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- Duke: When using cl_showmagamt 1
, increase pistol maximum by 4 so that when you have full ammunition, you have a full clip.
* On the fence about this. Lower makes the game harder, and higher could mean the difference between life and death. I do think that if we're showing amounts in the magazine, full ammo should constitute a full magazine. I think the max of 200 is an oversight from the original devs as all other games have proper defaults that reflect the magazine or cylinder capacity.
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2 changed files with 22 additions and 0 deletions
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@ -409,6 +409,7 @@ enum miscConstants
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MAXGEOSECTORS = 64,
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MAXGEOSECTORS = 64,
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CRACK_TIME = 777,
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CRACK_TIME = 777,
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PISTOL_MAXDEFAULT = 200,
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DUKE3D_NO_WIDESCREEN_PINNING = 1 << 0,
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DUKE3D_NO_WIDESCREEN_PINNING = 1 << 0,
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};
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};
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@ -2521,6 +2521,27 @@ static void processweapon(int snum, ESyncBits sb_snum, int psect)
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auto s = &sprite[pi];
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auto s = &sprite[pi];
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int shrunk = (s->yrepeat < 32);
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int shrunk = (s->yrepeat < 32);
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// Set maximum for pistol slightly higher if playing with `cl_showmagamount 1`.
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if (!cl_showmagamt)
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{
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if (p->ammo_amount[PISTOL_WEAPON] > PISTOL_MAXDEFAULT)
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p->ammo_amount[PISTOL_WEAPON] = PISTOL_MAXDEFAULT;
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if (max_ammo_amount[PISTOL_WEAPON] != PISTOL_MAXDEFAULT)
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max_ammo_amount[PISTOL_WEAPON] = PISTOL_MAXDEFAULT;
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}
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else
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{
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short pistolAddition = 4;
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short pistolNewMaximum = PISTOL_MAXDEFAULT + pistolAddition;
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if (p->ammo_amount[PISTOL_WEAPON] == PISTOL_MAXDEFAULT && max_ammo_amount[PISTOL_WEAPON] == PISTOL_MAXDEFAULT)
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p->ammo_amount[PISTOL_WEAPON] += pistolAddition;
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if (max_ammo_amount[PISTOL_WEAPON] != pistolNewMaximum)
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max_ammo_amount[PISTOL_WEAPON] = pistolNewMaximum;
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}
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if (isNamWW2GI() && (sb_snum & SKB_HOLSTER)) // 'Holster Weapon
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if (isNamWW2GI() && (sb_snum & SKB_HOLSTER)) // 'Holster Weapon
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{
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{
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if (isWW2GI())
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if (isWW2GI())
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