mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
eb97af1598
Added GetFileList() to game function imports in misison pack DLL game.h.
2426 lines
59 KiB
C
2426 lines
59 KiB
C
// g_weapon.c
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#include "g_local.h"
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#include "m_player.h"
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#include "bot.h"
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qboolean is_quad;
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// RAFAEL
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static qboolean is_quadfire;
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static byte is_silenced;
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static int damage_multiplier; // Knightmare added
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void weapon_grenade_fire (edict_t *ent, qboolean held);
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// RAFAEL
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void weapon_trap_fire (edict_t *ent, qboolean held);
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void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
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{
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vec3_t _distance;
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VectorCopy (distance, _distance);
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if (client->pers.hand == LEFT_HANDED)
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_distance[1] *= -1;
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else if (client->pers.hand == CENTER_HANDED)
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_distance[1] = 0;
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G_ProjectSource (point, _distance, forward, right, result);
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}
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/*
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===============
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PlayerNoise
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Each player can have two noise objects associated with it:
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a personal noise (jumping, pain, weapon firing), and a weapon
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target noise (bullet wall impacts)
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Monsters that don't directly see the player can move
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to a noise in hopes of seeing the player from there.
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===============
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*/
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void PlayerNoise(edict_t *who, vec3_t where, int type)
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{
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edict_t *noise;
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if (type == PNOISE_WEAPON)
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{
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if (who->client->silencer_shots)
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{
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who->client->silencer_shots--;
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return;
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}
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}
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if (deathmatch->value)
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return;
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if (who->flags & FL_NOTARGET)
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return;
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if (!who->mynoise)
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{
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noise = G_Spawn();
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noise->classname = "player_noise";
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VectorSet (noise->mins, -8, -8, -8);
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VectorSet (noise->maxs, 8, 8, 8);
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noise->owner = who;
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noise->svflags = SVF_NOCLIENT;
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who->mynoise = noise;
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noise = G_Spawn();
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noise->classname = "player_noise";
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VectorSet (noise->mins, -8, -8, -8);
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VectorSet (noise->maxs, 8, 8, 8);
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noise->owner = who;
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noise->svflags = SVF_NOCLIENT;
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who->mynoise2 = noise;
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}
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if (type == PNOISE_SELF || type == PNOISE_WEAPON)
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{
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noise = who->mynoise;
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level.sound_entity = noise;
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level.sound_entity_framenum = level.framenum;
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}
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else // type == PNOISE_IMPACT
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{
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noise = who->mynoise2;
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level.sound2_entity = noise;
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level.sound2_entity_framenum = level.framenum;
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}
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VectorCopy (where, noise->s.origin);
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VectorSubtract (where, noise->maxs, noise->absmin);
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VectorAdd (where, noise->maxs, noise->absmax);
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noise->teleport_time = level.time;
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gi.linkentity (noise);
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}
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void ShowGun(edict_t *ent);
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qboolean Pickup_Weapon (edict_t *ent, edict_t *other)
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{
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int index,i;
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gitem_t *ammo,*item;
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index = ITEM_INDEX(ent->item);
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if ( ( ((int)(dmflags->value) & DF_WEAPONS_STAY) || coop->value)
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&& other->client->pers.inventory[index])
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{
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if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM) ) )
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return false; // leave the weapon for others to pickup
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}
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other->client->pers.inventory[index]++;
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if (!(ent->spawnflags & DROPPED_ITEM) )
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{
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// give them some ammo with it
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ammo = FindItem (ent->item->ammo);
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if ( (int)dmflags->value & DF_INFINITE_AMMO )
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Add_Ammo (other, ammo, 1000);
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else
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Add_Ammo (other, ammo, ammo->quantity);
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if (! (ent->spawnflags & DROPPED_PLAYER_ITEM) )
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{
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if (deathmatch->value)
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{
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if ((int)(dmflags->value) & DF_WEAPONS_STAY)
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ent->flags |= FL_RESPAWN;
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else
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SetRespawn (ent, 30);
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}
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if (coop->value)
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ent->flags |= FL_RESPAWN;
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}
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}
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if((other->svflags & SVF_MONSTER) && ctf->value && other->client->zc.route_trace)
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{
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if(!other->client->zc.first_target)
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{
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for(i = 0;i < (5 * 2);i++)
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{
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if((other->client->zc.routeindex + i) >= CurrentIndex) break;
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if(Route[other->client->zc.routeindex + i].state == GRS_GRAPSHOT)
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{
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item = Fdi_GRAPPLE;//FindItem("Grapple");
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if( other->client->pers.inventory[ITEM_INDEX(item)]) item->use(other,item);
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return true;
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}
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}
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}
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}
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if (other->client->pers.weapon != ent->item &&
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(other->client->pers.inventory[index] == 1) &&
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( !deathmatch->value || other->client->pers.weapon == Fdi_BLASTER/*FindItem("blaster")*/ ) )
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{
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if(other->svflags & SVF_MONSTER) ent->item->use(other,ent->item);
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else other->client->newweapon = ent->item;
