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May 18th, 2016
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  1. /*
  2. ============
  3. W_ChangeWeapon
  4.  
  5. ============
  6. */
  7. void() W_ChangeWeapon =
  8. {
  9. local float it, am, fl;
  10. local float oldimpulse;
  11.  
  12. it = self.items;
  13. am = 0;
  14.  
  15. if (self.impulse == 1)
  16. {
  17. fl = IT_AXE;
  18. }
  19. else if (self.impulse == 2)
  20. {
  21. fl = IT_SHOTGUN;
  22. if (self.ammo_shells < 1)
  23. am = 1;
  24. }
  25. else if (self.impulse == 3)
  26. {
  27. fl = IT_SUPER_SHOTGUN;
  28. if (self.ammo_shells < 2)
  29. am = 1;
  30. }
  31.  
  32. else if (self.impulse == 4)
  33. {
  34. if (self.weapon == IT_NAILGUN)
  35. {
  36. fl = IT_INFANTRY_GUN;
  37. }
  38. else
  39. {
  40. fl = IT_NAILGUN;
  41. }
  42. if (self.ammo_nails < 1)
  43. am = 1;
  44. }
  45.  
  46. //else if (self.impulse == 4)
  47. //{
  48. // if (self.weapon == IT_NAILGUN)
  49. // {
  50. // fl = IT_INFANTRY_GUN;
  51. // }
  52. //
  53. // if (self.weapon == IT_INFANTRY_GUN)
  54. // {
  55. // fl = IT_NAILGUN;
  56. // }
  57. //
  58. // if (self.weapon != IT_NAILGUN)
  59. // {
  60. // fl = IT_NAILGUN;
  61. // }
  62. //
  63. // if (self.weapon != IT_INFANTRY_GUN)
  64. // {
  65. // fl = IT_INFANTRY_GUN;
  66. // }
  67. //
  68. // if (self.ammo_nails < 1)
  69. // am = 1;
  70. //
  71. // }
  72.  
  73. else if (self.impulse == 5)
  74. {
  75. if (self.weapon == IT_SUPER_NAILGUN)
  76. {
  77. fl = IT_GATLING_GUN;
  78. if (self.ammo_nails < 1)
  79. am = 1;
  80. }
  81. else
  82. {
  83. fl = IT_SUPER_NAILGUN;
  84. if (self.ammo_nails < 2)
  85. am = 1;
  86. }
  87. }
  88.  
  89. //else if (self.impulse == 5)
  90. //{
  91. // if (self.weapon == IT_SUPER_NAILGUN)
  92. // {
  93. // fl = IT_GATLING_GUN;
  94. // }
  95. //
  96. // if (self.weapon == IT_GATLING_GUN)
  97. // {
  98. // fl = IT_SUPER_NAILGUN;
  99. // }
  100. //
  101. // if (self.weapon != IT_SUPER_NAILGUN)
  102. // {
  103. // fl = IT_SUPER_NAILGUN;
  104. // }
  105. //
  106. // if (self.weapon != IT_GATLING_GUN)
  107. // {
  108. // fl = IT_GATLING_GUN;
  109. // }
  110. //
  111. // if (self.ammo_nails < 1)
  112. // am = 1; // < 2
  113. // }
  114.  
  115. else if (self.impulse == 6)
  116. {
  117. fl = IT_GRENADE_LAUNCHER;
  118. if (self.ammo_rockets < 1)
  119. am = 1;
  120. }
  121. else if (self.impulse == 7)
  122. {
  123. fl = IT_ROCKET_LAUNCHER;
  124. if (self.ammo_rockets < 1)
  125. am = 1;
  126. }
  127.  
  128. else if (self.impulse == 8)
  129. {
  130. if (self.weapon == IT_LIGHTNING)
  131. {
  132. fl = IT_BFG9500;
  133. if (self.ammo_cells < 30)
  134. am = 1;;
  135. }
  136. else
  137. {
  138. fl = IT_LIGHTNING;
  139. if (self.ammo_cells < 1)
  140. am = 1;
  141. }
  142.  
  143. }
  144.  
  145. //else if (self.impulse == 8)
  146. //{
  147. // if (self.weapon == IT_LIGHTNING)
  148. // {
  149. // fl = IT_BFG9500;
  150. // if (self.ammo_cells < 30)
  151. // am = 1;
  152. // }
  153. //
  154. // if (self.weapon == IT_BFG9500)
  155. // {
  156. // fl = IT_LIGHTNING;
  157. // if (self.ammo_cells < 1)
  158. // am = 1;
  159. // }
  160. //
  161. // if (self.weapon != IT_LIGHTNING)
  162. // {
  163. // fl = IT_LIGHTNING;
  164. // if (self.ammo_cells < 1)
  165. // am = 1;
  166. // }
  167. //
  168. // if (self.weapon != IT_BFG9500)
  169. // {
  170. // fl = IT_BFG9500;
  171. // if (self.ammo_cells < 30)
  172. // am = 1;
  173. // }
  174. }
  175. //else if (self.impulse == 9)
  176. //{
  177. //fl = IT_BFG9500;
  178. //if (self.ammo_cells < 30)
  179. //am = 1;
  180. //}
  181.  
  182. //MED
  183. oldimpulse = self.impulse;
  184. self.impulse = 0;
  185.  
  186. if (!(self.items & fl))
  187. {
  188. //MED
  189. if (fl == IT_NAILGUN)
  190. {
  191. fl = IT_INFANTRY_GUN;
  192. if (!(self.items & fl))
  193. {
  194. sprint (self, "no weapon.\n");
  195. sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM);
  196. return;
  197. }
  198. if (self.ammo_nails < 1)
  199. am = 1;
  200. else
  201. am = 0;
  202. }
  203. else
  204. {
  205. sprint (self, "no weapon.\n");
  206. sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM);
  207. return;
  208. }
  209.  
  210.  
  211. if (fl == IT_SUPER_NAILGUN)
  212. {
  213. fl = IT_GATLING_GUN;
  214. if (!(self.items & fl))
  215. {
  216. sprint (self, "no weapon.\n");
  217. sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM);
  218. return;
  219. }
  220. if (self.ammo_nails < 1)
  221. am = 1;
  222. else
  223. am = 0;
  224. }
  225. else
  226. {
  227. sprint (self, "no weapon.\n");
  228. sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM);
  229. return;
  230. }
  231.  
  232. if (fl == IT_LIGHTNING)
  233. {
  234. fl = IT_BFG9500;
  235. if (self.ammo_cells < 30)
  236. am = 1;
  237. if (!(self.items & fl))
  238. {
  239. sprint (self, "no weapon.\n");
  240. sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM);
  241. return;
  242. }
  243. if (self.ammo_cells < 1)
  244. am = 1;
  245. else
  246. am = 0;
  247. }
  248. else
  249. {
  250. sprint (self, "no weapon.\n");
  251. return;
  252. }
  253.  
  254. }
  255.  
  256. if (!(self.items & fl))
  257. { // don't have the weapon or the ammo
  258. sprint (self, "no weapon.\n");
  259. sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM);
  260. return;
  261. }
  262.  
  263. if (am)
  264. { // don't have the ammo
  265. sprint (self, "not enough ammo.\n");
  266. sound (self, CHAN_WEAPON, "weapons/noammo.wav", 1, ATTN_NORM);
  267. return;
  268. }
  269.  
  270. //
  271. // set weapon, set ammo
  272. //
  273. self.weapon = fl;
  274. W_SetCurrentAmmo ();
  275. };
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