mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-25 21:31:23 +00:00
bit manip cleanup and fixes
This commit is contained in:
parent
c045f27f43
commit
66891f8e88
9 changed files with 72 additions and 78 deletions
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@ -430,16 +430,16 @@ void() CheckAdminCmd =
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} else if (self.accessparm == 20) { // give rune
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if (self.impulse == 1) {
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self.player_flag = self.player_flag | ITEM_RUNE1_FLAG;
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self.player_flag |= ITEM_RUNE1_FLAG;
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sprint(self, "You now have the Earth Magic rune\n");
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} else if (self.impulse == 2) {
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self.player_flag = self.player_flag | ITEM_RUNE2_FLAG;
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self.player_flag |= ITEM_RUNE2_FLAG;
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sprint(self, "You now have the Black Magic rune\n");
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} else if (self.impulse == 3) {
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self.player_flag = self.player_flag | ITEM_RUNE3_FLAG;
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self.player_flag |= ITEM_RUNE3_FLAG;
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sprint(self, "You now have the Hell Magic rune\n");
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} else if (self.impulse == 4) {
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self.player_flag = self.player_flag | ITEM_RUNE4_FLAG;
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self.player_flag |= ITEM_RUNE4_FLAG;
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sprint(self, "You now have the Elder Magic rune\n");
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}
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@ -59,9 +59,9 @@ void () CheckDimLight = {
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// flag = 1;
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if (flag)
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self.effects = self.effects | EF_DIMLIGHT;
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self.effects |= EF_DIMLIGHT;
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else
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self.effects = self.effects - (self.effects & EF_DIMLIGHT);
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self.effects &= ~EF_DIMLIGHT;
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};
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/*
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@ -97,8 +97,8 @@ void() SetChangeParms =
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}
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// remove items
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self.items = self.items - (self.items &
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(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) );
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self.items &= ~(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY
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| IT_SUIT | IT_QUAD);
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// cap super health
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if (self.health > 100)
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@ -148,9 +148,9 @@ void() SetNewParms =
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void() DecodeLevelParms =
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{
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self.player_flag = self.player_flag | parm16;
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self.player_flag = self.player_flag - (self.player_flag & ITEM_RUNE_MASK);
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self.player_flag = self.player_flag - (self.player_flag & ITEM_ENEMY_FLAG);
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self.player_flag |= parm16;
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self.player_flag &= ~ITEM_RUNE_MASK;
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self.player_flag &= ~ITEM_ENEMY_FLAG;
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self.skin = (self.player_flag & 65280)/256;
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self.accesslvl = parm15;
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self.statstate = parm14;
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@ -951,7 +951,7 @@ void() PlayerJump =
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if ( !(self.flags & FL_JUMPRELEASED) )
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return; // don't pogo stick
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self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
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self.flags &= ~FL_JUMPRELEASED;
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self.flags = self.flags - FL_ONGROUND; // don't stairwalk
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@ -1071,9 +1071,9 @@ void() CheckWaterJump =
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traceline (start, end, TRUE, self);
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if (trace_fraction == 1)
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{ // open at eye level
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self.flags = self.flags | FL_WATERJUMP;
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self.flags |= FL_WATERJUMP;
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self.velocity_z = 225;
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self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