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}
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if(other->svflags & SVF_MONSTER
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&& (other->client->pers.weapon == Fdi_BLASTER/*FindItem("blaster") */
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|| other->client->pers.weapon == Fdi_GRENADES/*FindItem("Grenades")*/))
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{
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ent->item->use(other,ent->item);//other->client->pers.weapon = ent->item;
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ShowGun(other);
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}
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return true;
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}
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/*
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===============
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ChangeWeapon
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The old weapon has been dropped all the way, so make the new one
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current
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===============
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*/
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// ### Hentai ### BEGIN
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void ShowGun(edict_t *ent)
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{
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int i,j;
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if(!ent->client->pers.weapon)
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{
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ent->s.modelindex2 = 0;
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return;
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}
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if(!vwep->value)
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{
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ent->s.modelindex2 = MAX_MODELS-1;
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return;
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}
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j = Get_KindWeapon(ent->client->pers.weapon);
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if(j == WEAP_GRAPPLE) j = WEAP_BLASTER;
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ent->s.modelindex2 = MAX_MODELS-1;
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if (ent->client->pers.weapon)
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i = ((j & 0xff) << 8);
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else
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i = 0;
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ent->s.skinnum = (ent - g_edicts - 1) | i;
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}
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// ### Hentai ### END
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void ChangeWeapon (edict_t *ent)
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{
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char *mdl;
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if (ent->client->grenade_time)
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{
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ent->client->grenade_time = level.time;
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ent->client->weapon_sound = 0;
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weapon_grenade_fire (ent, false);
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ent->client->grenade_time = 0;
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}
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ent->client->pers.lastweapon = ent->client->pers.weapon;
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ent->client->pers.weapon = ent->client->newweapon;
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ent->client->newweapon = NULL;
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ent->client->machinegun_shots = 0;
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if (ent->client->pers.weapon && ent->client->pers.weapon->ammo)
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ent->client->ammo_index = ITEM_INDEX(FindItem(ent->client->pers.weapon->ammo));
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else
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ent->client->ammo_index = 0;
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if (!ent->client->pers.weapon)
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{ // dead
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ent->client->ps.gunindex = 0;
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return;
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}
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ent->client->weaponstate = WEAPON_ACTIVATING;
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ent->client->ps.gunframe = 0;
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//lm ctf
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mdl = ent->client->pers.weapon->view_model;
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if(ctf->value == 2)
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{
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if(Q_stricmp (ent->client->pers.weapon->classname, "weapon_grapple") == 0)
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{
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mdl = "models/weapons/v_hook/tris.md2";
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}
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}
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ent->client->ps.gunindex = gi.modelindex(mdl/*ent->client->pers.weapon->view_model*/);
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//lm ctf
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// ### Hentai ### BEGIN
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ent->client->anim_priority = ANIM_PAIN;
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if(ent->client->ps.pmove.pm_flags & PMF_DUCKED)
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{
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ent->s.frame = FRAME_crpain1;
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ent->client->anim_end = FRAME_crpain4;
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}
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else
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{
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ent->s.frame = FRAME_pain301;
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ent->client->anim_end = FRAME_pain304;
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}
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ShowGun(ent);
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// ### Hentai ### END
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}
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/*
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=================
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NoAmmoWeaponChange
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=================
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*/
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void NoAmmoWeaponChange (edict_t *ent)
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{
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gitem_t* item = NULL;
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if ( ent->client->pers.inventory[ITEM_INDEX(Fdi_SLUGS/*FindItem("slugs")*/)]
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&& ent->client->pers.inventory[ITEM_INDEX(Fdi_RAILGUN/*FindItem("railgun")*/)] )
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{
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item = Fdi_RAILGUN;//FindItem ("railgun");
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// return;
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}
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// RAFAEL
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else if ( ent->client->pers.inventory[ITEM_INDEX (Fdi_MAGSLUGS/*FindItem ("mag slug")*/)]
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&& ent->client->pers.inventory[ITEM_INDEX (Fdi_PHALANX/*FindItem ("phalanx")*/)])
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{
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item = Fdi_PHALANX;//FindItem ("phalanx");
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}
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// RAFAEL
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else if ( ent->client->pers.inventory[ITEM_INDEX (Fdi_CELLS/*FindItem ("cells")*/)]
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&& ent->client->pers.inventory[ITEM_INDEX (Fdi_BOOMER/*FindItem ("ionripper")*/)])
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{
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item = Fdi_BOOMER;//FindItem ("ionrippergun");
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}
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else if ( ent->client->pers.inventory[ITEM_INDEX(Fdi_CELLS/*FindItem("cells")*/)]
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&& ent->client->pers.inventory[ITEM_INDEX(Fdi_HYPERBLASTER/*FindItem("hyperblaster")*/)] )
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{
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item = Fdi_HYPERBLASTER;//FindItem ("hyperblaster");
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// return;
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}
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else if ( ent->client->pers.inventory[ITEM_INDEX(Fdi_BULLETS/*FindItem("bullets")*/)]
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&& ent->client->pers.inventory[ITEM_INDEX(Fdi_CHAINGUN/*FindItem("chaingun")*/)] )
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{
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item = Fdi_CHAINGUN;//FindItem ("chaingun");
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// return;
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}
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else if ( ent->client->pers.inventory[ITEM_INDEX(Fdi_BULLETS/*FindItem("bullets")*/)]
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&& ent->client->pers.inventory[ITEM_INDEX(Fdi_MACHINEGUN/*FindItem("machinegun")*/)] )
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{
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item = Fdi_MACHINEGUN;//FindItem ("machinegun");
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// return;
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}
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else if ( ent->client->pers.inventory[ITEM_INDEX(Fdi_SHELLS/*FindItem("shells")*/)] > 1
