construction-mod/scripts/inventory.cs
2025-06-05 12:37:16 +02:00

923 lines
27 KiB
C#

$host::nopulseSCG = 1; ///No super pulse powers for admins.
//----------------------------------------------------------------------------
// Item Datablocks
// image = Name of mounted image datablock
// onUse(%this,%object)
// Item Image Datablocks
// item = Name of item inventory datablock
// ShapeBase Datablocks
// max[Item] = Maximum amount that can be caried
// ShapeBase Objects
// inv[Item] = Count of item in inventory
//----------------------------------------------------------------------------
$TestCheats = 0;
function serverCmdUse(%client,%data)
{
// Item names from the client must converted
// into DataBlocks
// %data = ItemDataBlock[%item];
%client.getControlObject().use(%data);
}
function serverCmdThrow(%client,%data)
{
// Item names from the client must converted
// into DataBlocks
// %data = ItemDataBlock[%item];
%client.getControlObject().throw(%data);
}
function serverCmdThrowWeapon(%client,%data)
{
// Item names from the client must converted
// into DataBlocks
// %data = ItemDataBlock[%item];
%client.getControlObject().throwWeapon();
}
function serverCmdThrowPack(%client,%data)
{
%client.getControlObject().throwPack();
}
function serverCmdTogglePack(%client,%data)
{
// this function is apparently never called
%client.getControlObject().togglePack();
}
function serverCmdThrowFlag(%client)
{
//Game.playerDroppedFlag(%client.player);
Game.dropFlag(%client.player);
}
function serverCmdSelectWeaponSlot( %client, %data ) {
%client.getControlObject().selectWeaponSlot( %data );
if (%client.player)
if (%client.player.getObjectMount())
callEject(%client.player, %data);
}
function callEject(%player, %num) {
%veh = %player.getObjectMount();
if (!(%veh.getType() & $TypeMasks::VehicleObjectType))
return;
if (%veh.getMountNodeObject(0) == %player) {
%obj = %veh.getMountNodeObject(%num);
if(%obj) {
if (%obj.getType() & $TypeMasks::PlayerObjectType) {
%obj.getDataBlock().doDismount(%obj, 0, 1);
}
}
}
else if(%num == 5)
%player.getDataBlock().doDismount(%player, 0, 1);
}
function serverCmdCycleWeapon( %client, %data ) {
%veh = 0;
if (%client.player.station) {
if (%client.player.station.getDataBlock().getName() $= "StationVehicle")
%veh = 1;
}
if (%veh)
cycleVehicleHud(%client.player,%client,%data);
else
%client.getControlObject().cycleWeapon( %data );
}
function serverCmdStartThrowCount(%client, %data)
{
%client.player.throwStart = getSimTime();
}
function serverCmdEndThrowCount(%client, %data)
{
if(%client.player.throwStart == 0)
return;
// throwStrength will be how many seconds the key was held
%throwStrength = (getSimTime() - %client.player.throwStart) / 150;
// trim the time to fit between 0.5 and 1.5
if(%throwStrength > 1.5)
%throwStrength = 1.5;
else if(%throwStrength < 0.5)
%throwStrength = 0.5;
%throwScale = %throwStrength / 2;
%client.player.throwStrength = %throwScale;
%client.player.throwStart = 0;
}
//----------------------------------------------------------------------------
function ShapeBase::throwWeapon(%this)
{
if(Game.shapeThrowWeapon(%this)) {
%image = %this.getMountedImage($WeaponSlot);
%this.throw(%image.item);
%this.client.setWeaponsHudItem(%image.item, 0, 0);
}
}
function ShapeBase::throwPack(%this)
{
%image = %this.getMountedImage($BackpackSlot);
%this.throw(%image.item);
%this.client.setBackpackHudItem(%image.item, 0);
}
function ShapeBase::throw(%this,%data)
{
if(!isObject(%data))
return false;
if (%this.inv[%data.getName()] > 0) {
// save off the ammo count on this item
if( %this.getInventory( %data ) < $AmmoIncrement[%data.getName()] )
%data.ammoStore = %this.getInventory( %data );
else
%data.ammoStore = $AmmoIncrement[%data.getName()];
// Throw item first...
