LOCAL void TP_Msg_GetPentQuad(qbool quad) { extern cvar_t tp_name_quad, tp_name_pent; MSGPART get = "get"; MSGPART powerup = ""; TP_FindPoint(); if (quad) { if (INPOINT(eyes) && INPOINT(quaded)) return; // Don't know for sure if it's enemy or not, and can't assume like we do in tp_enemypwr because this isn't tp_ENEMYpwr else if (HAVE_QUAD() || INPOINT(quaded)) { TP_Msg_EnemyPowerup_f(); // let tp_msgenemypwr handle it. Also works for the case that we have quad and are dead return; } else powerup = tp_name_quad.string; } else // get pent { if (INPOINT(eyes) && INPOINT(pented)) return; // Don't know for sure if it's enemy or not, and can't assume like we do in tp_enemypwr because this isn't tp_ENEMYpwr else if (HAVE_PENT() || INPOINT(pented)) { // if anyone has pent, as long as they dont have ring TP_Msg_EnemyPowerup_f(); // send to tp_enemypwr return; } else powerup = tp_name_pent.string; } TP_Send_TeamSay("%s %s", get, powerup); }
LOCAL void TP_Msg_GetPentQuad(qbool quad) { MSGPART get_powerup = ""; TP_FindPoint(); if (quad) { if (DEAD() && HAVE_QUAD()) { // player messed up, he's dead with quad, so there's no quad to get! TP_Msg_Lost_f(); return; } else if (INPOINT(eyes) && INPOINT(quaded)) { return; // Don't know for sure if it's enemy or not, and can't assume like we do in tp_enemypwr because this isn't tp_ENEMYpwr } else if (INPOINT(quaded)) { TP_Msg_EnemyPowerup_f(); // let tp_msgenemypwr handle it... return; } else { get_powerup = "get " tp_ib_name_quad; } } else // get pent { if (INPOINT(eyes) && INPOINT(pented)) { return; // Don't know for sure if it's enemy or not, and can't assume like we do in tp_enemypwr because this isn't tp_ENEMYpwr } else if (HAVE_PENT() || INPOINT(pented)) // if anyone has pent, as long as they dont have ring { TP_Msg_EnemyPowerup_f(); // send to tp_enemypwr return; } else { get_powerup = "get " tp_ib_name_pent; } } //$Y$Y get powerup(1) TP_Send_TeamSay("%s", get_powerup); }