MUTATOR_HOOKFUNCTION(ca, SetStartItems)
{
- start_items &= ~IT_UNLIMITED_AMMO;
+ start_items &= ~IT_UNLIMITED_BOTH;
start_health = warmup_start_health = cvar("g_lms_start_health");
start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
MUTATOR_HOOKFUNCTION(ft, SetStartItems)
{
- start_items &= ~IT_UNLIMITED_AMMO;
+ start_items &= ~IT_UNLIMITED_BOTH;
//start_health = warmup_start_health = cvar("g_lms_start_health");
//start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
MUTATOR_HOOKFUNCTION(lms, SetStartItems)
{
- start_items &= ~IT_UNLIMITED_AMMO;
+ start_items &= ~IT_UNLIMITED_BOTH;
start_health = warmup_start_health = cvar("g_lms_start_health");
start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
const int IT_STRENGTH = BIT(22);
// item masks
-const int IT_UNLIMITED_AMMO = IT_UNLIMITED_WEAPON_AMMO | IT_UNLIMITED_SUPERWEAPONS;
-const int IT_PICKUPMASK = IT_UNLIMITED_AMMO | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately
+const int IT_UNLIMITED_BOTH = IT_UNLIMITED_WEAPON_AMMO | IT_UNLIMITED_SUPERWEAPONS;
+const int IT_PICKUPMASK = IT_UNLIMITED_BOTH | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately
#ifdef SVQC
const .float strength_finished = _STAT(STRENGTH_FINISHED);
{
if (buff == BUFF_Null)
return false;
- if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_WEAPON_AMMO) || (start_items & IT_UNLIMITED_AMMO) || (cvar("g_melee_only"))))
+ if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_WEAPON_AMMO) || (start_items & IT_UNLIMITED_BOTH) || (cvar("g_melee_only"))))
return false;
if (buff == BUFF_VAMPIRE && cvar("g_vampire"))
return false;
if(WEP_OVERKILL_RPC.weaponstart > 0) { ok_start_items |= WEPSET(OVERKILL_RPC); }
if(WEP_OVERKILL_HMG.weaponstart > 0) { ok_start_items |= WEPSET(OVERKILL_HMG); }
+ // this gives unlimited ammo (the 4 types) but not fuel
+ // using `g_use_ammunition` instead gives also fuel which is unnecessary and distracting in the HUD
+ start_items |= IT_UNLIMITED_WEAPON_AMMO;
+
start_weapons = warmup_start_weapons = ok_start_items;
}
{
for(int j = 0; j < n; ++j)
{
- if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO;
+ if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_BOTH;
else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_WEAPON_AMMO;
else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
got += GiveValue(e, strength_finished, op, val);
got += GiveValue(e, invincible_finished, op, val);
got += GiveValue(e, superweapons_finished, op, val);
- got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
+ got += GiveBit(e, items, IT_UNLIMITED_BOTH, op, val);
case "all":
got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
got += GiveResourceValue(e, RES_HEALTH, op, val);
got += GiveResourceValue(e, RES_FUEL, op, val);
break;
case "unlimited_ammo":
- got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
+ got += GiveBit(e, items, IT_UNLIMITED_BOTH, op, val);
break;
case "unlimited_weapon_ammo":
got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
Weapon thiswep = WEP_SEEKER;
.entity weaponentity = this.weaponentity_fld;
- if((!(this.realowner.items & IT_UNLIMITED_AMMO) && GetResource(this.realowner, thiswep.ammo_type) < WEP_CVAR(seeker, missile_ammo)) || (this.cnt <= -1) || (IS_DEAD(this.realowner)) || (this.realowner.(weaponentity).m_switchweapon != thiswep))
+ if((!(this.realowner.items & IT_UNLIMITED_BOTH) && GetResource(this.realowner, thiswep.ammo_type) < WEP_CVAR(seeker, missile_ammo)) || (this.cnt <= -1) || (IS_DEAD(this.realowner)) || (this.realowner.(weaponentity).m_switchweapon != thiswep))
{
delete(this);
return;
{
g_weapon_stay = 0; // incompatible
start_weapons = g_weaponarena_weapons;
- start_items |= IT_UNLIMITED_AMMO;
+ start_items |= IT_UNLIMITED_BOTH;
}
else
{
start_items |= IT_UNLIMITED_SUPERWEAPONS;
if(!cvar("g_use_ammunition"))
- start_items |= IT_UNLIMITED_AMMO;
+ start_items |= IT_UNLIMITED_BOTH;
if(start_items & IT_UNLIMITED_WEAPON_AMMO)
{
it = a;
PHYS_INPUT_BUTTON_ATCK(it) = true;
- it.items |= IT_UNLIMITED_AMMO;
+ it.items |= IT_UNLIMITED_BOTH;
Weapon wep = WEP_VORTEX;
W_GiveWeapon(it, wep.m_id);
W_SwitchWeapon_Force(it, wep, weaponentities[0]);
g_overkill 1
-g_use_ammunition 0
-
// hack - eventually, we should be able to choose overkill models in menu like for vanilla
sv_defaultcharacter 1
sv_defaultplayermodel "models/ok_player/okrobot1.dpm models/ok_player/okrobot2.dpm models/ok_player/okrobot3.dpm models/ok_player/okrobot4.dpm models/ok_player/okmale1.dpm models/ok_player/okmale2.dpm models/ok_player/okmale3.dpm models/ok_player/okmale4.dpm"