[Already In] A_GiveWeapon()

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A_GiveWeapon()

Postby DoomRater » Mon Jun 06, 2005 2:26 pm

The problem I'm having with GiveInventory(weaponname) is that it does not autoselect even with NEVERSWITCHONPICKUP false. The usual workaround is to manually select it, but that always selects the weapon even when NEVERSWITCHONPICKUP true. Shouldn't the Berserk be the only item that does this? This is annoying, and I dunno if there's a way to check for the CVAR NEVERSWITCHONPICKUP. Either way, a seperate code pointer would be nice.
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Postby Graf Zahl » Mon Jun 06, 2005 2:55 pm

It's called A_SelectWeapon.
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Postby DoomRater » Mon Jun 06, 2005 3:05 pm

Like I said, this selects the weapon even when NEVERSWITCHONPICKUP is set to true. That's not what I'm looking for... (specifically I want to get the dualSMG code working up to scratch)

What I need is either a way to check for NEVERSWITCHONPICKUP or a seperate codepointer which automatically does this by using the original weapon code. Personally I'd like a specific codepointer for it.
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Postby Graf Zahl » Mon Jun 06, 2005 4:28 pm

NEVERSWITCHONPICKUP does not apply because technically you aren't picking up a weapon.
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Postby DoomRater » Mon Jun 06, 2005 5:24 pm

Graf Zahl wrote:NEVERSWITCHONPICKUP does not apply because technically you aren't picking up a weapon.


Which is why I'd like to either check for it or make a pointer that does check for it.
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Postby Phobus » Tue Jun 07, 2005 11:14 am

instaed of using the give weapon command, why not summon it, then all rules of pickups still aply
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Postby DoomRater » Tue Jun 07, 2005 12:08 pm

In a DECORATE weapon? That sure would look unprofessional. I'd much rather handle it somehow. But since I'm not getting much feedback I think it's time for me to check around and find out if CVARs can be checked within DECORATE, and if not push for that instead.
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Postby chaoscentral » Wed Jun 08, 2005 9:59 pm

what about this pointer is needed for a dual smg
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Postby DoomRater » Wed Jun 08, 2005 10:33 pm

Exactly.... it would really help out there.

Code: Select allExpand view
TNT2 0 JumpIfInventory(SMGGun,1,1)
Stop
TNT2 0 A_GiveWeapon(dualSMG)
Stop
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