%this.throwItem(%data);
if($AmmoIncrement[%data.getName()] !$= "")
%this.decInventory(%data,$AmmoIncrement[%data.getName()]);
else
%this.decInventory(%data,1);
return true;
}
return false;
}
function ShapeBase::use(%this, %data) {
// if(%data.class $= "Weapon")
// error("ShapeBase::use " @ %data);
if(%data $= Grenade) {
// Weapon modes
//[most] 'ey lets do some unification here.. :D
if(%this.getMountedImage(0) && GetWord($weaponSettings1[%this.getMountedImage(0).getName()],0)) {
if (!(GetSimTime() > (%this.grenadeModeTime + 100)))
return;
%this.grenadeModeTime = getSimTime(); //not 'that' unified.. ;)
return %this.getMountedImage(0).ChangeMode(%this,1,2); //looksie.. 2 stands for weapons (level 1)
}
//[most]
//start of modifier code
if (%this.usingmodifier == 1 && getSimTime() > (%this.grenadeModeTime + 100) && %this.performing == 0) {
%this.grenadeModeTime = getSimTime();
%this.modifierMode2++;
if (%this.modifierMode2 > getword($WeaponSetting2["modifier",%this.modifierMode],0))
%this.modifierMode2 = 0;
if (%this.modifierMode ==2)
%line2 = getwords($packSetting["forcefield",%this.modifierMode2],5,19);
else if (%this.modifierMode ==1)
%line2 = getwords($WeaponSetting["modifier1",%this.modifierMode2],1,19);
else if (%this.modifierMode ==3)
%line2 = $WeaponSetting["modifier2",%this.modifierMode2];
else if (%this.modifierMode ==4)
%line2 = $WeaponSetting["modifier3",%this.modifierMode2];
else if (%this.modifierMode ==5)
%line2 = $WeaponSetting["modifier4",%this.modifierMode2];
else
%line2 = $WeaponSetting["modifier0",%this.modifierMode2];
%line1 = $WeaponSetting2["modifier",%this.modifierMode];
bottomPrint(%this.client,"Modifier Tool ["@ %line1 @" ] set to" SPC %line2,2,1);
return;
}
//end of modifier modes
if (%this.usingConstructionTool == 1 && getSimTime() > (%this.grenadeModeTime + 100) && %this.performing == 0) {
%this.grenadeModeTime = getSimTime();
if (%this.constructionToolMode == 0) {
if (%this.constructionToolMode2 == 1) {
%this.constructionToolMode2 = 0;
bottomPrint(%this.client,"Normal deconstruction",2,1);
return;
}
else {
%this.constructionToolMode2 = 1;
bottomPrint(%this.client,"Cascading deconstruction",2,1);
return;
}
}
else if (%this.constructionToolMode == 1) {
if (%this.constructionToolMode2 == 1) {
%this.constructionToolMode2 = 0;
bottomPrint(%this.client,"Rotate push",2,1);
return;
}
else {
%this.constructionToolMode2 = 1;
bottomPrint(%this.client,"Rotate pull",2,1);
return;
}
}
else if (%this.constructionToolMode == 2) {
if (%this.constructionToolMode2 == 5) {
%this.constructionToolMode2 = 0;
bottomPrint(%this.client,"Select target as center of rotation",2,1);
return;
}
else if (%this.constructionToolMode2 == 0) {
%this.constructionToolMode2 = 1;
bottomPrint(%this.client,"Select objects to rotate",2,1);
return;
}
else if (%this.constructionToolMode2 == 1) {
%this.constructionToolMode2 = 2;
bottomPrint(%this.client,"Select rotation speed",2,1);
return;
}
else if (%this.constructionToolMode2 == 2) {
%this.constructionToolMode2 = 3;
bottomPrint(%this.client,"Apply rotation",2,1);
return;
}
else if (%this.constructionToolMode2 == 3) {
%this.constructionToolMode2 = 4;
bottomPrint(%this.client,"Display selection",2,1);
return;
}
else {
%this.constructionToolMode2 = 5;
bottomPrint(%this.client,"Clear list",2,1);
return;
}
}
else {
if (%this.constructionToolMode2 == 3) {
