adding akimbo gl deagle to classic mode, fixing bug where player sometimes would get the fallback gun after dieing

This commit is contained in:
2026-05-08 17:46:56 +02:00
parent 6743b9b6aa
commit 6832490d66
2 changed files with 6 additions and 11 deletions

View File

@@ -845,7 +845,6 @@ takeInvalidWeapon()
self endon("disconnect"); self endon("disconnect");
self endon("death"); self endon("death");
level endon("nuke"); level endon("nuke");
counter = 0;
// Skip the first 5 frames so the initial updateWeapon() from loadSetup() has // Skip the first 5 frames so the initial updateWeapon() from loadSetup() has
// time to complete its switchtoweaponimmediate before we start polling. // time to complete its switchtoweaponimmediate before we start polling.
// This prevents a false-positive correction that was causing the 2.5s delay. // This prevents a false-positive correction that was causing the 2.5s delay.
@@ -859,15 +858,6 @@ takeInvalidWeapon()
if(self isMantling()) if(self isMantling())
continue; continue;
weapon = self getCurrentWeapon(); weapon = self getCurrentWeapon();
if(!self hasWeapon(level.gungameList[self.current]))
{
counter++;
if(counter == 2)
{
counter = 0;
level.gungameList[self.current] = mod\weapons::setWeapon("peacekeeper_mp");
}
}
if(weapon != level.gungameList[self.current]) if(weapon != level.gungameList[self.current])
{ {
self takeAllWeapons(); self takeAllWeapons();

View File

@@ -46,6 +46,7 @@ loadWeapons()
// pistols // pistols
weaponList[weaponList.size] = "usp_mp"; weaponList[weaponList.size] = "usp_mp";
weaponList[weaponList.size] = "deserteagle_mp"; weaponList[weaponList.size] = "deserteagle_mp";
weaponList[weaponList.size] = "deserteagle_akimbo_mp"; // GL deagle
weaponList[weaponList.size] = "coltanaconda_mp"; weaponList[weaponList.size] = "coltanaconda_mp";
weaponList[weaponList.size] = "beretta_mp"; weaponList[weaponList.size] = "beretta_mp";
// semi auto pistols // semi auto pistols
@@ -118,7 +119,7 @@ loadWeapons()
// Only remove specific weapons if we still have enough unique ones left // Only remove specific weapons if we still have enough unique ones left
if(weaponList.size > 5) if(weaponList.size > 5)
{ {
if(weaponList[id] == "m79_mp" || weaponList[id] == "at4_mp" || weaponList[id] == "rpg_mp" || weaponList[id] == "riotshield_mp" || weaponList[id] == "dragunov_mp" || weaponList[id] == "m40a3_mp" || weaponList[id] == "peacekeeper_mp") if(weaponList[id] == "m79_mp" || weaponList[id] == "at4_mp" || weaponList[id] == "rpg_mp" || weaponList[id] == "riotshield_mp" || weaponList[id] == "dragunov_mp" || weaponList[id] == "m40a3_mp" || weaponList[id] == "peacekeeper_mp" || weaponList[id] == "deserteagle_akimbo_mp")
weaponList = removeIDfromArray(id, weaponList); weaponList = removeIDfromArray(id, weaponList);
} }
} }
@@ -137,6 +138,10 @@ removeIDfromArray(id, weaponList)
} }
setWeapon(name) setWeapon(name)
{ {
// If the caller already specified a fully-qualified akimbo weapon (e.g.
// "deserteagle_akimbo_mp"), pass it through unchanged — no randomization.
if(isSubstr(name, "_akimbo_"))
return name;
name = strTok(name, "_"); name = strTok(name, "_");
scope = ""; scope = "";
attachments = ""; attachments = "";