more intuitive akimboendaction (plz review/test)
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@7195 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+32
-1
@@ -6,7 +6,7 @@
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VARP(autoreload, 0, 1, 1);
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VARP(akimboautoswitch, 0, 1, 1);
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VARP(akimboendaction, 0, 1, 2); // 0: stay with pistol, 1: back to primary, 2: grenade - all fallback to previous one w/o ammo for target
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VARP(akimboendaction, 0, 3, 3); // 0: switch to knife, 1: stay with pistol (if has ammo), 2: switch to grenade (if possible), 3: switch to primary (if has ammo) - all fallback to previous one w/o ammo for target
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sgray sgr[SGRAYS*3];
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sgray pat[SGRAYS*3]; // DEBUG 2011may27
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@@ -1631,6 +1631,36 @@ void checkakimbo()
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switch(akimboendaction)
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{
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case 0: player1->weaponswitch(player1->weapons[GUN_KNIFE]); break;
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case 1:
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{
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if(player1->weapons[GUN_PISTOL]->ammo) player1->weaponswitch(&p);
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else player1->weaponswitch(player1->weapons[GUN_KNIFE]);
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break;
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}
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case 2:
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{
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if(player1->mag[GUN_GRENADE]) player1->weaponswitch(player1->weapons[GUN_GRENADE]);
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else {
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if(player1->weapons[GUN_PISTOL]->ammo) player1->weaponswitch(&p);
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else player1->weaponswitch(player1->weapons[GUN_KNIFE]);
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}
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break;
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}
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case 3:
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{
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if(player1->ammo[player1->primary]) player1->weaponswitch(player1->weapons[player1->primary]);
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else {
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if(player1->mag[GUN_GRENADE]) player1->weaponswitch(player1->weapons[GUN_GRENADE]);
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else {
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if(player1->weapons[GUN_PISTOL]->ammo) player1->weaponswitch(&p);
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else player1->weaponswitch(player1->weapons[GUN_KNIFE]);
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}
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}
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break;
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}
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default: break;
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/*
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case 0: player1->weaponswitch(&p); break;
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case 1:
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{
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@@ -1649,6 +1679,7 @@ void checkakimbo()
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break;
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}
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default: break;
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*/
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}
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}
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if(player1->state != CS_DEAD) audiomgr.playsoundc(S_AKIMBOOUT);
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