%this.constructionToolMode2 = 0;
bottomPrint(%this.client,"Toggle generator power state",2,1);
return;
}
else if (%this.constructionToolMode2 == 0) {
%this.constructionToolMode2 = 1;
bottomPrint(%this.client,"Increase current frequency",2,1);
return;
}
else if (%this.constructionToolMode2 == 1) {
%this.constructionToolMode2 = 2;
bottomPrint(%this.client,"Decrease current frequency",2,1);
return;
}
else {
%this.constructionToolMode2 = 3;
bottomPrint(%this.client,"Read power state",2,1);
return;
}
}
}
if (%this.usingSuperChaingun == 1) {
if (!(getSimTime() > (%this.grenadeModeTime + 100)))
return;
%this.grenadeModeTime = getSimTime();
if (%this.superChaingunMode == 1) {
if ($Ion::StopIon == 1) {
$Ion::StopIon = 0;
displaySCGStatus(%this);
return;
}
else {
$Ion::StopIon = 1;
displaySCGStatus(%this);
return;
}
}
}
// figure out which grenade type you're using
for(%x = 0; $InvGrenade[%x] !$= ""; %x++) {
if(%this.inv[$NameToInv[$InvGrenade[%x]]] > 0) {
%data = $NameToInv[$InvGrenade[%x]];
break;
}
}
}
else if(%data $= "Backpack") {
%pack = %this.getMountedImage($BackpackSlot);
// if you don't have a pack but have placed a satchel charge, detonate it
if(!%pack && (%this.thrownChargeId > 0) && %this.thrownChargeId.armed ) {
if (!$Host::SatchelChargeEnabled) {
if (isObject(%this.client)) {
if ($Host::Purebuild == 1)
messageAll('msgClient','\c2%1 just tried to detonate a Satchel Charge!',%this.client.name);
else
messageTeam(%this.client.team,'msgClient','\c2%1 just tried to detonate a Satchel Charge!',%this.client.name);
%this.client.clearBackPackIcon();
}
%this.thrownChargeId.delete();
%this.thrownChargeId = "0";
return;
}
else {
%this.playAudio( 0, SatchelChargeExplosionSound );
schedule( 800, %this, "detonateSatchelCharge", %this );
return true;
}
}
return false;
}
else if(%data $= Beacon) {
%data.onUse(%this);
if (%this.inv[%data.getName()] > 0)
return true;
}
// Pack modes
if (%data $= "RepairKit") {
if ($Host::ExpertMode == 1) { // Only use in Expert Mode
if (%this.hasForceField) {
%this.expertSet++;
if (%this.expertSet > $expertSettings["forcefield"])
%this.expertSet = 0;
%line = $expertSetting["forcefield",%this.expertSet];
bottomPrint(%this.client,%line,2,1);
return;
}
//[most] Again using the unified plugin code. See item.cs for reference.
else if(%this.getMountedImage(2) && GetWord($packSettings[%this.getMountedImage(2).getName()],0)) {
%changed = %this.getMountedImage(2).ChangeMode(%this,1,1);
return "";
}
//[most]
else if (%this.hasGravField) {
%this.expertSet++;
if (%this.expertSet > $expertSettings["gravfield"])
%this.expertSet = 0;
%line = $expertSetting["gravfield",%this.expertSet];
bottomPrint(%this.client,%line,2,1);
return;
}
else if (%this.hasFloor) {
%this.expertSet++;
if (%this.expertSet > $expertSettings["floor"])
%this.expertSet = 0;
%line = $expertSetting["floor",%this.expertSet];
bottomPrint(%this.client,"Floor set to" SPC %line,2,1);
return;
}
else if (%this.hasBlast) {
%this.expertSet++;
if (%this.expertSet > $expertSettings["blast"])
%this.expertSet = 0;
%line = $expertSetting["blast",%this.expertSet];
bottomPrint(%this.client,%line,2,1);
return;
}
else if (%this.hasWalk) {
%this.expertSet++;
if (%this.expertSet > $expertSettings["walk"])
%this.expertSet = 0;
%line = $expertSetting["walk",%this.expertSet];
bottomPrint(%this.client,%line,2,1);
return;
}
else if (%this.hasMSpine) {
