Cleanups and removal of g_RQ3_sniperup

This commit is contained in:
Richard Allen 2002-03-01 18:21:26 +00:00
parent 02fa6d4eec
commit f9b6692422
3 changed files with 25 additions and 14 deletions

View file

@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.41 2002/03/01 18:21:26 jbravo
// Cleanups and removal of g_RQ3_sniperup
//
// Revision 1.40 2002/02/27 01:54:29 jbravo // Revision 1.40 2002/02/27 01:54:29 jbravo
// More spectatorfixes and finally stopped all fallingdamage anims and // More spectatorfixes and finally stopped all fallingdamage anims and
// sounds during LCA. // sounds during LCA.
@ -1428,8 +1431,8 @@ void ClientSpawn(gentity_t *ent) {
//Blaze: changed WP_MACHINEGUN to WP_PISTOL, makes the base weapon you start with the pistol //Blaze: changed WP_MACHINEGUN to WP_PISTOL, makes the base weapon you start with the pistol
// JBravo: Not in TP // JBravo: Not in TP
if(g_gametype.integer != GT_TEAMPLAY) { if(g_gametype.integer != GT_TEAMPLAY) {
client->ps.stats[STAT_WEAPONS] = ( 1 << WP_PISTOL ); client->ps.stats[STAT_WEAPONS] = ( 1 << WP_PISTOL );
client->numClips[WP_PISTOL] = 0; client->numClips[WP_PISTOL] = 0;
client->ps.ammo[WP_PISTOL] = ClipAmountForAmmo(WP_PISTOL); client->ps.ammo[WP_PISTOL] = ClipAmountForAmmo(WP_PISTOL);
} }
@ -1464,8 +1467,8 @@ void ClientSpawn(gentity_t *ent) {
//Blaze: Changed WP_MACHINEGUN to WP_PISTOL //Blaze: Changed WP_MACHINEGUN to WP_PISTOL
// JBravo: we dont want the endless pistol in TP // JBravo: we dont want the endless pistol in TP
if(g_gametype.integer != GT_TEAMPLAY) { if(g_gametype.integer != GT_TEAMPLAY) {
client->ps.weapon = WP_PISTOL; client->ps.weapon = WP_PISTOL;
client->ps.weaponstate = WEAPON_READY; client->ps.weaponstate = WEAPON_READY;
} }
} }

View file

@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.46 2002/03/01 18:21:26 jbravo
// Cleanups and removal of g_RQ3_sniperup
//
// Revision 1.45 2002/02/25 19:41:53 jbravo // Revision 1.45 2002/02/25 19:41:53 jbravo
// Fixed the use ESC and join menu to join teams when dead players are // Fixed the use ESC and join menu to join teams when dead players are
// spectating in TP mode. // spectating in TP mode.
@ -1349,7 +1352,7 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
// JBravo: FF control // JBravo: FF control
if (targ != attacker && attacker && targ && targ->client && attacker->client && if (targ != attacker && attacker && targ && targ->client && attacker->client &&
targ->client->sess.sessionTeam == attacker->client->sess.sessionTeam && targ->client->sess.sessionTeam == attacker->client->sess.sessionTeam &&
!g_friendlyFire.integer) (!g_friendlyFire.integer && level.team_round_going))
return; return;
// the intermission has allready been qualified for, so don't // the intermission has allready been qualified for, so don't
@ -1606,7 +1609,7 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
if ( targ != attacker && OnSameTeam (targ, attacker) ) { if ( targ != attacker && OnSameTeam (targ, attacker) ) {
#endif #endif
// JBravo: more FF tweaks // JBravo: more FF tweaks
if ( g_friendlyFire.integer == 2 ) { if ( g_friendlyFire.integer == 2 && level.team_round_going ) {
return; return;
} }
} }