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self.flags &= ~FL_JUMPRELEASED;
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self.teleport_time = time + 2; // safety net
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return;
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}
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@ -1143,7 +1143,7 @@ void() PlayerPreThink =
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PlayerJump ();
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}
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else
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self.flags = self.flags | FL_JUMPRELEASED;
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self.flags |= FL_JUMPRELEASED;
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// teleporters can force a non-moving pause time
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if (time < self.pausetime)
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@ -1264,9 +1264,9 @@ void() CheckPowerups =
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// ZOID, next line isn't needed, EF_DIMLIGHT is handled by
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// client.qc:CheckDimLight
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// if (self.invincible_finished > time)
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// self.effects = self.effects | EF_DIMLIGHT;
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// self.effects |= EF_DIMLIGHT;
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// else
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// self.effects = self.effects - (self.effects & EF_DIMLIGHT);
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// self.effects &= ~EF_DIMLIGHT);
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}
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// super damage
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@ -1301,9 +1301,9 @@ void() CheckPowerups =
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// ZOID, next line isn't needed, EF_DIMLIGHT is handled by
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// client.qc:CheckDimLight
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// if (self.super_damage_finished > time)
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// self.effects = self.effects | EF_DIMLIGHT;
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// self.effects |= EF_DIMLIGHT;
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// else
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// self.effects = self.effects - (self.effects & EF_DIMLIGHT);
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// self.effects &= ~EF_DIMLIGHT);
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}
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// suit
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@ -1423,7 +1423,7 @@ void() ClientConnect =
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self.do_observer = 1;
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else if (!self.do_observer) {
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TeamCheckLock();
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self.player_flag = self.player_flag | TEAM_STUFF_COLOR;
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self.player_flag |= TEAM_STUFF_COLOR;
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if ((teamplay & TEAM_CAPTURE_CUSTOM)) {
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if (self.lastteam == TEAM_COLOR1)
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self.skin = 1;
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@ -1431,8 +1431,8 @@ void() ClientConnect =
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self.skin = 3;
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if (random() < 0.5)
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self.skin = self.skin + 1; // visor dude
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self.player_flag = self.player_flag - (self.player_flag & 65280);
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self.player_flag = self.player_flag | (self.skin * 256);
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self.player_flag &= ~65280;
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self.player_flag |= (self.skin * 256);
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}
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}
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}
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@ -180,7 +180,7 @@ void(entity targ, entity inflictor, entity attacker, float damage) T_Damage=
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{
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save = targ.armorvalue;
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targ.armortype = 0; // lost all armor
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targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
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targ.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
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}
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targ.armorvalue = targ.armorvalue - save;
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@ -210,7 +210,7 @@ void() health_touch =
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// Megahealth = rot down the player's super health
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if (self.healtype == 2)
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{
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other.items = other.items | IT_SUPERHEALTH;
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other.items |= IT_SUPERHEALTH;
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self.nextthink = time + 5;
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self.think = item_megahealth_rot;
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self.owner = other;
