float warmup_start_armorvalue;
float g_weapon_stay;
-entity get_weaponinfo(float w);
-
-float want_weapon(string cvarprefix, entity weaponinfo, float allguns) // WEAPONTODO
+float want_weapon(entity weaponinfo, float allguns) // WEAPONTODO
{
var float i = weaponinfo.weapon;
var float d = 0;
if(weaponinfo.spawnflags & WEP_FLAG_MUTATORBLOCKED) // never default mutator blocked guns
d = 0;
- var float t = cvar(strcat(cvarprefix, weaponinfo.netname));
+ var float t = weaponinfo.weaponstart;
//print(strcat("want_weapon: ", weaponinfo.netname, " - d: ", ftos(d), ", t: ", ftos(t), ". \n"));
for (i = WEP_FIRST; i <= WEP_LAST; ++i)
{
e = get_weaponinfo(i);
- float w = want_weapon("g_start_weapon_", e, FALSE);
+ float w = want_weapon(e, FALSE);
if(w & 1)
start_weapons |= WepSet_FromWeapon(i);
if(w & 2)
for (i = WEP_FIRST; i <= WEP_LAST; ++i)
{
e = get_weaponinfo(i);
- float w = want_weapon("g_start_weapon_", e, g_warmup_allguns);
+ float w = want_weapon(e, g_warmup_allguns);
if(w & 1)
warmup_start_weapons |= WepSet_FromWeapon(i);
if(w & 2)