Browse Source

Use custom ammo values for biglolly.

mobile_hacks
Andrey Akhmichin 4 years ago
parent
commit
218badae22
  1. 14
      dlls/glock.cpp
  2. 14
      dlls/handgrenade.cpp
  3. 14
      dlls/squeakgrenade.cpp
  4. 6
      dlls/weapons.h

14
dlls/glock.cpp

@ -45,7 +45,12 @@ void CGlock::Spawn()
m_iId = WEAPON_GLOCK; m_iId = WEAPON_GLOCK;
SET_MODEL( ENT( pev ), "models/w_9mmhandgun.mdl" ); SET_MODEL( ENT( pev ), "models/w_9mmhandgun.mdl" );
m_iDefaultAmmo = GLOCK_DEFAULT_GIVE; #ifdef MOBILE_HACKS
if( g_iModType == MOD_BIGLOLLY )
m_iDefaultAmmo = BIGLOLLY_GLOCK_DEFAULT_GIVE;
else
#endif
m_iDefaultAmmo = GLOCK_DEFAULT_GIVE;
FallInit();// get ready to fall down. FallInit();// get ready to fall down.
} }
@ -76,7 +81,12 @@ int CGlock::GetItemInfo( ItemInfo *p )
p->iMaxAmmo1 = _9MM_MAX_CARRY; p->iMaxAmmo1 = _9MM_MAX_CARRY;
p->pszAmmo2 = NULL; p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1; p->iMaxAmmo2 = -1;
p->iMaxClip = GLOCK_MAX_CLIP; #ifdef MOBILE_HACKS
if( g_iModType == MOD_BIGLOLLY )
p->iMaxClip = BIGLOLLY_GLOCK_MAX_CLIP;
else
#endif
p->iMaxClip = GLOCK_MAX_CLIP;
p->iSlot = 1; p->iSlot = 1;
p->iPosition = 0; p->iPosition = 0;
p->iFlags = 0; p->iFlags = 0;

14
dlls/handgrenade.cpp

@ -46,7 +46,12 @@ void CHandGrenade::Spawn()
#ifndef CLIENT_DLL #ifndef CLIENT_DLL
pev->dmg = gSkillData.plrDmgHandGrenade; pev->dmg = gSkillData.plrDmgHandGrenade;
#endif #endif
m_iDefaultAmmo = HANDGRENADE_DEFAULT_GIVE; #ifdef MOBILE_HACKS
if( g_iModType == MOD_BIGLOLLY )
m_iDefaultAmmo = BIGLOLLY_HANDGRENADE_DEFAULT_GIVE;
else
#endif
m_iDefaultAmmo = HANDGRENADE_DEFAULT_GIVE;
FallInit();// get ready to fall down. FallInit();// get ready to fall down.
} }
@ -62,7 +67,12 @@ int CHandGrenade::GetItemInfo( ItemInfo *p )
{ {
p->pszName = STRING( pev->classname ); p->pszName = STRING( pev->classname );
p->pszAmmo1 = "Hand Grenade"; p->pszAmmo1 = "Hand Grenade";
p->iMaxAmmo1 = HANDGRENADE_MAX_CARRY; #ifdef MOBILE_HACKS
if( g_iModType == MOD_BIGLOLLY )
p->iMaxAmmo1 = BIGLOLLY_HANDGRENADE_MAX_CARRY;
else
#endif
p->iMaxAmmo1 = HANDGRENADE_MAX_CARRY;
p->pszAmmo2 = NULL; p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1; p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP; p->iMaxClip = WEAPON_NOCLIP;

