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Cleanups and removal of g_RQ3_sniperup
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parent
02fa6d4eec
commit
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3 changed files with 25 additions and 14 deletions
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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 1.41 2002/03/01 18:21:26 jbravo
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// Cleanups and removal of g_RQ3_sniperup
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//
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// Revision 1.40 2002/02/27 01:54:29 jbravo
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// More spectatorfixes and finally stopped all fallingdamage anims and
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// sounds during LCA.
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@ -1428,8 +1431,8 @@ void ClientSpawn(gentity_t *ent) {
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//Blaze: changed WP_MACHINEGUN to WP_PISTOL, makes the base weapon you start with the pistol
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// JBravo: Not in TP
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if(g_gametype.integer != GT_TEAMPLAY) {
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client->ps.stats[STAT_WEAPONS] = ( 1 << WP_PISTOL );
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client->numClips[WP_PISTOL] = 0;
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client->ps.stats[STAT_WEAPONS] = ( 1 << WP_PISTOL );
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client->numClips[WP_PISTOL] = 0;
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client->ps.ammo[WP_PISTOL] = ClipAmountForAmmo(WP_PISTOL);
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}
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@ -1464,8 +1467,8 @@ void ClientSpawn(gentity_t *ent) {
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//Blaze: Changed WP_MACHINEGUN to WP_PISTOL
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// JBravo: we dont want the endless pistol in TP
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if(g_gametype.integer != GT_TEAMPLAY) {
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client->ps.weapon = WP_PISTOL;
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client->ps.weaponstate = WEAPON_READY;
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client->ps.weapon = WP_PISTOL;
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client->ps.weaponstate = WEAPON_READY;
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}
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}
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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 1.46 2002/03/01 18:21:26 jbravo
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// Cleanups and removal of g_RQ3_sniperup
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//
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// Revision 1.45 2002/02/25 19:41:53 jbravo
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// Fixed the use ESC and join menu to join teams when dead players are
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// spectating in TP mode.
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@ -1349,7 +1352,7 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
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// JBravo: FF control
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if (targ != attacker && attacker && targ && targ->client && attacker->client &&
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targ->client->sess.sessionTeam == attacker->client->sess.sessionTeam &&
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!g_friendlyFire.integer)
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(!g_friendlyFire.integer && level.team_round_going))
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return;
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// the intermission has allready been qualified for, so don't
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@ -1606,7 +1609,7 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
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if ( targ != attacker && OnSameTeam (targ, attacker) ) {
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#endif
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// JBravo: more FF tweaks
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if ( g_friendlyFire.integer == 2 ) {
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if ( g_friendlyFire.integer == 2 && level.team_round_going ) {
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return;
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}
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}
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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 1.23 2002/03/01 18:21:26 jbravo
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// Cleanups and removal of g_RQ3_sniperup
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//
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// Revision 1.22 2002/02/27 01:54:29 jbravo
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// More spectatorfixes and finally stopped all fallingdamage anims and
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// sounds during LCA.
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@ -601,7 +604,6 @@ void EquipPlayer (gentity_t *ent)
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bandolierFactor = grenades = 0;
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ent->client->ps.weapon = ent->client->teamplayWeapon;
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ent->client->numClips[ WP_PISTOL ] = 1; // extra clip of ammo for pistol
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ent->client->ps.ammo[ WP_PISTOL] = RQ3_PISTOL_AMMO;
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@ -612,16 +614,14 @@ void EquipPlayer (gentity_t *ent)
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bandolierFactor = 1;
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}
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switch(ent->client->ps.weapon) {
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switch(ent->client->teamplayWeapon) {
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case WP_SSG3000:
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if (g_RQ3_sniperup.integer == 0) {
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ent->client->ps.weapon = WP_PISTOL;
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}
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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_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->ps.stats[STAT_WEAPONS] |= ( 1 << WP_SSG3000 );
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ent->client->numClips[ WP_SSG3000 ] = RQ3_SSG3000_EXTRA_AMMO;
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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->weaponCount[ent->client->ps.weapon] = 1;
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ent->client->uniqueWeapons = 1;
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break;
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@ -631,6 +631,7 @@ void EquipPlayer (gentity_t *ent)
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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->ps.ammo[ WP_MP5 ] = RQ3_MP5_AMMO;
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ent->client->ps.weapon = WP_MP5;
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ent->client->weaponCount[ent->client->ps.weapon] = 1;
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ent->client->uniqueWeapons = 1;
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break;
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@ -640,6 +641,7 @@ void EquipPlayer (gentity_t *ent)
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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->ps.ammo[ WP_M3 ] = RQ3_M3_AMMO;
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ent->client->ps.weapon = WP_M3;
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ent->client->weaponCount[ent->client->ps.weapon] = 1;
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ent->client->uniqueWeapons = 1;
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break;
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@ -649,6 +651,7 @@ void EquipPlayer (gentity_t *ent)
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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->ps.ammo[ WP_M4 ] = RQ3_M4_AMMO;
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ent->client->ps.weapon = WP_M4;
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ent->client->weaponCount[ent->client->ps.weapon] = 1;
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ent->client->uniqueWeapons = 1;
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break;
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@ -658,6 +661,7 @@ void EquipPlayer (gentity_t *ent)
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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->ps.ammo[ WP_AKIMBO ] = RQ3_AKIMBO_AMMO;
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ent->client->ps.weapon = WP_AKIMBO;
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ent->client->weaponCount[ent->client->ps.weapon] = 1;
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ent->client->uniqueWeapons = 0;
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break;
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@ -667,6 +671,7 @@ void EquipPlayer (gentity_t *ent)
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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->ps.ammo[ WP_HANDCANNON ] = RQ3_HANDCANNON_AMMO;
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ent->client->ps.weapon = WP_HANDCANNON;
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ent->client->weaponCount[ent->client->ps.weapon] = 1;
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ent->client->uniqueWeapons = 1;
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break;
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@ -687,7 +692,7 @@ void EquipPlayer (gentity_t *ent)
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ent->client->ps.ammo[WP_GRENADE] = grenades;
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ent->client->uniqueWeapons++;
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}
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ent->client->ps.weaponstate = WEAPON_READY;
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ent->client->ps.weaponstate = WEAPON_RAISING;
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ent->client->ps.stats[STAT_HOLDABLE_ITEM] = BG_FindItemForHoldable( ent->client->teamplayItem ) - bg_itemlist;
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ent->client->uniqueItems = 1;
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