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:Code:else if(InputMappingMngr->wasPressed(r3dInputMappingMngr::KS_NEXTITEM))
and remove that check and the else (there r 2 of that (for final & release))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:
and scroll down until u see something like that:Code:void obj_ServerPlayer::OnNetPacket(const PKT_C2C_PlayerReload_s& n)
and change it to: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; }
Have fun, TH4D3U5Code: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); }



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