Client: Handle ammo notifications for GEARBOX, ifdefd
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3 changed files with 32 additions and 5 deletions
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@ -410,14 +410,19 @@ HUD_DrawNotify(void)
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void
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HUD_WeaponPickupNotify(int w)
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{
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#if defined (VALVE) || defined (GEARBOX)
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switch (w) {
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case WEAPON_SNARK:
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case WEAPON_SATCHEL:
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case WEAPON_HANDGRENADE:
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case WEAPON_TRIPMINE:
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#if defined(GEARBOX)
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case WEAPON_PENGUIN:
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#endif
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return;
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default:
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}
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#endif
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pSeatLocal->m_iPickupWeapon = w;
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pSeatLocal->m_flPickupAlpha = 2.5f;
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@ -1,4 +1,10 @@
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#ifndef GEARBOX
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#define AMMO_COUNT 12
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#else
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#define AMMO_COUNT 17
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#endif
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string g_ammo_spr;
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typedef struct
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@ -6,9 +12,9 @@ typedef struct
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float alpha;
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int count;
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} ammonote_t;
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ammonote_t g_ammonotify[12];
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ammonote_t g_ammonotify[AMMO_COUNT];
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vector g_ammotype[12] = {
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vector g_ammotype[AMMO_COUNT] = {
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[0/256, 72/128], // pistol
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[24/256, 72/128], // revolver
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[48/256, 72/128], // grenade
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@ -21,6 +27,13 @@ vector g_ammotype[12] = {
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[72/256, 96/128], // satchel
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[96/256, 96/128], // snark
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[120/256, 96/128], // tripmine
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#ifdef GEARBOX
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[24/256, 72/128], // 556 (same as 357)
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[24/256, 72/128], // 762 (same as 357)
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[200/256, 48/128], // spore
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[224/256, 48/128], // shock
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[144/256, 72/128], // penguin
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#endif
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};
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void
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@ -34,7 +47,7 @@ HUD_AmmoNotify_Draw(vector startpos)
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{
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vector pos = startpos;
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for (int i = 0; i < 12; i++) {
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for (int i = 0; i < AMMO_COUNT; i++) {
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vector srcpos;
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float a;
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@ -95,4 +108,12 @@ HUD_AmmoNotify_Check(player pl)
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HUD_AmmoNotify_Insert(9, pl.ammo_satchel - pl.ammo_satchel_net);
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HUD_AmmoNotify_Insert(10, pl.ammo_snark - pl.ammo_snark_net);
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HUD_AmmoNotify_Insert(11, pl.ammo_tripmine - pl.ammo_tripmine_net);
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#ifdef GEARBOX
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HUD_AmmoNotify_Insert(12, pl.ammo_556 - pl.ammo_556_net);
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HUD_AmmoNotify_Insert(13, pl.ammo_762 - pl.ammo_762_net);
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HUD_AmmoNotify_Insert(14, pl.ammo_spore - pl.ammo_spore_net);
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HUD_AmmoNotify_Insert(15, pl.ammo_shock - pl.ammo_shock_net);
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HUD_AmmoNotify_Insert(16, pl.ammo_penguin - pl.ammo_penguin_net);
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#endif
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}
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@ -159,11 +159,12 @@ player::ReceiveEntity(float new, float fl)
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mode_tempstate = readbyte();
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}
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if (fl & PLAYER_AMMO1 || fl & PLAYER_AMMO2 || fl & PLAYER_AMMO3)
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if (fl & PLAYER_AMMO1 || fl & PLAYER_AMMO2 || fl & PLAYER_AMMO3) {
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Weapons_AmmoUpdate(this);
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HUD_AmmoNotify_Check(this);
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}
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setorigin(this, origin);
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HUD_AmmoNotify_Check(this);
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}
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/*
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