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Fixed the double/no pickup message thing - string table bullshit remains though

Ijon Tichy 7 years ago
parent
commit
7467b23a7f
4 changed files with 10 additions and 4 deletions
  1. 9 0
      derppatch.c
  2. BIN
      patch/acs/samsara.o
  3. 1 4
      pk3/acs/samsara.c
  4. BIN
      pk3/acs/samsara.o

+ 9 - 0
derppatch.c

@@ -0,0 +1,9 @@
+script SAMSARA_PUKE (int values, int pln) net
+{
+    PrintBold(s:"Player \"", n:pln+1, s:"\c-\" puked script ", d:SAMSARA_PUKE, s:" (", d:values, s:", ", d:pln, s:")");
+    array_wolfmove[pln]     = values & 1;
+    array_vanillaAnim[pln]  = values & 2;
+    array_ballgag[pln]      = values & 4;
+    array_weaponBar[pln]    = values & 8;
+    array_pickupswitch[pln] = values & 16;
+}

BIN
patch/acs/samsara.o


+ 1 - 4
pk3/acs/samsara.c

@@ -202,6 +202,7 @@ script SAMSARA_WOLFMOVE enter
 
 script SAMSARA_PUKE (int values, int pln) net
 {
+    PrintBold(s:"Player \"", n:pln+1, s:"\c-\" puked script ", d:SAMSARA_PUKE, s:" (", d:values, s:", ", d:pln, s:")");
     array_wolfmove[pln]     = values & 1;
     array_vanillaAnim[pln]  = values & 2;
     array_ballgag[pln]      = values & 4;
@@ -448,10 +449,6 @@ script SAMSARA_GIVEWEAPON (int slot, int dropped)
 
         Spawn("WeaponGetYaaaay", GetActorX(0), GetActorY(0), GetActorZ(0));
         Spawn("WeaponGetYaaaay2", GetActorX(0), GetActorY(0), GetActorZ(0));
-    }
-
-    if (weaponGet && ConsolePlayerNumber() != -1)
-    {
         ACS_ExecuteAlways(SAMSARA_CLIENT_WEAPONPICKUP, 0, slot,GetCVar("compat_silentpickup"),0);
     }
 

BIN
pk3/acs/samsara.o