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Fixed the Akimbo ammo when akimbos are not the primary weapon
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3 changed files with 8 additions and 93 deletions
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@ -18,6 +18,7 @@
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* Added a radiosoundset selection dialog to the UI
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* Doors with health and the "wait" key set to a negative value should work as expected now
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* MM: Added "resetMatch" for rcon and referee use, to reset the current server Match Stuff
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* Fixed the Akimbo ammo when akimbos are not the primary weapon.
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# List fixes here for the 2.1 release
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.44 2002/08/03 06:21:04 jbravo
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// Fixed the Akimbo ammo when akimbos are not the primary weapon
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//
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// Revision 1.43 2002/07/19 04:30:31 niceass
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// decals below cases and some other changes
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//
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@ -234,10 +237,6 @@ void Add_Ammo(gentity_t * ent, int weapon, int count, int bandolierFactor)
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} else if (weapon == WP_AKIMBO) {
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ent->client->numClips[WP_PISTOL] = ent->client->numClips[WP_AKIMBO];
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}
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//ent->client->ps.ammo[weapon] += count;
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//if ( ent->client->ps.ammo[weapon] > 200 ) {
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// ent->client->ps.ammo[weapon] = 200;
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//}
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}
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int Pickup_Ammo(gentity_t * ent, gentity_t * other, int bandolierFactor)
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@ -276,11 +275,9 @@ int Pickup_Weapon(gentity_t * ent, gentity_t * other, int bandolierFactor)
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other->client->ps.stats[STAT_WEAPONS] |= (1 << ent->item->giTag);
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}
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// Begin Duffman - Adds a clip for each weapon picked up, will want to edit this later
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/*Add_Ammo( other, ent->item->giTag, quantity ); */
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switch (ent->item->giTag) {
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case WP_KNIFE:
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if (other->client->ps.ammo[WP_KNIFE] < RQ3_KNIFE_MAXCLIP * bandolierFactor) {
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//G_Printf("(%d)\n",other->client->ps.ammo[ent->item->giTag]);
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ammotoadd = other->client->ps.ammo[WP_KNIFE] + 1;
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} else {
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ammotoadd = RQ3_KNIFE_MAXCLIP;
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@ -290,19 +287,15 @@ int Pickup_Weapon(gentity_t * ent, gentity_t * other, int bandolierFactor)
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//Elder: special case
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//Someone can optimize this code later, but for now, it works.
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if (!(other->client->ps.stats[STAT_WEAPONS] & (1 << WP_AKIMBO))) {
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//give akimbo
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//G_Printf("Dual MK23 pistols\n");
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trap_SendServerCommand(other - g_entities, va("print \"%s^7\n\"", RQ3_AKIMBO_NAME));
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other->client->ps.stats[STAT_WEAPONS] |= (1 << WP_AKIMBO);
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other->client->ps.ammo[WP_AKIMBO] = other->client->ps.ammo[WP_PISTOL] + RQ3_PISTOL_AMMO;
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//Elder: always reset back to full clip like Action if first pistol picked up
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ammotoadd = RQ3_PISTOL_AMMO;
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//ammotoadd = other->client->ps.ammo[WP_PISTOL];
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}
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//Elder: Already have akimbo - technically should have pistol
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else if (other->client->numClips[WP_PISTOL] < 2) {
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//give an extra clip - make < 2 + 2 * hasBandolier(0/1) or something for bando when it's in
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//G_Printf("Picked up an extra clip\n");
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trap_SendServerCommand(other - g_entities, va("print \"Picked up an extra clip^7\n\""));
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other->client->numClips[WP_PISTOL]++;
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other->client->numClips[WP_AKIMBO]++;
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@ -469,23 +462,6 @@ void RespawnItem(gentity_t * ent)
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te->r.svFlags |= SVF_BROADCAST;
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}
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/* Blaze: No Kamikaze item
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if ( ent->item->giType == IT_HOLDABLE && ent->item->giTag == HI_KAMIKAZE ) {
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// play powerup spawn sound to all clients
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gentity_t *te;
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// if the powerup respawn sound should Not be global
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if (ent->speed) {
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te = G_TempEntity( ent->s.pos.trBase, EV_GENERAL_SOUND );
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}
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else {
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te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_SOUND );
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}
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te->s.eventParm = G_SoundIndex( "sound/items/kamikazerespawn.wav" );
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te->r.svFlags |= SVF_BROADCAST;
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}
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*/
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// play the normal respawn sound only to nearby clients
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G_AddEvent(ent, EV_ITEM_RESPAWN, 0);
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@ -582,72 +558,11 @@ void Touch_Item(gentity_t * ent, gentity_t * other, trace_t * trace)
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return;
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break;
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}
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/*
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case WP_KNIFE:
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if (!other->client->ps.stats[STAT_WEAPONS] & WP_KNIFE == WP_KNIFE &&
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(other->client->ps.ammo[ent->item->giTag] >= RQ3_KNIFE_MAXCLIP) )
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return;
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break;
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case WP_PISTOL:
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if (!(other->client->ps.stats[STAT_WEAPONS] & WP_PISTOL == WP_PISTOL) &&
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(other->client->ps.stats[STAT_CLIPS] >= RQ3_PISTOL_MAXCLIP) )
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//Elder: why are we checking clips here but ammo in the others and what-not??
