*** empty log message ***
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1859 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
parent
232c7fbc15
commit
4e1e456ad0
5 changed files with 38 additions and 18 deletions
|
@ -182,7 +182,6 @@ void(entity targ, entity inflictor, entity attacker, float damage) T_Damage =
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (random()*4<=1)
|
|
||||||
sound (targ, CHAN_BODY, targ.armornoise, 1, ATTN_NORM);
|
sound (targ, CHAN_BODY, targ.armornoise, 1, ATTN_NORM);
|
||||||
|
|
||||||
// save damage based on the target's armor level
|
// save damage based on the target's armor level
|
||||||
|
|
|
@ -276,7 +276,7 @@ float (entity to, float iid, float quant) TryGiveStackable =
|
||||||
local float slot;
|
local float slot;
|
||||||
local float item;
|
local float item;
|
||||||
slot = SlotOfItem(to, iid);
|
slot = SlotOfItem(to, iid);
|
||||||
if (slot != 0)
|
if (slot > 2)
|
||||||
{
|
{
|
||||||
item = ItemInSlot(to, slot);
|
item = ItemInSlot(to, slot);
|
||||||
if (ToStatus(item) + quant > 100) //100 is our maxstack value here
|
if (ToStatus(item) + quant > 100) //100 is our maxstack value here
|
||||||
|
|
|
@ -42,7 +42,7 @@ void(float cost, float iid) BuyStackable =
|
||||||
//put grenade in inventory
|
//put grenade in inventory
|
||||||
//finds existing grenades, otherwise, empty slot
|
//finds existing grenades, otherwise, empty slot
|
||||||
|
|
||||||
AddStackable(self, iid, 1);
|
TryGiveStackable(self, iid, 1);
|
||||||
};
|
};
|
||||||
|
|
||||||
void() BuyBandages =
|
void() BuyBandages =
|
||||||
|
@ -118,7 +118,7 @@ void(float cost, float type) BuyChem =
|
||||||
chemname = GetItemName(type);
|
chemname = GetItemName(type);
|
||||||
sprint(self, PRINT_HIGH, chemname);
|
sprint(self, PRINT_HIGH, chemname);
|
||||||
sprint(self, PRINT_HIGH, " purchased.\n");
|
sprint(self, PRINT_HIGH, " purchased.\n");
|
||||||
AddStackable(self, type, 1);
|
TryGiveStackable(self, type, 1);
|
||||||
};
|
};
|
||||||
|
|
||||||
void(string type) ChangeAmmo =
|
void(string type) ChangeAmmo =
|
||||||
|
@ -183,7 +183,7 @@ void (float wt, float cost, float wid) BuyWeapon =
|
||||||
|
|
||||||
|
|
||||||
ammotype = WeaponAmmoType(wid);//load weapon with full ammo (may be changed)
|
ammotype = WeaponAmmoType(wid);//load weapon with full ammo (may be changed)
|
||||||
AddStackable(self, ammotype, ammocount*3);
|
TryGiveStackable(self, ammotype, ammocount*3);
|
||||||
|
|
||||||
SetWeaponModel();
|
SetWeaponModel();
|
||||||
};
|
};
|
||||||
|
|
|
@ -145,7 +145,7 @@ void () player_climb = [ 23, player_run ]
|
||||||
|
|
||||||
void () player_run = [ 137, player_run ]
|
void () player_run = [ 137, player_run ]
|
||||||
{
|
{
|
||||||
if (self.rtime < time && self.attack == 0)
|
if (self.rtime < time)
|
||||||
self.weaponframe = 0;
|
self.weaponframe = 0;
|
||||||
|
|
||||||
if (self.equipment_slot)
|
if (self.equipment_slot)
|
||||||
|
|
|
@ -968,6 +968,10 @@ void (float slotno) ReloadWeapon =
|
||||||
ac = ToStatus(asv);
|
ac = ToStatus(asv);
|
||||||
|
|
||||||
x = WeaponMagQuant(wid); //get the max ammo capacity
