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| author | Jakob Fries <jakob.fries@gmail.com> | 2007-08-04 16:49:57 +0000 |
|---|---|---|
| committer | Jakob Fries <jakob.fries@gmail.com> | 2007-08-04 16:49:57 +0000 |
| commit | 9f35dfa5db968b8b3e4781fd653df8d5295fffa9 (patch) | |
| tree | 728ac886ac9c2e6e09ae8c3c1d9f1f92256e955e /src/game | |
| parent | 04ab18c37c3d34ec7f81367017c227584f14f8d9 (diff) | |
| download | zcatch-9f35dfa5db968b8b3e4781fd653df8d5295fffa9.tar.gz zcatch-9f35dfa5db968b8b3e4781fd653df8d5295fffa9.zip | |
added switch and noammo sounds. ingame chat works more intuitively (sp?)
Diffstat (limited to 'src/game')
| -rw-r--r-- | src/game/client/game_client.cpp | 17 | ||||
| -rw-r--r-- | src/game/server/game_server.cpp | 12 |
2 files changed, 19 insertions, 10 deletions
diff --git a/src/game/client/game_client.cpp b/src/game/client/game_client.cpp index 344aaf55..57618202 100644 --- a/src/game/client/game_client.cpp +++ b/src/game/client/game_client.cpp @@ -1202,7 +1202,10 @@ void modc_render() if (inp_key_down(input::esc)) { - menu_active = !menu_active; + if (chat_active) + chat_active = false; + else + menu_active = !menu_active; } if (!menu_active) @@ -1556,12 +1559,6 @@ void modc_render() y += 44; } } - - if (menu_active) - { - ingamemenu_render(); - return; - } // render chat { @@ -1592,6 +1589,12 @@ void modc_render() } } + if (menu_active) + { + ingamemenu_render(); + return; + } + // render goals if(gameobj) { diff --git a/src/game/server/game_server.cpp b/src/game/server/game_server.cpp index 17604794..ecbc7663 100644 --- a/src/game/server/game_server.cpp +++ b/src/game/server/game_server.cpp @@ -877,7 +877,13 @@ int player::handle_weapons() // switch weapon if wanted if(input.activeweapon >= 0 && input.activeweapon < NUM_WEAPONS && weapons[input.activeweapon].got && data->weapons[active_weapon].duration <= 0) + { + if (active_weapon != input.activeweapon) + create_sound(pos, SOUND_WEAPON_SWITCH); + active_weapon = input.activeweapon; + + } if(!previnput.fire && input.fire) { @@ -917,6 +923,7 @@ int player::handle_weapons() case WEAPON_SHOTGUN: { int shotspread = min(2, weapons[active_weapon].ammo); + weapons[active_weapon].ammo -= shotspread - 1; // one will be taken later for(int i = -shotspread; i <= shotspread; i++) { float a = get_angle(direction); @@ -942,14 +949,13 @@ int player::handle_weapons() break; } - weapons[active_weapon].ammo -= max(1, weapons[active_weapon].ammocost); + weapons[active_weapon].ammo--; attack_tick = server_tick(); reload_timer = data->weapons[active_weapon].firedelay * server_tickspeed() / 1000; } else { - // click!!! click - // TODO: make sound here + create_sound(pos, SOUND_WEAPON_NOAMMO); } } } |