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@ -243,7 +243,7 @@ void() item_megahealth_rot =
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// it is possible for a player to die and respawn between rots, so don't
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// just blindly subtract the flag off
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other.items = other.items - (other.items & IT_SUPERHEALTH);
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other.items &= ~IT_SUPERHEALTH;
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if (deathmatch == 1 || deathmatch == 3) // deathmatch 2 is silly old rules
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{
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@ -294,7 +294,8 @@ void() armor_touch =
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other.armortype = type;
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other.armorvalue = value;
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other.items = other.items - (other.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + bit;
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other.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
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other.items |= bit;
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self.solid = SOLID_NOT;
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self.model = string_null;
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@ -538,7 +539,7 @@ void() weapon_touch =
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// change to the weapon
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old = other.items;
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other.items = other.items | new;
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other.items |= new;
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stemp = self;
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self = other;
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@ -955,7 +956,7 @@ void() key_touch =
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sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
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stuffcmd (other, "bf\n");
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other.items = other.items | self.items;
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other.items |= self.items;
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if (!coop)
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{
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@ -1086,7 +1087,7 @@ void() sigil_touch =
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stuffcmd (other, "bf\n");
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self.solid = SOLID_NOT;
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self.model = string_null;
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serverflags = serverflags | (self.spawnflags & 15);
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serverflags |= (self.spawnflags & 15);
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self.classname = ""; // so rune doors won't find it
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activator = other;
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@ -1170,7 +1171,7 @@ void() powerup_touch =
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sound (other, CHAN_VOICE, self.noise, 1, ATTN_NORM);
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stuffcmd (other, "bf\n");
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self.solid = SOLID_NOT;
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other.items = other.items | self.items;
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other.items |= self.items;
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self.model = string_null;
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// do the apropriate action
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@ -1333,7 +1334,7 @@ void() BackpackTouch =
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if (!new)
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new = other.weapon;
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old = other.items;
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other.items = other.items | new;
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other.items |= new;
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bound_other_ammo ();
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@ -1485,11 +1486,11 @@ void() RuneTouch =
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return; // one per customer
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}
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other.player_flag = other.player_flag | self.player_flag;
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other.player_flag |= self.player_flag;
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// notification of rune, no nofity in team mode
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if (self.player_flag & ITEM_RUNE1_FLAG) {
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self.items = self.items | IT_SIGIL1;
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self.items |= IT_SIGIL1;
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if (teamplay == 0) {
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bprint(other.netname);
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bprint(" got the rune of Åáòôè Íáçéã!\n");
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@ -1497,7 +1498,7 @@ void() RuneTouch =
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TeamPlayerUpdate(other, "Åáòôè Íáçéã! Òåóéóôáîãå");
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}
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if (self.player_flag & ITEM_RUNE2_FLAG) {
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self.items = self.items | IT_SIGIL2;
