From 6f282ea8cfc892bb7387714f41ef11cabff7fc0d Mon Sep 17 00:00:00 2001 From: LegendaryGuard Date: Sat, 29 May 2021 15:23:17 +0200 Subject: [PATCH] Fix again emerald nade when spawning weapons in CA and FT (note: it doesn't work in LMS) --- qcsrc/common/mutators/mutator/nades/nades.qc | 39 +++++++++++--------- 1 file changed, 21 insertions(+), 18 deletions(-) diff --git a/qcsrc/common/mutators/mutator/nades/nades.qc b/qcsrc/common/mutators/mutator/nades/nades.qc index 4605dd794..b0b64bbfe 100644 --- a/qcsrc/common/mutators/mutator/nades/nades.qc +++ b/qcsrc/common/mutators/mutator/nades/nades.qc @@ -797,7 +797,7 @@ void nade_emerald_randomitem(entity e, vector org) nade_emerald_dropitem(e, org, ((random() > 0.5) ? ITEM_Shield : ITEM_Strength)); else { - if(!g_ca || !g_freezetag) + if(g_freezetag) nade_emerald_dropitem(e, org, ((random() > 0.5) ? ITEM_ArmorSmall : ITEM_HealthSmall)); else nade_emerald_randomweapons(e, org); @@ -811,7 +811,7 @@ void nade_emerald_randomitem(entity e, vector org) nade_emerald_dropitem(e, org, ((random() > 0.5) ? ITEM_Shells : ITEM_Rockets)); else { - if(!g_ca || !g_freezetag) + if(g_freezetag) nade_emerald_dropitem(e, org, ((random() > 0.5) ? ITEM_ArmorSmall : ITEM_HealthSmall)); else nade_emerald_randomweapons(e, org); @@ -846,24 +846,27 @@ void nade_emerald_dropping(vector org) { entity e = spawn(); e.spawnfunc_checked = true; - //int cvar which manages the ONLY dropping per each type of item 14-03-2021 - switch (autocvar_g_nades_emerald_dropitemselect) + if(!g_ca) { - case 0: nade_emerald_randomitem(e, org); return; - case 1: nade_emerald_dropitem(e, org, ITEM_HealthSmall); return; - case 2: nade_emerald_dropitem(e, org, ITEM_ArmorSmall); return; - case 3: nade_emerald_allammoitemdrop(e, org); return; - case 4: nade_emerald_dropitem(e, org, ITEM_Shells); return; - case 5: nade_emerald_dropitem(e, org, ITEM_Bullets); return; - case 6: nade_emerald_dropitem(e, org, ITEM_Rockets); return; - case 7: nade_emerald_dropitem(e, org, ITEM_Cells); return; - case 8: nade_emerald_dropitem(e, org, ITEM_Jetpack); return; - case 9: nade_emerald_dropitem(e, org, ITEM_JetpackFuel); return; - case 10: nade_emerald_dropitem(e, org, ITEM_Shield); return; - case 11: nade_emerald_dropitem(e, org, ITEM_Strength); return; - case 12: nade_emerald_randomweapons(e, org); return; - default: nade_emerald_randomitem(e, org); return; + //int cvar which manages the ONLY dropping per each type of item 14-03-2021 + switch (autocvar_g_nades_emerald_dropitemselect) + { + case 0: nade_emerald_randomitem(e, org); return; + case 1: nade_emerald_dropitem(e, org, ITEM_HealthSmall); return; + case 2: nade_emerald_dropitem(e, org, ITEM_ArmorSmall); return; + case 3: nade_emerald_allammoitemdrop(e, org); return; + case 4: nade_emerald_dropitem(e, org, ITEM_Shells); return; + case 5: nade_emerald_dropitem(e, org, ITEM_Bullets); return; + case 6: nade_emerald_dropitem(e, org, ITEM_Rockets); return; + case 7: nade_emerald_dropitem(e, org, ITEM_Cells); return; + case 8: nade_emerald_dropitem(e, org, ITEM_Jetpack); return; + case 9: nade_emerald_dropitem(e, org, ITEM_JetpackFuel); return; + case 10: nade_emerald_dropitem(e, org, ITEM_Shield); return; + case 11: nade_emerald_dropitem(e, org, ITEM_Strength); return; + case 12: nade_emerald_randomweapons(e, org); return; + default: nade_emerald_randomitem(e, org); return; + } } } } -- 2.39.2