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Faster "weapprev" and "weapnext" behavior
These commands can now "count" how many times they have been called, similar to how "cycleweap" operates after #865. This allows for changing to different weapons, instead of just going "one down" or "one up". New cvar "g_quick_swap" allows to enable/disable this behavior.
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5 changed files with 37 additions and 22 deletions
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@ -222,6 +222,12 @@ Set `0` by default.
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single player, the same way as in multiplayer.
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This cvar only works if the game.dll implements this behaviour.
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* **g_quick_weap**: If set to `1`, both *weapprev* and *weapnext*
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commands will "count" how many times they have been called, making
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possible to skip weapons by quickly tapping one of these keys.
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By default this cvar is set to `0`, and will only work if the
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game.dll implements this behaviour.
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* **g_swap_speed**: Sets the speed of the "changing weapon" animation.
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Default is `1`. If set to `2`, it will be double the speed, `3` is
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the triple... up until the max of `8`, since there are at least 2
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@ -732,17 +732,25 @@ Cmd_WeapPrev_f(edict_t *ent)
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cl = ent->client;
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if (!cl->pers.weapon)
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if (g_quick_weap->value && cl->newweapon)
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{
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it = cl->newweapon;
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}
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else if (cl->pers.weapon)
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{
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it = cl->pers.weapon;
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}
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else
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{
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return;
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}
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selected_weapon = ITEM_INDEX(cl->pers.weapon);
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selected_weapon = ITEM_INDEX(it);
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/* scan for the next valid one */
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for (i = 1; i <= MAX_ITEMS; i++)
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{
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index = (selected_weapon + i) % MAX_ITEMS;
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index = (selected_weapon + MAX_ITEMS - i) % MAX_ITEMS;
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if (!cl->pers.inventory[index])
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{
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@ -751,19 +759,14 @@ Cmd_WeapPrev_f(edict_t *ent)
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it = &itemlist[index];
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if (!it->use)
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{
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continue;
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}
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if (!(it->flags & IT_WEAPON))
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if (!it->use || !(it->flags & IT_WEAPON))
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{
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continue;
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}
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it->use(ent, it);
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if (cl->pers.weapon == it)
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if (cl->newweapon == it)
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{
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return; /* successful */
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}
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@ -785,17 +788,25 @@ Cmd_WeapNext_f(edict_t *ent)
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cl = ent->client;
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if (!cl->pers.weapon)
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if (g_quick_weap->value && cl->newweapon)
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{
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it = cl->newweapon;
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}
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else if (cl->pers.weapon)
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{
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it = cl->pers.weapon;
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}
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else
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{
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return;
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}
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selected_weapon = ITEM_INDEX(cl->pers.weapon);
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selected_weapon = ITEM_INDEX(it);
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/* scan for the next valid one */
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for (i = 1; i <= MAX_ITEMS; i++)
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{
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index = (selected_weapon + MAX_ITEMS - i) % MAX_ITEMS;
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index = (selected_weapon + i) % MAX_ITEMS;
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if (!cl->pers.inventory[index])
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{
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@ -804,19 +815,14 @@ Cmd_WeapNext_f(edict_t *ent)
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it = &itemlist[index];
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if (!it->use)
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{
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continue;
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}
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if (!(it->flags & IT_WEAPON))
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if (!it->use || !(it->flags & IT_WEAPON))
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{
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continue;
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}
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it->use(ent, it);
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if (cl->pers.weapon == it)
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if (cl->newweapon == it)
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{
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return; /* successful */
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}
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@ -88,6 +88,7 @@ cvar_t *gib_on;
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cvar_t *aimfix;
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cvar_t *g_machinegun_norecoil;
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cvar_t *g_quick_weap;
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cvar_t *g_swap_speed;
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void G_RunFrame(void);
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@ -551,6 +551,7 @@ extern cvar_t *sv_maplist;
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extern cvar_t *aimfix;
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extern cvar_t *g_machinegun_norecoil;
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extern cvar_t *g_quick_weap;
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extern cvar_t *g_swap_speed;
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#define world (&g_edicts[0])
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@ -246,6 +246,7 @@ InitGame(void)
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/* others */
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aimfix = gi.cvar("aimfix", "0", CVAR_ARCHIVE);
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g_machinegun_norecoil = gi.cvar("g_machinegun_norecoil", "0", CVAR_ARCHIVE);
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g_quick_weap = gi.cvar("g_quick_weap", "0", CVAR_ARCHIVE);
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g_swap_speed = gi.cvar("g_swap_speed", "1", 0);
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/* items */
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