Rebased against the latest Nuclide commit.
This commit is contained in:
parent
290cb55bcf
commit
90ff3b69b4
34 changed files with 543 additions and 735 deletions
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@ -27,10 +27,3 @@ ClientGame_EntityUpdate(float id, float new)
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return (1);
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}
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void
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ClientGame_EntityRemove(void)
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{
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if (self.classname == "player")
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Player_DestroyWeaponModel((base_player) self);
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}
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@ -632,6 +632,7 @@ HUD_DrawProgress(void)
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void
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HUD_DrawNotify(void)
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{
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player pl = (player)pSeat->m_ePlayer;
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vector pos;
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float a;
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@ -645,7 +646,7 @@ HUD_DrawNotify(void)
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}
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a = bound(0.0, pSeatLocal->m_flPickupAlpha, 1.0);
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Weapons_HUDPic(pSeatLocal->m_iPickupWeapon, 1, pos, a);
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Weapons_HUDPic(pl, pSeatLocal->m_iPickupWeapon, 1, pos, a);
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pos[0] += 148;
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pos[1] -= 32;
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HUD_AmmoNotify_Draw(pos);
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@ -668,7 +669,7 @@ HUD_Draw(void)
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g_hud_color = autocvar_con_color * (1 / 255);
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/* little point in not drawing these, even if you don't have a suit */
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Weapons_DrawCrosshair();
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Weapons_DrawCrosshair(pl);
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HUD_DrawWeaponSelect();
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Obituary_Draw();
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@ -204,13 +204,13 @@ HUD_DrawWeaponSelect(void)
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slot_selected = TRUE;
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if (x == wantpos) {
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// Selected Sprite
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Weapons_HUDPic(pSeat->m_iHUDWeaponSelected, 1, vecPos, 1.0f);
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Weapons_HUDPic(pl, pSeat->m_iHUDWeaponSelected, 1, vecPos, 1.0f);
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drawsubpic(vecPos, [170,45], g_hud3_spr,
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[0,180/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
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vecPos[1] += 50;
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} else if ((b=HUD_InSlotPos(i, x)) != -1) {
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// Unselected Sprite
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Weapons_HUDPic(b, 0, vecPos, 1.0f);
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Weapons_HUDPic(pl, b, 0, vecPos, 1.0f);
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vecPos[1] += 50;
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}
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} else if (HUD_InSlotPos(i, x) != -1) {
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@ -15,10 +15,8 @@
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*/
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void
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View_UpdateWeapon(entity vm, entity mflash)
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View_UpdateWeapon(player pl, entity vm, entity mflash)
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{
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player pl = (player)pSeat->m_ePlayer;
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/* only bother upon change */
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if (pSeat->m_iLastWeapon == pl.activeweapon) {
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return;
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@ -30,9 +28,6 @@ View_UpdateWeapon(entity vm, entity mflash)
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return;
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}
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/* hack, we changed the wep, move this into Game_Input/PMove */
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Weapons_Draw();
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/* we forced a weapon call outside the prediction,
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* thus we need to update all the net variables to
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* make sure these updates are recognized. this is
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@ -41,6 +36,20 @@ View_UpdateWeapon(entity vm, entity mflash)
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SAVE_STATE(pl.w_idle_next);
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SAVE_STATE(pl.viewzoom);
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SAVE_STATE(pl.weapontime);
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SAVE_STATE(pl.weaponframe);
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/* hack, we changed the wep, move this into Game_Input/PMove */
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Weapons_Draw(pl);
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/* we forced a weapon call outside the prediction,
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* thus we need to update all the net variables to
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* make sure these updates are recognized. this is
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* vile but it'll have to do for now */
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ROLL_BACK(pl.w_attack_next);
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ROLL_BACK(pl.w_idle_next);
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ROLL_BACK(pl.viewzoom);
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ROLL_BACK(pl.weapontime);
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ROLL_BACK(pl.weaponframe);
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/* figure out when the attachments start. in FTE attachments for
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* HLMDL are treated as bones. they start at numbones + 1 */
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@ -222,7 +222,7 @@ CSBot_BuyStart_Shop(void)
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for (int i = 0; i < g_weapons.length; i++)
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if (pl.g_items & g_weapons[i].id) {
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pl.activeweapon = i;
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Weapons_Draw();
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Weapons_Draw(pl);
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return;
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}
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@ -77,14 +77,14 @@ Player_UseUp(void)
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}
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}
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void Weapons_Draw(void);
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void Weapons_Draw(player);
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void
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CSEv_PlayerSwitchWeapon_i(int w)
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{
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player pl = (player)self;
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pl.activeweapon = w;
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Weapons_Draw();
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Weapons_Draw(pl);
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}
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void
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@ -70,7 +70,7 @@ Animation_PlayerUpdate(player pl)
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pl.basebone = gettagindex(self, "-- R shoulder outside");
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if (pl.anim_top_delay <= 0.0f) {
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pl.anim_top = Weapons_GetAim(pl.activeweapon);
