defender_pickup_health_medium);
- GivePlayerShells(player,
+ GivePlayerAmmo(player, ammo_shells,
autocvar_g_surv_defender_pickup_shells_medium);
- GivePlayerBullets(player,
+ GivePlayerAmmo(player, ammo_nails,
autocvar_g_surv_defender_pickup_bullets_medium);
- GivePlayerRockets(player,
+ GivePlayerAmmo(player, ammo_rockets,
autocvar_g_surv_defender_pickup_rockets_medium);
- GivePlayerCells(player,
+ GivePlayerAmmo(player, ammo_cells,
autocvar_g_surv_defender_pickup_cells_medium);
Item_ScheduleRespawn(item);
sound(player, CH_TRIGGER, SND_HealthMedium, VOL_BASE,
{
GivePlayerHealth(player,
autocvar_g_surv_defender_pickup_health_big);
- GivePlayerShells(player,
+ GivePlayerAmmo(player, ammo_shells,
autocvar_g_surv_defender_pickup_shells_big);
- GivePlayerBullets(player,
+ GivePlayerAmmo(player, ammo_nails,
autocvar_g_surv_defender_pickup_bullets_big);
- GivePlayerRockets(player,
+ GivePlayerAmmo(player, ammo_rockets,
autocvar_g_surv_defender_pickup_rockets_big);
- GivePlayerCells(player,
+ GivePlayerAmmo(player, ammo_cells,
autocvar_g_surv_defender_pickup_cells_big);
Item_ScheduleRespawn(item);
sound(player, CH_TRIGGER, SND_HealthBig, VOL_BASE,
{
GivePlayerHealth(player,
autocvar_g_surv_defender_pickup_health_mega);
- GivePlayerShells(player,
+ GivePlayerAmmo(player, ammo_shells,
autocvar_g_surv_defender_pickup_shells_mega);
- GivePlayerBullets(player,
+ GivePlayerAmmo(player, ammo_nails,
autocvar_g_surv_defender_pickup_bullets_mega);
- GivePlayerRockets(player,
+ GivePlayerAmmo(player, ammo_rockets,
autocvar_g_surv_defender_pickup_rockets_mega);
- GivePlayerCells(player,
+ GivePlayerAmmo(player, ammo_cells,
autocvar_g_surv_defender_pickup_cells_mega);
Item_ScheduleRespawn(item);
sound(player, CH_TRIGGER, SND_HealthMega, VOL_BASE, ATTEN_NORM);
{
GivePlayerArmor(player,
autocvar_g_surv_defender_pickup_armor_small);
- GivePlayerShells(player,
+ GivePlayerAmmo(player, ammo_shells,
autocvar_g_surv_defender_pickup_shells_small);
- GivePlayerBullets(player,
+ GivePlayerAmmo(player, ammo_nails,
autocvar_g_surv_defender_pickup_bullets_small);
- GivePlayerRockets(player,
+ GivePlayerAmmo(player, ammo_rockets,
autocvar_g_surv_defender_pickup_rockets_small);
- GivePlayerCells(player,
+ GivePlayerAmmo(player, ammo_cells,
autocvar_g_surv_defender_pickup_cells_small);
Item_ScheduleRespawn(item);
sound(player, CH_TRIGGER, SND_HealthSmall, VOL_BASE,
{
GivePlayerArmor(player,
autocvar_g_surv_defender_pickup_armor_medium);
- GivePlayerShells(player,
+ GivePlayerAmmo(player, ammo_shells,
autocvar_g_surv_defender_pickup_shells_medium);
- GivePlayerBullets(player,
+ GivePlayerAmmo(player, ammo_nails,
autocvar_g_surv_defender_pickup_bullets_medium);
- GivePlayerRockets(player,
+ GivePlayerAmmo(player, ammo_rockets,
autocvar_g_surv_defender_pickup_rockets_medium);
- GivePlayerCells(player,
+ GivePlayerAmmo(player, ammo_cells,
autocvar_g_surv_defender_pickup_cells_medium);
Item_ScheduleRespawn(item);
sound(player, CH_TRIGGER, SND_HealthMedium, VOL_BASE,
{
GivePlayerArmor(player,
autocvar_g_surv_defender_pickup_armor_big);
- GivePlayerShells(player,
+ GivePlayerAmmo(player, ammo_shells,
autocvar_g_surv_defender_pickup_shells_big);
- GivePlayerBullets(player,
+ GivePlayerAmmo(player, ammo_nails,
autocvar_g_surv_defender_pickup_bullets_big);
- GivePlayerRockets(player,
+ GivePlayerAmmo(player, ammo_rockets,
autocvar_g_surv_defender_pickup_rockets_big);
- GivePlayerCells(player,
+ GivePlayerAmmo(player, ammo_cells,
autocvar_g_surv_defender_pickup_cells_big);
Item_ScheduleRespawn(item);
sound(player, CH_TRIGGER, SND_HealthBig, VOL_BASE, ATTEN_NORM);
{
GivePlayerArmor(player,
autocvar_g_surv_defender_pickup_armor_mega);
- GivePlayerShells(player,
+ GivePlayerAmmo(player, ammo_shells,
