nade_emerald_dropitem(e, org, ((random() > 0.5) ? ITEM_Shield : ITEM_Strength));
else
{
- if(g_freezetag)
+ if(IS_GAMETYPE(FREEZETAG) || IS_GAMETYPE(LMS))
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_freezetag)
+ if(IS_GAMETYPE(FREEZETAG) || IS_GAMETYPE(LMS))
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;
- if(!g_ca)
+ if(!IS_GAMETYPE(CA))
{
//int cvar which manages the ONLY dropping per each type of item 14-03-2021
switch (autocvar_g_nades_emerald_dropitemselect)