{
WepSet ret = '0 0 0';
FOREACH(Weapons, it != WEP_Null, {
- int w = want_weapon(it, false); // TODO too complicated? see my MR, test CTS/courtfun - ballstealer
+ int w = want_weapon(it, false);
if(w & 1)
ret |= it.m_wepset;
});
{
// no arena
}
- else if (s == "off") // TODO remove? CA and others don't respect this
+ else if (s == "off")
{
// forcibly turn off weaponarena
}
start_ammo_plasma = cvar("g_start_ammo_plasma");
start_ammo_fuel = cvar("g_start_ammo_fuel");
random_start_weapons_count = cvar("g_random_start_weapons_count");
- SetResource(random_start_ammo, RES_SHELLS, cvar(
- "g_random_start_shells"));
- SetResource(random_start_ammo, RES_BULLETS, cvar(
- "g_random_start_bullets"));
- SetResource(random_start_ammo, RES_ROCKETS,
- cvar("g_random_start_rockets"));
- SetResource(random_start_ammo, RES_CELLS, cvar(
- "g_random_start_cells"));
- SetResource(random_start_ammo, RES_PLASMA, cvar(
- "g_random_start_plasma"));
+ SetResource(random_start_ammo, RES_SHELLS, cvar("g_random_start_shells"));
+ SetResource(random_start_ammo, RES_BULLETS, cvar("g_random_start_bullets"));
+ SetResource(random_start_ammo, RES_ROCKETS,cvar("g_random_start_rockets"));
+ SetResource(random_start_ammo, RES_CELLS, cvar("g_random_start_cells"));
+ SetResource(random_start_ammo, RES_PLASMA, cvar("g_random_start_plasma"));
}
warmup_start_ammo_shells = start_ammo_shells;
start_ammo_cells = max(0, start_ammo_cells);
start_ammo_plasma = max(0, start_ammo_plasma);
start_ammo_fuel = max(0, start_ammo_fuel);
- SetResource(random_start_ammo, RES_SHELLS, max(0,
- GetResource(random_start_ammo, RES_SHELLS)));
- SetResource(random_start_ammo, RES_BULLETS, max(0,
- GetResource(random_start_ammo, RES_BULLETS)));
- SetResource(random_start_ammo, RES_ROCKETS, max(0,
- GetResource(random_start_ammo, RES_ROCKETS)));
- SetResource(random_start_ammo, RES_CELLS, max(0,
- GetResource(random_start_ammo, RES_CELLS)));
- SetResource(random_start_ammo, RES_PLASMA, max(0,
- GetResource(random_start_ammo, RES_PLASMA)));
+ SetResource(random_start_ammo, RES_SHELLS,
+ max(0, GetResource(random_start_ammo, RES_SHELLS)));
+ SetResource(random_start_ammo, RES_BULLETS,
+ max(0, GetResource(random_start_ammo, RES_BULLETS)));
+ SetResource(random_start_ammo, RES_ROCKETS,
+ max(0, GetResource(random_start_ammo, RES_ROCKETS)));
+ SetResource(random_start_ammo, RES_CELLS,
+ max(0, GetResource(random_start_ammo, RES_CELLS)));
+ SetResource(random_start_ammo, RES_PLASMA,
+ max(0, GetResource(random_start_ammo, RES_PLASMA)));
warmup_start_ammo_shells = max(0, warmup_start_ammo_shells);
warmup_start_ammo_nails = max(0, warmup_start_ammo_nails);