Heya,
first of all, i dont know if something like this already exists
Switch Weapons while running:
Search in WarZ.sln in AI_Player.cpp for:
and scroll up until u see something like that:
and remove that check and the else (there r 2 of that (for final & release))
place old ammo in backpack instead of dropping it:
in WarZ_Server.sln in obj_ServerPlayer.cpp search for:
and scroll down until u see something like that:
and change it to:
Have fun, TH4D3U5
first of all, i dont know if something like this already exists
Switch Weapons while running:
Search in WarZ.sln in AI_Player.cpp for:
Code:
else if(InputMappingMngr->wasPressed(r3dInputMappingMngr::KS_NEXTITEM))
Code:
if(PlayerState != PLAYER_MOVE_SPRINT )
place old ammo in backpack instead of dropping it:
in WarZ_Server.sln in obj_ServerPlayer.cpp search for:
Code:
void obj_ServerPlayer::OnNetPacket(const PKT_C2C_PlayerReload_s& n)
Code:
if(wpn->getPlayerItem().Var1 > 0 && wpn->getPlayerItem().Var2 > 0)
{
obj_DroppedItem* obj = (obj_DroppedItem*)srv_CreateGameObject("obj_DroppedItem", "obj_DroppedItem", GetRandomPosForItemDrop());
obj->SetNetworkID(gServerLogic.GetFreeNetId());
obj->NetworkLocal = true;
// vars
obj->m_Item.itemID = wpn->getPlayerItem().Var2;
obj->m_Item.quantity = 1;
obj->m_Item.Var1 = wpn->getPlayerItem().Var1;
}
Code:
if(wpn->getPlayerItem().Var1 > 0 && wpn->getPlayerItem().Var2 > 0)
{
wiInventoryItem wi;
wi.itemID = wpn->getPlayerItem().Var2;
wi.quantity = 1;
wi.Var1 = wpn->getPlayerItem().Var1;
BackpackAddItem(wi);
}
Have fun, TH4D3U5