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Make any weapon usable from a swoop [MP/SP]


eezstreet

Welcome to part three of the FAQ (Frequently Asked Questions) series.

 

This is a very simple, one step process.

Open up bg_pmove.c (or bg_pmove.cpp in SP), and in the function PM_WeaponOkOnVehicle (it will look like this:),

 

 

 

 

//see if a weapon is ok to use on a vehicle

 

qboolean PM_WeaponOkOnVehicle( int weapon )

 

{

 

//FIXME: check g_vehicleInfo for our vehicle?

 

switch ( weapon )

 

{

 

//case WP_NONE:

 

case WP_MELEE:

 

case WP_SABER:

 

case WP_BLASTER:

 

//case WP_THERMAL:

 

return qtrue;

 

break;

 

}

 

return qfalse;

 

}

 

 

Add whatever weapons you want to be included here. So for instance, if we wanted to make the Repeater usable on a swoop, you might want to add it thusly:

 

 

 

//see if a weapon is ok to use on a vehicle

 

qboolean PM_WeaponOkOnVehicle( int weapon )

 

{

 

//FIXME: check g_vehicleInfo for our vehicle?

 

switch ( weapon )

 

{

 

//case WP_NONE:

 

case WP_MELEE:

 

case WP_SABER:

 

case WP_BLASTER:

case WP_REPEATER: // eezstreet add

 

//case WP_THERMAL:

 

return qtrue;

 

break;

 

}

 

return qfalse;

 

}

 

 

That's all you need to do! There's nothing else needed here.


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