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Merge pull request #810 from protocultor/prefweap
Added prefweap command to select weapon by priority
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commit
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2 changed files with 115 additions and 0 deletions
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@ -10,6 +10,11 @@ original clients (Vanilla Quake II) commands are still in place.
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skipped if it is not a valid weapon classname, you do not own it in
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skipped if it is not a valid weapon classname, you do not own it in
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your inventory or you do not have enough ammo to use it.
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your inventory or you do not have enough ammo to use it.
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* **prefweap <weapons>**: Similar to the previous command, this will
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select the first weapon available in the priority list given. Useful
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to set a "panic button". E.g. the following will select your best
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shotgun: `prefweap weapon_supershotgun weapon_shotgun`.
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* **gamemode <mode>**: Provides a convenient way to switch the game mode
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* **gamemode <mode>**: Provides a convenient way to switch the game mode
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between `coop`, `dm` and `sp` without having to set three cvars the
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between `coop`, `dm` and `sp` without having to set three cvars the
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correct way. `?` prints the current mode.
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correct way. `?` prints the current mode.
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@ -1558,6 +1558,112 @@ Cmd_CycleWeap_f(edict_t *ent)
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}
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}
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}
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}
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static gitem_t *
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preferred_weapon(edict_t *ent)
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{
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gclient_t *cl;
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gitem_t *noammo_fallback;
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gitem_t *noweap_fallback;
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gitem_t *weap;
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gitem_t *ammo;
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int i;
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int num_weaps;
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if (!ent)
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{
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return NULL;
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}
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cl = ent->client;
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if (!cl)
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{
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return NULL;
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}
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num_weaps = gi.argc();
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noammo_fallback = NULL;
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noweap_fallback = NULL;
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/* find the first eligible weapon in the list we can switch to */
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for (i = 1; i < num_weaps; i++)
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{
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weap = FindItemByClassname(gi.argv(i));
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if (weap && (weap->flags & IT_WEAPON) && weap->use)
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{
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if (cl->pers.inventory[ITEM_INDEX(weap)] > 0)
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{
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if (weap->ammo)
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{
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ammo = FindItem(weap->ammo);
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if (ammo)
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{
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if (cl->pers.inventory[ITEM_INDEX(ammo)] >= get_ammo_usage(weap))
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{
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return weap;
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}
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if (!noammo_fallback)
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{
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noammo_fallback = weap;
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}
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}
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}
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else
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{
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return weap;
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}
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}
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else if (!noweap_fallback)
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{
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noweap_fallback = weap;
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}
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}
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}
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/* if no weapon was found, the fallbacks will be used for
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printing the appropriate error message to the console
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*/
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if (noammo_fallback)
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{
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return noammo_fallback;
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}
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return noweap_fallback;
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}
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void
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Cmd_PrefWeap_f(edict_t *ent)
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{
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gitem_t *weap;
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if (!ent)
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{
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return;
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}
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if (gi.argc() <= 1)
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{
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gi.cprintf(ent, PRINT_HIGH, "Usage: prefweap classname1 classname2 .. classnameN\n");
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return;
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}
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weap = preferred_weapon(ent);
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if (weap)
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{
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if (ent->client->pers.inventory[ITEM_INDEX(weap)] <= 0)
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{
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gi.cprintf(ent, PRINT_HIGH, "Out of item: %s\n", weap->pickup_name);
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}
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else
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{
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weap->use(ent, weap);
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}
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}
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}
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void
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void
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ClientCommand(edict_t *ent)
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ClientCommand(edict_t *ent)
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{
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{
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@ -1710,6 +1816,10 @@ ClientCommand(edict_t *ent)
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{
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{
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Cmd_CycleWeap_f(ent);
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Cmd_CycleWeap_f(ent);
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}
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}
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else if (Q_stricmp(cmd, "prefweap") == 0)
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{
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Cmd_PrefWeap_f(ent);
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}
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else /* anything that doesn't match a command will be a chat */
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else /* anything that doesn't match a command will be a chat */
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{
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{
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Cmd_Say_f(ent, false, true);
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Cmd_Say_f(ent, false, true);
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