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- Blood: Implement WeaponSel_Alt
for game.
This commit is contained in:
parent
7ff73ae2f1
commit
be33872b42
2 changed files with 30 additions and 2 deletions
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@ -2060,7 +2060,35 @@ void WeaponProcess(PLAYER *pPlayer) {
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}
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}
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else if (pPlayer->input.getNewWeapon() == WeaponSel_Alt)
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else if (pPlayer->input.getNewWeapon() == WeaponSel_Alt)
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{
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{
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// todo
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char weapon;
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switch (pPlayer->curWeapon)
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{
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case 6:
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weapon = 11;
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break;
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case 11:
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weapon = 12;
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break;
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case 12:
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weapon = 6;
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break;
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default:
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return;
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}
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pPlayer->input.setNewWeapon(0);
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pPlayer->weaponState = 0;
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pPlayer->nextWeapon = 0;
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int t = 0;
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pPlayer->weaponMode[weapon] = t;
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if (pPlayer->curWeapon)
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{
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WeaponLower(pPlayer);
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pPlayer->nextWeapon = weapon;
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return;
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}
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pPlayer->newWeapon = weapon;
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}
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}
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if (pPlayer->weaponState == -1)
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if (pPlayer->weaponState == -1)
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{
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{
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@ -481,7 +481,7 @@ OptionMenu "ActionControlsMenu"// protected
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{
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{
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Control "$CNTRLMNU_ALTATTACK" , "+alt_fire"
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Control "$CNTRLMNU_ALTATTACK" , "+alt_fire"
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}
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}
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ifgame(ShadowWarrior, Duke, Redneck)
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ifgame(ShadowWarrior, Duke, Redneck, Blood)
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{
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{
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Control "$CNTRLMNU_ALTWEAPON" , "weapalt"
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Control "$CNTRLMNU_ALTWEAPON" , "weapalt"
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}
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}
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