Gotweapon: Difference between revisions
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'''''gotweapon #''''' is an array that specify if player currently has a certain weapon. ''#'' Indicates the weapon ID. | |||
define KNEE_WEAPON 0 | |||
define PISTOL_WEAPON 1 | |||
define SHOTGUN_WEAPON 2 | |||
define CHAINGUN_WEAPON 3 | |||
define RPG_WEAPON 4 | |||
define HANDBOMB_WEAPON 5 | |||
define SHRINKER_WEAPON 6 | |||
define DEVISTATOR_WEAPON 7 | |||
define TRIPBOMB_WEAPON 8 | |||
define FREEZE_WEAPON 9 | |||
define HANDREMOTE_WEAPON 10 | |||
define GROW_WEAPON 11 | |||
When the player picks up the SHRINKER_WEAPON, he also gets the GROW_WEAPON. For the TRIPBOMB_WEAPON, this value is only used to indicate in the status bar if he ever possessed the weapon. For the HANDBOMB_WEAPON this is always true. | |||
ifvare | Note that internally the code uses a bitfield, but the structure interpret it as true/false for each weapon ID for easier access. | ||
Example: | |||
appendevent EVENT_RESETWEAPONS | |||
// remove the player's pistol if they spawned on E1L1 | |||
ifvare VOLUME 0 | |||
ifvare LEVEL 0 | |||
{ | { | ||
setplayer[THISACTOR].'''gotweapon''' PISTOL_WEAPON 0 | |||
setplayer[THISACTOR].[[ammo_amount]] PISTOL_WEAPON 0 | |||
} | } | ||
endevent | endevent | ||
[[Category:Player structure members]] | [[Category:Player structure members]] |
Latest revision as of 19:56, 19 February 2020
gotweapon # is an array that specify if player currently has a certain weapon. # Indicates the weapon ID.
define KNEE_WEAPON 0 define PISTOL_WEAPON 1 define SHOTGUN_WEAPON 2 define CHAINGUN_WEAPON 3 define RPG_WEAPON 4 define HANDBOMB_WEAPON 5 define SHRINKER_WEAPON 6 define DEVISTATOR_WEAPON 7 define TRIPBOMB_WEAPON 8 define FREEZE_WEAPON 9 define HANDREMOTE_WEAPON 10 define GROW_WEAPON 11
When the player picks up the SHRINKER_WEAPON, he also gets the GROW_WEAPON. For the TRIPBOMB_WEAPON, this value is only used to indicate in the status bar if he ever possessed the weapon. For the HANDBOMB_WEAPON this is always true.
Note that internally the code uses a bitfield, but the structure interpret it as true/false for each weapon ID for easier access.
Example:
appendevent EVENT_RESETWEAPONS // remove the player's pistol if they spawned on E1L1
ifvare VOLUME 0 ifvare LEVEL 0 { setplayer[THISACTOR].gotweapon PISTOL_WEAPON 0 setplayer[THISACTOR].ammo_amount PISTOL_WEAPON 0 } endevent