static void CG_LoadWeapons_f( void ) { int i; for( i = WP_KNIFE; i < WP_NUM_WEAPONS; i++ ) { // DHM - Nerve :: Only register weapons we use in WolfMP if( BG_WeaponInWolfMP( i ) ) CG_RegisterWeapon( i, qtrue ); } }
/* =============== SaveRegisteredItems Write the needed items to a config string so the client will know which ones to precache =============== */ void SaveRegisteredItems( void ) { char string[MAX_ITEMS + 1]; int i; int count; count = 0; for ( i = 0 ; i < bg_numItems ; i++ ) { if ( itemRegistered[i] ) { count++; string[i] = '1'; } else { string[i] = '0'; } // DHM - Nerve :: Make sure and register all weapons we use in WolfMP if ( g_gametype.integer >= GT_WOLF && string[i] == '0' && bg_itemlist[i].giType == IT_WEAPON && BG_WeaponInWolfMP( bg_itemlist[i].giTag ) ) { count++; string[i] = '1'; } } string[ bg_numItems ] = 0; if ( trap_Cvar_VariableIntegerValue( "g_gametype" ) != GT_SINGLE_PLAYER ) { G_Printf( "%i items registered\n", count ); } trap_SetConfigstring( CS_ITEMS, string ); }