%this.expertSet++;
if (%this.expertSet > $expertSettings["mspine"])
%this.expertSet = 0;
%line = $expertSetting["mspine",%this.expertSet];
bottomPrint(%this.client,%line,2,1);
return;
}
else if (%this.hasSwitch) {
%this.expertSet++;
if (%this.expertSet > $expertSettings["switch"])
%this.expertSet = 0;
%line = $expertSetting["switch",%this.expertSet];
bottomPrint(%this.client,%line,2,1);
return;
}
else if (%this.hasTripwire) {
%this.expertSet++;
if (%this.expertSet > $expertSettings["tripwire"])
%this.expertSet = 0;
%line = $expertSetting["tripwire",%this.expertSet];
bottomPrint(%this.client,%line,2,1);
return;
}
else if (%this.hasTree) {
%this.expertSet++;
if (%this.expertSet > $expertSettings["tree"])
%this.expertSet = 0;
%line = $expertSetting["tree",%this.expertSet];
bottomPrint(%this.client,"Tree set to " @ %line * 100 @ "% scale",2,1);
return;
}
else if (%this.hasTele) {
%this.expertSet++;
if (%this.expertSet > $expertSettings["telepad"])
%this.expertSet = 0;
%line = $expertSetting["telepad",%this.expertSet];
bottomPrint(%this.client,"Telepad set to " @ %line,2,1);
return;
}
else if (%this.hasDoor) {
%this.expertSet++;
if (%this.expertSet > $expertSettings["Door"])
%this.expertSet = 0;
%line = $expertSetting["Door",%this.expertSet];
bottomPrint(%this.client,"Door close timeout:" SPC %line,2,1);
return;
}
if (%this.getDamageLevel() != 0 && $Host::Purebuild == 1) {
%this.applyRepair(0.2);
messageClient(%this.client, 'MsgRepairKitUsed', '\c2Repair Kit Used.');
return;
}
}
}
// Weapon modes
if (%data $= "Mine") {
//[most] 'ey lets do some more unification here.. :D
if(%this.getMountedImage(0) && GetWord($weaponSettings2[%this.getMountedImage(0).getName()],0)) {
if(!GetSimTime() > (%this.grenadeModeTime + 100))
return;
%this.grenadeModeTime = getSimTime(); //not 'that' unified.. ;)
return %this.getMountedImage(0).ChangeMode(%this,1,3); //looksie.. 3 stands for weapons (level 2)
}
//[most]
//modifier tool
if (%this.usingmodifier == 1 && getSimTime() > (%this.grenadeModeTime + 100) && %this.performing == 0) {
%this.grenadeModeTime = getSimTime();
%this.modifierMode++;
if (%this.modifierMode > $WeaponSettings2["modifier"])
%this.modifierMode = 0;
%line = $WeaponSetting2["modifier",%this.modifierMode];
//if (%this.modifierMode==5)
// %line = $WeaponSetting2["modifier",%this.modifierMode];
bottomPrint(%this.client,"Modifier tool " SPC getWords(%line,1,getWordCount(%line)) SPC "\nUse the Modifier Scaler options to change the Nudge/Scale rate.",10,3);
return; //return to the top
}
//end modifier tool
if (%this.usingConstructionTool == 1 && getSimTime() > (%this.mineModeTime + 100) && %this.performing == 0) {
%this.mineModeTime = getSimTime();
if (%this.constructionToolMode == 3) {
%this.constructionToolMode = 0;
bottomPrint(%this.client,"Construction Tool mode set to deconstruct",2,1);
}
else if (%this.constructionToolMode == 0 && $Host::Purebuild == 1) {
%this.constructionToolMode = 1;
bottomPrint(%this.client,"Construction Tool mode set to rotate",2,1);
}
else if (%this.constructionToolMode == 1 && $Host::Purebuild == 1) {
%this.constructionToolMode = 2;
bottomPrint(%this.client,"Construction Tool mode set to advanced rotate",2,1);
}
else {
%powerFreq = %this.powerFreq;
if (%powerFreq < 1 || %powerFreq > upperPowerFreq(%this) || !%powerFreq)
%powerFreq = 1;
%this.powerFreq = %powerFreq;
