implement ammo distribution flag

This commit is contained in:
alison wright 2019-09-19 19:41:14 -04:00
parent 71ac1c45a1
commit 6bca60e74a
2 changed files with 46 additions and 43 deletions

View File

@ -442,7 +442,7 @@ void() weapon_touch = {
sound(other, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM); sound(other, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM);
stuffcmd(other, "bf\n"); stuffcmd(other, "bf\n");
bound_other_ammo(); bound_ammo(other);
// change to the weapon // change to the weapon
old = other.items; old = other.items;
@ -566,65 +566,66 @@ AMMO
=============================================================================== ===============================================================================
*/ */
void(.float ammo, float max) distribute_ammo = {
entity pl, stemp;
if(sf_dist_ammo) {
pl = find(world, classname, "player");
while(pl != world) {
pl.ammo += self.aflag;
bound_ammo(pl);
stemp = self;
self = pl;
W_SetCurrentAmmo();
self = stemp;
pl = find(pl, classname, "player");
}
} else {
if(other.ammo >= max) {
return;
}
other.ammo += self.aflag;
bound_ammo(other);
}
};
void() ammo_touch = { void() ammo_touch = {
entity stemp; entity stemp;
float best; float best;
if(other.classname != "player") { if(other.classname != "player" || other.health <= 0) {
return;
}
if(other.health <= 0) {
return; return;
} }
// if the player was using their best weapon, change up to the new one if better // if the player was using their best weapon, change up to the new one if
// better
stemp = self; stemp = self;
self = other; self = other;
best = W_BestWeapon(); best = W_BestWeapon();
self = stemp; self = stemp;
switch(self.weapon) {
// shotgun case AMTYPE_SHELLS:
if(self.weapon == 1) { distribute_ammo(ammo_shells, AMMAX_SHELLS);
if(other.ammo_shells >= 100) { break;
return; case AMTYPE_NAILS:
} distribute_ammo(ammo_nails, AMMAX_NAILS);
other.ammo_shells = other.ammo_shells + self.aflag; break;
case AMTYPE_ROCKETS:
distribute_ammo(ammo_rockets, AMMAX_ROCKETS);
break;
case AMTYPE_CELLS:
distribute_ammo(ammo_cells, AMMAX_CELLS);
break;
} }
// spikes
if(self.weapon == 2) {
if(other.ammo_nails >= 200) {
return;
}
other.ammo_nails = other.ammo_nails + self.aflag;
}
// rockets
if(self.weapon == 3) {
if(other.ammo_rockets >= 100) {
return;
}
other.ammo_rockets = other.ammo_rockets + self.aflag;
}
// cells
if(self.weapon == 4) {
if(other.ammo_cells >= 100) {
return;
}
other.ammo_cells = other.ammo_cells + self.aflag;
}
bound_other_ammo();
sprint(other, "You got the ", self.netname, "\n"); sprint(other, "You got the ", self.netname, "\n");
// ammo touch sound // ammo touch sound
sound(other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM); sound(other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM);
stuffcmd(other, "bf\n"); stuffcmd(other, "bf\n");
// change to a better weapon if appropriate // change to a better weapon if appropriate
if(other.weapon == best) { if(other.weapon == best) {
stemp = self; stemp = self;
self = other; self = other;
@ -1100,7 +1101,7 @@ void() BackpackTouch = {
old = other.items; old = other.items;
other.items = other.items | new; other.items = other.items | new;
bound_other_ammo(); bound_ammo(other);
if(self.ammo_shells) { if(self.ammo_shells) {
if(acount) { if(acount) {

6
todo
View File

@ -9,7 +9,8 @@ rename all functions to be lower_underscore
core features: core features:
distributed ammo add registercvar support
restart map after 10 seconds when everyone is dead
useful features: useful features:
@ -21,7 +22,7 @@ extraneous features:
emotes emotes
player sound effect option player sound effect option
players shoot through eachother players shoot through eachother (teamplay 4?)
selectable player models and skins selectable player models and skins
sound clips sound clips
third person player weapon models third person player weapon models
@ -30,5 +31,6 @@ done:
corpse pickups have keys corpse pickups have keys
custom pronouns custom pronouns
distributed ammo
lives counting lives counting
no friendly fire no friendly fire