diff --git a/reaction/cgame/cg_weapons.c b/reaction/cgame/cg_weapons.c index 2fa14d96..bcc3938d 100644 --- a/reaction/cgame/cg_weapons.c +++ b/reaction/cgame/cg_weapons.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.62 2002/04/01 22:23:38 slicer +// Added "weapon" command buffering +// // Revision 1.61 2002/03/31 13:52:48 jbravo // More cleanups // @@ -2420,6 +2423,41 @@ void CG_Weapon_f( void ) { return; } + // Hawkins (give 'weapon' dual meaning) + if ( trap_Argc() == 1 ) { + //Elder: in the middle of firing, reloading or weapon-switching + // if (cg.snap->ps.weaponTime > 0 || cg.snap->ps.stats[STAT_RELOADTIME] > 0) { + // return; + // } + + if (cg.snap->ps.weapon == WP_SSG3000) { + //Slicer- Changing Sniper stuff- some to game. + + /* trap_S_StartLocalSound( cgs.media.lensSound, CHAN_ITEM); + if (cg_RQ3_ssgZoomAssist.integer) + CG_RQ3_Zoom(); + */ + //Let's sound it.. + // trap_S_StartLocalSound( cgs.media.lensSound, CHAN_ITEM); + //Save the time.. + cg.zoomTime = cg.time; + } + /* else if (cg.snap->ps.weapon == WP_GRENADE) + { + CG_RQ3_GrenadeMode(); + }*/ + // only play "click" sound for M4/MP5/Pistol + /* else if (cg.snap->ps.weapon == WP_M4 || cg.snap->ps.weapon == WP_MP5 || + cg.snap->ps.weapon == WP_PISTOL ) + { + trap_S_StartLocalSound( cgs.media.weapToggleSound, CHAN_ITEM); + }*/ + trap_SendClientCommand("weapon"); + + //Elder: added to get out of function at this point + return; + } + //Elder: added to prevent weapon switching while bandaging // if ( (cg.snap->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) { if(cg.snap->ps.weaponstate == WEAPON_BANDAGING) { @@ -2444,40 +2482,6 @@ void CG_Weapon_f( void ) { return; } - // Hawkins (give 'weapon' dual meaning) - if ( trap_Argc() == 1 ) { - //Elder: in the middle of firing, reloading or weapon-switching - if (cg.snap->ps.weaponTime > 0 || cg.snap->ps.stats[STAT_RELOADTIME] > 0) { - return; - } - - if (cg.snap->ps.weapon == WP_SSG3000) { - //Slicer- Changing Sniper stuff- some to game. - - /* trap_S_StartLocalSound( cgs.media.lensSound, CHAN_ITEM); - if (cg_RQ3_ssgZoomAssist.integer) - CG_RQ3_Zoom(); - */ - //Let's sound it.. - trap_S_StartLocalSound( cgs.media.lensSound, CHAN_ITEM); - //Save the time.. - cg.zoomTime = cg.time; - } - else if (cg.snap->ps.weapon == WP_GRENADE) - { - CG_RQ3_GrenadeMode(); - } - // only play "click" sound for M4/MP5/Pistol - else if (cg.snap->ps.weapon == WP_M4 || cg.snap->ps.weapon == WP_MP5 || - cg.snap->ps.weapon == WP_PISTOL ) - { - trap_S_StartLocalSound( cgs.media.weapToggleSound, CHAN_ITEM); - } - trap_SendClientCommand("weapon"); - - //Elder: added to get out of function at this point - return; - } num = atoi( CG_Argv( 1 ) );