autocvar_g_surv_defender_pickup_shells_mega);
- GivePlayerBullets(player,
+ GivePlayerAmmo(player, ammo_nails,
autocvar_g_surv_defender_pickup_bullets_mega);
- GivePlayerRockets(player,
+ GivePlayerAmmo(player, ammo_rockets,
autocvar_g_surv_defender_pickup_rockets_mega);
- GivePlayerCells(player,
+ GivePlayerAmmo(player, ammo_cells,
autocvar_g_surv_defender_pickup_cells_mega);
Item_ScheduleRespawn(item);
sound(player, CH_TRIGGER, SND_HealthMega, VOL_BASE, ATTEN_NORM);
{
case WEP_SHOTGUN.m_id:
{
- GivePlayerShells(player, cvar(
+ GivePlayerAmmo(player, ammo_shells, cvar(
"g_pickup_shells_weapon"));
break;
}
case WEP_MACHINEGUN.m_id:
{
- GivePlayerBullets(player, cvar(
+ GivePlayerAmmo(player, ammo_nails, cvar(
"g_pickup_nails_weapon"));
break;
}
case WEP_HAGAR.m_id:
case WEP_DEVASTATOR.m_id:
{
- GivePlayerRockets(player, cvar(
+ GivePlayerAmmo(player, ammo_rockets, cvar(
"g_pickup_rockets_weapon"));
break;
}
case WEP_CRYLINK.m_id:
case WEP_VORTEX.m_id:
{
- GivePlayerCells(player, cvar(
+ GivePlayerAmmo(player, ammo_cells, cvar(
"g_pickup_cells_weapon"));
break;
}
{
case WEP_SHOTGUN.m_id:
{
- GivePlayerShells(player, cvar(
+ GivePlayerAmmo(player, ammo_shells, cvar(
"g_pickup_shells_weapon"));
break;
}
case WEP_RIFLE.m_id:
{
- GivePlayerBullets(player, cvar(
+ GivePlayerAmmo(player, ammo_nails, cvar(
"g_pickup_nails_weapon"));
break;
}
case WEP_MINE_LAYER.m_id:
case WEP_SEEKER.m_id:
{
- GivePlayerRockets(player, cvar(
+ GivePlayerAmmo(player, ammo_rockets, cvar(
"g_pickup_rockets_weapon"));
break;
}
case WEP_HLAC.m_id:
{
- GivePlayerCells(player, cvar(
+ GivePlayerAmmo(player, ammo_cells, cvar(
"g_pickup_cells_weapon"));
break;
}
case "weapon_machinegun":
case "weapon_uzi":
{
- GivePlayerBullets(player, cvar("g_pickup_nails_weapon"));
+ GivePlayerAmmo(player, ammo_nails,
+ cvar("g_pickup_nails_weapon"));
Item_ScheduleRespawn(item);
sound(player, CH_TRIGGER, SND_WEAPONPICKUP, VOL_BASE,
ATTEN_NORM);
case "weapon_hagar":
case "weapon_rocketlauncher":
{
- GivePlayerRockets(player, cvar("g_pickup_rockets_weapon"));
+ GivePlayerAmmo(player, ammo_rockets,
+ cvar("g_pickup_rockets_weapon"));
Item_ScheduleRespawn(item);
sound(player, CH_TRIGGER, SND_WEAPONPICKUP, VOL_BASE,
ATTEN_NORM);
case "weapon_crylink":
case "weapon_nex":
{
- GivePlayerCells(player, cvar("g_pickup_cells_weapon"));
+ GivePlayerAmmo(player, ammo_cells,
+ cvar("g_pickup_cells_weapon"));
Item_ScheduleRespawn(item);
sound(player, CH_TRIGGER, SND_WEAPONPICKUP, VOL_BASE,
ATTEN_NORM);
autocvar_g_surv_defender_attacker_frag_health);
GivePlayerArmor(attacker,
autocvar_g_surv_defender_attacker_frag_armor);
- GivePlayerShells(attacker,
+ GivePlayerAmmo(attacker, ammo_shells,
autocvar_g_surv_defender_attacker_frag_shells);
- GivePlayerBullets(attacker,
+ GivePlayerAmmo(attacker, ammo_nails,
autocvar_g_surv_defender_attacker_frag_bullets);
- GivePlayerRockets(attacker,
+ GivePlayerAmmo(attacker, ammo_rockets,
autocvar_g_surv_defender_attacker_frag_rockets);
- GivePlayerCells(attacker,
+ GivePlayerAmmo(attacker, ammo_cells,
autocvar_g_surv_defender_attacker_frag_cells);
break;
}
autocvar_g_surv_defender_cannon_fodder_frag_health);
GivePlayerArmor(attacker,
autocvar_g_surv_defender_cannon_fodder_frag_armor);
- GivePlayerShells(attacker,
+ GivePlayerAmmo(attacker, ammo_shells,
autocvar_g_surv_defender_cannon_fodder_frag_shells);
- GivePlayerBullets(attacker,
+ GivePlayerAmmo(attacker, ammo_nails,
autocvar_g_surv_defender_cannon_fodder_frag_bullets);
- GivePlayerRockets(attacker,
+ GivePlayerAmmo(attacker, ammo_rockets,
autocvar_g_surv_defender_cannon_fodder_frag_rockets);
- GivePlayerCells(attacker,
+ GivePlayerAmmo(attacker, ammo_cells,
autocvar_g_surv_defender_cannon_fodder_frag_cells);
break;
}