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&& ent->client->pers.inventory[ITEM_INDEX(Fdi_SUPERSHOTGUN/*FindItem("super shotgun")*/)] )
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{
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item = Fdi_SUPERSHOTGUN;//FindItem ("super shotgun");
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// return;
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}
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else if ( ent->client->pers.inventory[ITEM_INDEX(Fdi_SHELLS/*FindItem("shells")*/)]
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&& ent->client->pers.inventory[ITEM_INDEX(Fdi_SHOTGUN/*FindItem("shotgun")*/)] )
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{
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item = Fdi_SHOTGUN;//FindItem ("shotgun");
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// return;
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}
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if(item == NULL) item = Fdi_BLASTER;//FindItem ("blaster");
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if(ent->svflags & SVF_MONSTER) item->use(ent,item);
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else ent->client->newweapon = item;
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}
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/*
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=================
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GetDamageModifier
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// Knightmare- addded double damage
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=================
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*/
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void GetDamageModifier (edict_t *ent)
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{
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is_quad = false;
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damage_multiplier = 1;
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if (ent->client->quad_framenum > level.framenum) {
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is_quad = true;
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damage_multiplier *= 4;
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}
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if (ent->client->double_framenum > level.framenum)
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{
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if ( (damage_multiplier == 1) ||
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(deathmatch->value && !((int)(dmflags->value) & DF_NO_STACK_DOUBLE)) )
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{
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is_quad = true;
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damage_multiplier *= 2;
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}
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}
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}
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/*
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=================
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Think_Weapon
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Called by ClientBeginServerFrame and ClientThink
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=================
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*/
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void Think_Weapon (edict_t *ent)
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{
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// if just died, put the weapon away
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if (ent->health < 1)
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{
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ent->client->newweapon = NULL;
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ChangeWeapon (ent);
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}
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// call active weapon think routine
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if (ent->client->pers.weapon && ent->client->pers.weapon->weaponthink)
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{
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GetDamageModifier (ent); // Knightmare- addded double damage
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// is_quad = (ent->client->quad_framenum > level.framenum);
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// RAFAEL
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is_quadfire = (ent->client->quadfire_framenum > level.framenum);
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if (ent->client->silencer_shots)
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is_silenced = MZ_SILENCED;
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else
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is_silenced = 0;
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ent->client->pers.weapon->weaponthink (ent);
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}
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}
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/*
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================
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Use_Weapon
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Make the weapon ready if there is ammo
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================
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*/
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void Use_Weapon (edict_t *ent, gitem_t *item)
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{
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int ammo_index;
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gitem_t *ammo_item;
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// see if we're already using it
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if (item == ent->client->pers.weapon)
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return;
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if(ent->svflags & SVF_MONSTER)
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{
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if(ent->client->newweapon != NULL) return;
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if(!Q_stricmp (item->pickup_name, "Blaster"))
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{
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ent->client->newweapon = item;
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return;
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}
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}
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if (item->ammo && !g_select_empty->value && !(item->flags & IT_AMMO))
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{
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ammo_item = FindItem(item->ammo);
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ammo_index = ITEM_INDEX(ammo_item);
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if (!ent->client->pers.inventory[ammo_index])
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{
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if(!(ent->svflags & SVF_MONSTER)) gi.cprintf (ent, PRINT_HIGH, "No %s for %s.\n", ammo_item->pickup_name, item->pickup_name);
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return;
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}
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if (ent->client->pers.inventory[ammo_index] < item->quantity)
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{
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if(!(ent->svflags & SVF_MONSTER)) gi.cprintf (ent, PRINT_HIGH, "Not enough %s for %s.\n", ammo_item->pickup_name, item->pickup_name);
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return;
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}
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}
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// change to this weapon when down
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ent->client->newweapon = item;
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}
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// RAFAEL 14-APR-98
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void Use_Weapon2 (edict_t *ent, gitem_t *item)
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{
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int ammo_index;
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gitem_t *ammo_item;
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gitem_t *nextitem;
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int index;
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|
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if(ent->svflags & SVF_MONSTER)
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{
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Use_Weapon(ent,item);
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return;
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}
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|
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if (strcmp (item->pickup_name, "HyperBlaster") == 0)
|
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{
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if (item == ent->client->pers.weapon)
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{
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item = Fdi_BOOMER;//FindItem ("Ionripper");
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index = ITEM_INDEX (item);
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if (!ent->client->pers.inventory[index])
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{
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item = Fdi_HYPERBLASTER;//FindItem ("HyperBlaster");
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}
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}
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}
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else if (strcmp (item->pickup_name, "Railgun") == 0)
|
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{
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ammo_item = FindItem(item->ammo);
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ammo_index = ITEM_INDEX(ammo_item);
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if (!ent->client->pers.inventory[ammo_index])
|
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{
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nextitem = Fdi_PHALANX;//FindItem ("Phalanx");
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ammo_item = FindItem(nextitem->ammo);
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ammo_index = ITEM_INDEX(ammo_item);
|
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if (ent->client->pers.inventory[ammo_index])
|
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{