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return;
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break;
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case WP_M3:
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if (!(other->client->ps.stats[STAT_WEAPONS] & WP_M3 == WP_M3) &&
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(other->client->ps.ammo[ent->item->giTag] >= RQ3_M3_AMMO) )
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return;
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break;
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case WP_HANDCANNON:
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if (!(other->client->ps.stats[STAT_WEAPONS] & WP_HANDCANNON == WP_HANDCANNON) &&
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(other->client->ps.ammo[ent->item->giTag] >= RQ3_HANDCANNON_AMMO) )
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return;
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break;
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case WP_MP5:
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if (!(other->client->ps.stats[STAT_WEAPONS] & WP_MP5 == WP_MP5) &&
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(other->client->ps.stats[STAT_CLIPS] >= RQ3_MP5_MAXCLIP) )
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return;
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break;
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case WP_M4:
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if (!(other->client->ps.stats[STAT_WEAPONS] & WP_M4 == WP_M4) &&
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(other->client->ps.stats[STAT_CLIPS] >= RQ3_M4_MAXCLIP) )
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return;
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break;
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case WP_SSG3000:
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if (!(other->client->ps.stats[STAT_WEAPONS] & WP_SSG3000 == WP_SSG3000) &&
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(other->client->ps.ammo[ent->item->giTag] >= RQ3_SSG3000_AMMO ) )
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return;
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break;
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case WP_AKIMBO:
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//Elder: uhh- 24 clips?
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//if (!(other->client->ps.stats[STAT_WEAPONS] & WP_AKIMBO == WP_AKIMBO) &&
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//(other->client->ps.stats[STAT_CLIPS] >= 24) ) return;
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if (!(other->client->ps.stats[STAT_WEAPONS] & WP_AKIMBO == WP_AKIMBO) &&
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(other->client->ps.stats[STAT_CLIPS] >= RQ3_AKIMBO_MAXCLIP) )
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return;
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break;
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case WP_GRENADE:
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if (!other->client->ps.stats[STAT_WEAPONS] & WP_GRENADE == WP_GRENADE &&
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(other->client->ps.ammo[ent->item->giTag] >= RQ3_GRENADE_MAXCLIP))
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return;
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break;
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//Blaze: Check and see if it's a unique weapon, and if so make sure they dont have too many already
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if (ent->item->giTag == WP_MP5 || ent->item->giTag == WP_M4 ||
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ent->item->giTag == WP_M3 || ent->item->giTag == WP_HANDCANNON ||
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ent->item->giTag == WP_SSG3000) {
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if (other->client->ps.stats[STAT_UNIQUEWEAPONS] >= g_RQ3_maxWeapons.integer) {
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return;
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}
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}
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*/
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respawn = Pickup_Weapon(ent, other, bandolierFactor);
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//Elder: added pistol and knife condition
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if (ent->item->giTag == WP_GRENADE || ent->item->giTag == WP_PISTOL || ent->item->giTag == WP_KNIFE) {
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// G_Printf("Grenade Picked up (%d)\n",respawn);
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respawn = 30;
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} else {
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//Elder: moved here
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@ -697,7 +612,6 @@ void Touch_Item(gentity_t * ent, gentity_t * other, trace_t * trace)
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break;
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}
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respawn = Pickup_Ammo(ent, other, bandolierFactor);
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// predict = qfalse;
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break;
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case IT_ARMOR:
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respawn = Pickup_Armor(ent, other);
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@ -726,9 +640,6 @@ void Touch_Item(gentity_t * ent, gentity_t * other, trace_t * trace)
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if (!respawn) {
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return;
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}
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//Elder: Moved after checks so we don't print a billion log messages
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// JBravo: removed.
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// G_LogPrintf( "Item: %i %s\n", other->s.number, ent->item->classname );
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// play the normal pickup sound
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if (predict) {
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.125 2002/08/03 06:21:04 jbravo
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// Fixed the Akimbo ammo when akimbos are not the primary weapon
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//
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// Revision 1.124 2002/07/19 04:40:56 jbravo
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// Added 2 new radio sets and ctb radio sound support
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//
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@ -1059,7 +1062,7 @@ void EquipPlayer(gentity_t * ent)
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bandolierFactor = grenades = 0;
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ent->client->numClips[WP_PISTOL] = 1; // extra clip of ammo for pistol
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ent->client->numClips[WP_PISTOL] = ent->client->numClips[WP_AKIMBO] = 1; // extra clip of ammo for pistol
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ent->client->ps.ammo[WP_PISTOL] = RQ3_PISTOL_AMMO;
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if (ent->client->teamplayItem == HI_BANDOLIER) {
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