// weapon give ent from defrag
void target_give_init(entity this)
{
- entity targ;
- for (targ = NULL; (targ = find(targ, targetname, this.target)); ) {
- if (targ.classname == "weapon_rocketlauncher" || targ.classname == "weapon_devastator") {
- this.ammo_rockets += targ.count * WEP_CVAR(devastator, ammo);
+ IL_EACH(g_items, it.targetname == this.target,
+ {
+ if (it.classname == "weapon_rocketlauncher" || it.classname == "weapon_devastator") {
+ this.ammo_rockets += it.count * WEP_CVAR(devastator, ammo);
this.netname = "devastator";
}
- else if (targ.classname == "weapon_plasmagun") {
- this.ammo_rockets += targ.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
+ else if (it.classname == "weapon_plasmagun") {
+ this.ammo_rockets += it.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
if(this.netname == "")
this.netname = "hagar";
else
this.netname = strcat(this.netname, " hagar");
}
- else if (targ.classname == "weapon_bfg") {
- this.ammo_cells += targ.count * WEP_CVAR_PRI(crylink, ammo);
+ else if (it.classname == "weapon_bfg") {
+ this.ammo_cells += it.count * WEP_CVAR_PRI(crylink, ammo);
if(this.netname == "")
this.netname = "crylink";
else
this.netname = strcat(this.netname, " crylink");
}
- else if (targ.classname == "weapon_grenadelauncher" || targ.classname == "weapon_mortar") {
- this.ammo_rockets += targ.count * WEP_CVAR_PRI(mortar, ammo); // WEAPONTODO
+ else if (it.classname == "weapon_grenadelauncher" || it.classname == "weapon_mortar") {
+ this.ammo_rockets += it.count * WEP_CVAR_PRI(mortar, ammo); // WEAPONTODO
if(this.netname == "")
this.netname = "mortar";
else
this.netname = strcat(this.netname, " mortar");
}
- else if (targ.classname == "item_armor_body")
+ else if (it.classname == "item_armor_body")
this.armorvalue = 100;
- else if (targ.classname == "item_health_mega")
+ else if (it.classname == "item_health_mega")
this.health = 200;
- //remove(targ); // removing ents in init functions causes havoc, workaround:
- setthink(targ, SUB_Remove);
- targ.nextthink = time;
- }
+ //remove(it); // removing ents in init functions causes havoc, workaround:
+ setthink(it, SUB_Remove);
+ it.nextthink = time;
+ });
this.spawnflags = 2;
spawnfunc_target_items(this);
InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);