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Implemented cvar mp_infinite_grenades.
Reworked cvar mp_infinite_ammo, not include grenades
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@ -38,6 +38,7 @@ therefore for this enter `-beta` option at the command line HLDS.
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| mp_auto_reload_weapons | 0 | 0 | 1 | Automatically reload each weapon on player spawn.<br/>`0` disabled<br/>`1` enabled |
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| mp_refill_bpammo_weapons | 0 | 0 | 2 | Refill amount of backpack ammo up to the max.<br/>`0` disabled<br/>`1` refill backpack ammo on player spawn<br/>`2` refill backpack ammo on player spawn and on the purchase of the item |
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| mp_infinite_ammo | 0 | 0 | 2 | Sets the mode infinite ammo for weapons.<br/>`0` disabled<br/>`1` weapon clip infinite<br/>`2` weapon bpammo infinite (This means for reloading) |
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| mp_infinite_grenades | 0 | 0 | 1 | Enable infinite grenades.<br/>`0` disabled<br/>`1` grenades infinite |
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| mp_auto_join_team | 0 | 0 | 1 | Automatically joins the team.<br/>`0` disabled<br/>`1` enable (Use in conjunction with the cvar humans_join_team any/CT/T) |
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| mp_max_teamkills | 3 | 0 | - | Maximum number of allowed teamkills before autokick. Used when enabled mp_autokick. |
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| mp_fragsleft | - | - | - | Is the number of frags left, if you have set mp_fraglimit. You just type mp_fragsleft in server console, and it tells you the number of frags left depending of mp_fraglimit. |
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7
dist/game.cfg
vendored
7
dist/game.cfg
vendored
@ -101,6 +101,13 @@ mp_refill_bpammo_weapons 0
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// Default value: "0"
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mp_infinite_ammo 0
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// Enable infinite grenades
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// 0 - disabled (default behaviour)
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// 1 - grenades infinite
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//
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// Default value: "0"
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mp_infinite_grenades 0
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// Automatically joins the team
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// 0 - disabled
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// 1 - enabled (Use in conjunction with the cvar humans_join_team any/SPEC/CT/T)
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@ -21,6 +21,7 @@ cvar_t timeleft = { "mp_timeleft", "0", FCVAR_SERVER | FCVAR_UNLOGG
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cvar_t friendlyfire = { "mp_friendlyfire", "0", FCVAR_SERVER, 0.0f, nullptr };
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cvar_t infiniteAmmo = { "mp_infinite_ammo", "0", FCVAR_SERVER, 0.0f, nullptr };
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cvar_t infiniteGrenades = { "mp_infinite_grenades", "0", FCVAR_SERVER, 0.0f, nullptr };
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cvar_t allowmonsters = { "mp_allowmonsters", "0", FCVAR_SERVER, 0.0f, nullptr };
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cvar_t roundtime = { "mp_roundtime", "5", FCVAR_SERVER, 0.0f, nullptr };
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cvar_t buytime = { "mp_buytime", "1.5", FCVAR_SERVER, 0.0f, nullptr };
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@ -189,6 +190,7 @@ void EXT_FUNC GameDLLInit()
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#ifdef BUILD_LATEST
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CVAR_REGISTER(&infiniteAmmo);
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CVAR_REGISTER(&infiniteGrenades);
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#endif
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CVAR_REGISTER(&flashlight);
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@ -59,6 +59,7 @@ extern cvar_t fragsleft;
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extern cvar_t timeleft;
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extern cvar_t friendlyfire;
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extern cvar_t infiniteAmmo;
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extern cvar_t infiniteGrenades;
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extern cvar_t allowmonsters;
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extern cvar_t roundtime;
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extern cvar_t buytime;
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@ -6281,7 +6281,9 @@ void CBasePlayer::CheatImpulseCommands(int iImpulse)
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#ifdef REGAMEDLL_API
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CSPlayer()->m_iWeaponInfiniteAmmo = WPNMODE_INFINITE_BPAMMO;
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CSPlayer()->m_iWeaponInfiniteIds = WEAPON_ALLWEAPONS;
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#endif
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GiveNamedItemEx("item_longjump");
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GiveNamedItemEx("item_thighpack");
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GiveNamedItemEx("item_kevlar");
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@ -839,7 +839,12 @@ void CBasePlayerWeapon::HandleInfiniteAmmo()
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{
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m_iClip = iMaxClip();
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}
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else if (nInfiniteAmmo == WPNMODE_INFINITE_BPAMMO)
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else if ((nInfiniteAmmo == WPNMODE_INFINITE_BPAMMO &&
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#ifdef REGAMEDLL_API
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((m_pPlayer->CSPlayer()->m_iWeaponInfiniteIds & (1 << m_iId)) || (m_pPlayer->CSPlayer()->m_iWeaponInfiniteIds <= 0 && !IsGrenadeWeapon(m_iId)))
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#endif
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)
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|| (IsGrenadeWeapon(m_iId) && infiniteGrenades.value == 1.0f))
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{
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if (pszAmmo1())
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{
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@ -439,6 +439,22 @@ bool IsSecondaryWeapon(int id)
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return false;
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}
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// Return true if given weapon ID is a grenade
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bool IsGrenadeWeapon(int id)
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{
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switch (id)
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{
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case WEAPON_HEGRENADE:
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case WEAPON_FLASHBANG:
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case WEAPON_SMOKEGRENADE:
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return true;
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default:
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break;
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}
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return false;
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}
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WeaponInfoStruct *GetWeaponInfo(int weaponID)
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{
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for (auto& info : g_weaponInfo) {
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@ -449,6 +449,7 @@ WeaponClassType AliasToWeaponClass(const char *alias);
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WeaponClassType WeaponIDToWeaponClass(int id);
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bool IsPrimaryWeapon(int id);
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bool IsSecondaryWeapon(int id);
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bool IsGrenadeWeapon(int id);
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bool CanBuyWeaponByMaptype(int playerTeam, WeaponIdType weaponID, bool useAssasinationRestrictions);
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void WeaponInfoReset();
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@ -115,6 +115,7 @@ public:
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float m_flSpawnProtectionEndTime;
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Vector m_vecOldvAngle;
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int m_iWeaponInfiniteAmmo;
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int m_iWeaponInfiniteIds;
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};
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// Inlines
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