}
case "override":
{
- return MUT_ITEMTOUCH_RETURN;
+ return MUT_ITEMTOUCH_PICKUP;
}
default:
{
{
case "item_health_small":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_health_small");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_HealthSmall, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "item_health_medium":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_health_medium");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_HealthMedium, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "item_health_big":
case "item_health_large":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_health_big");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_HealthBig, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "item_health_mega":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_health_mega");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_HealthMega, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "item_armor_small":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_armor_small");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_ArmorSmall, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "item_armor_medium":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_armor_medium");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_ArmorMedium, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "item_armor_big":
case "item_armor_large":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_armor_big");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_ArmorBig, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "item_armor_mega":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_armor_mega");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_ArmorMega, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "item_shells":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_item_shells");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_ITEMPICKUP, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "item_bullets":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_item_bullets");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_ITEMPICKUP, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "item_rockets":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_item_rockets");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_ITEMPICKUP, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "item_cells":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_item_cells");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_ITEMPICKUP, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "item_plasma":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_item_plasma");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_ITEMPICKUP, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "weapon_blaster":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_blaster");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_ITEMPICKUP, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "weapon_shotgun":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_shotgun");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_ITEMPICKUP, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "weapon_machinegun":
case "weapon_uzi":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_machinegun");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_WEAPONPICKUP, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "weapon_mortar":
case "weapon_grenadelauncher":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_mortar");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_WEAPONPICKUP, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "weapon_electro":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_electro");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_WEAPONPICKUP, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "weapon_crylink":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_crylink");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_WEAPONPICKUP, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "weapon_vortex":
case "weapon_nex":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_vortex");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_WEAPONPICKUP, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "weapon_hagar":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_hagar");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_WEAPONPICKUP, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "weapon_devastator":
case "weapon_rocketlauncher":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_devastator");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_WEAPONPICKUP, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "weapon_shockwave":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_shockwave");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_WEAPONPICKUP, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "weapon_arc":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_arc");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_WEAPONPICKUP, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "weapon_hook":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_hook");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_WEAPONPICKUP, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "weapon_tuba":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_tuba");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_WEAPONPICKUP, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "weapon_porto":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_porto");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_WEAPONPICKUP, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "weapon_fireball":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_fireball");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_WEAPONPICKUP, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "weapon_vaporizer":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_vaporizer");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_WEAPONPICKUP, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "droppedweapon":
{
- float result;
switch (item.weapon)
{
case WEP_SHOTGUN.m_id:
{
- result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_dropped_shotgun");
- break;
}
case WEP_MACHINEGUN.m_id:
{
- result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_dropped_machinegun");
- break;
}
case WEP_MORTAR.m_id:
{
- result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_dropped_mortar");
- break;
}
case WEP_ELECTRO.m_id:
{
- result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_dropped_electro");
- break;
}
case WEP_CRYLINK.m_id:
{
- result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_dropped_crylink");
- break;
}
case WEP_VORTEX.m_id:
{
- result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_dropped_vortex");
- break;
}
case WEP_HAGAR.m_id:
{
- result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_dropped_hagar");
- break;
}
case WEP_DEVASTATOR.m_id:
{
- result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_dropped_devastator");
- break;
}
case WEP_MINE_LAYER.m_id:
{
- result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_dropped_minelayer");
- break;
}
case WEP_HLAC.m_id:
{
- result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_dropped_hlac");
- break;
}
case WEP_RIFLE.m_id:
{
- result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_dropped_rifle");
- break;
}
case WEP_SEEKER.m_id:
{
- result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_dropped_seeker");
- break;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- delete(item);
- sound(player, CH_TRIGGER, SND_WEAPONPICKUP, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
}
default:
{
}
case "replacedweapon":
{
- float result;
switch (item.weapon)
{
case WEP_MINE_LAYER.m_id:
{
- result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_minelayer");
- break;
}
case WEP_HLAC.m_id:
{
- result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_hlac");
- break;
}
case WEP_RIFLE.m_id:
{
- result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_rifle");
- break;
}
case WEP_SEEKER.m_id:
{
- result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_weapon_seeker");
- break;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_WEAPONPICKUP, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
}
default:
{
}
case "item_strength":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_item_strength");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_Strength, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "item_invincible":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_item_shield");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_Shield, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "item_fuel_regen":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_item_fuel_regen");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_Shield, VOL_BASE,
- ATTEN_NORM); //TODO: Fix.
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "item_jetpack":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_item_jetpack");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_Shield, VOL_BASE,
- ATTEN_NORM); //TODO: Fix.
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "item_vaporizer_cells":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_item_vaporizer_cells");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_Shield, VOL_BASE,
- ATTEN_NORM); //TODO: Fix.
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "item_invisibility":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_item_invisibility");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_Shield, VOL_BASE,
- ATTEN_NORM); //TODO: Fix.
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "item_extralife":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_item_extralife");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_Shield, VOL_BASE,
- ATTEN_NORM); //TODO: Fix.
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
case "item_speed":
{
- float result = PlayerTemplate_GivePlayerItem(player, template,
+ return PlayerTemplate_GivePlayerItem(player, template,
"pickup_item_speed");
- switch (result)
- {
- case MUT_ITEMTOUCH_CONTINUE:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- case MUT_ITEMTOUCH_RETURN:
- {
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_Shield, VOL_BASE,
- ATTEN_NORM); //TODO: Fix.
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return MUT_ITEMTOUCH_CONTINUE;
- }
- }
}
default:
{