void GivePlayerFuel(entity player, float amount)
{
- GivePlayerResource(player, ammo_fuel, amount);
+ GivePlayerResource(player, RESOURCE_FUEL, amount);
}
+void GivePlayerRandomWeapons(entity player, int num_weapons,
+ string weapon_names, float shells, float bullets, float rockets,
+ float cells, float plasma)
+{
+ if (num_weapons == 0)
+ {
+ return;
+ }
+ int num_potential_weapons = tokenize_console(weapon_names);
+ for (int i = 0; i < num_weapons; ++i)
+ {
+ RandomSelection_Init();
+ for (int j = 0; j < num_potential_weapons; ++j)
+ {
+ string weapon = argv(j);
+ FOREACH(Weapons, it != WEP_Null,
+ {
+ // Finding a weapon which player doesn't have.
+ if (!(player.weapons & it.m_wepset) && (it.netname == weapon))
+ {
+ RandomSelection_AddEnt(it, 1, 1);
+ break;
+ }
+ });
+ }
+ if (RandomSelection_chosen_ent == NULL)
+ {
+ return;
+ }
+ player.weapons |= RandomSelection_chosen_ent.m_wepset;
+ switch (RandomSelection_chosen_ent.ammo_field)
+ {
+ case (ammo_shells):
+ {
+ if (player.ammo_shells != 0)
+ {
+ break;
+ }
+ GivePlayerAmmo(player, ammo_shells, shells);
+ break;
+ }
+ case (ammo_nails):
+ {
+ if (player.ammo_nails != 0)
+ {
+ break;
+ }
+ GivePlayerAmmo(player, ammo_nails, bullets);
+ break;
+ }
+ case (ammo_rockets):
+ {
+ if (player.ammo_rockets != 0)
+ {
+ break;
+ }
+ GivePlayerAmmo(player, ammo_rockets, rockets);
+ break;
+ }
+ case (ammo_cells):
+ {
+ if (player.ammo_cells != 0)
+ {
+ break;
+ }
+ GivePlayerAmmo(player, ammo_cells, cells);
+ break;
+ }
+ case (ammo_plasma):
+ {
+ if (player.ammo_plasma != 0)
+ {
+ break;
+ }
+ GivePlayerAmmo(player, ammo_plasma, plasma);
+ break;
+ }
+ }
+ }
+}
+
float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax)
{
if (!item.(ammotype))