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Fix flashlight in induction.

mobile_hacks
Andrey Akhmichin 5 years ago
parent
commit
918aacad9e
  1. 14
      cl_dll/flashlight.cpp
  2. 5
      cl_dll/hud.cpp
  3. 3
      dlls/player.cpp

14
cl_dll/flashlight.cpp

@ -112,12 +112,20 @@ int CHudFlashlight::Draw( float flTime ) @@ -112,12 +112,20 @@ int CHudFlashlight::Draw( float flTime )
return 1;
#ifdef MOBILE_HACKS
if( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) )
|| ( g_iModType == MOD_INDUCTION && !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_FLASHLIGHT ) ) ) ) )
if( g_iModType == MOD_INDUCTION )
{
if( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_FLASHLIGHT ) ) ) )
return 1;
}
else
{
if( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) )
return 1;
}
#else // MOBILE_HACKS
if( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) )
#endif // MOBILE_HACKS
return 1;
#endif // MOBILE_HACKS
if( m_fOn )
a = 225;

5
cl_dll/hud.cpp

@ -226,6 +226,11 @@ void CHud::Init( void ) @@ -226,6 +226,11 @@ void CHud::Init( void )
g_iModType = MOD_SEWER_BETA;
g_iHudColor = RGB_WHITISH;
}
else if( HUD_IsGame( "induction" ) )
{
g_iModType = MOD_INDUCTION;
g_iHudColor = RGB_YELLOWISH;
}
else
{
g_iModType = MOD_VALVE;

3
dlls/player.cpp

@ -3296,7 +3296,8 @@ void CBasePlayer::FlashlightTurnOn( void ) @@ -3296,7 +3296,8 @@ void CBasePlayer::FlashlightTurnOn( void )
}
#ifdef MOBILE_HACKS
if( (pev->weapons & ( 1 << WEAPON_SUIT ) ) || ( g_iModType == MOD_INDUCTION && (pev->weapons & ( 1 << WEAPON_FLASHLIGHT ) ) ) )
if( (g_iModType != MOD_INDUCTION && (pev->weapons & ( 1 << WEAPON_SUIT ) ) )
|| ( g_iModType == MOD_INDUCTION && (pev->weapons & ( 1 << WEAPON_FLASHLIGHT ) ) ) )
#else // MOBILE_HACKS
if( (pev->weapons & ( 1 << WEAPON_SUIT ) ) )
#endif // MOBILE_HACKS

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