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self.items |= IT_SIGIL2;
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if (teamplay == 0) {
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bprint(other.netname);
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bprint(" got the rune of Âìáãë Íáçéã!\n");
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TeamPlayerUpdate(other, "Âìáãë Íáçéã! Óôòåîçôè");
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}
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if (self.player_flag & ITEM_RUNE3_FLAG) {
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self.items = self.items | IT_SIGIL3;
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self.items |= IT_SIGIL3;
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if (teamplay == 0) {
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bprint(other.netname);
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bprint(" got the rune of Èåìì Íáçéã!\n");
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@ -1513,7 +1514,7 @@ void() RuneTouch =
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TeamPlayerUpdate(other, "Èåìì Íáçéã! Èáóôå");
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}
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if (self.player_flag & ITEM_RUNE4_FLAG) {
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self.items = self.items | IT_SIGIL4;
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self.items |= IT_SIGIL4;
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if (teamplay == 0) {
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bprint(other.netname);
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bprint(" got the rune of Åìäåò Íáçéã!\n");
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@ -1591,7 +1592,7 @@ void() DropRune =
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Do_DropRune(ITEM_RUNE3_FLAG);
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if (self.player_flag & ITEM_RUNE4_FLAG)
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Do_DropRune(ITEM_RUNE4_FLAG);
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self.player_flag = self.player_flag - (self.player_flag & ITEM_RUNE_MASK);
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self.player_flag &= ~ITEM_RUNE_MASK;
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};
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/*
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@ -115,7 +115,7 @@ void(entity player,entity tele) ObserverTeleporter =
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player.fixangle = TRUE; // turn this way immediately
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player.teleport_time = time + 0.7;
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player.velocity = v_forward * 300;
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// player.flags = player.flags - player.flags & FL_ONGROUND;
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// player.flags &= ~FL_ONGROUND;
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};
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float() DoObserverImpulse =
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@ -146,7 +146,7 @@ float() DoObserverImpulse =
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self.impulse = 0;
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self.player_flag = self.player_flag | TEAM_STUFF_COLOR;
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self.player_flag |= TEAM_STUFF_COLOR;
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if (teamplay & TEAM_CAPTURE_CUSTOM) {
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if (self.lastteam == TEAM_COLOR1)
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self.skin = 1;
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@ -154,8 +154,8 @@ float() DoObserverImpulse =
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self.skin = 3;
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if (random() < 0.5)
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self.skin = self.skin + 1; // visor dude
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self.player_flag = self.player_flag - (self.player_flag & 65280);
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self.player_flag = self.player_flag | (self.skin * 256);
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self.player_flag &= ~65280;
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self.player_flag |= (self.skin * 256);
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}
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self.weapon = W_BestWeapon();
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@ -172,7 +172,7 @@ void () ObserverThink =
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self.weaponmodel = "";
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self.weaponframe = 0;
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self.flags = self.flags | FL_ONGROUND;
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self.flags |= FL_ONGROUND;
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{
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local float invcos,nvp,nvpmax,sp,svz;
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@ -166,7 +166,7 @@ void() player_run =[ $rockrun1, player_run ]
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void() player_shot1 = [$shotatt1, player_shot2 ] {self.weaponframe=1;
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self.effects = self.effects | EF_MUZZLEFLASH;};
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self.effects |= EF_MUZZLEFLASH;};
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void() player_shot2 = [$shotatt2, player_shot3 ] {self.weaponframe=2;};
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void() player_shot3 = [$shotatt3, player_shot4 ] {self.weaponframe=3;};
