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| author | Teetime <TeetimeTW@yahoo.de> | 2012-02-18 18:24:07 +0100 |
|---|---|---|
| committer | Teetime <TeetimeTW@yahoo.de> | 2012-02-18 18:24:07 +0100 |
| commit | fd9d2084828292f88f569a4d02e75b30a7f6fdc2 (patch) | |
| tree | 45c4835af03568ceb16e37697dd7e30c935cff1a /src/game/server/entities | |
| parent | 8cfdd5b7e75cec9a1bcd9838bef2a6324c278169 (diff) | |
| download | zcatch-fd9d2084828292f88f569a4d02e75b30a7f6fdc2.tar.gz zcatch-fd9d2084828292f88f569a4d02e75b30a7f6fdc2.zip | |
no endless ammo for grenade and all weapons, so player cannot shoot anymore all the time
Diffstat (limited to 'src/game/server/entities')
| -rw-r--r-- | src/game/server/entities/character.cpp | 13 |
1 files changed, 12 insertions, 1 deletions
diff --git a/src/game/server/entities/character.cpp b/src/game/server/entities/character.cpp index c70e0850..47f5e9f4 100644 --- a/src/game/server/entities/character.cpp +++ b/src/game/server/entities/character.cpp @@ -472,6 +472,17 @@ void CCharacter::HandleWeapons() // ammo regen int AmmoRegenTime = g_pData->m_Weapons.m_aId[m_ActiveWeapon].m_Ammoregentime; + if(GameServer()->m_pController->IsZCatch() && m_aWeapons[m_ActiveWeapon].m_Ammo > -1) + { + switch(m_ActiveWeapon) + { + case WEAPON_GUN: AmmoRegenTime = 125*5; break; + case WEAPON_GRENADE: AmmoRegenTime = 1000; break; + case WEAPON_RIFLE: AmmoRegenTime = 1200; break; + case WEAPON_SHOTGUN: AmmoRegenTime = 1000; break; + } + } + if(AmmoRegenTime) { // If equipped and not active, regen ammo? @@ -483,7 +494,7 @@ void CCharacter::HandleWeapons() if ((Server()->Tick() - m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart) >= AmmoRegenTime * Server()->TickSpeed() / 1000) { // Add some ammo - m_aWeapons[m_ActiveWeapon].m_Ammo = min(m_aWeapons[m_ActiveWeapon].m_Ammo + 1, 10); + m_aWeapons[m_ActiveWeapon].m_Ammo = min(m_aWeapons[m_ActiveWeapon].m_Ammo + 1, (GameServer()->m_pController->IsZCatch()) ? 6 : 10); m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart = -1; } } |