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authorTeetime <TeetimeTW@yahoo.de>2012-08-03 16:23:53 +0200
committerTeetime <TeetimeTW@yahoo.de>2012-08-03 16:23:53 +0200
commit6c6e29265cecb2d6432ec0f3058f6d2e4d1f0548 (patch)
tree512ea8e6e8a7bec46da97a51dd9691833ff85b7b /src/game/server
parentc1fd71e9b17eda83d6dea92b01fd9e7692e70f61 (diff)
downloadzcatch-6c6e29265cecb2d6432ec0f3058f6d2e4d1f0548.tar.gz
zcatch-6c6e29265cecb2d6432ec0f3058f6d2e4d1f0548.zip
Made amount of grenade-bullets adjustable
Diffstat (limited to 'src/game/server')
-rw-r--r--src/game/server/entities/character.cpp2
-rw-r--r--src/game/server/gamecontext.h2
-rw-r--r--src/game/server/gamemodes/zcatch.cpp2
3 files changed, 3 insertions, 3 deletions
diff --git a/src/game/server/entities/character.cpp b/src/game/server/entities/character.cpp
index 47f5e9f4..ac5f2f7c 100644
--- a/src/game/server/entities/character.cpp
+++ b/src/game/server/entities/character.cpp
@@ -494,7 +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, (GameServer()->m_pController->IsZCatch()) ? 6 : 10);
+				m_aWeapons[m_ActiveWeapon].m_Ammo = min(m_aWeapons[m_ActiveWeapon].m_Ammo + 1, (GameServer()->m_pController->IsZCatch()) ? g_Config.m_SvGrenadeBullets : 10);
 				m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart = -1;
 			}
 		}
diff --git a/src/game/server/gamecontext.h b/src/game/server/gamecontext.h
index 1d9e9d76..8dca1fbe 100644
--- a/src/game/server/gamecontext.h
+++ b/src/game/server/gamecontext.h
@@ -16,7 +16,7 @@
 #include "player.h"
 
 #define MAX_MUTES 35
-#define ZCATCH_VERSION "0.4.6"
+#define ZCATCH_VERSION "0.4.7 BETA"
 
 /*
 	Tick
diff --git a/src/game/server/gamemodes/zcatch.cpp b/src/game/server/gamemodes/zcatch.cpp
index 9b364b38..bb36b8ae 100644
--- a/src/game/server/gamemodes/zcatch.cpp
+++ b/src/game/server/gamemodes/zcatch.cpp
@@ -182,7 +182,7 @@ void CGameController_zCatch::OnCharacterSpawn(class CCharacter *pChr)
 				pChr->GiveWeapon(WEAPON_HAMMER, -1);
 				break;
 			case 4: /* Grenade */
-				pChr->GiveWeapon(WEAPON_GRENADE, 6);
+				pChr->GiveWeapon(WEAPON_GRENADE, g_Config.m_SvGrenadeBullets);
 				break;
 			case 5: /* Ninja */
 				pChr->GiveNinja();