Changed IR vision to be more like AQ2

This commit is contained in:
Andrei Drexler 2002-03-31 17:41:03 +00:00
parent d06abf5ca4
commit c1c76a7c86

View file

@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.40 2002/03/31 17:41:03 makro
// Changed IR vision to be more like AQ2
//
// Revision 1.39 2002/03/31 13:52:48 jbravo // Revision 1.39 2002/03/31 13:52:48 jbravo
// More cleanups // More cleanups
// //
@ -763,35 +766,33 @@ static void CG_SayTeam_f ( void ) {
*/ */
/* /*
================== ====================================
CG_IRVision_f CG_IRVision_f
Elder: Attempt to turn on IR Vision Elder: Attempt to turn on IR Vision
================== Makro: Made it so that the player
can use this even if he
doesn't have a bandolier
====================================
*/ */
static void CG_IRVision_f ( void ) { static void CG_IRVision_f ( void ) {
const char *status = "enabled";
cg.rq3_irvision = !(cg.rq3_irvision);
if ( !(cg.rq3_irvision) ) {
status = "disabled";
}
if (bg_itemlist[cg.snap->ps.stats[STAT_HOLDABLE_ITEM]].giTag == HI_BANDOLIER) if (bg_itemlist[cg.snap->ps.stats[STAT_HOLDABLE_ITEM]].giTag == HI_BANDOLIER)
{ {
if (cg.rq3_irvision) CG_Printf(va("IR vision %s.\n", status));
{ } else {
CG_Printf("IR vision disabled.\n"); CG_Printf(va("IR vision will be %s next time you get a bandolier.\n", status));
cg.rq3_irvision = qfalse;
}
else
{
CG_Printf("IR vision enabled.\n");
cg.rq3_irvision = qtrue;
} }
trap_S_StartLocalSound(cgs.media.weapToggleSound, CHAN_ITEM); trap_S_StartLocalSound(cgs.media.weapToggleSound, CHAN_ITEM);
}
else
{
CG_Printf("You do not have IR goggles.\n");
}
} }