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Added "weapon" command buffering
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1 changed files with 38 additions and 34 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// $Log$
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// $Log$
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// Revision 1.62 2002/04/01 22:23:38 slicer
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// Added "weapon" command buffering
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//
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// Revision 1.61 2002/03/31 13:52:48 jbravo
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// Revision 1.61 2002/03/31 13:52:48 jbravo
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// More cleanups
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// More cleanups
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//
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//
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@ -2420,6 +2423,41 @@ void CG_Weapon_f( void ) {
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return;
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return;
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}
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}
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// Hawkins (give 'weapon' dual meaning)
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if ( trap_Argc() == 1 ) {
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//Elder: in the middle of firing, reloading or weapon-switching
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// if (cg.snap->ps.weaponTime > 0 || cg.snap->ps.stats[STAT_RELOADTIME] > 0) {
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// return;
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// }
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if (cg.snap->ps.weapon == WP_SSG3000) {
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//Slicer- Changing Sniper stuff- some to game.
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/* trap_S_StartLocalSound( cgs.media.lensSound, CHAN_ITEM);
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if (cg_RQ3_ssgZoomAssist.integer)
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CG_RQ3_Zoom();
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*/
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//Let's sound it..
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// trap_S_StartLocalSound( cgs.media.lensSound, CHAN_ITEM);
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//Save the time..
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cg.zoomTime = cg.time;
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}
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/* else if (cg.snap->ps.weapon == WP_GRENADE)
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{
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CG_RQ3_GrenadeMode();
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}*/
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// only play "click" sound for M4/MP5/Pistol
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/* else if (cg.snap->ps.weapon == WP_M4 || cg.snap->ps.weapon == WP_MP5 ||
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cg.snap->ps.weapon == WP_PISTOL )
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{
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trap_S_StartLocalSound( cgs.media.weapToggleSound, CHAN_ITEM);
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}*/
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trap_SendClientCommand("weapon");
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//Elder: added to get out of function at this point
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return;
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}
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//Elder: added to prevent weapon switching while bandaging
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//Elder: added to prevent weapon switching while bandaging
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// if ( (cg.snap->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
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// if ( (cg.snap->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
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if(cg.snap->ps.weaponstate == WEAPON_BANDAGING) {
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if(cg.snap->ps.weaponstate == WEAPON_BANDAGING) {
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@ -2444,40 +2482,6 @@ void CG_Weapon_f( void ) {
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return;
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return;
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}
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}
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// Hawkins (give 'weapon' dual meaning)
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if ( trap_Argc() == 1 ) {
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//Elder: in the middle of firing, reloading or weapon-switching
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if (cg.snap->ps.weaponTime > 0 || cg.snap->ps.stats[STAT_RELOADTIME] > 0) {
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return;
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}
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if (cg.snap->ps.weapon == WP_SSG3000) {
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//Slicer- Changing Sniper stuff- some to game.
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/* trap_S_StartLocalSound( cgs.media.lensSound, CHAN_ITEM);
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if (cg_RQ3_ssgZoomAssist.integer)
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CG_RQ3_Zoom();
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*/
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//Let's sound it..
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trap_S_StartLocalSound( cgs.media.lensSound, CHAN_ITEM);
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//Save the time..
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cg.zoomTime = cg.time;
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}
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else if (cg.snap->ps.weapon == WP_GRENADE)
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{
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CG_RQ3_GrenadeMode();
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}
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// only play "click" sound for M4/MP5/Pistol
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else if (cg.snap->ps.weapon == WP_M4 || cg.snap->ps.weapon == WP_MP5 ||
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cg.snap->ps.weapon == WP_PISTOL )
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{
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trap_S_StartLocalSound( cgs.media.weapToggleSound, CHAN_ITEM);
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}
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trap_SendClientCommand("weapon");
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//Elder: added to get out of function at this point
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return;
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}
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num = atoi( CG_Argv( 1 ) );
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num = atoi( CG_Argv( 1 ) );
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