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- Added Karate Chris's 'sv_doubleammo' submission.
SVN r625 (trunk)
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ac04233590
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5 changed files with 8 additions and 1 deletions
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@ -1,4 +1,5 @@
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December 23, 2007 (Changes by Graf Zahl)
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- Added Karate Chris's 'sv_doubleammo' submission.
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- Added Karate Chris's 'Take' console command submission.
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- Changed DTA_Translation parameter for DrawTexture to an integer to avoid
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passing renderer specific data to the function. Also added DTA_Font so
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@ -388,6 +388,7 @@ CVAR (Flag, sv_nocrouch, dmflags, DF_NO_CROUCH);
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CVAR (Int, dmflags2, 0, CVAR_SERVERINFO);
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CVAR (Flag, sv_weapondrop, dmflags2, DF2_YES_WEAPONDROP);
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CVAR (Flag, sv_doubleammo, dmflags2, DF2_YES_DOUBLEAMMO);
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CVAR (Flag, sv_nobfgaim, dmflags2, DF2_NO_FREEAIMBFG);
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CVAR (Flag, sv_respawnprotect, dmflags2, DF2_YES_INVUL);
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CVAR (Flag, sv_barrelrespawn, dmflags2, DF2_BARRELS_RESPAWN);
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@ -246,7 +246,7 @@ enum
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//#define DF2_YES_RUNEDROP 256 // Drop current rune upon death
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//#define DF2_YES_200MAX 512 // Don't all max. health/armor items to bring
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// // health or armor over 200%
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//#define DF2_YES_DOUBLEAMMO 1024 // Doubles ammo like skill 1 and 5 do
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DF2_YES_DOUBLEAMMO = 1 << 10, // Doubles ammo like skill 1 and 5 do
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//#define DF2_NO_CLEARFRAGS 2048 // Don't clear frags after each level
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//#define DF2_FORCE_NORESPAWN 4096 // Player cannot respawn
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//#define DF2_YES_DEGENERATION 8192 // Quake-style degeneration
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@ -82,6 +82,10 @@ bool AAmmo::HandlePickup (AInventory *item)
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receiving = FixedMul(receiving, G_SkillProperty(SKILLP_AmmoFactor));
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}
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int oldamount = Amount;
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if (dmflags2 & DF2_YES_DOUBLEAMMO)
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receiving *= 2;
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Amount += receiving;
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if (Amount > MaxAmount)
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{
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@ -1012,6 +1012,7 @@ static menuitem_t DMFlagsItems[] = {
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// { bitflag, "Falling damage (old)", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FORCE_FALLINGZD} },
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// { bitflag, "Falling damage (Hexen)",{&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FORCE_FALLINGHX} },
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{ bitflag, "Drop weapon", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_WEAPONDROP} },
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{ bitflag, "Double ammo", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_DOUBLEAMMO} },
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{ bitflag, "Infinite ammo", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_INFINITE_AMMO} },
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{ bitflag, "No monsters", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_NO_MONSTERS} },
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{ bitflag, "Monsters respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_MONSTERS_RESPAWN} },
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