(Tutorial) Weapon use the Infinate ammo
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(Tutorial) Weapon use the Infinate ammo
Hi members! I test a new my routine and work. My newer routine:Weapon use the Infinate ammo
WL_DEF.H:
WL_MAIN.CPP:
WL_GAME.CPP:
WL_ACT1.CPP:
WL_AGENT.CPP:
WL_STATE.CPP:
It comes in handy for those who like this tutorial code the unlimited ammo.
WL_DEF.H:
- Code:
//#define STARTAMMO 8
// bo_clip,
// bo_clip2,
// short ammo;
//void GiveAmmo (int ammo);
WL_MAIN.CPP:
- Code:
// gamestate.ammo = STARTAMMO;
// gamestate.ammo = 8;
WL_GAME.CPP:
- Code:
// gamestate.ammo = STARTAMMO;
WL_ACT1.CPP:
- Code:
// {SPR_STAT_26,bo_clip}, // Clip "
// {SPR_STAT_26,bo_clip2}, // Clip "
// case bo_clip:
WL_AGENT.CPP:
- Code:
// Checks to make sure you have ammo for weapon
// returns "true" if yes and "false" if no
int ChkAtkAmmo (int weapon)
{
switch (weapon)
{
case wp_knife:
case wp_pistol:
case wp_machinegun:
case wp_chaingun:
return 1;
}
return 0;
}
// if (!gamestate.ammo) // must use knife with no ammo
// return;
// GiveAmmo (6);
void DrawAmmo (void)
{
// if(viewsize == 21 && ingame) return;
// LatchNumber (27,16,2,gamestate.ammo);
switch (gamestate.chosenweapon)
{
case wp_knife:
LatchNumber (27,16,2,0);
break;
case wp_chaingun:
case wp_machinegun:
case wp_pistol:
LatchNumber (27,16,2,99);
}
}
/*
===============
=
= GiveAmmo
=
===============
*/
/*
void GiveAmmo (int ammo)
{
if (!gamestate.ammo) // knife was out
{
if (!gamestate.attackframe)
{
gamestate.weapon = gamestate.chosenweapon;
DrawWeapon ();
}
}
gamestate.ammo += ammo;
if (gamestate.ammo > 99)
gamestate.ammo = 99;
DrawAmmo ();
}
*/
// case bo_clip:
// if (gamestate.ammo == 99)
// return;
// SD_PlaySound (GETAMMOSND);
// GiveAmmo (8);
// break;
// case bo_clip2:
// if (gamestate.ammo == 99)
// return;
// SD_PlaySound (GETAMMOSND);
// GiveAmmo (4);
// break;
#ifdef SPEAR
case bo_25clip:
// if (gamestate.ammo == 99)
// return;
SD_PlaySound (GETAMMOBOXSND);
// GiveAmmo (25);
break;
#endif
case -1:
ob->state = &s_player;
if (!ChkAtkAmmo(gamestate.weapon))
{
gamestate.weapon = wp_knife;
DrawWeapon ();
}
else
{
if (gamestate.weapon != gamestate.chosenweapon)
{
gamestate.weapon = gamestate.chosenweapon;
DrawWeapon ();
}
}
gamestate.attackframe = gamestate.weaponframe = 0;
return;
case 4:
if (!ChkAtkAmmo(gamestate.weapon))
break;
if (buttonstate[bt_attack])
gamestate.attackframe -= 2;
case 1:
if (!ChkAtkAmmo(gamestate.weapon))
{ // can only happen with chain gun
gamestate.attackframe++;
break;
}
GunAttack (ob);
if (!ammocheat)
// gamestate.ammo--;
DrawAmmo ();
break;
case 2:
KnifeAttack (ob);
break;
case 3:
if (ChkAtkAmmo(gamestate.weapon) && buttonstate[bt_attack])
gamestate.attackframe -= 2;
break;
WL_STATE.CPP:
- Code:
case guardobj:
GivePoints (100);
NewState (ob,&s_grddie1);
// PlaceItemType (bo_clip2,tilex,tiley);
break;
case officerobj:
GivePoints (400);
NewState (ob,&s_ofcdie1);
// PlaceItemType (bo_clip2,tilex,tiley);
break;
case mutantobj:
GivePoints (700);
NewState (ob,&s_mutdie1);
// PlaceItemType (bo_clip2,tilex,tiley);
break;
case ssobj:
GivePoints (500);
NewState (ob,&s_ssdie1);
// if (gamestate.bestweapon < wp_machinegun)
PlaceItemType (bo_machinegun,tilex,tiley);
// else
// PlaceItemType (bo_clip2,tilex,tiley);
break;
It comes in handy for those who like this tutorial code the unlimited ammo.
Officer-M. John (Admin)- Admin
- Posts : 402
Join date : 2015-10-02
Age : 21

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