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hub / github.com/assaultcube/AC / quicknadethrow

Function quicknadethrow

source/src/weapon.cpp:125–147  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

123COMMAND(shiftweapon, "i");
124
125void quicknadethrow(bool on)
126{
127 if(player1->state != CS_ALIVE) return;
128 if(on)
129 {
130 if(player1->weapons[GUN_GRENADE]->mag > 0)
131 {
132 if(player1->weaponsel->type != GUN_GRENADE) selectweapon(player1->weapons[GUN_GRENADE]);
133 if(player1->weaponsel->type == GUN_GRENADE || player1->nextweaponsel->type == GUN_GRENADE)
134 {
135 if(!(player1->weaponsel->type == GUN_GRENADE && player1->nextweaponsel->type != GUN_GRENADE)) attack(true);
136 }
137 }
138 }
139 else
140 {
141 if(player1->weaponsel->type == GUN_GRENADE || player1->nextweaponsel->type == GUN_GRENADE)
142 {
143 attack(false);
144 quicknade = true;
145 }
146 }
147}
148COMMAND(quicknadethrow, "d");
149
150COMMANDF(currentprimary, "", () { intret(player1->primweap->type); });

Callers

nothing calls this directly

Calls 2

selectweaponFunction · 0.85
attackFunction · 0.85

Tested by

no test coverage detected