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void() player_shot4 = [$shotatt4, player_shot5 ] {self.weaponframe=4;};
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@ -233,7 +233,7 @@ void() player_chain5= [$axattd4, player_run ] {self.weaponframe=5;};
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void() player_nail1 =[$nailatt1, player_nail2 ]
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{
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self.effects = self.effects | EF_MUZZLEFLASH;
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self.effects |= EF_MUZZLEFLASH;
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if (!self.button0)
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{player_run ();return;}
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@ -246,7 +246,7 @@ void() player_nail1 =[$nailatt1, player_nail2 ]
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};
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void() player_nail2 =[$nailatt2, player_nail1 ]
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{
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self.effects = self.effects | EF_MUZZLEFLASH;
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self.effects |= EF_MUZZLEFLASH;
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if (!self.button0)
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{player_run ();return;}
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@ -262,7 +262,7 @@ void() player_nail2 =[$nailatt2, player_nail1 ]
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void() player_light1 =[$light1, player_light2 ]
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{
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self.effects = self.effects | EF_MUZZLEFLASH;
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self.effects |= EF_MUZZLEFLASH;
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if (!self.button0)
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{player_run ();return;}
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@ -275,7 +275,7 @@ void() player_light1 =[$light1, player_light2 ]
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};
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void() player_light2 =[$light2, player_light1 ]
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{
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self.effects = self.effects | EF_MUZZLEFLASH;
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self.effects |= EF_MUZZLEFLASH;
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if (!self.button0)
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{player_run ();return;}
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@ -291,7 +291,7 @@ void() player_light2 =[$light2, player_light1 ]
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void() player_rocket1 =[$rockatt1, player_rocket2 ] {self.weaponframe=1;
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self.effects = self.effects | EF_MUZZLEFLASH;};
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self.effects |= EF_MUZZLEFLASH;};
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void() player_rocket2 =[$rockatt2, player_rocket3 ] {self.weaponframe=2;};
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void() player_rocket3 =[$rockatt3, player_rocket4 ] {self.weaponframe=3;};
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void() player_rocket4 =[$rockatt4, player_rocket5 ] {self.weaponframe=4;};
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@ -551,7 +551,7 @@ void(string gibname, float dm) ThrowHead =
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setsize (self, '-16 -16 0', '16 16 56');
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self.velocity = VelocityForDamage (dm);
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self.origin_z = self.origin_z - 24;
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self.flags = self.flags - (self.flags & FL_ONGROUND);
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self.flags &= ~FL_ONGROUND;
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self.avelocity = crandom() * '0 600 0';
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};
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@ -589,7 +589,7 @@ void() PlayerDie =
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{
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local float i;
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self.items = self.items - (self.items & IT_INVISIBILITY);
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self.items &= ~IT_INVISIBILITY;
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self.invisible_finished = 0; // don't die as eyes
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self.invincible_finished = 0;
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self.super_damage_finished = 0;
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@ -610,7 +610,7 @@ void() PlayerDie =
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self.view_ofs = '0 0 -8';
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self.deadflag = DEAD_DYING;
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self.solid = SOLID_NOT;
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self.flags = self.flags - (self.flags & FL_ONGROUND);
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self.flags &= ~FL_ONGROUND;
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self.movetype = MOVETYPE_TOSS;
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if (self.velocity_z < 10)
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self.velocity_z = self.velocity_z + random()*300;
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@ -771,7 +771,7 @@ void() Team_weapon_touch =
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// change to the weapon
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old = other.items;
