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https://github.com/ReactionQuake3/reaction.git
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Bando now adds extra ammo to the special weaps, and when its dropped it goes
away again.
This commit is contained in:
parent
d22a255004
commit
965f7c55ad
3 changed files with 40 additions and 18 deletions
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@ -5,6 +5,10 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.51 2002/03/21 19:22:12 jbravo
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// Bando now adds extra ammo to the special weaps, and when its dropped it goes
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// away again.
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//
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// Revision 1.50 2002/03/14 02:24:39 jbravo
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// Adding radio :)
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//
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@ -189,6 +193,7 @@
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#define RQ3_M4_EXTRA_AMMO 1
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#define RQ3_AKIMBO_EXTRA_AMMO 2
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#define RQ3_HANDCANNON_EXTRA_AMMO 12
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#define RQ3_KNIVES_EXTRA_AMMO 10
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//Elder: confused?
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@ -5,6 +5,10 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.80 2002/03/21 19:22:12 jbravo
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// Bando now adds extra ammo to the special weaps, and when its dropped it goes
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// away again.
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//
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// Revision 1.79 2002/03/18 19:18:39 slicer
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// Fixed bandage bugs ( i hope )
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//
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@ -2728,7 +2732,7 @@ void Cmd_DropItem_f( gentity_t *ent )
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//Elder: reset item totals if using bandolier
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if (bg_itemlist[ent->client->ps.stats[STAT_HOLDABLE_ITEM]].giTag == HI_BANDOLIER)
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{
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if (ent->client->numClips[WP_PISTOL] > RQ3_PISTOL_MAXCLIP)
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/* if (ent->client->numClips[WP_PISTOL] > RQ3_PISTOL_MAXCLIP)
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{
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ent->client->numClips[WP_PISTOL] = RQ3_PISTOL_MAXCLIP;
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ent->client->numClips[WP_AKIMBO] = RQ3_PISTOL_MAXCLIP;
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@ -2737,15 +2741,24 @@ void Cmd_DropItem_f( gentity_t *ent )
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{
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ent->client->numClips[WP_M3] = RQ3_M3_MAXCLIP;
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ent->client->numClips[WP_HANDCANNON] = RQ3_M3_MAXCLIP;
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}
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if (ent->client->numClips[WP_M4] > RQ3_M4_MAXCLIP)
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ent->client->numClips[WP_M4] = RQ3_M4_MAXCLIP;
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if (ent->client->numClips[WP_MP5] > RQ3_MP5_MAXCLIP)
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ent->client->numClips[WP_MP5] = RQ3_MP5_MAXCLIP;
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if (ent->client->numClips[WP_KNIFE] > RQ3_KNIFE_MAXCLIP)
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ent->client->numClips[WP_KNIFE] = RQ3_KNIFE_MAXCLIP;
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if (ent->client->numClips[WP_GRENADE] > RQ3_GRENADE_MAXCLIP)
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ent->client->numClips[WP_GRENADE] = RQ3_GRENADE_MAXCLIP;
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} */
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if (ent->client->numClips[WP_SSG3000] > RQ3_SSG3000_EXTRA_AMMO)
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ent->client->numClips[WP_SSG3000] = RQ3_SSG3000_EXTRA_AMMO;
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if (ent->client->numClips[WP_M3] > RQ3_M3_EXTRA_AMMO)
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ent->client->numClips[WP_M3] = RQ3_M3_EXTRA_AMMO;
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if (ent->client->numClips[WP_M4] > RQ3_M4_EXTRA_AMMO)
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ent->client->numClips[WP_M4] = RQ3_M4_EXTRA_AMMO;
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if (ent->client->numClips[WP_MP5] > RQ3_MP5_EXTRA_AMMO)
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ent->client->numClips[WP_MP5] = RQ3_MP5_EXTRA_AMMO;
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if (ent->client->numClips[WP_KNIFE] > RQ3_KNIVES_EXTRA_AMMO)
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ent->client->numClips[WP_KNIFE] = RQ3_KNIVES_EXTRA_AMMO;
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if (ent->client->numClips[WP_AKIMBO] > RQ3_AKIMBO_EXTRA_AMMO)
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ent->client->numClips[WP_AKIMBO] = RQ3_AKIMBO_EXTRA_AMMO;
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if (ent->client->ps.ammo[WP_GRENADE] > 0)
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ent->client->ps.ammo[WP_GRENADE] = 0;
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if (ent->client->numClips[WP_PISTOL] > 1)
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ent->client->numClips[WP_PISTOL] = 1;
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if (ent->client->uniqueWeapons > g_RQ3_maxWeapons.integer)
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{
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@ -5,6 +5,10 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.40 2002/03/21 19:22:12 jbravo
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// Bando now adds extra ammo to the special weaps, and when its dropped it goes
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// away again.
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//
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// Revision 1.39 2002/03/21 15:02:05 jbravo
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// More teamname cleanups and fix for fraglines.
