Added "weapon" command buffering

This commit is contained in:
Daniel Simoes 2002-04-01 22:23:38 +00:00
parent 3d22396004
commit 0fba1b1322

View file

@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.62 2002/04/01 22:23:38 slicer
// Added "weapon" command buffering
//
// Revision 1.61 2002/03/31 13:52:48 jbravo // Revision 1.61 2002/03/31 13:52:48 jbravo
// More cleanups // More cleanups
// //
@ -2420,6 +2423,41 @@ void CG_Weapon_f( void ) {
return; 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 //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.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
if(cg.snap->ps.weaponstate == WEAPON_BANDAGING) { if(cg.snap->ps.weaponstate == WEAPON_BANDAGING) {
@ -2444,40 +2482,6 @@ void CG_Weapon_f( void ) {
return; 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 ) ); num = atoi( CG_Argv( 1 ) );