splitscreen: rewrite special weapons cycling, don't cycle to foot.

git-svn-id: https://svn.eduke32.com/eduke32@2915 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2012-08-16 21:49:01 +00:00
parent a5d68d46f0
commit 8d3db58950

View file

@ -60,51 +60,47 @@ gamevar pcolor 0 0 // Used to display quotes with player color
gamevar p1heat 0 0 // Common night vision googles gamevar p1heat 0 0 // Common night vision googles
gamevar p2heat 0 0 gamevar p2heat 0 0
gamevar pcard 0 0 // Access cards
// Crosshair need to be redone for two players // Crosshair need to be redone for two players
onevent EVENT_DISPLAYCROSSHAIR onevent EVENT_DISPLAYCROSSHAIR
setvar RETURN -1 setvar RETURN -1
endevent endevent
// For some reasons, next and previous weapon actions will never pick expander or foot
define KNEE_WEAPON 0
define PISTOL_WEAPON 1
define SHOTGUN_WEAPON 2
define CHAINGUN_WEAPON 3
define RPG_WEAPON 4
define HANDBOMB_WEAPON 5
define SHRINKER_WEAPON 6
define DEVISTATOR_WEAPON 7
define TRIPBOMB_WEAPON 8
define FREEZE_WEAPON 9
define HANDREMOTE_WEAPON 10
define GROW_WEAPON 11
// Next and previous weapon actions will never pick the expander.
onevent EVENT_NEXTWEAPON onevent EVENT_NEXTWEAPON
getplayer[THISACTOR].curr_weapon pweapon getplayer[THISACTOR].curr_weapon pweapon
ifvare pweapon 11 ifvare pweapon GROW_WEAPON
{ setvar RETURN DEVISTATOR_WEAPON
setplayer[THISACTOR].curr_weapon 7 else ifvare pweapon SHRINKER_WEAPON
setvar RETURN -1 setvar RETURN SHRINKER_WEAPON // select expander
}
else ifvare pweapon 9
{
setplayer[THISACTOR].curr_weapon 0
setvar RETURN -1
}
else ifvare pweapon 6
{
setplayer[THISACTOR].curr_weapon 11
setvar RETURN -1
}
endevent endevent
onevent EVENT_PREVIOUSWEAPON onevent EVENT_PREVIOUSWEAPON
getplayer[THISACTOR].curr_weapon pweapon getplayer[THISACTOR].curr_weapon pweapon
ifvare pweapon 11 ifvare pweapon DEVISTATOR_WEAPON
{ {
setplayer[THISACTOR].curr_weapon 6 // Select expander. We can't return GROW_WEAPON, because it means
setvar RETURN -1 // 'next weapon' here.
} // Ugly, because the shrinker is displayed for a split second.
else ifvare pweapon 1 setplayer[THISACTOR].curr_weapon SHRINKER_WEAPON
{ setvar RETURN SHRINKER_WEAPON
setplayer[THISACTOR].curr_weapon 0
setvar RETURN -1
}
else ifvare pweapon 7
{
setplayer[THISACTOR].curr_weapon 11
setvar RETURN -1
} }
else ifvare pweapon GROW_WEAPON
setvar RETURN SHRINKER_WEAPON
endevent endevent
// Disable all the following keys, need room for player 2 // Disable all the following keys, need room for player 2
@ -267,7 +263,7 @@ endevent
// orientation bits for the crosshairs // orientation bits for the crosshairs
define ORIENT 1024 // 26 define ORIENT 1032 // 26
// gametext args // gametext args
define P1X 4 define P1X 4
@ -326,15 +322,6 @@ onevent EVENT_DISPLAYROOMS
else else
setgamepalette 2 setgamepalette 2
// This part was for showing keycards, but I don't know how to check if player has a keycard
/*
getplayer[THISACTOR].got_access pcard
ifvare pcard 1 rotatesprite 150 178 65536 0 ACCESS_ICON 0 0 10 0 0 xdim ydim
ifvare pcard 2 rotatesprite 150 185 65536 0 ACCESS_ICON 0 0 10 0 0 xdim ydim
ifvare pcard 3 rotatesprite 150 192 65536 0 ACCESS_ICON 0 0 10 0 0 xdim ydim
*/
getactor[THISACTOR].pal pcolor getactor[THISACTOR].pal pcolor
getplayer[THISACTOR].ftq pftq getplayer[THISACTOR].ftq pftq
getplayer[THISACTOR].fta pfta getplayer[THISACTOR].fta pfta