3-way instant-gib
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@@ -1681,9 +1681,9 @@ void BotChooseWeapon(bot_state_t *bs) {
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trap_EA_SelectWeapon(bs->client, bs->weaponnum);
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trap_EA_SelectWeapon(bs->client, bs->weaponnum);
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}
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}
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else {
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else {
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if ( g_instantgib.integer == 1 || g_weaponarena.integer == 7 ) {
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if ( g_instantgib.integer || g_weaponarena.integer == 7 ) {
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newweaponnum = WP_RAILGUN;
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newweaponnum = WP_RAILGUN;
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} else if ( g_weaponarena.integer == 5 ) {
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} else if ( g_instantgib.integer || g_weaponarena.integer == 5 ) {
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newweaponnum = WP_ROCKET_LAUNCHER;
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newweaponnum = WP_ROCKET_LAUNCHER;
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} else if ( g_weaponarena.integer == 1 ) {
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} else if ( g_weaponarena.integer == 1 ) {
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newweaponnum = WP_GAUNTLET;
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newweaponnum = WP_GAUNTLET;
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@@ -1691,7 +1691,7 @@ void BotChooseWeapon(bot_state_t *bs) {
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newweaponnum = WP_MACHINEGUN;
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newweaponnum = WP_MACHINEGUN;
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} else if ( g_weaponarena.integer == 3 ) {
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} else if ( g_weaponarena.integer == 3 ) {
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newweaponnum = WP_SHOTGUN;
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newweaponnum = WP_SHOTGUN;
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} else if ( g_weaponarena.integer == 4 ) {
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} else if ( g_instantgib.integer || g_weaponarena.integer == 4 ) {
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newweaponnum = WP_GRENADE_LAUNCHER;
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newweaponnum = WP_GRENADE_LAUNCHER;
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} else if ( g_weaponarena.integer == 6 ) {
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} else if ( g_weaponarena.integer == 6 ) {
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newweaponnum = WP_LIGHTNING;
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newweaponnum = WP_LIGHTNING;
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@@ -1699,7 +1699,7 @@ void BotChooseWeapon(bot_state_t *bs) {
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newweaponnum = WP_PLASMAGUN;
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newweaponnum = WP_PLASMAGUN;
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} else if ( g_weaponarena.integer == 9 ) {
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} else if ( g_weaponarena.integer == 9 ) {
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newweaponnum = WP_BFG;
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newweaponnum = WP_BFG;
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} else if ( g_instantgib.integer > 2 || g_weaponarena.integer == 10 ) {
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} else if ( g_instantgib.integer || g_weaponarena.integer == 10 ) {
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newweaponnum = WP_NAILGUN;
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newweaponnum = WP_NAILGUN;
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} else if ( g_weaponarena.integer == 11 ) {
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} else if ( g_weaponarena.integer == 11 ) {
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newweaponnum = WP_PROX_LAUNCHER;
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newweaponnum = WP_PROX_LAUNCHER;
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@@ -1988,15 +1988,21 @@ else
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ent->health = client->ps.stats[STAT_ARMOR] = g_elimination_startArmor.integer; //client->ps.stats[STAT_MAX_HEALTH]*2;
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ent->health = client->ps.stats[STAT_ARMOR] = g_elimination_startArmor.integer; //client->ps.stats[STAT_MAX_HEALTH]*2;
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ent->health = client->ps.stats[STAT_HEALTH] = g_elimination_startHealth.integer; //client->ps.stats[STAT_MAX_HEALTH]*2;
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ent->health = client->ps.stats[STAT_HEALTH] = g_elimination_startHealth.integer; //client->ps.stats[STAT_MAX_HEALTH]*2;
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}
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}
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//Instantgib mode, replace weapons with rail (and maybe gauntlet)
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// Instant-gib mode, replace standard loadout with an alternating loadout
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// 1: Only Railgun
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// 2: Gauntlet + Railgun
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// 3: Nailgun + Railgun
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//
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// Note: CPU-controlled bots can only use the Railgun, no matter
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// the settings given.
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if(g_instantgib.integer) {
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if(g_instantgib.integer) {
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client->ps.stats[STAT_WEAPONS] = ( 1 << WP_RAILGUN );
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client->ps.stats[STAT_WEAPONS] = ( 1 << WP_RAILGUN );
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client->ps.ammo[WP_RAILGUN] = -1; //Don't display any ammo
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client->ps.ammo[WP_RAILGUN] = -1; //Don't display any ammo
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if(g_instantgib.integer > 1) {
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if(g_instantgib.integer == 2) {
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client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GAUNTLET );
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client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GAUNTLET );
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client->ps.ammo[WP_GAUNTLET] = -1;
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client->ps.ammo[WP_GAUNTLET] = -1;
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}
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}
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if(g_instantgib.integer > 2) {
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if(g_instantgib.integer == 3) {
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client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_NAILGUN );
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client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_NAILGUN );
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client->ps.ammo[WP_NAILGUN] = -1;
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client->ps.ammo[WP_NAILGUN] = -1;
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}
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}
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