View file

@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.23 2002/03/01 18:21:26 jbravo
// Cleanups and removal of g_RQ3_sniperup
//
// Revision 1.22 2002/02/27 01:54:29 jbravo // Revision 1.22 2002/02/27 01:54:29 jbravo
// More spectatorfixes and finally stopped all fallingdamage anims and // More spectatorfixes and finally stopped all fallingdamage anims and
// sounds during LCA. // sounds during LCA.
@ -601,7 +604,6 @@ void EquipPlayer (gentity_t *ent)
bandolierFactor = grenades = 0; bandolierFactor = grenades = 0;
ent->client->ps.weapon = ent->client->teamplayWeapon;
ent->client->numClips[ WP_PISTOL ] = 1; // extra clip of ammo for pistol ent->client->numClips[ WP_PISTOL ] = 1; // extra clip of ammo for pistol
ent->client->ps.ammo[ WP_PISTOL] = RQ3_PISTOL_AMMO; ent->client->ps.ammo[ WP_PISTOL] = RQ3_PISTOL_AMMO;
@ -612,16 +614,14 @@ void EquipPlayer (gentity_t *ent)
bandolierFactor = 1; bandolierFactor = 1;
} }
switch(ent->client->ps.weapon) { switch(ent->client->teamplayWeapon) {
case WP_SSG3000: case WP_SSG3000:
if (g_RQ3_sniperup.integer == 0) { ent->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_SSG3000 );
ent->client->ps.weapon = WP_PISTOL; ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PISTOL );
}
ent->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_PISTOL );
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE ); ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE );
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_SSG3000 );
ent->client->numClips[ WP_SSG3000 ] = RQ3_SSG3000_EXTRA_AMMO; ent->client->numClips[ WP_SSG3000 ] = RQ3_SSG3000_EXTRA_AMMO;
ent->client->ps.ammo[ WP_SSG3000 ] = RQ3_SSG3000_AMMO; ent->client->ps.ammo[ WP_SSG3000 ] = RQ3_SSG3000_AMMO;
ent->client->ps.weapon = WP_SSG3000;
ent->client->weaponCount[ent->client->ps.weapon] = 1; ent->client->weaponCount[ent->client->ps.weapon] = 1;
ent->client->uniqueWeapons = 1; ent->client->uniqueWeapons = 1;
break; break;
@ -631,6 +631,7 @@ void EquipPlayer (gentity_t *ent)
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE ); ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE );
ent->client->numClips[ WP_MP5 ] = RQ3_MP5_EXTRA_AMMO; ent->client->numClips[ WP_MP5 ] = RQ3_MP5_EXTRA_AMMO;
ent->client->ps.ammo[ WP_MP5 ] = RQ3_MP5_AMMO; ent->client->ps.ammo[ WP_MP5 ] = RQ3_MP5_AMMO;
ent->client->ps.weapon = WP_MP5;
ent->client->weaponCount[ent->client->ps.weapon] = 1; ent->client->weaponCount[ent->client->ps.weapon] = 1;
ent->client->uniqueWeapons = 1; ent->client->uniqueWeapons = 1;
break; break;
@ -640,6 +641,7 @@ void EquipPlayer (gentity_t *ent)
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE ); ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE );
ent->client->numClips[ WP_M3 ] = RQ3_M3_EXTRA_AMMO; ent->client->numClips[ WP_M3 ] = RQ3_M3_EXTRA_AMMO;
ent->client->ps.ammo[ WP_M3 ] = RQ3_M3_AMMO; ent->client->ps.ammo[ WP_M3 ] = RQ3_M3_AMMO;
ent->client->ps.weapon = WP_M3;
ent->client->weaponCount[ent->client->ps.weapon] = 1; ent->client->weaponCount[ent->client->ps.weapon] = 1;
ent->client->uniqueWeapons = 1; ent->client->uniqueWeapons = 1;
break; break;
@ -649,6 +651,7 @@ void EquipPlayer (gentity_t *ent)
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE ); ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE );
ent->client->numClips[ WP_M4 ] = RQ3_M4_EXTRA_AMMO; ent->client->numClips[ WP_M4 ] = RQ3_M4_EXTRA_AMMO;
ent->client->ps.ammo[ WP_M4 ] = RQ3_M4_AMMO; ent->client->ps.ammo[ WP_M4 ] = RQ3_M4_AMMO;
ent->client->ps.weapon = WP_M4;
ent->client->weaponCount[ent->client->ps.weapon] = 1; ent->client->weaponCount[ent->client->ps.weapon] = 1;
ent->client->uniqueWeapons = 1; ent->client->uniqueWeapons = 1;
break; break;
@ -658,6 +661,7 @@ void EquipPlayer (gentity_t *ent)
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE ); ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE );
ent->client->numClips[ WP_AKIMBO ] = RQ3_AKIMBO_EXTRA_AMMO; ent->client->numClips[ WP_AKIMBO ] = RQ3_AKIMBO_EXTRA_AMMO;
ent->client->ps.ammo[ WP_AKIMBO ] = RQ3_AKIMBO_AMMO; ent->client->ps.ammo[ WP_AKIMBO ] = RQ3_AKIMBO_AMMO;
ent->client->ps.weapon = WP_AKIMBO;
ent->client->weaponCount[ent->client->ps.weapon] = 1; ent->client->weaponCount[ent->client->ps.weapon] = 1;
ent->client->uniqueWeapons = 0; ent->client->uniqueWeapons = 0;
break; break;
@ -667,6 +671,7 @@ void EquipPlayer (gentity_t *ent)
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE ); ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE );
ent->client->numClips[ WP_HANDCANNON ] = RQ3_HANDCANNON_EXTRA_AMMO; ent->client->numClips[ WP_HANDCANNON ] = RQ3_HANDCANNON_EXTRA_AMMO;
ent->client->ps.ammo[ WP_HANDCANNON ] = RQ3_HANDCANNON_AMMO; ent->client->ps.ammo[ WP_HANDCANNON ] = RQ3_HANDCANNON_AMMO;
ent->client->ps.weapon = WP_HANDCANNON;
ent->client->weaponCount[ent->client->ps.weapon] = 1; ent->client->weaponCount[ent->client->ps.weapon] = 1;
ent->client->uniqueWeapons = 1; ent->client->uniqueWeapons = 1;
break; break;
@ -687,7 +692,7 @@ void EquipPlayer (gentity_t *ent)
ent->client->ps.ammo[WP_GRENADE] = grenades; ent->client->ps.ammo[WP_GRENADE] = grenades;
ent->client->uniqueWeapons++; ent->client->uniqueWeapons++;
} }
ent->client->ps.weaponstate = WEAPON_READY; ent->client->ps.weaponstate = WEAPON_RAISING;
ent->client->ps.stats[STAT_HOLDABLE_ITEM] = BG_FindItemForHoldable( ent->client->teamplayItem ) - bg_itemlist; ent->client->ps.stats[STAT_HOLDABLE_ITEM] = BG_FindItemForHoldable( ent->client->teamplayItem ) - bg_itemlist;
ent->client->uniqueItems = 1; ent->client->uniqueItems = 1;