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item = Fdi_PHALANX;//FindItem ("Phalanx");
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||
index = ITEM_INDEX (item);
|
||
if (!ent->client->pers.inventory[index])
|
||
{
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||
item = Fdi_RAILGUN;//FindItem ("Railgun");
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||
}
|
||
}
|
||
}
|
||
else if (item == ent->client->pers.weapon)
|
||
{
|
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item = Fdi_PHALANX;//FindItem ("Phalanx");
|
||
index = ITEM_INDEX (item);
|
||
if (!ent->client->pers.inventory[index])
|
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{
|
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item = Fdi_RAILGUN;//FindItem ("Railgun");
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
// see if we're already using it
|
||
if (item == ent->client->pers.weapon)
|
||
return;
|
||
|
||
if (item->ammo)
|
||
{
|
||
ammo_item = FindItem(item->ammo);
|
||
ammo_index = ITEM_INDEX(ammo_item);
|
||
if (!ent->client->pers.inventory[ammo_index] && !g_select_empty->value)
|
||
{
|
||
gi.cprintf (ent, PRINT_HIGH, "No %s for %s.\n", ammo_item->pickup_name, item->pickup_name);
|
||
return;
|
||
}
|
||
}
|
||
|
||
// change to this weapon when down
|
||
ent->client->newweapon = item;
|
||
|
||
}
|
||
// END 14-APR-98
|
||
|
||
/*
|
||
================
|
||
Drop_Weapon
|
||
================
|
||
*/
|
||
void Drop_Weapon (edict_t *ent, gitem_t *item)
|
||
{
|
||
int index;
|
||
|
||
if ((int)(dmflags->value) & DF_WEAPONS_STAY)
|
||
return;
|
||
|
||
index = ITEM_INDEX(item);
|
||
// see if we're already using it
|
||
if ( ((item == ent->client->pers.weapon) || (item == ent->client->newweapon))&& (ent->client->pers.inventory[index] == 1) )
|
||
{
|
||
if(!(ent->svflags & SVF_MONSTER)) gi.cprintf (ent, PRINT_HIGH, "Can't drop current weapon\n");
|
||
return;
|
||
}
|
||
|
||
Drop_Item (ent, item);
|
||
ent->client->pers.inventory[index]--;
|
||
}
|
||
|
||
|
||
/*
|
||
================
|
||
Weapon_Generic
|
||
|
||
A generic function to handle the basics of weapon thinking
|
||
================
|
||
*/
|
||
#define FRAME_FIRE_FIRST (FRAME_ACTIVATE_LAST + 1)
|
||
#define FRAME_IDLE_FIRST (FRAME_FIRE_LAST + 1)
|
||
#define FRAME_DEACTIVATE_FIRST (FRAME_IDLE_LAST + 1)
|
||
|
||
void Weapon_Generic2 (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent))
|
||
{
|
||
int n;
|
||
|
||
if (ent->client->weaponstate == WEAPON_DROPPING)
|
||
{
|
||
if (ent->client->ps.gunframe == FRAME_DEACTIVATE_LAST)
|
||
{
|
||
ChangeWeapon (ent);
|
||
return;
|
||
}// ### Hentai ### BEGIN
|
||
else if((FRAME_DEACTIVATE_LAST - ent->client->ps.gunframe) == 4)
|
||
{
|
||
ent->client->anim_priority = ANIM_REVERSE;
|
||
if(ent->client->ps.pmove.pm_flags & PMF_DUCKED)
|
||
{
|
||
ent->s.frame = FRAME_crpain4+1;
|
||
ent->client->anim_end = FRAME_crpain1;
|
||
}
|
||
else
|
||
{
|
||
ent->s.frame = FRAME_pain304+1;
|
||
ent->client->anim_end = FRAME_pain301;
|
||
|
||
}
|
||
}
|
||
// ### Hentai ### END
|
||
|
||
ent->client->ps.gunframe++;
|
||
return;
|
||
}
|
||
|
||
if (ent->client->weaponstate == WEAPON_ACTIVATING)
|
||
{
|
||
if (ent->client->ps.gunframe == FRAME_ACTIVATE_LAST)
|
||
{
|
||
ent->client->weaponstate = WEAPON_READY;
|
||
ent->client->ps.gunframe = FRAME_IDLE_FIRST;
|
||
return;
|
||
}
|
||
|
||
ent->client->ps.gunframe++;
|
||
return;
|
||
}
|
||
|
||
if ((ent->client->newweapon) && (ent->client->weaponstate != WEAPON_FIRING))
|
||
{
|
||
ent->client->weaponstate = WEAPON_DROPPING;
|
||
ent->client->ps.gunframe = FRAME_DEACTIVATE_FIRST;
|
||
// ### Hentai ### BEGIN
|
||
if((FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < 4)
|
||
{
|
||
ent->client->anim_priority = ANIM_REVERSE;
|
||
if(ent->client->ps.pmove.pm_flags & PMF_DUCKED)
|
||
{
|
||
ent->s.frame = FRAME_crpain4+1;
|
||
ent->client->anim_end = FRAME_crpain1;
|
||
}
|
||
else
|
||
{
|
||
ent->s.frame = FRAME_pain304+1;
|
||
ent->client->anim_end = FRAME_pain301;
|
||
|
||
}
|
||
}
|
||
// ### Hentai ### END
|
||
|
||
return;
|
||
}
|
||
|
||
if (ent->client->weaponstate == WEAPON_READY)
|
||
{
|
||
if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) )
|
||
{
|
||
ent->client->latched_buttons &= ~BUTTON_ATTACK;
|
||
if ((!ent->client->ammo_index) ||
|
||
( ent->client->pers.inventory[ent->client->ammo_index] >= ent->client->pers.weapon->quantity))
|
||
{
|
||
ent->client->ps.gunframe = FRAME_FIRE_FIRST;
|
||
ent->client->weaponstate = WEAPON_FIRING;
|
||
|
||
// start the animation
|
||
ent->client->anim_priority = ANIM_ATTACK;
|
||
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
|
||
{
|
||
ent->s.frame = FRAME_crattak1-1;
|
||
ent->client->anim_end = FRAME_crattak9;
|
||
}
|
||
else
|
||
{
|
||
ent->s.frame = FRAME_attack1-1;
|
||
ent->client->anim_end = FRAME_attack8;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if (level.time >= ent->pain_debounce_time)
|
||
{
|
||
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
|
||
ent->pain_debounce_time = level.time + 1;
|
||
}
|
||
/*if(ent->client->pers.weapon) gi.bprintf(PRINT_HIGH,"weapon %s %i\n"
|
||
,ent->client->pers.weapon->pickup_name
|
||
,ent->client->ammo_index);*/
|
||
// ,ent->client->pers.inventory[ITEM_INDEX(FindItem(ent->client->pers.weapon->ammo))]
|
||
// );
|
||
NoAmmoWeaponChange (ent);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if (ent->client->ps.gunframe == FRAME_IDLE_LAST)
|
||
{
|
||
ent->client->ps.gunframe = FRAME_IDLE_FIRST;
|
||
return;
|
||
}
|
||
|
||
if (pause_frames)
|
||
{
|
||
for (n = 0; pause_frames[n]; n++)
|
||
{
|
||
if (ent->client->ps.gunframe == pause_frames[n])
|
||
{
|
||
if (rand()&15)
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
|
||
ent->client->ps.gunframe++;
|
||
return;
|
||
}
|
||
}
|
||
|
||
if (ent->client->weaponstate == WEAPON_FIRING)
|
||
{
|
||
for (n = 0; fire_frames[n]; n++)
|
||
{
|
||
if (ent->client->ps.gunframe == fire_frames[n])
|
||
{
|
||
//ZOID
|
||
if (!CTFApplyStrengthSound(ent))
|
||
//ZOID
|
||
if (ent->client->quad_framenum > level.framenum)
|
||
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0);
|
||
// Knightmare- addded double damage
|
||
else if (ent->client->double_framenum > level.framenum)
|
||
gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/ddamage3.wav"), 1, ATTN_NORM, 0);
|
||
//ZOID
|
||
CTFApplyHasteSound(ent);
|
||
//ZOID
|
||
fire (ent);
|
||
break;
|
||
}
|
||
}
|
||
|
||
if (!fire_frames[n])
|
||
ent->client->ps.gunframe++;
|
||
|
||
if (ent->client->ps.gunframe == FRAME_IDLE_FIRST+1)
|
||
ent->client->weaponstate = WEAPON_READY;
|
||
}
|
||
}
|
||
|
||
//ZOID
|
||
void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent))
|
||
{
|
||
int oldstate = ent->client->weaponstate;
|
||
|
||
Weapon_Generic2 (ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST,
|
||
FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames,
|
||
fire_frames, fire);
|
||
|
||
// run the weapon frame again if hasted
|
||
if (Q_stricmp(ent->client->pers.weapon->pickup_name, "Grapple") == 0 &&
|
||
ent->client->weaponstate == WEAPON_FIRING)
|
||
return;
|
||
|
||
if ((CTFApplyHaste(ent) ||
|
||
(Q_stricmp(ent->client->pers.weapon->pickup_name, "Grapple") == 0 &&
|
||
ent->client->weaponstate != WEAPON_FIRING))
|
||
&& oldstate == ent->client->weaponstate) {
|
||
Weapon_Generic2 (ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST,
|
||
FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames,
|
||
fire_frames, fire);
|
||
}
|
||
}
|
||
//ZOID
|
||
|
||
/*
|
||
======================================================================
|
||
|
||
GRENADE
|
||
|
||
======================================================================
|
||
*/
|
||
|
||
#define GRENADE_TIMER 3.0
|
||
#define GRENADE_MINSPEED 400
|
||
#define GRENADE_MAXSPEED 800
|
||
|
||
void weapon_grenade_fire (edict_t *ent, qboolean held)
|
||
{
|
||
vec3_t offset;
|
||
vec3_t forward, right;
|
||
vec3_t start;
|
||
int damage = 125;
|
||
float timer;
|
||
int speed;
|
||
float radius;
|
||
|
||
radius = damage+40;
|
||
|
||
if (is_quad)
|
||
// damage *= 4;
|
||
damage *= damage_multiplier;
|
||
|
||
VectorSet(offset, 8, 8, ent->viewheight-8);
|
||
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
||
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
||
|
||
timer = ent->client->grenade_time - level.time;
|
||
speed = GRENADE_MINSPEED + (GRENADE_TIMER - timer) * ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER);
|
||
fire_grenade2 (ent, start, forward, damage, speed, timer, radius, held);
|
||
|
||
// ### Hentai ### BEGIN
|
||
|
||
/* if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
|
||
{
|
||
ent->client->anim_priority = ANIM_ATTACK;
|
||
ent->s.frame = FRAME_crattak1-1;
|
||
ent->client->anim_end = FRAME_crattak3;
|
||
}
|
||
else
|
||
{
|
||
ent->client->anim_priority = ANIM_REVERSE;
|
||
ent->s.frame = FRAME_wave08;
|
||
ent->client->anim_end = FRAME_wave01;
|
||
}*/
|
||
// ### Hentai ### END
|
||
|
||
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
|
||
ent->client->pers.inventory[ent->client->ammo_index]--;
|
||
|
||
ent->client->grenade_time = level.time + 1.0;
|
||
|
||
if(ent->deadflag || ent->s.modelindex != MAX_MODELS-1) // VWep animations screw up corpses
|
||
{
|
||
return;
|
||
}
|
||
|
||
if (ent->health <= 0)
|
||
return;
|
||
|
||
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
|
||
{
|
||
ent->client->anim_priority = ANIM_ATTACK;
|
||
ent->s.frame = FRAME_crattak1-1;
|
||
ent->client->anim_end = FRAME_crattak3;
|
||
}
|
||
else
|
||
{
|
||
ent->client->anim_priority = ANIM_REVERSE;
|
||
ent->s.frame = FRAME_wave08;
|
||
ent->client->anim_end = FRAME_wave01;
|
||
}
|
||
}
|
||
|
||
void Weapon_Grenade (edict_t *ent)
|
||
{
|
||
if ((ent->client->newweapon) && (ent->client->weaponstate == WEAPON_READY))
|
||
{
|
||
ChangeWeapon (ent);
|
||
return;
|
||
}
|
||
|
||
if (ent->client->weaponstate == WEAPON_ACTIVATING)
|
||
{
|
||
ent->client->weaponstate = WEAPON_READY;
|
||
ent->client->ps.gunframe = 16;
|
||
return;
|
||
}
|
||
|
||
if (ent->client->weaponstate == WEAPON_READY)
|
||
{
|
||
if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) )
|
||
{
|
||
ent->client->latched_buttons &= ~BUTTON_ATTACK;
|
||
if (ent->client->pers.inventory[ent->client->ammo_index])
|
||
{
|
||
ent->client->ps.gunframe = 1;
|
||
ent->client->weaponstate = WEAPON_FIRING;
|
||
ent->client->grenade_time = 0;
|
||
}
|
||
else
|
||
{
|
||
if (level.time >= ent->pain_debounce_time)
|
||
{
|
||
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
|
||
ent->pain_debounce_time = level.time + 1;
|
||
}
|
||
NoAmmoWeaponChange (ent);
|
||
}
|
||
return;
|
||
}
|
||
|
||
if ((ent->client->ps.gunframe == 29) || (ent->client->ps.gunframe == 34) || (ent->client->ps.gunframe == 39) || (ent->client->ps.gunframe == 48))
|
||
{
|
||
if (rand()&15)
|
||
return;
|
||
}
|
||
|
||
if (++ent->client->ps.gunframe > 48)
|
||
ent->client->ps.gunframe = 16;
|
||
return;
|
||
}
|
||
|
||
if (ent->client->weaponstate == WEAPON_FIRING)
|
||
{
|