14
dlls/squeakgrenade.cpp

@ -429,7 +429,12 @@ void CSqueak::Spawn()
FallInit();//get ready to fall down. FallInit();//get ready to fall down.
m_iDefaultAmmo = SNARK_DEFAULT_GIVE; #ifdef MOBILE_HACKS
if( g_iModType == MOD_BIGLOLLY )
m_iDefaultAmmo = BIGLOLLY_SNARK_DEFAULT_GIVE;
else
#endif
m_iDefaultAmmo = SNARK_DEFAULT_GIVE;
pev->sequence = 1; pev->sequence = 1;
pev->animtime = gpGlobals->time; pev->animtime = gpGlobals->time;
@ -452,7 +457,12 @@ int CSqueak::GetItemInfo( ItemInfo *p )
{ {
p->pszName = STRING( pev->classname ); p->pszName = STRING( pev->classname );
p->pszAmmo1 = "Snarks"; p->pszAmmo1 = "Snarks";
p->iMaxAmmo1 = SNARK_MAX_CARRY; #ifdef MOBILE_HACKS
if( g_iModType == MOD_BIGLOLLY )
p->iMaxAmmo1 = BIGLOLLY_SNARK_MAX_CARRY;
else
#endif
p->iMaxAmmo1 = SNARK_MAX_CARRY;
p->pszAmmo2 = NULL; p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1; p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP; p->iMaxClip = WEAPON_NOCLIP;

6
dlls/weapons.h

@ -115,9 +115,11 @@ public:
#define BOLT_MAX_CARRY 50 #define BOLT_MAX_CARRY 50
#define ROCKET_MAX_CARRY 5 #define ROCKET_MAX_CARRY 5
#define HANDGRENADE_MAX_CARRY 10 #define HANDGRENADE_MAX_CARRY 10
#define BIGLOLLY_HANDGRENADE_MAX_CARRY 6
#define SATCHEL_MAX_CARRY 5 #define SATCHEL_MAX_CARRY 5
#define TRIPMINE_MAX_CARRY 5 #define TRIPMINE_MAX_CARRY 5
#define SNARK_MAX_CARRY 15 #define SNARK_MAX_CARRY 15
#define BIGLOLLY_SNARK_MAX_CARRY 12
#define HORNET_MAX_CARRY 8 #define HORNET_MAX_CARRY 8
#define M203_GRENADE_MAX_CARRY 10 #define M203_GRENADE_MAX_CARRY 10
@ -126,6 +128,7 @@ public:
//#define CROWBAR_MAX_CLIP WEAPON_NOCLIP //#define CROWBAR_MAX_CLIP WEAPON_NOCLIP
#define GLOCK_MAX_CLIP 17 #define GLOCK_MAX_CLIP 17
#define BIGLOLLY_GLOCK_MAX_CLIP 15
#define PYTHON_MAX_CLIP 6 #define PYTHON_MAX_CLIP 6
#define MP5_MAX_CLIP 50 #define MP5_MAX_CLIP 50
#define MP5_DEFAULT_AMMO 25 #define MP5_DEFAULT_AMMO 25
@ -142,6 +145,7 @@ public:
// the default amount of ammo that comes with each gun when it spawns // the default amount of ammo that comes with each gun when it spawns
#define GLOCK_DEFAULT_GIVE 17 #define GLOCK_DEFAULT_GIVE 17
#define BIGLOLLY_GLOCK_DEFAULT_GIVE 30
#define PYTHON_DEFAULT_GIVE 6 #define PYTHON_DEFAULT_GIVE 6
#define MP5_DEFAULT_GIVE 25 #define MP5_DEFAULT_GIVE 25
#define MP5_DEFAULT_AMMO 25 #define MP5_DEFAULT_AMMO 25
@ -152,9 +156,11 @@ public:
#define GAUSS_DEFAULT_GIVE 20 #define GAUSS_DEFAULT_GIVE 20
#define EGON_DEFAULT_GIVE 20 #define EGON_DEFAULT_GIVE 20
#define HANDGRENADE_DEFAULT_GIVE 5 #define HANDGRENADE_DEFAULT_GIVE 5
#define BIGLOLLY_HANDGRENADE_DEFAULT_GIVE 2
#define SATCHEL_DEFAULT_GIVE 1 #define SATCHEL_DEFAULT_GIVE 1
#define TRIPMINE_DEFAULT_GIVE 1 #define TRIPMINE_DEFAULT_GIVE 1
#define SNARK_DEFAULT_GIVE 5 #define SNARK_DEFAULT_GIVE 5
#define BIGLOLLY_SNARK_DEFAULT_GIVE 3
#define HIVEHAND_DEFAULT_GIVE 8 #define HIVEHAND_DEFAULT_GIVE 8
// The amount of ammo given to a player by an ammo item. // The amount of ammo given to a player by an ammo item.

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