// // Think: // Used for selection of weapon menu item. // void CHudAmmo::Think(void) { if ( gHUD.m_fPlayerDead ) return; if ( gHUD.m_iWeaponBits != gWR.iOldWeaponBits ) { gWR.iOldWeaponBits = gHUD.m_iWeaponBits; for (int i = 0; i < MAX_WEAPONS-1; i++ ) { WEAPON *p = gWR.GetWeapon(i); if ( p ) { if ( gHUD.m_iWeaponBits & ( 1 << p->iId ) ) { gWR.PickupWeapon( p ); } else { gWR.DropWeapon( p ); } } } } if (!gpActiveSel) return; // has the player selected one? if (gHUD.m_iKeyBits & IN_ATTACK) { if (gpActiveSel != (WEAPON *)1) { ServerCmd(gpActiveSel->szName); g_weaponselect = gpActiveSel->iId; } gpLastSel = gpActiveSel; gpActiveSel = NULL; gHUD.m_iKeyBits &= ~IN_ATTACK; PlaySound("common/wpn_select.wav", 1); } }
// // Think: // Used for selection of weapon menu item. // void CHudAmmo::Think(void) { if ( gHUD.m_fPlayerDead ) return; if ( gHUD.m_iWeaponBits != gWR.iOldWeaponBits ) { gWR.iOldWeaponBits = gHUD.m_iWeaponBits; for (int i = MAX_WEAPONS-1; i > 0; i-- ) { WEAPON *p = gWR.GetWeapon(i); if ( p ) { if ( gHUD.m_iWeaponBits & ( 1 << p->iId ) ) gWR.PickupWeapon( p ); else gWR.DropWeapon( p ); } } } if (!gpActiveSel) return; // has the player selected one? if (gHUD.m_iKeyBits & IN_ATTACK) { if (gpActiveSel != (WEAPON *)1) { ServerCmd(gpActiveSel->szName); g_weaponselect = gpActiveSel->iId; } gpLastSel = gpActiveSel; gpActiveSel = NULL; gHUD.m_iKeyBits &= ~IN_ATTACK; // Fograin92: Replaced with new audio engine gSoundEngine.PlaySound("common/wpn_select.wav", g_vecZero, SND_2D, 0, CVAR_GET_FLOAT("sm_snd_sfx")); } }