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-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/item_inventory/sv_item_inventory.gnut29
1 files changed, 22 insertions, 7 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/item_inventory/sv_item_inventory.gnut b/Northstar.CustomServers/mod/scripts/vscripts/item_inventory/sv_item_inventory.gnut
index 4e8f85ac..d4ec5879 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/item_inventory/sv_item_inventory.gnut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/item_inventory/sv_item_inventory.gnut
@@ -32,7 +32,7 @@ void function Sv_ItemInventory_OnPlayerGetsNewPilotLoadout( entity player, Pilot
if (playerInventoryStack.len() > 0) {
InventoryItem topInventoryItem = playerInventoryStack[playerInventoryStack.len() - 1]
- PlayerInventory_GiveInventoryItem(player, topInventoryItem)
+ thread PlayerInventory_GiveInventoryItem(player, topInventoryItem)
}
return
@@ -68,13 +68,25 @@ int function PlayerInventory_CountBurnRef( entity player, string burnRef )
void function PlayerInventory_TakeInventoryItem( entity player )
{
+ player.EndSignal( "OnDestroy" )
entity preexistingWeapon = player.GetOffhandWeapon( OFFHAND_INVENTORY )
- if ( IsValid( preexistingWeapon ) )
- player.TakeWeaponNow( preexistingWeapon.GetWeaponClassName() )
+
+ if( !IsValid( preexistingWeapon ) )
+ return
+ preexistingWeapon.EndSignal( "OnDestroy" )
+ if( preexistingWeapon.GetWeaponClassName() == "mp_ability_burncardweapon" )
+ {
+ var fireTime = preexistingWeapon.GetWeaponInfoFileKeyField( "fire_anim_rate" )
+ if( fireTime )
+ wait fireTime
+ }
+ player.TakeWeaponNow( preexistingWeapon.GetWeaponClassName() )
}
void function PlayerInventory_GiveInventoryItem( entity player, InventoryItem inventoryItem )
{
+ player.EndSignal( "OnDestroy" )
+
array<string> mods = []
if ( inventoryItem.itemType == eInventoryItemType.burnmeter ) {
@@ -84,7 +96,10 @@ void function PlayerInventory_GiveInventoryItem( entity player, InventoryItem in
}
// ensure inventory slot isn't full to avoid crash
- PlayerInventory_TakeInventoryItem( player )
+ waitthread PlayerInventory_TakeInventoryItem( player )
+ entity preexistingWeapon = player.GetOffhandWeapon( OFFHAND_INVENTORY ) // defensive fix
+ if( IsValid( preexistingWeapon ) )
+ player.TakeWeaponNow( preexistingWeapon.GetWeaponClassName() )
player.GiveOffhandWeapon( inventoryItem.weaponRef, OFFHAND_INVENTORY, mods )
}
@@ -94,7 +109,7 @@ void function PlayerInventory_PushInventoryItem( entity player, InventoryItem in
file.playerInventoryStacks[ player ].append(inventoryItem)
player.SetPlayerNetInt( "itemInventoryCount", file.playerInventoryStacks[ player ].len() )
- PlayerInventory_GiveInventoryItem(player, inventoryItem)
+ thread PlayerInventory_GiveInventoryItem(player, inventoryItem)
}
void function PlayerInventory_PushInventoryItemByBurnRef( entity player, string burnRef )
@@ -117,9 +132,9 @@ void function PlayerInventory_PopInventoryItem( entity player )
if (playerInventoryStack.len() > 0) {
InventoryItem nextInventoryItem = playerInventoryStack[playerInventoryStack.len() - 1]
- PlayerInventory_GiveInventoryItem(player, nextInventoryItem)
+ thread PlayerInventory_GiveInventoryItem( player, nextInventoryItem )
} else {
- PlayerInventory_TakeInventoryItem( player )
+ waitthread PlayerInventory_TakeInventoryItem( player )
}
}