%this.constructionToolMode = 3;
bottomPrint(%this.client,"Construction Tool mode set to power management\nPower frequency currently set to: " @ %this.powerFreq,2,2);
}
%this.constructionToolMode2 = 0;
return;
}
if (%this.usingSuperChaingun == 1) {
if (!(getSimTime() > (%this.mineModeTime + 100)))
return;
%this.mineModeTime = getSimTime();
%this.superChaingunMode++;
if (%this.superChaingunMode > 6 - (5 * $host::nopulseSCG)) {
%this.superChaingunMode = 0;
}
displaySCGStatus(%this);
%this.superChaingunMode2 = 0;
return;
}
}
// default case
if (isObject(%data)) {
if (%this.inv[%data.getName()] > 0) {
%data.onUse(%this);
return true;
}
}
return false;
}
function ShapeBase::pickup(%this,%obj,%amount) {
%data = %obj.getDatablock();
%delta = %this.incInventory(%data,%amount);
if (%delta)
%data.onPickup(%obj,%this,%delta);
return %delta;
}
function ShapeBase::hasInventory(%this, %data)
{
// changed because it was preventing weapons cycling correctly (MES)
return (%this.inv[%data] > 0);
}
function ShapeBase::maxInventory(%this,%data) {
if($TestCheats && %this.getDatablock().max[%data.getName()] !$= "")
return 999;
else
return %this.getDatablock().max[%data.getName()];
}
function ShapeBase::incInventory(%this,%data,%amount) {
%max = %this.maxInventory(%data);
%cv = %this.inv[%data.getName()];
if (%cv < %max) {
if (%cv + %amount > %max)
%amount = %max - %cv;
%this.setInventory(%data,%cv + %amount);
%data.incCatagory(%this); // Inc the players weapon count
return %amount;
}
return 0;
}
function ShapeBase::decInventory(%this,%data,%amount)
{
%name = %data.getName();
%cv = %this.inv[%name];
if (%cv > 0) {
if (%cv < %amount)
%amount = %cv;
%this.setInventory(%data,%cv - %amount, true);
%data.decCatagory(%this); // Dec the players weapon count
return %amount;
}
return 0;
}
function SimObject::decCatagory(%this)
{
//function was added to reduce console err msg spam
}
function SimObject::incCatagory(%this)
{
//function was added to reduce console err msg spam
}
function ShapeBase::setInventory(%this,%data,%value,%force)
{
if (!isObject(%data))
return;
%name = %data.getName();
if (%value < 0)
%value = 0;
else
{
if (!%force)
{
// Impose inventory limits
%max = %this.maxInventory(%data);
if (%value > %max)
%value = %max;
}
}
if (%this.inv[%name] != %value)
{
%this.inv[%name] = %value;
%data.onInventory(%this,%value);
if ( %data.className $= "Weapon" )
{
if ( %this.weaponSlotCount $= "" )
%this.weaponSlotCount = 0;
%cur = -1;
for ( %slot = 0; %slot < %this.weaponSlotCount; %slot++ )
{
if ( %this.weaponSlot[%slot] $= %name )
{
%cur = %slot;
break;
}
}
if ( %cur == -1 )
{
// Put this weapon in the next weapon slot:
if ( %this.weaponSlot[%this.weaponSlotCount - 1] $= "TargetingLaser" )
{
%this.weaponSlot[%this.weaponSlotCount - 1] = %name;
%this.weaponSlot[%this.weaponSlotCount] = "TargetingLaser";
}
else
%this.weaponSlot[%this.weaponSlotCount] = %name;
%this.weaponSlotCount++;
}
else
{
// Remove the weapon from the weapon slot:
for ( %i = %cur; %i < %this.weaponSlotCount - 1; %i++ )
%this.weaponSlot[%i] = %this.weaponSlot[%i + 1];
%this.weaponSlot[%i] = "";
%this.weaponSlotCount--;
}
}
%this.getDataBlock().onInventory(%data,%value);
}
return %value;
}
function ShapeBase::getInventory(%this,%data)
{
if ( isObject( %data ) )
return( %this.inv[%data.getName()] );
else
return( 0 );
}
// z0dd - ZOD, 9/13/02. Streamlined.