||
if (ent->client->ps.gunframe == 5)
|
||
gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/hgrena1b.wav"), 1, ATTN_NORM, 0);
|
||
|
||
if (ent->client->ps.gunframe == 11)
|
||
{
|
||
if (!ent->client->grenade_time)
|
||
{
|
||
ent->client->grenade_time = level.time + GRENADE_TIMER + 0.2;
|
||
ent->client->weapon_sound = gi.soundindex("weapons/hgrenc1b.wav");
|
||
}
|
||
|
||
// they waited too long, detonate it in their hand
|
||
if (!ent->client->grenade_blew_up && level.time >= ent->client->grenade_time)
|
||
{
|
||
ent->client->weapon_sound = 0;
|
||
weapon_grenade_fire (ent, true);
|
||
ent->client->grenade_blew_up = true;
|
||
}
|
||
|
||
if (ent->client->buttons & BUTTON_ATTACK)
|
||
return;
|
||
|
||
if (ent->client->grenade_blew_up)
|
||
{
|
||
if (level.time >= ent->client->grenade_time)
|
||
{
|
||
ent->client->ps.gunframe = 15;
|
||
ent->client->grenade_blew_up = false;
|
||
}
|
||
else
|
||
{
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
|
||
if (ent->client->ps.gunframe == 12)
|
||
{
|
||
ent->client->weapon_sound = 0;
|
||
weapon_grenade_fire (ent, false);
|
||
}
|
||
|
||
if ((ent->client->ps.gunframe == 15) && (level.time < ent->client->grenade_time))
|
||
return;
|
||
|
||
ent->client->ps.gunframe++;
|
||
|
||
if (ent->client->ps.gunframe == 16)
|
||
{
|
||
ent->client->grenade_time = 0;
|
||
ent->client->weaponstate = WEAPON_READY;
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
======================================================================
|
||
|
||
GRENADE LAUNCHER
|
||
|
||
======================================================================
|
||
*/
|
||
|
||
void weapon_grenadelauncher_fire (edict_t *ent)
|
||
{
|
||
vec3_t offset;
|
||
vec3_t forward, right;
|
||
vec3_t start;
|
||
int damage = 120;
|
||
float radius;
|
||
|
||
radius = damage+40;
|
||
if (is_quad)
|
||
// damage *= 4;
|
||
damage += damage_multiplier;
|
||
|
||
VectorSet(offset, 8, 8, ent->viewheight-8);
|
||
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
||
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
||
|
||
VectorScale (forward, -2, ent->client->kick_origin);
|
||
ent->client->kick_angles[0] = -1;
|
||
|
||
fire_grenade (ent, start, forward, damage, 600, 2.5, radius);
|
||
|
||
gi.WriteByte (svc_muzzleflash);
|
||
gi.WriteShort (ent-g_edicts);
|
||
gi.WriteByte (MZ_GRENADE | is_silenced);
|
||
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
||
|
||
ent->client->ps.gunframe++;
|
||
|
||
PlayerNoise(ent, start, PNOISE_WEAPON);
|
||
|
||
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
|
||
ent->client->pers.inventory[ent->client->ammo_index]--;
|
||
}
|
||
|
||
void Weapon_GrenadeLauncher (edict_t *ent)
|
||
{
|
||
static int pause_frames[] = {34, 51, 59, 0};
|
||
static int fire_frames[] = {6, 0};
|
||
|
||
Weapon_Generic (ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_grenadelauncher_fire);
|
||
|
||
// RAFAEL
|
||
if (is_quadfire)
|
||
Weapon_Generic (ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_grenadelauncher_fire);
|
||
}
|
||
|
||
/*
|
||
======================================================================
|
||
|
||
ROCKET
|
||
|
||
======================================================================
|
||
*/
|
||
void fire_lockon_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage);
|
||
|
||
|
||
void Weapon_RocketLauncher_Fire (edict_t *ent)
|
||
{
|
||
vec3_t offset, start;
|
||
vec3_t forward, right;
|
||
int damage;
|
||
float damage_radius;
|
||
int radius_damage;
|
||
|
||
damage = 100 + (int)(random() * 20.0);
|
||
radius_damage = 120;
|
||
damage_radius = 120;
|
||
if (is_quad)
|
||
{
|
||
// damage *= 4;
|
||
// radius_damage *= 4;
|
||
damage *= damage_multiplier;
|
||
radius_damage *= damage_multiplier;
|
||
}
|
||
|
||
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
||
|
||
VectorScale (forward, -2, ent->client->kick_origin);
|
||
ent->client->kick_angles[0] = -1;
|
||
|
||
VectorSet(offset, 8, 8, ent->viewheight-8);
|
||
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
||
if(ent->client->zc.aiming != 4) fire_rocket (ent, start, forward, damage, 650, damage_radius, radius_damage);
|
||
else
|
||
{
|
||
damage -= 20;//<2F><><EFBFBD>b<EFBFBD>N<EFBFBD>I<EFBFBD><49><EFBFBD><EFBFBD>20<32>_<EFBFBD><5F><EFBFBD>[<5B>W<EFBFBD><57><EFBFBD><EFBFBD>
|
||
fire_lockon_rocket (ent, start, forward, damage, 20, damage_radius, radius_damage);
|
||
}
|
||
|
||
// send muzzle flash
|
||
gi.WriteByte (svc_muzzleflash);
|
||
gi.WriteShort (ent-g_edicts);
|
||
gi.WriteByte (MZ_ROCKET | is_silenced);
|
||
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
||
|
||
ent->client->ps.gunframe++;
|
||
|
||
PlayerNoise(ent, start, PNOISE_WEAPON);
|
||
|
||
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
|
||
ent->client->pers.inventory[ent->client->ammo_index]--;
|
||
|
||
// ent->client->ps.fov = 90; //<2F>Y<EFBFBD>[<5B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
ent->client->zc.aiming = 0; //<2F>Y<EFBFBD>[<5B><><EFBFBD>s<EFBFBD><73>
|
||
}
|
||
|
||
//<2F><><EFBFBD>b<EFBFBD>N<EFBFBD>I<EFBFBD><49><EFBFBD><EFBFBD><EFBFBD>P<EFBFBD>b<EFBFBD>g<EFBFBD><67><EFBFBD><EFBFBD><EFBFBD>`<60><><EFBFBD>[
|
||
void Weapon_LockonRocketLauncher_Fire (edict_t *ent)
|
||
{
|
||
vec3_t tmp,out,aim,min,max;
|
||
vec_t f;
|
||
trace_t rs_trace;
|
||
|
||
if (ent->client->buttons & BUTTON_ATTACK)
|
||
{
|
||
ent->client->zc.lockon = false; //<2F>X<EFBFBD>i<EFBFBD>C<EFBFBD>p<EFBFBD>[<5B>Ƀ<EFBFBD><C983>b<EFBFBD>N<EFBFBD>I<EFBFBD><49><EFBFBD>@<40>\<5C>Ȃ<EFBFBD>
|
||
if(ent->client->zc.aiming == 0)
|
||
{
|
||
gi.sound (ent, CHAN_WEAPON, gi.soundindex("weapons/sshotr1b.wav"), 1, ATTN_NONE, 0);
|
||
ent->client->zc.aiming = 3;
|
||
if(ent->client->zc.distance <10 || ent->client->zc.distance > 90) ent->client->zc.distance = 90;
|
||
ent->client->ps.fov = ent->client->zc.distance;//<2F>Y<EFBFBD>[<5B><><EFBFBD>J<EFBFBD>n
|
||
}
|
||
|
||
VectorSet(max,8,8,8);
|
||
VectorSet(min,-8,-8,-8);
|
||
AngleVectors (ent->client->v_angle, aim, NULL , NULL);
|
||
VectorNormalize(aim);
|
||
VectorScale (aim, 8193, out);
|
||
VectorCopy(ent->s.origin,tmp);
|
||
if(ent->maxs[2] >= 32) tmp[2] += 22;
|
||
else tmp[2] -= 2;
|
||
VectorAdd(tmp,out,aim);
|
||
rs_trace = gi.trace (tmp, min, max, aim,ent, MASK_PLAYERSOLID);
|
||
if(rs_trace.ent != NULL)
|
||
{
|
||
if(Q_stricmp (rs_trace.ent->classname, "player") == 0)
|
||
{
|
||
if(ctf->value)
|
||
{
|
||
if(ent->client->resp.ctf_team != rs_trace.ent->client->resp.ctf_team)
|
||
{
|
||
ent->client->zc.lockon = true;
|
||
if(ent->client->zc.first_target != rs_trace.ent)
|
||
gi.sound (ent, CHAN_AUTO, gi.soundindex("3zb/locrloc.wav"), 1, ATTN_NORM, 0);
|
||
ent->client->zc.first_target = rs_trace.ent;
|
||
}
|
||
else ent->client->zc.first_target = NULL;
|
||
}
|
||
else
|
||
{
|
||
ent->client->zc.lockon = true;
|
||
if(ent->client->zc.first_target != rs_trace.ent)
|
||
gi.sound (ent, CHAN_AUTO, gi.soundindex("3zb/locrloc.wav"), 1, ATTN_NORM, 0);
|
||
ent->client->zc.first_target = rs_trace.ent;
|
||
}
|
||
return; //<2F>I<EFBFBD>[<5B>g<EFBFBD>Y<EFBFBD>[<5B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
}
|
||
else ent->client->zc.first_target = NULL;
|
||
}
|
||
else ent->client->zc.first_target = NULL;
|
||
|
||
if(ent->client->zc.autozoom )
|
||
{
|
||
VectorSubtract(ent->s.origin,rs_trace.endpos,tmp);
|
||
f = VectorLength(tmp);
|
||
|
||
if(f < 200) ent->client->zc.distance = 90;
|
||
// else if(f < 300) ent->client->zc.distance = 75;
|
||
// else if(f < 500) ent->client->zc.distance = 60;
|
||
// else if(f < 800) ent->client->zc.distance = 45;
|
||
else if(f < 1300)
|
||
{
|
||
ent->client->zc.distance = 90 - (f - 200) / 14.6;//30;
|
||
}
|
||
else ent->client->zc.distance = 14;
|
||
|
||
if(ent->client->ps.fov != ent->client->zc.distance)
|
||
{
|
||
f = ent->client->ps.fov - ent->client->zc.distance;
|
||
if(f > 15 || f < -15 )
|
||
gi.sound (ent, CHAN_AUTO, gi.soundindex("3zb/zoom.wav"), 1, ATTN_NORM, 0);
|
||
|
||
ent->client->ps.fov = ent->client->zc.distance;
|
||
}
|
||
}
|
||
return;
|
||
}
|
||
ent->client->zc.aiming = 4;
|
||
Weapon_RocketLauncher_Fire(ent);
|
||
}
|
||
|
||
|
||
void Weapon_RocketLauncher (edict_t *ent)
|
||
{
|
||
static int pause_frames[] = {25, 33, 42, 50, 0};
|
||
static int fire_frames[] = {5, 0};
|
||
|
||
if(!(ent->client->buttons & BUTTON_ATTACK)) ent->client->zc.aiming = 0; //<2F>A<EFBFBD>N<EFBFBD>e<EFBFBD>B<EFBFBD>x<EFBFBD>[<5B>g0
|
||
|
||
if(0/*1*/)
|
||
{
|
||
Weapon_Generic (ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_LockonRocketLauncher_Fire);
|
||
}
|
||
else
|
||
{
|
||
Weapon_Generic (ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_RocketLauncher_Fire);
|
||
// RAFAEL
|
||
if (is_quadfire)
|
||
Weapon_Generic (ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_RocketLauncher_Fire);
|
||
}
|
||
|
||
}
|
||
|
||
|
||
/*
|
||
======================================================================
|
||
|
||
BLASTER / HYPERBLASTER
|
||
|
||
======================================================================
|
||
*/
|
||
|
||
void Blaster_Fire (edict_t *ent, vec3_t g_offset, int damage, qboolean hyper, int effect)
|
||
{
|
||
vec3_t forward, right;
|
||
vec3_t start;
|
||
vec3_t offset;
|
||
|
||
if (is_quad)
|
||
// damage *= 4;
|
||
damage *= damage_multiplier;
|
||
|
||
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
||
VectorSet(offset, 24, 8, ent->viewheight-8);
|
||
|
||
if(!(ent->svflags & SVF_MONSTER))
|
||
{
|
||
VectorAdd (offset, g_offset, offset);
|
||
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
||
|
||
VectorScale (forward, -2, ent->client->kick_origin);
|
||
ent->client->kick_angles[0] = -1;
|
||
}
|
||
else
|
||
{
|
||
VectorSet(offset, 0, 0, ent->viewheight-8);
|
||
VectorAdd (offset, ent->s.origin, start);
|
||
}
|
||
|
||
|
||
|
||
fire_blaster (ent, start, forward, damage, 1000, effect, hyper);
|
||
|
||
// send muzzle flash
|
||
gi.WriteByte (svc_muzzleflash);
|
||
gi.WriteShort (ent-g_edicts);
|
||
if (hyper)
|
||
gi.WriteByte (MZ_HYPERBLASTER | is_silenced);
|
||
else
|
||
gi.WriteByte (MZ_BLASTER | is_silenced);
|
||
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
||
|
||
PlayerNoise(ent, start, PNOISE_WEAPON);
|
||
}
|
||
|
||
|
||
void Weapon_Blaster_Fire (edict_t *ent)
|
||
{
|
||
int damage;
|
||
|
||
if (deathmatch->value)
|
||
damage = 15;
|
||
else
|
||
damage = 10;
|
||
Blaster_Fire (ent, vec3_origin, damage, false, EF_BLASTER);
|
||
ent->client->ps.gunframe++;
|
||
}
|
||
|
||
void Weapon_Blaster (edict_t *ent)
|
||
{
|
||
static int pause_frames[] = {19, 32, 0};
|
||
static int fire_frames[] = {5, 0};
|
||
|
||
Weapon_Generic (ent, 4, 8, 52, 55, pause_frames, fire_frames, Weapon_Blaster_Fire);
|
||
// RAFAEL
|
||
if (is_quadfire)
|
||
Weapon_Generic (ent, 4, 8, 52, 55, pause_frames, fire_frames, Weapon_Blaster_Fire);
|
||
}
|
||
|
||
|
||
void Weapon_HyperBlaster_Fire (edict_t *ent)
|
||
{
|
||
float rotation;
|
||
vec3_t offset;
|
||
int effect;
|
||
int damage;
|
||
|
||
ent->client->weapon_sound = gi.soundindex("weapons/hyprbl1a.wav");
|
||
|
||