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other.items = other.items | new;
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other.items |= new;
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remove(self);
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self = other;
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@ -984,7 +984,7 @@ void() TeamCaptureFlagTouch =
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else
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bprint(" ãáðôõòåä the ÒÅÄ flag!\n"); // red
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LogMsg(other, "FLAG-CAPTURE");
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other.items = other.items - (other.items & (IT_KEY1 | IT_KEY2));
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other.items &= ~(IT_KEY1 | IT_KEY2);
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last_flag_capture = time;
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last_capture_team = other.team;
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|
@ -1026,7 +1026,7 @@ void() TeamCaptureFlagTouch =
|
|||
self.frags = self.frags + TEAM_CAPTURE_FRAG_CARRIER_ASSIST_BONUS;
|
||||
}
|
||||
}
|
||||
self.player_flag = self.player_flag - (self.player_flag & ITEM_ENEMY_FLAG);
|
||||
self.player_flag &= ~ITEM_ENEMY_FLAG;
|
||||
|
||||
p = find(p, classname, "player");
|
||||
}
|
||||
|
@ -1077,7 +1077,7 @@ void() TeamCaptureFlagTouch =
|
|||
sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
|
||||
|
||||
other.player_flag = other.player_flag + ITEM_ENEMY_FLAG;
|
||||
other.items = other.items | self.items;
|
||||
other.items |= self.items;
|
||||
|
||||
// *XXX* EXPERT CTF set the time at which the carrier picked up the flag
|
||||
other.flag_since = time;
|
||||
|
@ -1274,7 +1274,7 @@ void() place_flag = {
|
|||
self.nextthink = time + 0.1;
|
||||
self.cnt = FLAG_AT_BASE;
|
||||
self.mangle = self.angles;
|
||||
self.effects = self.effects | EF_DIMLIGHT;
|
||||
self.effects |= EF_DIMLIGHT;
|
||||
if (!droptofloor()) {
|
||||
dprint ("Flag fell out of level at ");
|
||||
dprint (vtos(self.origin));
|
||||
|
|
|
@ -438,7 +438,7 @@ local vector org;
|
|||
other.flags = other.flags - FL_ONGROUND;
|
||||
other.velocity = v_forward * 300;
|
||||
}
|
||||
other.flags = other.flags - other.flags & FL_ONGROUND;
|
||||
other.flags &= ~FL_ONGROUND;
|
||||
};
|
||||
|
||||
/*QUAKED info_teleport_destination (.5 .5 .5) (-8 -8 -8) (8 8 32)
|
||||
|
|
|
@ -807,7 +807,7 @@ void() W_SetCurrentAmmo =
|
|||
{
|
||||
player_run (); // get out of any weapon firing states
|
||||
|
||||
self.items = self.items - ( self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS) );
|
||||
self.items &= ~(IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS);
|
||||
|
||||
if (self.weapon == IT_AXE)
|
||||
{
|
||||
|
@ -829,49 +829,49 @@ void() W_SetCurrentAmmo =
|
|||
self.currentammo = self.ammo_shells;
|
||||
self.weaponmodel = "progs/v_shot.mdl";
|
||||
self.weaponframe = 0;
|
||||
self.items = self.items | IT_SHELLS;
|
||||
self.items |= IT_SHELLS;
|
||||
}
|
||||
else if (self.weapon == IT_SUPER_SHOTGUN)
|
||||
{
|
||||
self.currentammo = self.ammo_shells;
|
||||
self.weaponmodel = "progs/v_shot2.mdl";
|
||||
self.weaponframe = 0;
|
||||
self.items = self.items | IT_SHELLS;
|
||||
self.items |= IT_SHELLS;
|
||||
}
|
||||
else if (self.weapon == IT_NAILGUN)
|
||||
{
|
||||
self.currentammo = self.ammo_nails;
|
||||
self.weaponmodel = "progs/v_nail.mdl";
|
||||
self.weaponframe = 0;
|
||||
self.items = self.items | IT_NAILS;
|
||||
self.items |= IT_NAILS;
|
||||
}
|
||||
else if (self.weapon == IT_SUPER_NAILGUN)
|
||||
{
|
||||
self.currentammo = self.ammo_nails;
|
||||
self.weaponmodel = "progs/v_nail2.mdl";
|
||||
self.weaponframe = 0;
|
||||
self.items = self.items | IT_NAILS;
|
||||
self.items |= IT_NAILS;
|
||||
}
|
||||
else if (self.weapon == IT_GRENADE_LAUNCHER)
|
||||
{
|
||||
self.currentammo = self.ammo_rockets;
|
||||
self.weaponmodel = "progs/v_rock.mdl";
|
||||
self.weaponframe = 0;
|
||||
self.items = self.items | IT_ROCKETS;
|
||||
self.items |= IT_ROCKETS;
|
||||
}
|
||||
else if (self.weapon == IT_ROCKET_LAUNCHER)
|
||||
{
|
||||
self.currentammo = self.ammo_rockets;
|
||||
self.weaponmodel = "progs/v_rock2.mdl";
|
||||
self.weaponframe = 0;
|
||||
self.items = self.items | IT_ROCKETS;
|
||||
self.items |= IT_ROCKETS;
|
||||
}
|
||||
else if (self.weapon == IT_LIGHTNING)
|
||||
{
|
||||
self.currentammo = self.ammo_cells;
|
||||
self.weaponmodel = "progs/v_light.mdl";
|
||||
self.weaponframe = 0;
|
||||
self.items = self.items | IT_CELLS;
|
||||
self.items |= IT_CELLS;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1136,19 +1136,12 @@ void() CheatCommand =
|
|||
self.ammo_rockets = 100;
|
||||
self.ammo_nails = 200;
|
||||
self.ammo_shells = 100;
|
||||
self.items = self.items |
|
||||
IT_AXE |
|
||||
IT_HOOK |
|
||||
IT_SHOTGUN |
|
||||
IT_SUPER_SHOTGUN |
|
||||
IT_NAILGUN |
|
||||
IT_SUPER_NAILGUN |
|
||||
IT_GRENADE_LAUNCHER |
|
||||
IT_ROCKET_LAUNCHER |
|
||||
IT_KEY1 | IT_KEY2;
|
||||
self.items |= (IT_AXE | IT_HOOK | IT_SHOTGUN | IT_SUPER_SHOTGUN
|
||||
| IT_NAILGUN | IT_SUPER_NAILGUN | IT_GRENADE_LAUNCHER
|
||||
| IT_ROCKET_LAUNCHER | IT_KEY1 | IT_KEY2);
|
||||
|
||||
self.ammo_cells = 200;
|
||||
self.items = self.items | IT_LIGHTNING;
|
||||
self.items |= IT_LIGHTNING;
|
||||
|
||||
self.weapon = IT_ROCKET_LAUNCHER;
|
||||
self.impulse = 0;
|
||||
|
@ -1361,7 +1354,7 @@ void() ServerflagsCommand =
|
|||
{
|
||||
serverflags = serverflags * 2 + 1;
|
||||
// ZOID: Bug fix
|
||||
serverflags = (serverflags & 15);
|
||||
serverflags &= 15;
|
||||
};
|
||||
|
||||
void() QuadCheat =
|
||||
|
@ -1370,7 +1363,7 @@ void() QuadCheat =
|
|||
return;
|
||||
self.super_time = 1;
|
||||
self.super_damage_finished = time + 30;
|
||||
self.items = self.items | IT_QUAD;
|
||||
self.items |= IT_QUAD;
|
||||
dprint ("quad cheat\n");
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue