- Blood: Implement WeaponSel_Alt for game.

This commit is contained in:
Mitchell Richters 2020-08-29 22:51:20 +10:00
parent 7ff73ae2f1
commit be33872b42
2 changed files with 30 additions and 2 deletions

View file

@ -2060,7 +2060,35 @@ void WeaponProcess(PLAYER *pPlayer) {
} }
else if (pPlayer->input.getNewWeapon() == WeaponSel_Alt) else if (pPlayer->input.getNewWeapon() == WeaponSel_Alt)
{ {
// todo char weapon;
switch (pPlayer->curWeapon)
{
case 6:
weapon = 11;
break;
case 11:
weapon = 12;
break;
case 12:
weapon = 6;
break;
default:
return;
}
pPlayer->input.setNewWeapon(0);
pPlayer->weaponState = 0;
pPlayer->nextWeapon = 0;
int t = 0;
pPlayer->weaponMode[weapon] = t;
if (pPlayer->curWeapon)
{
WeaponLower(pPlayer);
pPlayer->nextWeapon = weapon;
return;
}
pPlayer->newWeapon = weapon;
} }
if (pPlayer->weaponState == -1) if (pPlayer->weaponState == -1)
{ {

View file

@ -481,7 +481,7 @@ OptionMenu "ActionControlsMenu"// protected
{ {
Control "$CNTRLMNU_ALTATTACK" , "+alt_fire" Control "$CNTRLMNU_ALTATTACK" , "+alt_fire"
} }
ifgame(ShadowWarrior, Duke, Redneck) ifgame(ShadowWarrior, Duke, Redneck, Blood)
{ {
Control "$CNTRLMNU_ALTWEAPON" , "weapalt" Control "$CNTRLMNU_ALTWEAPON" , "weapalt"
} }