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InsideQC Forums • View topic - detecting the players current weapons and removing them?

detecting the players current weapons and removing them?

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detecting the players current weapons and removing them?

Postby ceriux » Thu Mar 22, 2012 9:14 pm

how can i detect what weapons the player has ? that way i can remove them. basically iv built a buy menu and i need to check which weapon the player has and when he purchases the new weapon remove it.

would i do something like make a .float and store owep? and if owep = it_wep self.items = self.items && self.items - owep? or something?
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Re: detecting the players current weapons and removing them?

Postby andrewj » Fri Mar 23, 2012 12:53 am

Check:
if (self.items & wep)
{
// do something
}

Remove:
self.items = self.items - (self.items & wep)

where 'wep' is IT_SHOTGUN etc...
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Re: detecting the players current weapons and removing them?

Postby ceriux » Fri Mar 23, 2012 4:03 am

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Re: detecting the players current weapons and removing them?

Postby DukeInstinct » Fri Mar 23, 2012 9:58 am

self.items should already be keeping track of the weapons the player possesses.

Couldn't you just set self.items to the flag of the new weapon and force the player to select the new one? Like so:

self.items = IT_SHOTGUN;

As long as you're not using self.items for things other than weapons, that should work. Otherwise, you could subtract just the weapon flags off and then add the new one.

if (self.items & IT_SHOTGUN)
self.items = self.items - IT_SHOTGUN;

and just repeat for all the other possible flags.
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Re: detecting the players current weapons and removing them?

Postby r00k » Fri Mar 23, 2012 5:20 pm

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