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May 19th, 2016
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  1. /*
  2. ============
  3. W_ChangeWeapon
  4.  
  5. ============
  6. */
  7. //MED 10/18/96 added hipweapons
  8. void() W_ChangeWeapon =
  9. {
  10. local float it, am, fl;
  11. local float oldimpulse;
  12.  
  13. it = self.items;
  14. am = 0;
  15.  
  16. //MED
  17. if (self.impulse == 1)
  18. {
  19. fl = IT_AXE;
  20. }
  21. else if (self.impulse == 2)
  22. {
  23. fl = IT_SHOTGUN;
  24. if (self.ammo_shells < 1)
  25. am = 1;
  26. }
  27. else if (self.impulse == 3)
  28. {
  29. fl = IT_SUPER_SHOTGUN;
  30. if (self.ammo_shells < 2)
  31. am = 1;
  32. }
  33. else if (self.impulse == 4)
  34. {
  35. fl = IT_NAILGUN;
  36. if (self.ammo_nails < 1)
  37. am = 1;
  38. }
  39. //MED
  40. else if (self.impulse == 5)
  41. {
  42. fl = IT_SUPER_NAILGUN;
  43. if (self.ammo_nails < 2)
  44. am = 1;
  45.  
  46. }
  47. //MED
  48. else if (self.impulse == 6)
  49. {
  50. if (self.weapon == IT_GRENADE_LAUNCHER)
  51. {
  52. fl = IT_PROXIMITY_GUN;
  53. }
  54. else
  55. {
  56. fl = IT_GRENADE_LAUNCHER;
  57. }
  58. if (self.ammo_rockets < 1)
  59. am = 1;
  60. }
  61. else if (self.impulse == 7)
  62. {
  63. fl = IT_ROCKET_LAUNCHER;
  64. if (self.ammo_rockets < 1)
  65. am = 1;
  66. }
  67. //MED
  68. else if (self.impulse == 8)
  69. {
  70. fl = IT_LIGHTNING;
  71. if (self.ammo_cells < 1)
  72. am = 1;
  73. }
  74. else if (self.impulse == 225)
  75. {
  76. fl = IT_LASER_CANNON;
  77. if (self.ammo_cells < 1)
  78. am = 1;
  79. }
  80. else if (self.impulse == 226)
  81. {
  82. fl = IT_MJOLNIR;
  83. }
  84.  
  85. //MED
  86. oldimpulse = self.impulse;
  87. self.impulse = 0;
  88.  
  89. if (!(self.items & fl))
  90. {
  91. //MED
  92. if (fl == IT_GRENADE_LAUNCHER)
  93. {
  94. fl = IT_PROXIMITY_GUN;
  95. if (!(self.items & fl))
  96. {
  97. sprint (self, "no weapon.\n");
  98. return;
  99. }
  100. if (self.ammo_rockets < 1)
  101. am = 1;
  102. else
  103. am = 0;
  104. }
  105. else
  106. {
  107. sprint (self, "no weapon.\n");
  108. return;
  109. }
  110. }
  111.  
  112. if (am)
  113. { // don't have the ammo
  114. sprint (self, "not enough ammo.\n");
  115. return;
  116. }
  117.  
  118. //
  119. // set weapon, set ammo
  120. //
  121. self.weapon = fl;
  122. W_SetCurrentAmmo ();
  123. };
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