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else if (s != GUN_RIFLE && player1->ammo[GUN_RIFLE])
s = GUN_RIFLE;
else
s = GUN_FIST;
if (s != player1->gunselect)
playsoundc(S_WEAPLOAD);
player1->gunselect = s;
// conoutf("%s selected", (int)guns[s].name);
};
int
reloadtime(int gun)
{
return guns[gun].attackdelay;
};
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else if (s != GUN_RIFLE && player1->ammo[GUN_RIFLE])
s = GUN_RIFLE;
else
s = GUN_FIST;
if (s != player1->gunselect)
playsoundc(S_WEAPLOAD);
player1->gunselect = s;
// conoutf(@"%s selected", (int)guns[s].name);
};
int
reloadtime(int gun)
{
return guns[gun].attackdelay;
};
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