play2(cl, "weapons/unavailable.wav");
Send_WeaponComplain (cl, wpn, 0);
}
play2(cl, "weapons/unavailable.wav");
Send_WeaponComplain (cl, wpn, 0);
}
}
float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing)
}
float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing)
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
{
if(i != weaponwant)
if((get_weaponinfo(i)).impulse == imp || imp < 0)
if((pl.weapons & WepSet_FromWeapon(i)) || (weaponsInMap & WepSet_FromWeapon(i)))
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
{
if(i != weaponwant)
if((get_weaponinfo(i)).impulse == imp || imp < 0)
if((pl.weapons & WepSet_FromWeapon(i)) || (weaponsInMap & WepSet_FromWeapon(i)))
- if(!skipmissing || client_hasweapon(pl, weaponwant, TRUE, FALSE))
+ if(!skipmissing || client_hasweapon(pl, weaponwant, true, false))
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
{
if(i != weaponwant)
if((get_weaponinfo(i)).impulse == imp || imp < 0)
if((pl.weapons & WepSet_FromWeapon(i)) || (weaponsInMap & WepSet_FromWeapon(i)))
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
{
if(i != weaponwant)
if((get_weaponinfo(i)).impulse == imp || imp < 0)
if((pl.weapons & WepSet_FromWeapon(i)) || (weaponsInMap & WepSet_FromWeapon(i)))
- client_hasweapon(pl, weaponwant, TRUE, TRUE);
+ client_hasweapon(pl, weaponwant, true, true);
- if (client_hasweapon(self, imp, TRUE, TRUE))
+ if (client_hasweapon(self, imp, true, true))
W_SwitchWeapon_Force(self, imp);
else
self.selectweapon = imp; // update selectweapon ANYWAY
}
W_SwitchWeapon_Force(self, imp);
else
self.selectweapon = imp; // update selectweapon ANYWAY
}
- w = W_GetCycleWeapon(self, weaponorder, dir, -1, 1, TRUE);
+ w = W_GetCycleWeapon(self, weaponorder, dir, -1, 1, true);
- if(client_hasweapon(self, self.cnt, TRUE, FALSE))
+ if(client_hasweapon(self, self.cnt, true, false))