|
x = WeaponMagQuant(wid); //get the max ammo capacity
|
||||||
|
|
||||||
|
if (ToStatus(self.wslot) == x) //weapon full already
|
||||||
|
return;
|
||||||
|
|
||||||
x = x - ToStatus(self.wslot); //take away the ammo currently in the weapon
|
x = x - ToStatus(self.wslot); //take away the ammo currently in the weapon
|
||||||
if (x > ac) //make sure there's enough ammo
|
if (x > ac) //make sure there's enough ammo
|
||||||
x = ac;
|
x = ac;
|
||||||
|
@ -982,8 +986,16 @@ void (float slotno) ReloadWeapon =
|
||||||
|
|
||||||
self.wslot = SlotVal(wid, x + ToStatus(self.wslot));
|
self.wslot = SlotVal(wid, x + ToStatus(self.wslot));
|
||||||
|
|
||||||
if (wid == IID_WP_PIPERIFLE || wid == IID_WP_WINCHESTER || wid == IID_WP_MOSSBERG)
|
if (wid == IID_WP_ROCKETLAUNCHER || wid == IID_WP_PIPERIFLE || wid == IID_WP_WINCHESTER || wid == IID_WP_MOSSBERG)
|
||||||
|
{
|
||||||
sound (self, CHAN_WEAPON, "weapons/shell.wav", TRUE, ATTN_NORM);
|
sound (self, CHAN_WEAPON, "weapons/shell.wav", TRUE, ATTN_NORM);
|
||||||
|
self.attack_finished = time + 1;
|
||||||
|
self.rtime = time + 1;
|
||||||
|
if (self.current_slot == slotno)
|
||||||
|
self.currentammo = ToStatus(ItemInSlot(self, slotno));
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
else
|
else
|
||||||
sound (self, CHAN_WEAPON, "weapons/reload.wav", TRUE, ATTN_NORM);
|
sound (self, CHAN_WEAPON, "weapons/reload.wav", TRUE, ATTN_NORM);
|
||||||
|
|
||||||
|
@ -1093,9 +1105,9 @@ void() W_Attack =
|
||||||
else if (weap == IID_WP_JACKHAMMER)
|
else if (weap == IID_WP_JACKHAMMER)
|
||||||
W_FireShotgun (1, 5, 6, 160, 3000, 1);
|
W_FireShotgun (1, 5, 6, 160, 3000, 1);
|
||||||
else if (weap == IID_WP_MP9)
|
else if (weap == IID_WP_MP9)
|
||||||
FireSMG(12, 2, "weapons/mp7.wav", 2000, 0.06);
|
FireSMG(12, 2, "weapons/burst.wav", 2000, 0.09);
|
||||||
else if (weap == IID_WP_MP7)
|
else if (weap == IID_WP_MP7)
|
||||||
FireSMG(12, 2, "weapons/mp7.wav", 2000, 0.06);
|
FireSMG(12, 2, "weapons/mp7.wav", 2000, 0.09);
|
||||||
else if (weap == IID_WP_RANGEMASTER)
|
else if (weap == IID_WP_RANGEMASTER)
|
||||||
FireAssaultRifle(14, 2, "weapons/rangem.wav", 4000, 0.5);
|
FireAssaultRifle(14, 2, "weapons/rangem.wav", 4000, 0.5);
|
||||||
else if (weap == IID_WP_AK112)
|
else if (weap == IID_WP_AK112)
|
||||||
|
@ -1993,7 +2005,7 @@ void(float slot, float magazine) GiveAmmo =
|
||||||
void (float dam, float rec, string snd, float rng, float rate) FirePistol =
|
void (float dam, float rec, string snd, float rng, float rate) FirePistol =
|
||||||
{
|
{
|
||||||
local float weap, tmp, zdif, xdif, ydif, is_headshot;
|
local float weap, tmp, zdif, xdif, ydif, is_headshot;
|
||||||
local vector dir, source, targ, org, org2, adjust;
|
local vector dir, source, targ, org, org2, org3, adjust;
|
||||||
|
|
||||||
weap = ToIID(self.(SlotField(self.current_slot)));
|
weap = ToIID(self.(SlotField(self.current_slot)));
|
||||||
|
|
||||||
|
@ -2002,9 +2014,9 @@ void (float dam, float rec, string snd, float rng, float rate) FirePistol =
|
||||||
self.attack_finished = (time + rate);
|
self.attack_finished = (time + rate);
|
