Ammo logic implemented for WEAPON_SATCHEL
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71b4a58910
1 changed files with 17 additions and 7 deletions
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@ -25,7 +25,7 @@ enum
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string w_satchel_vmodel(void)
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{
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return "models/v_satchel_radio.mdl";
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return "models/v_satchel.mdl";
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}
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string w_satchel_wmodel(void)
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{
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@ -139,15 +139,18 @@ void w_satchel_primary(void)
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}
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Weapons_UpdateAmmo(pl, pl.satchel_chg, pl.ammo_satchel, __NULL__);
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#else
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if (!pl.a_ammo1) {
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setmodel(pSeat->eViewModel, "models/v_satchel_radio.mdl");
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if (pl.a_ammo1 <= 0) {
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Weapons_ViewAnimation(RADIO_DRAW);
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} else {
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Weapons_ViewAnimation(RADIO_USE);
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}
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pl.a_ammo1++;
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pl.a_ammo2--;
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#endif
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pl.w_attack_next = 1.0f;
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pl.w_idle_next = 2.5f;
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pl.w_idle_next = 1.0f;
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}
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void w_satchel_secondary(void)
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{
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@ -177,7 +180,9 @@ void w_satchel_secondary(void)
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pl.ammo_satchel--;
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Weapons_UpdateAmmo(pl, pl.satchel_chg, pl.ammo_satchel, __NULL__);
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#else
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pl.a_ammo1++;
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pl.a_ammo2--;
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setmodel(pSeat->eViewModel, "models/v_satchel_radio.mdl");
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Weapons_ViewAnimation(RADIO_DRAW);
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#endif
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@ -190,15 +195,20 @@ void w_satchel_reload(void)
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}
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void w_satchel_release(void)
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{
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#ifdef CSQC
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player pl = (player)self;
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if (pl.w_idle_next) {
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if (pl.w_idle_next > 0.0) {
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return;
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}
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Weapons_ViewAnimation(RADIO_FIDGET);
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pl.w_idle_next = 15.0f;
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#ifdef CSQC
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if (pl.a_ammo1 <= 0) {
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Weapons_ViewAnimation(SATCHEL_FIDGET);
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} else {
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Weapons_ViewAnimation(RADIO_FIDGET);
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}
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#endif
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pl.w_idle_next = 15.0f;
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}
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float w_satchel_aimanim(void)
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