return;
player->message = GOTSHELLS; break;
case SPR_SBOX:
if (!P_GiveAmmo (player, am_shell,5)) return;
player->message = GOTSHELLBOX; break;
case SPR_BPAK:
if (!player->backpack)
{
for (i=0 ; i<NUMAMMO ; i++) player->maxammo[i] *= 2;
player->backpack = true;
}
for (i=0 ; i<NUMAMMO ; i++) P_GiveAmmo (player, i, 1);
player->message = GOTBACKPACK; break;
// weapons case SPR_BFUG:
if (!P_GiveWeapon (player, wp_bfg, false) ) return;
player->message = GOTBFG9000; sound = sfx_wpnup;
break;
case SPR_MGUN:
if (!P_GiveWeapon (player, wp_chaingun, special->flags&MF_DROPPED) ) return;
player->message = GOTCHAINGUN; sound = sfx_wpnup;
break;
case SPR_CSAW:
if (!P_GiveWeapon (player, wp_chainsaw, false) ) return;
player->message = GOTCHAINSAW; sound = sfx_wpnup;
break;
case SPR_LAUN:
if (!P_GiveWeapon (player, wp_missile, false) ) return;
player->message = GOTLAUNCHER; sound = sfx_wpnup;
break;
case SPR_PLAS:
if (!P_GiveWeapon (player, wp_plasma, false) ) return;
player->message = GOTPLASMA; sound = sfx_wpnup;
break;
case SPR_SHOT:
if (!P_GiveWeapon (player, wp_shotgun, special->flags&MF_DROPPED ) ) return;
player->message = GOTSHOTGUN; sound = sfx_wpnup;
break;