if (!(ent->client->buttons & BUTTON_ATTACK))
|
||
{
|
||
ent->client->ps.gunframe++;
|
||
}
|
||
else
|
||
{
|
||
if (! ent->client->pers.inventory[ent->client->ammo_index] )
|
||
{
|
||
if (level.time >= ent->pain_debounce_time)
|
||
{
|
||
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
|
||
ent->pain_debounce_time = level.time + 1;
|
||
}
|
||
NoAmmoWeaponChange (ent);
|
||
}
|
||
else
|
||
{
|
||
rotation = (ent->client->ps.gunframe - 5) * 2*M_PI/6;
|
||
offset[0] = -4 * sin(rotation);
|
||
offset[1] = 0;
|
||
offset[2] = 4 * cos(rotation);
|
||
|
||
if ((ent->client->ps.gunframe == 6) || (ent->client->ps.gunframe == 9))
|
||
effect = EF_HYPERBLASTER;
|
||
else
|
||
effect = 0;
|
||
if (deathmatch->value)
|
||
damage = 15;
|
||
else
|
||
damage = 20;
|
||
Blaster_Fire (ent, offset, damage, true, effect);
|
||
// ### Hentai ### BEGIN
|
||
|
||
ent->client->anim_priority = ANIM_ATTACK;
|
||
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
|
||
{
|
||
ent->s.frame = FRAME_crattak1 - 1;
|
||
ent->client->anim_end = FRAME_crattak9;
|
||
}
|
||
else
|
||
{
|
||
ent->s.frame = FRAME_attack1 - 1;
|
||
ent->client->anim_end = FRAME_attack8;
|
||
}
|
||
|
||
// ### Hentai ### END
|
||
|
||
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
|
||
ent->client->pers.inventory[ent->client->ammo_index]--;
|
||
}
|
||
|
||
ent->client->ps.gunframe++;
|
||
if (ent->client->ps.gunframe == 12 && ent->client->pers.inventory[ent->client->ammo_index])
|
||
ent->client->ps.gunframe = 6;
|
||
}
|
||
|
||
if (ent->client->ps.gunframe == 12)
|
||
{
|
||
gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/hyprbd1a.wav"), 1, ATTN_NORM, 0);
|
||
ent->client->weapon_sound = 0;
|
||
}
|
||
|
||
}
|
||
|
||
void Weapon_HyperBlaster (edict_t *ent)
|
||
{
|
||
static int pause_frames[] = {0};
|
||
static int fire_frames[] = {6, 7, 8, 9, 10, 11, 0};
|
||
|
||
Weapon_Generic (ent, 5, 20, 49, 53, pause_frames, fire_frames, Weapon_HyperBlaster_Fire);
|
||
|
||
// RAFAEL
|
||
if (is_quadfire)
|
||
Weapon_Generic (ent, 5, 20, 49, 53, pause_frames, fire_frames, Weapon_HyperBlaster_Fire);
|
||
|
||
}
|
||
|
||
/*
|
||
======================================================================
|
||
|
||
MACHINEGUN / CHAINGUN
|
||
|
||
======================================================================
|
||
*/
|
||
|
||
void Machinegun_Fire (edict_t *ent)
|
||
{
|
||
int i;
|
||
vec3_t start;
|
||
vec3_t forward, right;
|
||
vec3_t angles;
|
||
int damage = 8;
|
||
int kick = 2;
|
||
vec3_t offset;
|
||
|
||
if (!(ent->client->buttons & BUTTON_ATTACK))
|
||
{
|
||
ent->client->machinegun_shots = 0;
|
||
ent->client->ps.gunframe++;
|
||
return;
|
||
}
|
||
|
||
if (ent->client->ps.gunframe == 5)
|
||
ent->client->ps.gunframe = 4;
|
||
else
|
||
ent->client->ps.gunframe = 5;
|
||
|
||
if (ent->client->pers.inventory[ent->client->ammo_index] < 1)
|
||
{
|
||
ent->client->ps.gunframe = 6;
|
||
if (level.time >= ent->pain_debounce_time)
|
||
{
|
||
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
|
||
ent->pain_debounce_time = level.time + 1;
|
||
}
|
||
NoAmmoWeaponChange (ent);
|
||
return;
|
||
}
|
||
|
||
if (is_quad)
|
||
{
|
||
// damage *= 4;
|
||
// kick *= 4;
|
||
damage *= damage_multiplier;
|
||
kick *= damage_multiplier;
|
||
}
|
||
|
||
for (i=1 ; i<3 ; i++)
|
||
{
|
||
ent->client->kick_origin[i] = crandom() * 0.35;
|
||
ent->client->kick_angles[i] = crandom() * 0.7;
|
||
}
|
||
ent->client->kick_origin[0] = crandom() * 0.35;
|
||
ent->client->kick_angles[0] = ent->client->machinegun_shots * -1.5;
|
||
|
||
// raise the gun as it is firing
|
||
if (!deathmatch->value)
|
||
{
|
||
ent->client->machinegun_shots++;
|
||
if (ent->client->machinegun_shots > 9)
|
||
ent->client->machinegun_shots = 9;
|
||
}
|
||
|
||
// get start / end positions
|
||
VectorAdd (ent->client->v_angle, ent->client->kick_angles, angles);
|
||
AngleVectors (angles, forward, right, NULL);
|
||
VectorSet(offset, 0, 8, ent->viewheight-8);
|
||
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
||
fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN);
|
||
|
||
gi.WriteByte (svc_muzzleflash);
|
||
gi.WriteShort (ent-g_edicts);
|
||
gi.WriteByte (MZ_MACHINEGUN | is_silenced);
|
||
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
||
|
||
PlayerNoise(ent, start, PNOISE_WEAPON);
|
||
|
||
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
|
||
ent->client->pers.inventory[ent->client->ammo_index]--;
|
||
|
||
ent->client->anim_priority = ANIM_ATTACK;
|
||
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
|
||
{
|
||
ent->s.frame = FRAME_crattak1 - (int) (random()+0.25);
|
||
ent->client->anim_end = FRAME_crattak9;
|
||
}
|
||
else
|
||
{
|
||
ent->s.frame = FRAME_attack1 - (int) (random()+0.25);
|
||
ent->client->anim_end = FRAME_attack8;
|
||
}
|
||
ent->client->weaponstate = WEAPON_READY;
|
||
}
|
||
|
||
void Weapon_Machinegun (edict_t *ent)
|
||
{
|
||
static int pause_frames[] = {23, 45, 0};
|
||
static int fire_frames[] = {4, 5, 0};
|
||
|
||
Weapon_Generic (ent, 3, 5, 45, 49, pause_frames, fire_frames, Machinegun_Fire);
|
||
|
||
// RAFAEL
|
||
if (is_quadfire)
|
||
Weapon_Generic (ent, 3, 5, 45, 49, pause_frames, fire_frames, Machinegun_Fire);
|
||
}
|
||
|
||
void Chaingun_Fire (edict_t *ent)
|
||
{
|
||
int i;
|
||
int shots;
|
||
vec3_t start;
|
||
vec3_t forward, right, up;
|
||
float r, u;
|
||
vec3_t offset;
|
||
int damage;
|
||
int kick = 2;
|
||
|
||
if (deathmatch->value)
|
||
damage = 6;
|
||
else
|
||
damage = 8;
|
||
|
||
if (ent->client->ps.gunframe == 5)
|
||
gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnu1a.wav"), 1, ATTN_IDLE, 0);
|
||
|
||
if ((ent->client->ps.gunframe == 14) && !(ent->client->buttons & BUTTON_ATTACK))
|
||
{
|
||
ent->client->ps.gunframe = 32;
|
||
ent->client->weapon_sound = 0;
|
||
return;
|
||
}
|
||
else if ((ent->client->ps.gunframe == 21) && (ent->client->buttons & BUTTON_ATTACK)
|
||
&& ent->client->pers.inventory[ent->client->ammo_index])
|
||
{
|
||
ent->client->ps.gunframe = 15;
|
||
}
|
||
else
|
||
{
|
||
ent->client->ps.gunframe++;
|
||
}
|
||
|
||
if (ent->client->ps.gunframe == 22)
|
||
{
|
||
ent->client->weapon_sound = 0;
|
||
gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnd1a.wav"), 1, ATTN_IDLE, 0);
|
||
}
|
||
else
|
||
{
|
||
ent->client->weapon_sound = gi.soundindex("weapons/chngnl1a.wav");
|
||
}
|
||
|
||
if (ent->client->ps.gunframe <= 9)
|
||
shots = 1;
|
||
else if (ent->client->ps.gunframe <= 14)
|
||
{
|
||
if (ent->client->buttons & BUTTON_ATTACK)
|
||
shots = 2;
|
||
else
|
||
shots = 1;
|
||
}
|
||
else
|
||
shots = 3;
|
||
|
||
if (ent->client->pers.inventory[ent->client->ammo_index] < shots)
|
||
shots = ent->client->pers.inventory[ent->client->ammo_index];
|
||
|
||
if (!shots)
|
||
{
|
||
if (level.time >= ent->pain_debounce_time)
|
||
{
|
||
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
|
||
ent->pain_debounce_time = level.time + 1;
|
||
}
|
||
NoAmmoWeaponChange (ent);
|
||
return;
|
||
}
|
||
|
||
if (is_quad)
|
||
{
|
||
// damage *= 4;
|
||
// kick *= 4;
|
||
damage *= damage_multiplier;
|
||
kick *= damage_multiplier;
|
||
}
|
||
|
||
for (i=0 ; i<3 ; i++)
|
||
{
|
||
ent->client->kick_origin[i] = crandom() * 0.35;
|
||
ent->client->kick_angles[i] = crandom() * 0.7;
|
||
}
|
||
|
||
for (i=0 ; i<shots ; i++)
|
||
{
|
||
// get start / end positions
|
||
AngleVectors (ent->client->v_angle, forward, right, up);
|
||
r = 7 + crandom()*4;
|
||
u = crandom()*4;
|
||
VectorSet(offset, 0, r, u + ent->viewheight-8);
|
||
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
||
|
||
fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_CHAINGUN);
|
||
}
|
||
|
||
// send muzzle flash
|
||
gi.WriteByte (svc_muzzleflash);
|
||
gi.WriteShort (ent-g_edicts);
|
||
gi.WriteByte ((MZ_CHAINGUN1 + shots - 1) | is_silenced);
|
||
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
||
|
||
PlayerNoise(ent, start, PNOISE_WEAPON);
|
||
|
||
// ### Hentai ### BEGIN
|
||
|
||
ent->client->anim_priority = ANIM_ATTACK;
|
||
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
|
||
{
|
||
ent->s.frame = FRAME_crattak1 - 1 + (ent->client->ps.gunframe % 3);
|
||
ent->client->anim_end = FRAME_crattak9;
|
||
}
|
||
else
|
||
{
|
||
ent->s.frame = FRAME_attack1 - 1 + (ent->client->ps.gunframe % 3);
|
||
ent->client->anim_end = FRAME_attack8;
|
||
}
|
||
|
||
|
||
// ### Hentai ### END
|
||
|
||
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
|
||
ent->client->pers.inventory[ent->client->ammo_index] -= shots;
|
||
}
|
||
|
||
void Gatringgun_Fire (edict_t *ent)
|
||
{
|
||
int i;
|
||
int shots;
|
||
vec3_t start;
|
||
vec3_t forward, right, up;
|
||
float r, u;
|
||
vec3_t offset;
|
||
int damage;
|
||
int kick = 2;
|
||
|
||
if (deathmatch->value)
|
||
damage = 8;
|
||
else
|
||
damage = 8;
|
||
|
||
if (ent->client->ps.gunframe == 5)
|
||
gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnu1a.wav"), 1, ATTN_IDLE, 0);
|
||
|
||
if ((ent->client->ps.gunframe == 14) && !(ent->client->buttons & BUTTON_ATTACK))
|
||
{
|
||
ent->client->ps.gunframe = 32;
|
||
ent->client->weapon_sound = 0;
|
||
return;
|
||
}
|
||
else if ((ent->client->ps.gunframe == 21) && (ent->client->buttons & BUTTON_ATTACK)
|
||
&& ent->client->pers.inventory[ent->client->ammo_index])
|
||
{
|
||
ent->client->ps.gunframe = 15;
|
||
}
|
||
else
|
||
{
|
||
ent->client->ps.gunframe++;
|
||
}
|
||
|
||
if (ent->client->ps.gunframe == 22)
|
||
{
|
||
ent->client->weapon_sound = 0;
|
||
gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnd1a.wav"), 1, ATTN_IDLE, 0);
|
||
}
|
||
else
|
||
{
|
||
ent->client->weapon_sound = gi.soundindex("weapons/chngnl1a.wav");
|
||
}
|
||
|
||
if (ent->client->ps.gunframe <= 9)
|
||
shots = 10;//1;
|
||
else if (ent->client->ps.gunframe <= 14)
|
||
{
|
||
if (ent->client->buttons & BUTTON_ATTACK)
|
||
shots = 10;//2;
|
||
else
|
||
shots = 10;//1;
|
||
}
|
||
else
|
||
shots = 3;//3;
|
||
|
||
if (ent->client->pers.inventory[ent->client->ammo_index] < shots)
|
||
shots = ent->client->pers.inventory[ent->client->ammo_index];
|
||
|
||
if (shots == 10 ) return;
|
||
|
||
if (!shots)
|
||
{
|
||
if (level.time >= ent->pain_debounce_time)
|
||
{
|
||
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
|
||
ent->pain_debounce_time = level.time + 1;
|
||
}
|
||
NoAmmoWeaponChange (ent);
|
||
return;
|
||
}
|
||
|
||
if (is_quad)
|
||
{
|
||
// damage *= 4;
|
||
// kick *= 4;
|
||
damage *= damage_multiplier;
|
||
kick *= damage_multiplier;
|
||
}
|
||
|
||
for (i=0 ; i<3 ; i++)
|
||
{
|
||
ent->client->kick_origin[i] = crandom() * 0.35;
|
||
ent->client->kick_angles[i] = crandom() * 0.7;
|
||
}
|
||
|
||
for (i=0 ; i<shots ; i++)
|
||
{
|
||
// get start / end positions
|
||
AngleVectors (ent->client->v_angle, forward, right, up);
|
||
r = 7 + crandom()*4;
|
||
u = crandom()*4;
|
||
VectorSet(offset, 0, r, u + ent->viewheight-8);
|
||
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
||
|
||
fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_CHAINGUN);
|
||
}
|
||
|
||
if(is_silenced) u = 0.5;
|
||
else u = 1.0;
|
||
|
||
