This commit is contained in:
Daveo 2001-08-21 17:21:53 +00:00
parent 62c0fd8e93
commit 19bbb65f60
2 changed files with 43 additions and 40 deletions

View File

@ -560,6 +560,8 @@ cddata:
ifeq ($(USER_NAME),CDBUILD)
@$(MKDIR) -p $(CD_DIR)
@$(CPE2BIN) $(CPE_FILE) $(CD_DIR)/$(BIN_OUTFILE)
@$(CP) $(MAP_FILE) $(CD_DIR)/$(PROJ).map
@$(CP) $(SYM_FILE) $(CD_DIR)/$(PROJ).sym
@$(CP) -u $(BIGLUMP_FILE) $(CD_DIR) -f
@$(TGA2GFX) graphics/screens/legal.tga $(CD_DIR)/LEGAL.GFX
@$(CP) -u Data/CdData/$(TERRITORY).cnf $(CD_DIR)/SYSTEM.CNF -f

View File

@ -708,6 +708,7 @@ void CPlayer::shutdown()
---------------------------------------------------------------------- */
static int oldmode=-1;
int newmode=-1;
void CPlayer::think(int _frames)
{
int i;
@ -842,53 +843,53 @@ if(newmode!=-1)
// over an item whilst unarmed, he automatically picks it up
m_tryingToAutomaticallyPickupWeapon=true;
}
if(m_currentMode!=PLAYER_MODE_CART && getPadInputDown()&PI_WEAPONCHANGE)
bool CanChange=true;
switch(m_currentPlayerModeClass->getState())
{
case STATE_BUTTBOUNCE:
case STATE_BUTTFALL:
case STATE_BUTTLAND:
case STATE_BUTTBOUNCEUP:
CanChange=false;
break;
default:
break;
}
if(CanChange && (m_currentMode!=PLAYER_MODE_CART && getPadInputDown()&PI_WEAPONCHANGE))
{
// If already armed then drop current weapon
if(m_currentMode!=PLAYER_MODE_BASICUNARMED)
{
switch(m_currentPlayerModeClass->getState())
static const int s_pickupsToDrop[NUM_PLAYERMODES]=
{
case STATE_BUTTBOUNCE:
case STATE_BUTTFALL:
case STATE_BUTTLAND:
case STATE_BUTTBOUNCEUP:
break;
-1, // PLAYER_MODE_BASICUNARMED
-1, // PLAYER_MODE_FULLUNARMED
-1, // PLAYER_MODE_BALLOON
PICKUP__BUBBLE_WAND, // PLAYER_MODE_BUBBLE_MIXTURE
PICKUP__NET, // PLAYER_MODE_NET
PICKUP__CORAL_BLOWER, // PLAYER_MODE_CORALBLOWER
PICKUP__JELLY_LAUNCHER, // PLAYER_MODE_JELLY_LAUNCHER
-1, // PLAYER_MODE_DEAD
-1, // PLAYER_MODE_FLY
-1, // PLAYER_MODE_CART
-1, // PLAYER_MODE_SWALLOW
};
default:
{
static const int s_pickupsToDrop[NUM_PLAYERMODES]=
{
-1, // PLAYER_MODE_BASICUNARMED
-1, // PLAYER_MODE_FULLUNARMED
-1, // PLAYER_MODE_BALLOON
PICKUP__BUBBLE_WAND, // PLAYER_MODE_BUBBLE_MIXTURE
PICKUP__NET, // PLAYER_MODE_NET
PICKUP__CORAL_BLOWER, // PLAYER_MODE_CORALBLOWER
PICKUP__JELLY_LAUNCHER, // PLAYER_MODE_JELLY_LAUNCHER
-1, // PLAYER_MODE_DEAD
-1, // PLAYER_MODE_FLY
-1, // PLAYER_MODE_CART
-1, // PLAYER_MODE_SWALLOW
};
int pickupToDrop;
pickupToDrop=s_pickupsToDrop[m_currentMode];
if(pickupToDrop!=-1)
{
DVECTOR pickupPos;
CBasePickup *pickup;
pickupPos.vx=Pos.vx;
pickupPos.vy=Pos.vy-30;
pickup=createPickup((PICKUP_TYPE)pickupToDrop,&pickupPos);
pickup->setPos(&pickupPos);
((CBaseWeaponPickup*)pickup)->setHasBeenCollected();
}
setMode(PLAYER_MODE_BASICUNARMED);
break;
}
int pickupToDrop;
pickupToDrop=s_pickupsToDrop[m_currentMode];
if(pickupToDrop!=-1)
{
DVECTOR pickupPos;
CBasePickup *pickup;
pickupPos.vx=Pos.vx;
pickupPos.vy=Pos.vy-30;
pickup=createPickup((PICKUP_TYPE)pickupToDrop,&pickupPos);
pickup->setPos(&pickupPos);
((CBaseWeaponPickup*)pickup)->setHasBeenCollected();
}
setMode(PLAYER_MODE_BASICUNARMED);
}
// Now trying to pick up a weapon..