function ShapeBase::hasAmmo( %this, %weapon )
{
if(%weapon $= LaserRifle)
return( %this.getInventory( EnergyPack ) );
if (%weapon.image.ammo $= "")
{
if (%weapon $= TargetingLaser)
{
return( false );
}
else
{
return( true );
}
}
else
{
return( %this.getInventory( %weapon.image.ammo ) > 0 );
}
}
function SimObject::onInventory(%this, %obj)
{
//function was added to reduce console error msg spam
}
function ShapeBase::throwItem(%this,%data)
{
%item = new Item() {
dataBlock = %data;
rotation = "0 0 1 " @ (getRandom() * 360);
};
%item.ammoStore = %data.ammoStore;
MissionCleanup.add(%item);
%this.throwObject(%item);
}
function ShapeBase::throwObject(%this,%obj)
{
//-------------------------------------------
// z0dd - ZOD, 5/27/02. Fixes flags hovering
// over friendly player when collision occurs
if(%obj.getDataBlock().getName() $= "Flag")
%obj.static = false;
//-------------------------------------------
//if the object is being thrown by a corpse, use a random vector
if (%this.getState() $= "Dead")
{
%vec = (-1.0 + getRandom() * 2.0) SPC (-1.0 + getRandom() * 2.0) SPC getRandom();
%vec = vectorScale(%vec, 10);
}
// else Initial vel based on the dir the player is looking
else
{
%eye = %this.getEyeVector();
%vec = vectorScale(%eye, 20);
}
// Add a vertical component to give the item a better arc
%dot = vectorDot("0 0 1",%eye);
if (%dot < 0)
%dot = -%dot;
%vec = vectorAdd(%vec,vectorScale("0 0 8",1 - %dot));
// Add player's velocity
%vec = vectorAdd(%vec,%this.getVelocity());
%pos = getBoxCenter(%this.getWorldBox());
//since flags have a huge mass (so when you shoot them, they don't bounce too far)
//we need to up the %vec so that you can still throw them...
if (%obj.getDataBlock().getName() $= "Flag")
%vec = vectorScale(%vec, 40);
//
%obj.setTransform(%pos);
%obj.applyImpulse(%pos,%vec);
%obj.setCollisionTimeout(%this);
%data = %obj.getDatablock();
%data.onThrow(%obj,%this);
//call the AI hook
AIThrowObject(%obj);
}
function ShapeBase::clearInventory(%this)
{
%this.setInventory(RepairKit,0);
%this.setInventory(Mine,0);
//%this.setInventory(MineAir,0);
//%this.setInventory(MineLand,0);
//%this.setInventory(MineSticky,0);
%this.setInventory(ConstructionTool,0);
%this.setInventory(Grenade,0);
%this.setInventory(FlashGrenade,0);
%this.setInventory(ConcussionGrenade,0);
%this.setInventory(FlareGrenade,0);
%this.setInventory(CameraGrenade, 0);
%this.setInventory(Blaster,0);
%this.setInventory(Plasma,0);
%this.setInventory(Disc,0);
%this.setInventory(Chaingun, 0);
%this.setInventory(Mortar, 0);
%this.setInventory(GrenadeLauncher, 0);
%this.setInventory(MissileLauncher, 0);
%this.setInventory(SniperRifle, 0);
%this.setInventory(TargetingLaser, 0);
%this.setInventory(ELFGun, 0);
%this.setInventory(ShockLance, 0);
%this.setInventory(PlasmaAmmo,0);
%this.setInventory(ChaingunAmmo, 0);
%this.setInventory(DiscAmmo, 0);
%this.setInventory(GrenadeLauncherAmmo, 0);
%this.setInventory(MissileLauncherAmmo, 0);
%this.setInventory(MortarAmmo, 0);
%this.setInventory(Beacon, 0);
%this.setInventory(NerfGun, 0);
%this.setInventory(NerfBallLauncher, 0);
%this.setInventory(NerfBallLauncherAmmo, 0);
%this.setInventory(SuperChaingun, 0);
%this.setInventory(SuperChaingunAmmo, 0);
%this.setInventory(MergeTool,0);
%this.setInventory(TractorGun, 0);
%this.setInventory(TransGun, 0);
// take away any pack the player has
%curPack = %this.getMountedImage($BackpackSlot);
if(%curPack > 0)
%this.setInventory(%curPack.item, 0);
}
//----------------------------------------------------------------------------
function ShapeBase::cycleWeapon( %this, %data )
{
if ( %this.weaponSlotCount == 0 )
return;
%slot = -1;
if ( %this.getMountedImage($WeaponSlot) != 0 )
{
%curWeapon = %this.getMountedImage($WeaponSlot).item.getName();
for ( %i = 0; %i < %this.weaponSlotCount; %i++ )
{
//error("curWeaponName == " @ %curWeaponName);
if ( %curWeapon $= %this.weaponSlot[%i] )
{
%slot = %i;
break;
}
}
}
if ( %data $= "prev" )
{
// Previous weapon...
