editActionMap("playMap.sae");
//bindCommand(keyboard0, make, "1", TO, "weap2::getnextweapon(0);");
bindCommand(keyboard0, make, "1", TO, "weap2::getnextweapon(1);");
$weap2disc = "Disc Launcher";
$weap2cg = "Chaingun";
$weap2mortar = "Mortar";
$weap2gl = "Grenade Launcher";
$weap2vulcan = "Vulcan";
$weap2rocket= "Rocket Launcher";
$weap2sniper= "Sniper Rifle";
$weap2ammo[$weap2disc] = "Disc";
$weap2ammo[$weap2cg] = "Bullet";
$weap2ammo[$weap2gl] = "Grenade Ammo";
$weap2ammo[$weap2mortar] = "Mortar Ammo";
$weap2ammo[$weap2vulcan] = "Vulcan Bullet";
$weap2ammo[$weap2rocket] = "Rockets";
function weap2::use(%weapname){
if( getItemCount(%weapname) && getItemCount($weap2ammo[%weapname])){
use(%weapname);
return 1;
}
return 0;
}
function weap2::getnextweapon(%isheavy){
%mounted = getMountedItem(0);
%isheavy = getItemCount("Heavy Armor") && %isheavy;
switch (getItemDesc(%mounted)){
case "Disc Launcher":{
if (%isheavy && weap2::use($weap2mortar))
return;
else if( weap2::use($weap2gl) )
return;
else if( weap2::use($weap2cg) )
return;
}
case "Grenade Launcher":{
if (weap2::use($weap2disc))
return;
else if( weap2::use($weap2cg) )
return;
}
case "Chaingun":{
if (weap2::use($weap2disc))
return;
else if( weap2::use($weap2gl) )
return;
}
default: {
if(weap2::use($weap2disc))
return;
else if(weap2::use($weap2cg) )
return;
}
}
}