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Disable the overflow weapon drop mechanism by default #137

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merged 6 commits into from
Dec 24, 2019

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TomyLobo
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@TomyLobo TomyLobo commented Oct 12, 2018

Can be re-enabled by setting da_drop_overflow_on_pickup to 1.

I'm open to debate about the default value.
I'm also looking for a way to make a GUI option for this (and da_slide_unclick_time).

Fixes #93

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This changes existing behavior. Did you intend to do so? To keep existing behavior the new cvar should be set to 1.

What's the motivation for adding this? Did someone ask for it?

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TomyLobo commented Nov 3, 2018

Yes, that was intended.
I think the new behaviour is better, since it doesn't force you to go through a bunch of dropped guns on the floor while you're being shot at, in order to find the gun you just accidentally autodropped :)

If someone desparately wants the old behaviour, they can use the cvar.
If someone just sometimes wants to grab a gun from the ground while they're full, they can easily drop one of their guns.

But like I said, I'm open to debate about the default value for the cvar :)

@TomyLobo TomyLobo force-pushed the disable-overflow-drop-by-default branch from f419032 to 9652308 Compare November 3, 2018 18:39
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TomyLobo commented Nov 3, 2018

Rebased

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BSVino commented Nov 11, 2018

I don't think you're wrong but I prefer not to change the behavior, as there are now a lot of user expectations associated with the current behavior.

Not that I think the way it is now is necessarily the best way to go, but I made it that way because I was worried that people might not know why they can't pick up a weapon from the ground. IE they press e but nothing happens, and they don't understand that they have to drop something. So I drop something automatically if you're full because the player can always pick it up again, and I know that the player most likely wants the weapon on the ground more. I don't remember whether this was an issue that actually came up in playtesting or whether I was going by hunch.

In an ideal world I'd like to see a solution that involved better indicators to show that either you can't pick up a gun unless you drop things or that you're going to drop something if you pick something up, and I'd probably lean towards the latter.

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TomyLobo commented Nov 13, 2018

Hmm, I can pop up a notice on how to drop weapons if you hit the limit.
Would that address your concerns?

@TomyLobo TomyLobo force-pushed the disable-overflow-drop-by-default branch from 9652308 to 5d060c7 Compare November 13, 2018 22:50
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Rebased again

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BSVino commented Nov 17, 2018

I'd have to see a design.

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TomyLobo commented Nov 18, 2018

How's this? :)
image

It's slowly flashing to a yellowish color.
Should look similar to the tutorial/lesson/instructor stuff

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BSVino commented Nov 25, 2018

Include in that same panel the key to drop, e.g. "Inventory Full \n [G] Drop Weapon" and I think I'm OK with that.

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TomyLobo commented Dec 16, 2018

Gotta figure out how that works, first :)

@TomyLobo TomyLobo modified the milestones: v1.3.1.0, v1.3.2.0 Jun 16, 2019
Can be re-enabled by setting da_drop_overflow_on_pickup to 1.
There's already one in CHudHintDisplay, this one causes 2 hints to pop up in the same place.
The Hint System is currently unused as far as I can tell, so I don't think there will be any side-effects.
The previous font was misaligned.
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TomyLobo commented Dec 20, 2019

Turns out you can just use "%drop%" in a hint message and the client will replace it accordingly:
image
I also rebased it all.

@TomyLobo TomyLobo force-pushed the disable-overflow-drop-by-default branch from 2eb9356 to 36ffba8 Compare December 20, 2019 13:07
@TomyLobo TomyLobo self-assigned this Dec 20, 2019
@BSVino BSVino merged commit 070f8c1 into develop Dec 24, 2019
@TomyLobo TomyLobo deleted the disable-overflow-drop-by-default branch December 25, 2019 02:12
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Add a cvar to control pickup behaviour
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