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.
This commit is contained in:
Jaime Moreira 2023-12-07 20:51:49 -03:00
parent 4967b9d0ca
commit 9eca08fd92
5 changed files with 37 additions and 22 deletions

View file

@ -222,6 +222,12 @@ Set `0` by default.
single player, the same way as in multiplayer.
This cvar only works if the game.dll implements this behaviour.
* **g_quick_weap**: If set to `1`, both *weapprev* and *weapnext*
commands will "count" how many times they have been called, making
possible to skip weapons by quickly tapping one of these keys.
By default this cvar is set to `0`, and will only work if the
game.dll implements this behaviour.
* **g_swap_speed**: Sets the speed of the "changing weapon" animation.
Default is `1`. If set to `2`, it will be double the speed, `3` is
the triple... up until the max of `8`, since there are at least 2

View file

@ -732,17 +732,25 @@ Cmd_WeapPrev_f(edict_t *ent)
cl = ent->client;
if (!cl->pers.weapon)
if (g_quick_weap->value && cl->newweapon)
{
it = cl->newweapon;
}
else if (cl->pers.weapon)
{
it = cl->pers.weapon;
}
else
{
return;
}
selected_weapon = ITEM_INDEX(cl->pers.weapon);
selected_weapon = ITEM_INDEX(it);
/* scan for the next valid one */
for (i = 1; i <= MAX_ITEMS; i++)
{
index = (selected_weapon + i) % MAX_ITEMS;
index = (selected_weapon + MAX_ITEMS - i) % MAX_ITEMS;
if (!cl->pers.inventory[index])
{
@ -751,19 +759,14 @@ Cmd_WeapPrev_f(edict_t *ent)
it = &itemlist[index];
if (!it->use)
{
continue;
}
if (!(it->flags & IT_WEAPON))
if (!it->use || !(it->flags & IT_WEAPON))
{
continue;
}
it->use(ent, it);
if (cl->pers.weapon == it)
if (cl->newweapon == it)
{
return; /* successful */
}
@ -785,17 +788,25 @@ Cmd_WeapNext_f(edict_t *ent)
cl = ent->client;
if (!cl->pers.weapon)
if (g_quick_weap->value && cl->newweapon)
{
it = cl->newweapon;
}
else if (cl->pers.weapon)
{
it = cl->pers.weapon;
}
else
{
return;
}
selected_weapon = ITEM_INDEX(cl->pers.weapon);
selected_weapon = ITEM_INDEX(it);
/* scan for the next valid one */
for (i = 1; i <= MAX_ITEMS; i++)
{
index = (selected_weapon + MAX_ITEMS - i) % MAX_ITEMS;
index = (selected_weapon + i) % MAX_ITEMS;
if (!cl->pers.inventory[index])
{
@ -804,19 +815,14 @@ Cmd_WeapNext_f(edict_t *ent)
it = &itemlist[index];
if (!it->use)
{
continue;
}
if (!(it->flags & IT_WEAPON))
if (!it->use || !(it->flags & IT_WEAPON))
{
continue;
}
it->use(ent, it);
if (cl->pers.weapon == it)
if (cl->newweapon == it)
{
return; /* successful */
}

View file

@ -88,6 +88,7 @@ cvar_t *gib_on;
cvar_t *aimfix;
cvar_t *g_machinegun_norecoil;
cvar_t *g_quick_weap;
cvar_t *g_swap_speed;
void G_RunFrame(void);

View file

@ -551,6 +551,7 @@ extern cvar_t *sv_maplist;
extern cvar_t *aimfix;
extern cvar_t *g_machinegun_norecoil;
extern cvar_t *g_quick_weap;
extern cvar_t *g_swap_speed;
#define world (&g_edicts[0])

View file

@ -246,6 +246,7 @@ InitGame(void)
/* others */
aimfix = gi.cvar("aimfix", "0", CVAR_ARCHIVE);
g_machinegun_norecoil = gi.cvar("g_machinegun_norecoil", "0", CVAR_ARCHIVE);
g_quick_weap = gi.cvar("g_quick_weap", "0", CVAR_ARCHIVE);
g_swap_speed = gi.cvar("g_swap_speed", "1", 0);
/* items */