PlayerTemplate_GetFloatValue(template, "start_ammo_fuel"));
}
// Give weapons.
- player.weapons = WEPSET(Null);
+ STAT(WEAPONS, player) = WEPSET(Null);
if (PlayerTemplate_GetFloatValue(template, "default_start_weapons"))
{
FOREACH(Weapons, it != WEP_Null,
{
if (it.weaponstart)
{
- player.weapons |= it.m_wepset;
+ STAT(WEAPONS, player) |= it.m_wepset;
}
});
}
- int numweapons = tokenize_console(PlayerTemplate_GetStringValue(template,
+ int num_weapons = tokenize_console(PlayerTemplate_GetStringValue(template,
"start_weapons"));
- for (int i = 0; i < numweapons; ++i)
+ for (int i = 0; i < num_weapons; ++i)
{
string weapon = argv(i);
FOREACH(Weapons, it != WEP_Null,
{
if (it.netname == weapon)
{
- player.weapons |= it.m_wepset;
+ STAT(WEAPONS, player) |= it.m_wepset;
break;
}
});
return;
}
// Give random weapons.
- numweapons = tokenize_console(PlayerTemplate_GetStringValue(template,
+ num_weapons = tokenize_console(PlayerTemplate_GetStringValue(template,
"random_start_weapons"));
// Give all weapons during warmup stage.
- for (int i = 0; i < numweapons; ++i)
+ for (int i = 0; i < num_weapons; ++i)
{
string weapon = argv(i);
FOREACH(Weapons, it != WEP_Null,
{
if (it.netname == weapon)
{
- player.weapons |= it.m_wepset;
+ STAT(WEAPONS, player) |= it.m_wepset;
break;
}
});
return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_vaporizer");
}
- case "weapon_hmg":
+ case "weapon_okshotgun":
{
return PlayerTemplate_GivePlayerItem(player, template,
- "pickup_weapon_hmg");
+ "pickup_weapon_okshotgun");
}
- case "weapon_rpc":
+ case "weapon_okmachinegun":
{
return PlayerTemplate_GivePlayerItem(player, template,
- "pickup_weapon_rpc");
+ "pickup_weapon_okmachinegun");
+ }
+ case "weapon_oknex":
+ {
+ return PlayerTemplate_GivePlayerItem(player, template,
+ "pickup_weapon_oknex");
+ }
+ case "weapon_okhmg":
+ {
+ return PlayerTemplate_GivePlayerItem(player, template,
+ "pickup_weapon_okhmg");
+ }
+ case "weapon_okrpc":
+ {
+ return PlayerTemplate_GivePlayerItem(player, template,
+ "pickup_weapon_okrpc");
}
case "item_strength":
{
{
return;
}
- player.weapons = WEPSET(Null);
+ STAT(WEAPONS, player) = WEPSET(Null);
}