gi.sound (ent, CHAN_AUTO, gi.soundindex("3zb/gatgf.wav"), u, ATTN_NORM, 0);
|
||
|
||
// send muzzle flash
|
||
gi.WriteByte (svc_muzzleflash);
|
||
gi.WriteShort (ent-g_edicts);
|
||
gi.WriteByte ((MZ_BLASTER) | MZ_SILENCED);
|
||
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
||
|
||
PlayerNoise(ent, start, PNOISE_WEAPON);
|
||
|
||
// ### Hentai ### BEGIN
|
||
|
||
ent->client->anim_priority = ANIM_ATTACK;
|
||
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
|
||
{
|
||
ent->s.frame = FRAME_crattak1 - 1 + (ent->client->ps.gunframe % 3);
|
||
ent->client->anim_end = FRAME_crattak9;
|
||
}
|
||
else
|
||
{
|
||
ent->s.frame = FRAME_attack1 - 1 + (ent->client->ps.gunframe % 3);
|
||
ent->client->anim_end = FRAME_attack8;
|
||
}
|
||
|
||
|
||
// ### Hentai ### END
|
||
|
||
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
|
||
ent->client->pers.inventory[ent->client->ammo_index] -= 1;//shots;
|
||
}
|
||
|
||
void Weapon_Chaingun (edict_t *ent)
|
||
{
|
||
static int pause_frames[] = {38, 43, 51, 61, 0};
|
||
static int fire_frames[] = {5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 0};
|
||
|
||
if(0) Weapon_Generic (ent, 4, 31, 61, 64, pause_frames, fire_frames, Gatringgun_Fire);
|
||
else
|
||
{
|
||
Weapon_Generic (ent, 4, 31, 61, 64, pause_frames, fire_frames, Chaingun_Fire);
|
||
// RAFAEL
|
||
if (is_quadfire)
|
||
Weapon_Generic (ent, 4, 31, 61, 64, pause_frames, fire_frames, Chaingun_Fire);
|
||
|
||
}
|
||
}
|
||
|
||
|
||
/*
|
||
======================================================================
|
||
|
||
SHOTGUN / SUPERSHOTGUN
|
||
|
||
======================================================================
|
||
*/
|
||
|
||
void weapon_shotgun_fire (edict_t *ent)
|
||
{
|
||
vec3_t start;
|
||
vec3_t forward, right;
|
||
vec3_t offset;
|
||
int damage = 4;
|
||
int kick = 8;
|
||
|
||
if (ent->client->ps.gunframe == 9)
|
||
{
|
||
ent->client->ps.gunframe++;
|
||
return;
|
||
}
|
||
|
||
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
||
|
||
VectorScale (forward, -2, ent->client->kick_origin);
|
||
ent->client->kick_angles[0] = -2;
|
||
|
||
VectorSet(offset, 0, 8, ent->viewheight-8);
|
||
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
||
|
||
if (is_quad)
|
||
{
|
||
// damage *= 4;
|
||
// kick *= 4;
|
||
damage *= damage_multiplier;
|
||
kick *= damage_multiplier;
|
||
}
|
||
|
||
if (deathmatch->value)
|
||
fire_shotgun (ent, start, forward, damage, kick, 500, 500, DEFAULT_DEATHMATCH_SHOTGUN_COUNT, MOD_SHOTGUN);
|
||
else
|
||
fire_shotgun (ent, start, forward, damage, kick, 500, 500, DEFAULT_SHOTGUN_COUNT, MOD_SHOTGUN);
|
||
|
||
// send muzzle flash
|
||
gi.WriteByte (svc_muzzleflash);
|
||
gi.WriteShort (ent-g_edicts);
|
||
gi.WriteByte (MZ_SHOTGUN | is_silenced);
|
||
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
||
|
||
ent->client->ps.gunframe++;
|
||
PlayerNoise(ent, start, PNOISE_WEAPON);
|
||
|
||
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
|
||
ent->client->pers.inventory[ent->client->ammo_index]--;
|
||
}
|
||
|
||
void Weapon_Shotgun (edict_t *ent)
|
||
{
|
||
static int pause_frames[] = {22, 28, 34, 0};
|
||
static int fire_frames[] = {8, 9, 0};
|
||
|
||
Weapon_Generic (ent, 7, 18, 36, 39, pause_frames, fire_frames, weapon_shotgun_fire);
|
||
// RAFAEL
|
||
if (is_quadfire)
|
||
Weapon_Generic (ent, 7, 18, 36, 39, pause_frames, fire_frames, weapon_shotgun_fire);
|
||
}
|
||
|
||
|
||
void weapon_supershotgun_fire (edict_t *ent)
|
||
{
|
||
vec3_t start;
|
||
vec3_t forward, right;
|
||
vec3_t offset;
|
||
vec3_t v;
|
||
int damage = 6;
|
||
int kick = 12;
|
||
|
||
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
||
|
||
VectorScale (forward, -2, ent->client->kick_origin);
|
||
ent->client->kick_angles[0] = -2;
|
||
|
||
VectorSet(offset, 0, 8, ent->viewheight-8);
|
||
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
||
|
||
if (is_quad)
|
||
{
|
||
// damage *= 4;
|
||
// kick *= 4;
|
||
damage *= damage_multiplier;
|
||
kick *= damage_multiplier;
|
||
}
|
||
|
||
v[PITCH] = ent->client->v_angle[PITCH];
|
||
v[YAW] = ent->client->v_angle[YAW] - 5;
|
||
v[ROLL] = ent->client->v_angle[ROLL];
|
||
AngleVectors (v, forward, NULL, NULL);
|
||
fire_shotgun (ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2, MOD_SSHOTGUN);
|
||
v[YAW] = ent->client->v_angle[YAW] + 5;
|
||
AngleVectors (v, forward, NULL, NULL);
|
||
fire_shotgun (ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2, MOD_SSHOTGUN);
|
||
|
||
// send muzzle flash
|
||
gi.WriteByte (svc_muzzleflash);
|
||
gi.WriteShort (ent-g_edicts);
|
||
gi.WriteByte (MZ_SSHOTGUN | is_silenced);
|
||
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
||
|
||
ent->client->ps.gunframe++;
|
||
PlayerNoise(ent, start, PNOISE_WEAPON);
|
||
|
||
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
|
||
ent->client->pers.inventory[ent->client->ammo_index] -= 2;
|
||
}
|
||
|
||
void Weapon_SuperShotgun (edict_t *ent)
|
||
{
|
||
static int pause_frames[] = {29, 42, 57, 0};
|
||
static int fire_frames[] = {7, 0};
|
||
|
||
Weapon_Generic (ent, 6, 17, 57, 61, pause_frames, fire_frames, weapon_supershotgun_fire);
|
||
// RAFAEL
|
||
if (is_quadfire)
|
||
Weapon_Generic (ent, 6, 17, 57, 61, pause_frames, fire_frames, weapon_supershotgun_fire);
|
||
}
|
||
|
||
|
||
|
||
/*
|
||
======================================================================
|
||
|
||
RAILGUN
|
||
|
||
======================================================================
|
||
*/
|
||
void fire_sniperail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick);
|
||
|
||
void RSight_think(edict_t *ent)
|
||
{
|
||
trace_t rs_trace;
|
||
vec3_t aim,out,tmp;
|
||
vec3_t max,min;
|
||
|
||
vec_t f;
|
||
|
||
if(ent->owner->client->ps.gunframe != 4 || ent->owner->deadflag)
|
||
{
|
||
G_FreeEdict(ent);
|
||
return;
|
||
}
|
||
VectorSet(max,4,4,4);
|
||
VectorSet(min,-4,-4,-4);
|
||
AngleVectors (ent->owner->client->v_angle, aim, NULL , NULL);
|
||
VectorNormalize(aim);
|
||
VectorScale (aim, 8193, out);
|
||
VectorCopy(ent->owner->s.origin,tmp);
|
||
if(ent->owner->maxs[2] >= 32) tmp[2] += 22;
|
||
else tmp[2] -= 2;
|
||
VectorAdd(tmp,out,aim);
|
||
rs_trace = gi.trace (tmp, min, max, aim,ent->owner, MASK_PLAYERSOLID);
|
||
VectorCopy(rs_trace.endpos,ent->s.origin);
|
||
ent->nextthink = level.time + FRAMETIME;
|
||
|
||
if(rs_trace.ent != NULL)
|
||
{
|
||
if(Q_stricmp (rs_trace.ent->classname, "player") == 0) return;//<2F>I<EFBFBD>[<5B>g<EFBFBD>Y<EFBFBD>[<5B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
}
|
||
|
||
if(ent->owner->client->zc.autozoom )
|
||
{
|
||
VectorSubtract(ent->s.origin,ent->owner->s.origin,tmp);
|
||
f = VectorLength(tmp);
|
||
|
||
if(f < 100) ent->owner->client->zc.distance = 90;
|
||
// else if(f < 300) ent->owner->client->zc.distance = 75;
|
||
// else if(f < 500) ent->owner->client->zc.distance = 60;
|
||
// else if(f < 800) ent->owner->client->zc.distance = 45;
|
||
else if(f < 1000)
|
||
{
|
||
ent->owner->client->zc.distance = 90 - (f - 100) / 12;//30;
|
||
}
|
||
else ent->owner->client->zc.distance = 15;
|
||
|
||
if(ent->owner->client->ps.fov != ent->owner->client->zc.distance)
|
||
{
|
||
f = ent->owner->client->ps.fov - ent->owner->client->zc.distance;
|
||
if( f > 15 || f < -15)
|
||
gi.sound (ent->owner, CHAN_AUTO, gi.soundindex("3zb/zoom.wav"), 1, ATTN_NORM, 0);
|
||
|
||
ent->owner->client->ps.fov = ent->owner->client->zc.distance;
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
void weapon_railgun_fire (edict_t *ent)
|
||
{
|
||
vec3_t start;
|
||
vec3_t forward, right;
|
||
vec3_t offset;
|
||
int damage;
|
||
int kick;
|
||
|
||
if (deathmatch->value)
|
||
{ // normal damage is too extreme in dm
|
||
damage = 100;
|
||
kick = 200;
|
||
}
|
||
else
|
||
{
|
||
damage = 150;
|
||
kick = 250;
|
||
}
|
||
|
||
if (is_quad)
|
||
{
|
||
// damage *= 4;
|
||
// kick *= 4;
|
||
damage *= damage_multiplier;
|
||
kick *= damage_multiplier;
|
||
}
|
||
|
||
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
||
|
||
VectorScale (forward, -3, ent->client->kick_origin);
|
||
ent->client->kick_angles[0] = -3;
|
||
|
||
VectorSet(offset, 0, 7, ent->viewheight-8);
|
||
|
||
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
||
|
||
if(ent->client->zc.aiming == 0) fire_rail (ent, start, forward, damage, kick);
|
||
else
|
||
{
|
||
damage += 20;
|
||
fire_sniperail (ent, start, forward, damage, kick);
|
||
}
|
||
|
||
// gi.bprintf(PRINT_HIGH,"jj %i\n",ent->moveinfo.sound_start);
|
||
|
||
// send muzzle flash
|
||
gi.WriteByte (svc_muzzleflash);
|
||
gi.WriteShort (ent-g_edicts);
|
||
gi.WriteByte (MZ_RAILGUN | is_silenced);
|
||
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
||
|
||
ent->client->ps.gunframe++;
|
||
PlayerNoise(ent, start, PNOISE_WEAPON);
|
||
|
||
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
|
||
ent->client->pers.inventory[ent->client->ammo_index]--;
|
||
|
||
// ent->client->ps.fov = 90; //<2F>Y<EFBFBD>[<5B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
ent->client->zc.aiming = 0; //<2F>Y<EFBFBD>[<5B><><EFBFBD>s<EFBFBD><73>
|
||
}
|
||
//<2F>X<EFBFBD>i<EFBFBD>C<EFBFBD>p<EFBFBD>[<5B>prail<69>K<EFBFBD><4B>
|
||
void Weapon_SnipeRailgun (edict_t *ent)
|
||
{
|
||
edict_t *sight;
|
||
|
||
if (ent->client->buttons & BUTTON_ATTACK)
|
||
{
|
||
ent->client->zc.lockon = false; //<2F>X<EFBFBD>i<EFBFBD>C<EFBFBD>p<EFBFBD>[<5B>Ƀ<EFBFBD><C983>b<EFBFBD>N<EFBFBD>I<EFBFBD><49><EFBFBD>@<40>\<5C>Ȃ<EFBFBD>
|
||
if( ent->client->zc.aiming == 0)
|
||
{
|
||
//<2F>T<EFBFBD>C<EFBFBD>g<EFBFBD>̍쐬
|
||
sight = G_Spawn();
|
||
VectorClear (sight->mins);
|
||
VectorClear (sight->maxs);
|
||
sight->movetype = MOVETYPE_FLYMISSILE;
|
||
sight->solid = SOLID_NOT;
|
||
sight->owner = ent;
|
||
sight->s.modelindex = gi.modelindex ("sprites/zsight.sp2");
|
||
sight->s.effects = 0;
|
||
sight->s.renderfx = RF_SHELL_RED;
|
||
sight->think = RSight_think;
|
||
sight->nextthink = level.time + FRAMETIME;
|
||
sight->classname = "rail sight";
|
||
if( ent->client->resp.ctf_team == CTF_TEAM2 && ctf->value)
|
||
{
|
||
sight->s.frame = 1;
|
||
}
|
||
else sight->s.frame = 0;
|
||
|
||
gi.sound (ent, CHAN_WEAPON, gi.soundindex("weapons/sshotr1b.wav"), 1, ATTN_NONE, 0);
|
||
ent->client->zc.aiming = 1;
|
||
if(ent->client->zc.distance <10 || ent->client->zc.distance > 90) ent->client->zc.distance = 90;
|
||
ent->client->ps.fov = ent->client->zc.distance;//<2F>Y<EFBFBD>[<5B><><EFBFBD>J<EFBFBD>n
|
||
}
|
||
return;
|
||
}
|
||
|
||
// if (ent->client->buttons & BUTTON_ATTACK) return;
|
||
ent->client->zc.aiming = 2;
|
||
weapon_railgun_fire(ent);
|
||
}
|
||
|
||
void Weapon_Railgun (edict_t *ent)
|
||
{
|
||
static int pause_frames[] = {56, 0};
|
||
static int fire_frames[] = {4, 0};
|
||
|
||
if(!(ent->client->buttons & BUTTON_ATTACK)) ent->client->zc.aiming = 0; //<2F>A<EFBFBD>N<EFBFBD>e<EFBFBD>B<EFBFBD>x<EFBFBD>[<5B>g0
|
||
|
||
if(0)
|
||
{
|
||
Weapon_Generic (ent, 3, 18, 56, 61, pause_frames, fire_frames, Weapon_SnipeRailgun/*weapon_railgun_fire*/);
|
||
}
|
||
else
|
||
{
|
||
Weapon_Generic (ent, 3, 18, 56, 61, pause_frames, fire_frames, weapon_railgun_fire);