||||||
|
|
||||||
|
|
||||||
if (self.attack == 0 && self.position == POS_STAND)
|
if (self.position == POS_STAND)
|
||||||
player_single1 ();
|
player_single1 ();
|
||||||
if (self.attack == 0 && self.position >= POS_DUCK)
|
if (self.position >= POS_DUCK)
|
||||||
player_single1_s ();
|
player_single1_s ();
|
||||||
|
|
||||||
if (self.position == 0)
|
if (self.position == 0)
|
||||||
|
@ -2045,6 +2057,8 @@ void (float dam, float rec, string snd, float rng, float rate) FirePistol =
|
||||||
if (trace_fraction == 1)
|
if (trace_fraction == 1)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
org3 = self.origin + v_forward*32 + '0 0 22';
|
||||||
|
|
||||||
org = trace_endpos - v_forward * 1;
|
org = trace_endpos - v_forward * 1;
|
||||||
org2 = trace_endpos + (v_forward * ((trace_ent.size_y / 2) + (trace_ent.size_x / 2)));
|
org2 = trace_endpos + (v_forward * ((trace_ent.size_y / 2) + (trace_ent.size_x / 2)));
|
||||||
if (trace_ent.takedamage)
|
if (trace_ent.takedamage)
|
||||||
|
@ -2078,26 +2092,32 @@ void (float dam, float rec, string snd, float rng, float rate) FirePistol =
|
||||||
T_Damage (trace_ent, self, self, dam);
|
T_Damage (trace_ent, self, self, dam);
|
||||||
|
|
||||||
self.critical = 0;
|
self.critical = 0;
|
||||||
|
|
||||||
if (trace_ent.solid == SOLID_BSP)
|
|
||||||
penetrate (org, (dam / 2), (dam / 2));
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
bullet_hole (org);
|
bullet_hole (org);
|
||||||
dir = vectoangles (source - targ);
|
dir = vectoangles (source - targ);
|
||||||
penetrate (org, (dam / 2), (dam / 2));
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
void (float dam, float rec, string snd, float rng, float rate) FireSMG =
|
void (float dam, float rec, string snd, float rng, float rate) FireSMG =
|
||||||
{
|
{
|
||||||
local float tmp, zdif, xdif, ydif, is_headshot;
|
local float weap, tmp, zdif, xdif, ydif, is_headshot;
|
||||||
local vector dir, source, targ, org, org2, adjust;
|
local vector dir, source, targ, org, org2, adjust;
|
||||||
|
|
||||||
|
weap = ToIID(self.(SlotField(self.current_slot)));
|
||||||
|
|
||||||
|
if (weap != IID_WP_MP9)
|
||||||
sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
|
sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
|
||||||
|
if (weap == IID_WP_MP9 && self.attack == 0)
|
||||||
|
sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
|
||||||
|
if (weap == IID_WP_MP9 && self.attack == 6)
|
||||||
|
{
|
||||||
|
sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
|
||||||
|
self.attack = 1;
|
||||||
|
}
|
||||||
|
|
||||||
self.attack_finished = (time + rate);
|
self.attack_finished = (time + rate);
|
||||||
|
|
||||||
|
|
||||||
|
@ -3749,6 +3769,7 @@ void (vector s_aim, float dam, float tmp, float ran) W_FireBuckshotSpread1 =
|
||||||
self.critical = 3;
|
self.critical = 3;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
dam = dam + random()*dam;
|
||||||
T_Damage (trace_ent, self, self, dam);
|
T_Damage (trace_ent, self, self, dam);
|
||||||
self.critical = 0;
|
self.critical = 0;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue