I just don't get it.
here is some parts of the codes that do the equip part, I don't know how to unequip them.
if (t_shooter_weapon == 1) // the 1st weapon (pistol) is selected?
{
t_shooter_pistol.flags2 |= SHOW; // then show the pistol entity
t_shooter_machinegun.flags2 &= ~SHOW; // hide the machine gun entity
t_shooter_crosshair_pan.flags &= ~SHOW; // hide the crosshair
t_shooter_snipergun.flags2 &= ~SHOW; // hide the sniper gun
}
case 1: // the player has got the pistol here
if (t_shooter_pistol_bullets < 1) // we ran out of pistol bullets?
{
SND_CREATE_STATIC(no_weapon, noweapon_wav);
snd_play(no_weapon, 100, 0); // then play the "no weapon" sound once
return; // get out of this function, no need to play the "no weapon" sound more than once
}
else // we've got at least a bullet here
{
t_shooter_pistol_bullets -= 1; // let's subtract 1 from the number of pistol bullets
t_shooter_pistol_bullets = maxv(0,t_shooter_pistol_bullets); // but let's make sure that we don't go below zero no matter what (would look bad on the screen)
}
I'm trying to unequip weapons by cretin level_load and if possible by on_button(0). And even if under unequip mode I still need to be able to buy more weapons and ammo and store them as unequipped until otherwise...
I did manege to do something like store weapons and ammo as unequipped when I got to work with the buy_weapon code I managed to make it: when weapon bought, weapon will not automatically equip unless key pressed 1-3. But this only works when weapon bought the first time.
Can anyone help please.