help change starting weapons
Posted: Thu Jul 15, 2010 6:04 pm
Hey just a quick question, which quake C file contains the code that tells you which weapons to start with, or is that coded into the engine?
Code: Select all
oid() SetChangeParms =
{
if (self.health <= 0)
{
SetNewParms ();
return;
}
// remove items
self.items = self.items - (self.items &
(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) );
// cap super health
if (self.health > 100)
self.health = 100;
if (self.health < 50)
self.health = 50;
parm1 = self.items;
parm2 = self.health;
parm3 = self.armorvalue;
if (self.ammo_shells < 25)
parm4 = 25;
else
parm4 = self.ammo_shells;
parm5 = self.ammo_nails;
parm6 = self.ammo_rockets;
parm7 = self.ammo_cells;
parm8 = self.weapon;
parm9 = self.armortype * 100;
};
void() SetNewParms =
{
parm1 = IT_SHOTGUN | IT_AXE;
parm2 = 100;
parm3 = 0;
parm4 = 25;
parm5 = 0;
parm6 = 0;
parm7 = 0;
parm8 = 1;
parm9 = 0;
};
void() DecodeLevelParms =
{
if (serverflags)
{
if (world.model == "maps/start.bsp")
SetNewParms (); // take away all stuff on starting new episode
}
self.items = parm1;
self.health = parm2;
self.armorvalue = parm3;
self.ammo_shells = parm4;
self.ammo_nails = parm5;
self.ammo_rockets = parm6;
self.ammo_cells = parm7;
self.weapon = parm8;
self.armortype = parm9 * 0.01;
};
client.qcHazematman wrote:which quake C file
Code: Select all
void() SetNewParms =
{
parm1 = IT_SHOTGUN; // Modify this little piece to whatever weapon you want
parm2 = 99;
parm3 = 0;
parm4 = 100;
parm5 = 1;
parm6 = 0;
parm7 = 0;
parm8 = 1; //This is the actual weapon you start with. 1= IT_SHOTGUN
parm9 = 0;
parm10 = 0;
};
Code: Select all
parm1 = IT_SHOTGUN | IT_AXE | IT_ROCKET_LAUNCHER;
Hazematman ...Hazematman wrote:Hey just a quick question, which quake C file contains the code that tells you which weapons to start with, or is that coded into the engine?