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//
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@ -700,7 +704,7 @@ void EquipPlayer (gentity_t *ent)
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ent->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_SSG3000 );
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ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PISTOL );
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ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE );
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ent->client->numClips[ WP_SSG3000 ] = RQ3_SSG3000_EXTRA_AMMO;
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ent->client->numClips[ WP_SSG3000 ] = RQ3_SSG3000_EXTRA_AMMO * bandolierFactor;
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ent->client->ps.ammo[ WP_SSG3000 ] = RQ3_SSG3000_AMMO;
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ent->client->ps.weapon = WP_SSG3000;
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ent->client->ps.weaponTime = RQ3_SSG3000_ACTIVATE_DELAY;
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@ -711,7 +715,7 @@ void EquipPlayer (gentity_t *ent)
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ent->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_MP5 );
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ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PISTOL );
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ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE );
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ent->client->numClips[ WP_MP5 ] = RQ3_MP5_EXTRA_AMMO;
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ent->client->numClips[ WP_MP5 ] = RQ3_MP5_EXTRA_AMMO * bandolierFactor;
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ent->client->ps.ammo[ WP_MP5 ] = RQ3_MP5_AMMO;
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ent->client->ps.weapon = WP_MP5;
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ent->client->ps.weaponTime = RQ3_MP5_ACTIVATE_DELAY;
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@ -722,7 +726,7 @@ void EquipPlayer (gentity_t *ent)
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ent->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_M3 );
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ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PISTOL );
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ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE );
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ent->client->numClips[ WP_M3 ] = RQ3_M3_EXTRA_AMMO;
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ent->client->numClips[ WP_M3 ] = RQ3_M3_EXTRA_AMMO * bandolierFactor;
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ent->client->ps.ammo[ WP_M3 ] = RQ3_M3_AMMO;
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ent->client->ps.weapon = WP_M3;
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ent->client->ps.weaponTime = RQ3_M3_ACTIVATE_DELAY;
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@ -733,7 +737,7 @@ void EquipPlayer (gentity_t *ent)
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ent->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_M4 );
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ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PISTOL );
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ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE );
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ent->client->numClips[ WP_M4 ] = RQ3_M4_EXTRA_AMMO;
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ent->client->numClips[ WP_M4 ] = RQ3_M4_EXTRA_AMMO * bandolierFactor;
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ent->client->ps.ammo[ WP_M4 ] = RQ3_M4_AMMO;
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ent->client->ps.weapon = WP_M4;
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ent->client->ps.weaponTime = RQ3_M4_ACTIVATE_DELAY;
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@ -744,7 +748,7 @@ void EquipPlayer (gentity_t *ent)
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ent->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_AKIMBO );
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ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PISTOL );
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ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE );
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ent->client->numClips[ WP_AKIMBO ] = RQ3_AKIMBO_EXTRA_AMMO;
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ent->client->numClips[ WP_AKIMBO ] = RQ3_AKIMBO_EXTRA_AMMO * bandolierFactor;
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ent->client->ps.ammo[ WP_AKIMBO ] = RQ3_AKIMBO_AMMO;
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ent->client->ps.weapon = WP_AKIMBO;
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ent->client->ps.weaponTime = RQ3_AKIMBO_ACTIVATE_DELAY;
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@ -755,7 +759,7 @@ void EquipPlayer (gentity_t *ent)
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ent->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_HANDCANNON );
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ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PISTOL );
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ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE );
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ent->client->numClips[ WP_HANDCANNON ] = RQ3_HANDCANNON_EXTRA_AMMO;
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ent->client->numClips[ WP_HANDCANNON ] = RQ3_HANDCANNON_EXTRA_AMMO * bandolierFactor;
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ent->client->ps.ammo[ WP_HANDCANNON ] = RQ3_HANDCANNON_AMMO;
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ent->client->ps.weapon = WP_HANDCANNON;
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ent->client->ps.weaponTime = RQ3_HANDCANNON_ACTIVATE_DELAY;
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case WP_KNIFE:
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ent->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_KNIFE );
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ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PISTOL );
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ent->client->ps.ammo[ WP_KNIFE ] = 10 * bandolierFactor;
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ent->client->ps.ammo[ WP_KNIFE ] = RQ3_KNIVES_EXTRA_AMMO * bandolierFactor;
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ent->client->ps.weapon = WP_KNIFE;
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ent->client->ps.weaponTime = RQ3_KNIFE_ACTIVATE_DELAY;
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ent->client->weaponCount[ent->client->ps.weapon] = 1;
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@ -778,7 +782,7 @@ void EquipPlayer (gentity_t *ent)
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if (grenades > 0) {
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ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GRENADE );
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ent->client->ps.ammo[WP_GRENADE] = grenades;
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ent->client->uniqueWeapons++;
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// ent->client->uniqueWeapons++;
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}
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if (ent->client->teamplayWeapon == WP_KNIFE && !(ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_KNIFEMODE)) {
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ent->client->ps.generic1 = ((ent->client->ps.generic1 & ANIM_TOGGLEBIT) ^
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