mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2024-11-10 07:12:07 +00:00
Add coop_pickup_weapons
, allow a weapon to be taken several times.
In coop a weapon can be picked up only once. That's annoying, because in coop ammunition is sparse and not getting the ammunition that comes with a weapons make things worse. When `coop_pickup_weapons` is set to `1` a weapon may be picked up if: 1) The player doesn't have the weapon in their inventory. 2) No other player has already picked it up.
This commit is contained in:
parent
7ca55afffe
commit
1a6dea5a0b
5 changed files with 16 additions and 3 deletions
|
@ -113,6 +113,14 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
|
|||
spawned in maps (in fact, some official Ground Zero maps contain
|
||||
these entities). This cvar is set to 0 by default.
|
||||
|
||||
* **coop_pickup_weapons**: In coop a weapon can be picked up only once.
|
||||
For example, if the player already has the shotgun they cannot pickup
|
||||
a second shotgun found at a later time, thus not getting the ammo that
|
||||
comes with it. This breaks the balacing. If set to `1` a weapon can be
|
||||
picked up if a) the player doesn't have it or b) it wasn't already
|
||||
picked up by another player. Defaults to `0`.
|
||||
|
||||
|
||||
## Audio
|
||||
|
||||
* **al_device**: OpenAL device to use. In most cases there's no need to
|
||||
|
|
|
@ -40,6 +40,7 @@ edict_t *g_edicts;
|
|||
|
||||
cvar_t *deathmatch;
|
||||
cvar_t *coop;
|
||||
cvar_t *coop_pickup_weapons;
|
||||
cvar_t *dmflags;
|
||||
cvar_t *skill;
|
||||
cvar_t *fraglimit;
|
||||
|
|
|
@ -72,6 +72,7 @@
|
|||
#define FL_TEAMSLAVE 0x00000400 /* not the first on the team */
|
||||
#define FL_NO_KNOCKBACK 0x00000800
|
||||
#define FL_POWER_ARMOR 0x00001000 /* power armor (if any) is active */
|
||||
#define FL_COOP_TAKEN 0x00002000 /* Another client has already taken it */
|
||||
#define FL_RESPAWN 0x80000000 /* used for item respawning */
|
||||
|
||||
#define FRAMETIME 0.1
|
||||
|
@ -507,6 +508,7 @@ extern edict_t *g_edicts;
|
|||
extern cvar_t *maxentities;
|
||||
extern cvar_t *deathmatch;
|
||||
extern cvar_t *coop;
|
||||
extern cvar_t *coop_pickup_weapons;
|
||||
extern cvar_t *dmflags;
|
||||
extern cvar_t *skill;
|
||||
extern cvar_t *fraglimit;
|
||||
|
|
|
@ -184,7 +184,8 @@ Pickup_Weapon(edict_t *ent, edict_t *other)
|
|||
if ((((int)(dmflags->value) & DF_WEAPONS_STAY) || coop->value) &&
|
||||
other->client->pers.inventory[index])
|
||||
{
|
||||
if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM)))
|
||||
if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM)) &&
|
||||
(!coop_pickup_weapons->value || (ent->flags & FL_COOP_TAKEN)))
|
||||
{
|
||||
return false; /* leave the weapon for others to pickup */
|
||||
}
|
||||
|
@ -223,14 +224,14 @@ Pickup_Weapon(edict_t *ent, edict_t *other)
|
|||
if (coop->value)
|
||||
{
|
||||
ent->flags |= FL_RESPAWN;
|
||||
ent->flags |= FL_COOP_TAKEN;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ((other->client->pers.weapon != ent->item) &&
|
||||
(other->client->pers.inventory[index] == 1) &&
|
||||
(!deathmatch->value ||
|
||||
(other->client->pers.weapon == FindItem("blaster"))))
|
||||
(!deathmatch->value || (other->client->pers.weapon == FindItem("blaster"))))
|
||||
{
|
||||
other->client->newweapon = ent->item;
|
||||
}
|
||||
|
|
|
@ -232,6 +232,7 @@ InitGame(void)
|
|||
maxspectators = gi.cvar("maxspectators", "4", CVAR_SERVERINFO);
|
||||
deathmatch = gi.cvar("deathmatch", "0", CVAR_LATCH);
|
||||
coop = gi.cvar("coop", "0", CVAR_LATCH);
|
||||
coop_pickup_weapons = gi.cvar("coop_pickup_weapons", "0", 0);
|
||||
skill = gi.cvar("skill", "1", CVAR_LATCH);
|
||||
maxentities = gi.cvar("maxentities", "1024", CVAR_LATCH);
|
||||
|
||||
|
|
Loading…
Reference in a new issue