![]() |
![]() |
J@nek |
![]()
Post
#1
|
Member ![]() ![]() Group: Members Posts: 19 Joined: 18-May 09 Member No.: 1,541 ![]() |
Hi,
I'm trying to understand to what m_iAmmoIndex is refering to in the weapons data structure. Here is the structure: typedef struct { int iSlot; int iId; const char *szWeaponName; int m_iFlags; float minPrimDist; float maxPrimDist; int m_iAmmoIndex; int m_iPreference; }TF2WeaponsData_t; Of course, my first thought was that it was corresponding to AmmoIndex that we have in our mod meaning that if I have a specific ammo for each weapons, I should have a different index and normally 0 is not used. What I don't understand is that for TF2 you did this table of indexes for weapons : int m_TF2AmmoIndices[] = { 0,0,0,0,0,0,0,1,1,0,0,0,1,0,0,0,0,2,2,2,2,1,1,2,1,2,2,0,2,1,1,3 }; where we can see very often the same values and very often 0. Does it mean that all weapons referencing a value > 0 are referencing the same type of ammo and that for all weapons with 0 it is automatic ? I'm interested by all explainations about that. Thank you in advance. |
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 19th June 2025 - 01:51 PM |