|
||
// RAFAEL
|
||
if (is_quadfire)
|
||
Weapon_Generic (ent, 3, 18, 56, 61, pause_frames, fire_frames, weapon_railgun_fire);
|
||
}
|
||
}
|
||
|
||
|
||
/*
|
||
======================================================================
|
||
|
||
BFG10K
|
||
|
||
======================================================================
|
||
*/
|
||
|
||
void weapon_bfg_fire (edict_t *ent)
|
||
{
|
||
vec3_t offset, start;
|
||
vec3_t forward, right;
|
||
int damage;
|
||
float damage_radius = 1000;
|
||
|
||
if (deathmatch->value)
|
||
damage = 200;
|
||
else
|
||
damage = 500;
|
||
|
||
if (ent->client->ps.gunframe == 9)
|
||
{
|
||
// send muzzle flash
|
||
gi.WriteByte (svc_muzzleflash);
|
||
gi.WriteShort (ent-g_edicts);
|
||
gi.WriteByte (MZ_BFG | is_silenced);
|
||
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
||
|
||
ent->client->ps.gunframe++;
|
||
|
||
PlayerNoise(ent, start, PNOISE_WEAPON);
|
||
return;
|
||
}
|
||
|
||
// cells can go down during windup (from power armor hits), so
|
||
// check again and abort firing if we don't have enough now
|
||
if (ent->client->pers.inventory[ent->client->ammo_index] < 50)
|
||
{
|
||
ent->client->ps.gunframe++;
|
||
return;
|
||
}
|
||
|
||
if (is_quad)
|
||
// damage *= 4;
|
||
damage *= damage_multiplier;
|
||
|
||
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
||
|
||
VectorScale (forward, -2, ent->client->kick_origin);
|
||
|
||
// make a big pitch kick with an inverse fall
|
||
ent->client->v_dmg_pitch = -40;
|
||
ent->client->v_dmg_roll = crandom()*8;
|
||
ent->client->v_dmg_time = level.time + DAMAGE_TIME;
|
||
|
||
VectorSet(offset, 8, 8, ent->viewheight-8);
|
||
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
||
fire_bfg (ent, start, forward, damage, 400, damage_radius);
|
||
|
||
ent->client->ps.gunframe++;
|
||
|
||
PlayerNoise(ent, start, PNOISE_WEAPON);
|
||
|
||
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
|
||
ent->client->pers.inventory[ent->client->ammo_index] -= 50;
|
||
}
|
||
|
||
void Weapon_BFG (edict_t *ent)
|
||
{
|
||
static int pause_frames[] = {39, 45, 50, 55, 0};
|
||
static int fire_frames[] = {9, 17, 0};
|
||
|
||
Weapon_Generic (ent, 8, 32, 55, 58, pause_frames, fire_frames, weapon_bfg_fire);
|
||
// RAFAEL
|
||
if (is_quadfire)
|
||
Weapon_Generic (ent, 8, 32, 55, 58, pause_frames, fire_frames, weapon_bfg_fire);
|
||
}
|
||
|
||
|
||
//======================================================================
|
||
// RAFAEL
|
||
/*
|
||
RipperGun
|
||
*/
|
||
|
||
void weapon_ionripper_fire (edict_t *ent)
|
||
{
|
||
vec3_t start;
|
||
vec3_t forward, right;
|
||
vec3_t offset;
|
||
vec3_t tempang;
|
||
int damage;
|
||
int kick;
|
||
|
||
if (deathmatch->value)
|
||
{
|
||
// tone down for deathmatch
|
||
damage = 30;
|
||
kick = 40;
|
||
}
|
||
else
|
||
{
|
||
damage = 50;
|
||
kick = 60;
|
||
}
|
||
|
||
if (is_quad)
|
||
{
|
||
// damage *= 4;
|
||
// kick *= 4;
|
||
damage *= damage_multiplier;
|
||
kick *= damage_multiplier;
|
||
}
|
||
|
||
VectorCopy (ent->client->v_angle, tempang);
|
||
tempang[YAW] += crandom();
|
||
|
||
AngleVectors (tempang, forward, right, NULL);
|
||
|
||
VectorScale (forward, -3, ent->client->kick_origin);
|
||
ent->client->kick_angles[0] = -3;
|
||
|
||
// VectorSet (offset, 0, 7, ent->viewheight - 8);
|
||
VectorSet (offset, 16, 7, ent->viewheight - 8);
|
||
|
||
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
||
|
||
fire_ionripper (ent, start, forward, damage, 500, EF_IONRIPPER);
|
||
|
||
// send muzzle flash
|
||
gi.WriteByte (svc_muzzleflash);
|
||
gi.WriteShort (ent - g_edicts);
|
||
gi.WriteByte (MZ_IONRIPPER | is_silenced);
|
||
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
||
|
||
ent->client->ps.gunframe++;
|
||
PlayerNoise (ent, start, PNOISE_WEAPON);
|
||
|
||
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
|
||
ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity;
|
||
|
||
if (ent->client->pers.inventory[ent->client->ammo_index] < 0)
|
||
ent->client->pers.inventory[ent->client->ammo_index] = 0;
|
||
}
|
||
|
||
|
||
void Weapon_Ionripper (edict_t *ent)
|
||
{
|
||
static int pause_frames[] = {36, 0};
|
||
static int fire_frames[] = {5, 0};
|
||
|
||
Weapon_Generic (ent, 4, 6, 36, 39, pause_frames, fire_frames, weapon_ionripper_fire);
|
||
|
||
if (is_quadfire)
|
||
Weapon_Generic (ent, 4, 6, 36, 39, pause_frames, fire_frames, weapon_ionripper_fire);
|
||
}
|
||
|
||
|
||
//
|
||
// Phalanx
|
||
//
|
||
|
||
void weapon_phalanx_fire (edict_t *ent)
|
||
{
|
||
vec3_t start;
|
||
vec3_t forward, right, up;
|
||
vec3_t offset;
|
||
vec3_t v;
|
||
int kick = 12;
|
||
int damage;
|
||
float damage_radius;
|
||
int radius_damage;
|
||
|
||
damage = 70 + (int)(random() * 10.0);
|
||
radius_damage = 120;
|
||
damage_radius = 120;
|
||
|
||
if (is_quad)
|
||
{
|
||
// damage *= 4;
|
||
// radius_damage *= damage_multiplier;
|
||
damage *= 4;
|
||
radius_damage *= damage_multiplier;
|
||
}
|
||
|
||
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
||
|
||
VectorScale (forward, -2, ent->client->kick_origin);
|
||
ent->client->kick_angles[0] = -2;
|
||
|
||
VectorSet(offset, 0, 8, ent->viewheight-8);
|
||
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
||
|
||
if (ent->client->ps.gunframe == 8)
|
||
{
|
||
v[PITCH] = ent->client->v_angle[PITCH];
|
||
v[YAW] = ent->client->v_angle[YAW] - 1.5;
|
||
v[ROLL] = ent->client->v_angle[ROLL];
|
||
AngleVectors (v, forward, right, up);
|
||
|
||
radius_damage = 30;
|
||
damage_radius = 120;
|
||
|
||
fire_plasma (ent, start, forward, damage, 725, damage_radius, radius_damage);
|
||
|
||
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
|
||
ent->client->pers.inventory[ent->client->ammo_index]--;
|
||
}
|
||
else
|
||
{
|
||
v[PITCH] = ent->client->v_angle[PITCH];
|
||
v[YAW] = ent->client->v_angle[YAW] + 1.5;
|
||
v[ROLL] = ent->client->v_angle[ROLL];
|
||
AngleVectors (v, forward, right, up);
|
||
fire_plasma (ent, start, forward, damage, 725, damage_radius, radius_damage);
|
||
|
||
// send muzzle flash
|
||
gi.WriteByte (svc_muzzleflash);
|
||
gi.WriteShort (ent-g_edicts);
|
||
gi.WriteByte (MZ_PHALANX | is_silenced);
|
||
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
||
|
||
PlayerNoise(ent, start, PNOISE_WEAPON);
|
||
}
|
||
|
||
ent->client->ps.gunframe++;
|
||
|
||
}
|
||
|
||
void Weapon_Phalanx (edict_t *ent)
|
||
{
|
||
static int pause_frames[] = {29, 42, 55, 0};
|
||
static int fire_frames[] = {7, 8, 0};
|
||
|
||
Weapon_Generic (ent, 5, 20, 58, 63, pause_frames, fire_frames, weapon_phalanx_fire);
|
||
|
||
if (is_quadfire)
|
||
Weapon_Generic (ent, 5, 20, 58, 63, pause_frames, fire_frames, weapon_phalanx_fire);
|
||
|
||
}
|
||
|
||
/*
|
||
======================================================================
|
||
|
||
TRAP
|
||
|
||
======================================================================
|
||
*/
|
||
|
||
#define TRAP_TIMER 5.0
|
||
#define TRAP_MINSPEED 300
|
||
#define TRAP_MAXSPEED 700
|
||
|
||
void weapon_trap_fire (edict_t *ent, qboolean held)
|
||
{
|
||
vec3_t offset;
|
||
vec3_t forward, right;
|
||
vec3_t start;
|
||
int damage = 125;
|
||
float timer;
|
||
int speed;
|
||
float radius;
|
||
|
||
radius = damage+40;
|
||
if (is_quad)
|
||
// damage *= 4;
|
||
damage *= damage_multiplier;
|
||
|
||
VectorSet(offset, 8, 8, ent->viewheight-8);
|
||
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
||
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
||
|
||
timer = ent->client->grenade_time - level.time;
|
||
speed = GRENADE_MINSPEED + (GRENADE_TIMER - timer) * ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER);
|
||
// fire_grenade2 (ent, start, forward, damage, speed, timer, radius, held);
|
||
fire_trap (ent, start, forward, damage, speed, timer, radius, held);
|
||
|
||
// you don't get infinite traps! ZOID
|
||
// if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
|
||
|
||
ent->client->pers.inventory[ent->client->ammo_index]--;
|
||
|
||
ent->client->grenade_time = level.time + 1.0;
|
||
}
|
||
|
||
void Weapon_Trap (edict_t *ent)
|
||
{
|
||
if ((ent->client->newweapon) && (ent->client->weaponstate == WEAPON_READY))
|
||
{
|
||
ChangeWeapon (ent);
|
||
return;
|
||
}
|
||
|
||
if (ent->client->weaponstate == WEAPON_ACTIVATING)
|
||
{
|
||
ent->client->weaponstate = WEAPON_READY;
|
||
ent->client->ps.gunframe = 16;
|
||
return;
|
||
}
|
||
|
||
if (ent->client->weaponstate == WEAPON_READY)
|
||
{
|
||
if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) )
|
||
{
|
||
ent->client->latched_buttons &= ~BUTTON_ATTACK;
|
||
if (ent->client->pers.inventory[ent->client->ammo_index])
|
||
{
|
||
ent->client->ps.gunframe = 1;
|
||
ent->client->weaponstate = WEAPON_FIRING;
|
||
ent->client->grenade_time = 0;
|
||
}
|
||
else
|
||
{
|
||
if (level.time >= ent->pain_debounce_time)
|
||
{
|
||
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
|
||
ent->pain_debounce_time = level.time + 1;
|
||
}
|
||
NoAmmoWeaponChange (ent);
|
||
}
|
||
return;
|
||
}
|
||
|
||
if ((ent->client->ps.gunframe == 29) || (ent->client->ps.gunframe == 34) || (ent->client->ps.gunframe == 39) || (ent->client->ps.gunframe == 48))
|
||
{
|
||
if (rand()&15)
|
||
return;
|
||
}
|
||
|
||
if (++ent->client->ps.gunframe > 48)
|
||
ent->client->ps.gunframe = 16;
|
||
return;
|
||
}
|
||
|
||
if (ent->client->weaponstate == WEAPON_FIRING)
|
||
{
|
||
if (ent->client->ps.gunframe == 5)
|
||
// RAFAEL 16-APR-98
|
||
// gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/hgrena1b.wav"), 1, ATTN_NORM, 0);
|
||
gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/trapcock.wav"), 1, ATTN_NORM, 0);
|
||
// END 16-APR-98
|
||
|
||
if (ent->client->ps.gunframe == 11)
|
||
{
|
||
if (!ent->client->grenade_time)
|
||
{
|
||
ent->client->grenade_time = level.time + GRENADE_TIMER + 0.2;
|
||
// RAFAEL 16-APR-98
|
||
ent->client->weapon_sound = gi.soundindex("weapons/traploop.wav");
|
||
// END 16-APR-98
|
||
}
|
||
|
||
// they waited too long, detonate it in their hand
|
||
if (!ent->client->grenade_blew_up && level.time >= ent->client->grenade_time)
|
||
{
|
||
ent->client->weapon_sound = 0;
|
||
weapon_trap_fire (ent, true);
|
||
ent->client->grenade_blew_up = true;
|
||
}
|
||
|
||
if (ent->client->buttons & BUTTON_ATTACK)
|
||
return;
|
||
|
||
if (ent->client->grenade_blew_up)
|
||
{
|
||
if (level.time >= ent->client->grenade_time)
|
||
{
|
||
ent->client->ps.gunframe = 15;
|
||
ent->client->grenade_blew_up = false;
|
||
}
|
||
else
|
||
{
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
|
||
if (ent->client->ps.gunframe == 12)
|
||
{
|
||
ent->client->weapon_sound = 0;
|
||
weapon_trap_fire (ent, false);
|
||
if (ent->client->pers.inventory[ent->client->ammo_index] == 0)
|
||
NoAmmoWeaponChange (ent);
|
||
}
|
||
|
||
if ((ent->client->ps.gunframe == 15) && (level.time < ent->client->grenade_time))
|
||
return;
|
||
|
||
ent->client->ps.gunframe++;
|
||
|
||
if (ent->client->ps.gunframe == 16)
|
||
{
|
||
ent->client->grenade_time = 0;
|
||
ent->client->weaponstate = WEAPON_READY;
|
||
}
|
||
}
|
||
}
|