public void ProxMineOnInventory(coProximityMine thisobj, coPlayer player, int amount) { coGameConnection client = player["client"]; if (client.isObject()) GameConnectionSetAmmoAmountHud(client, 1, amount); if ((amount == 0) && player.isMethod("getMountSlot")) ShapeBaseCycleWeapon(player, "prev"); }
public void DeployableTurretWeaponOnInventory(coAITurretShapeData thisobj, coPlayer obj, int amount) { if (obj["client"] != "0" && obj["isAiControlled"].AsBool() == false) GameConnectionSetAmmoAmountHud(obj["client"], 1, amount); //Sometimes.... Alice to the moon. /* * So here I was thinking that this line of code in the torque script... * if ( !%amount && ( %slot = %obj.getMountSlot( %this.image ) ) != -1 ) * was checking to see if the slot was != to -1... but that is not the case. * What it is actually checking is if %slot is blank or not. As in is the temporary * variable %slot a variable or not, (i.e. it's id is -1) * * It's nice how they use error suppression in there tokens to hide * the error message that the function doesn't exist from the console. * But... really? I mean, you couldn't comment that that was what the f**k you * where doing?????? * * Well shit, I do believe there could be an easier way..... */ //error("Amount = " + amount); if (amount == 0 && obj.isMethod("getMountSlot")) obj.call("cycleWeapon", new[] { "prev" }); }