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Yep, you got it. however, it's a bit easier if you just use the predefined macros for the weapon bits instead of doing it manually.


IE use something like..


NPC->client->ps.stats[sTAT_WEAPONS] |= ( 1 << WP_SABER);

NPC->client->ps.stats[sTAT_WEAPONS] |= ( 1 << WP_MELEE);

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Ok, well, that's fairly easy. You'll need to have clientspawn set the client->ps.stats[sTAT_WEAPONS] to the value of your cvar.


something like "self->client->ps.stats[sTAT_WEAPONS] = yourcvar.integer;"


Note: There is other code in clientspawn that sets the player's weapons and which weapon is initially used by the player. So, you're going to have to study the code to figure out how to add this feature without breaking anything.


If you don't understand what's going on I suggest you google up some quake 3 coding and C tutorial.

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