if ( %slot == 0 || %slot == -1 )
{
%i = %this.weaponSlotCount - 1;
%slot = 0;
}
else
%i = %slot - 1;
}
else
{
// Next weapon...
if ( %slot == ( %this.weaponSlotCount - 1 ) || %slot == -1 )
{
%i = 0;
%slot = ( %this.weaponSlotCount - 1 );
}
else
%i = %slot + 1;
}
%newSlot = -1;
while ( %i != %slot )
{
if ( %this.weaponSlot[%i] !$= ""
&& %this.hasInventory( %this.weaponSlot[%i] )
&& %this.hasAmmo( %this.weaponSlot[%i] ) )
{
// player has this weapon and it has ammo or doesn't need ammo
%newSlot = %i;
break;
}
if ( %data $= "prev" )
{
if ( %i == 0 )
%i = %this.weaponSlotCount - 1;
else
%i--;
}
else
{
if ( %i == ( %this.weaponSlotCount - 1 ) )
%i = 0;
else
%i++;
}
}
if ( %newSlot != -1 )
%this.use( %this.weaponSlot[%newSlot] );
}
//----------------------------------------------------------------------------
function ShapeBase::selectWeaponSlot( %this, %data )
{
if ( %data < 0 || %data > %this.weaponSlotCount
|| %this.weaponSlot[%data] $= "" || %this.weaponSlot[%data] $= "TargetingLaser" )
return;
%this.use( %this.weaponSlot[%data] );
}
//----------------------------------------------------------------------------
function serverCmdGiveAll(%client)
{
if($TestCheats)
{
%player = %client.player;
%player.setInventory(RepairKit,999);
%player.setInventory(Mine,999);
//%player.setInventory(MineAir,999);
//%player.setInventory(MineLand,999);
//%player.setInventory(MineSticky,999);
%player.setInventory(Grenade,999);
%player.setInventory(FlashGrenade,999);
%player.setInventory(FlareGrenade,999);
%player.setInventory(ConcussionGrenade,999);
%player.setInventory(CameraGrenade, 999);
%player.setInventory(Blaster,1);
%player.setInventory(Plasma,1);
%player.setInventory(Chaingun, 1);
%player.setInventory(Disc,1);
%player.setInventory(GrenadeLauncher, 1);
%player.setInventory(SniperRifle, 1);
%player.setInventory(ELFGun, 1);
%player.setInventory(Mortar, 1);
%player.setInventory(MissileLauncher, 1);
%player.setInventory(ShockLance, 1);
%player.setInventory(TargetingLaser, 1);
%player.setInventory(MissileLauncherAmmo, 999);
%player.setInventory(GrenadeLauncherAmmo, 999);
%player.setInventory(MortarAmmo, 999);
%player.setInventory(PlasmaAmmo,999);
%player.setInventory(ChaingunAmmo, 999);
%player.setInventory(DiscAmmo, 999);
%player.setInventory(Beacon, 999);
%player.setInventory(NerfGun,1);
%player.setInventory(NerfBallLauncher,1);
%player.setInventory(NerfBallLauncherAmmo,999);
%player.setInventory(MergeTool,1);
%player.setInventory(TractorGun, 1);
%player.setInventory(TransGun, 1);
}
}