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pl.anim_top = Weapons_GetAim(pl, pl.activeweapon);
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}
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if (vlen(pl.velocity) == 0) {
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@ -130,9 +130,11 @@ Animation_PlayerUpdate(player pl)
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void
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Animation_PlayerTop(player pl, float topanim, float timer)
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{
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#if 0
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pl.anim_top = topanim;
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pl.anim_top_time = 0.0f;
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pl.anim_top_delay = timer;
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#endif
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}
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void
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@ -108,10 +108,9 @@ w_ak47_deathmsg(void)
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}
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int
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w_ak47_pickup(int new, int startammo)
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w_ak47_pickup(player pl, int new, int startammo)
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{
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#ifdef SERVER
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player pl = (player)self;
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if (new) {
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if (startammo == -1)
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@ -130,11 +129,10 @@ w_ak47_pickup(int new, int startammo)
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}
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void
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w_ak47_draw(void)
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w_ak47_draw(player pl)
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{
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player pl = (player)self;
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Weapons_SetModel("models/v_ak47.mdl");
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Weapons_ViewAnimation(AK47_DRAW);
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Weapons_ViewAnimation(pl, AK47_DRAW);
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#ifdef CLIENT
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pl.cs_cross_mindist = 4;
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@ -143,9 +141,8 @@ w_ak47_draw(void)
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}
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void
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w_ak47_primary(void)
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w_ak47_primary(player pl)
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{
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player pl = (player)self;
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if (pl.w_attack_next > 0) {
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return;
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@ -161,13 +158,13 @@ w_ak47_primary(void)
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int r = (float)input_sequence % 3;
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switch (r) {
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case 0:
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Weapons_ViewAnimation(AK47_SHOOT1);
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Weapons_ViewAnimation(pl, AK47_SHOOT1);
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break;
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case 1:
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Weapons_ViewAnimation(AK47_SHOOT2);
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Weapons_ViewAnimation(pl, AK47_SHOOT2);
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break;
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default:
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Weapons_ViewAnimation(AK47_SHOOT3);
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Weapons_ViewAnimation(pl, AK47_SHOOT3);
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break;
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}
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@ -190,9 +187,8 @@ w_ak47_primary(void)
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}
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void
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w_ak47_reload(void)
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w_ak47_reload(player pl)
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{
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player pl = (player)self;
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if (pl.w_attack_next > 0.0) {
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return;
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@ -204,7 +200,7 @@ w_ak47_reload(void)
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return;
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}
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Weapons_ViewAnimation(AK47_RELOAD);
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Weapons_ViewAnimation(pl, AK47_RELOAD);
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#ifdef SERVER
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Weapons_ReloadWeapon(pl, player::ak47_mag, player::ammo_762mm, 30);
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@ -215,28 +211,27 @@ w_ak47_reload(void)
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}
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void
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w_ak47_release(void)
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w_ak47_release(player pl)
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{
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player pl = (player)self;
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w_cstrike_weaponrelease();
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/* auto-reload if need be */
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if (pl.w_attack_next <= 0.0)
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if (pl.ak47_mag == 0 && pl.ammo_762mm > 0) {
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Weapons_Reload();
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Weapons_Reload(pl);
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return;
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}
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}
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float
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w_ak47_aimanim(void)
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w_ak47_aimanim(player pl)
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{
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return self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_AK47 : ANIM_AIM_AK47;
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}
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void
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w_ak47_hud(void)
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w_ak47_hud(player pl)
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{
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#ifdef CLIENT
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Cstrike_DrawCrosshair();
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@ -248,9 +243,8 @@ w_ak47_hud(void)
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}
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int
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w_ak47_isempty(void)
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w_ak47_isempty(player pl)
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{
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player pl = (player)self;
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if (pl.ak47_mag <= 0 && pl.ammo_762mm <= 0)
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return 1;
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@ -259,13 +253,12 @@ w_ak47_isempty(void)
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}
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void
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w_ak47_hudpic(int selected, vector pos, float a)
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w_ak47_hudpic(player pl, int selected, vector pos, float a)
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{
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#ifdef CLIENT
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player pl = (player)self;
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vector hud_col;
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if (w_ak47_isempty())
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if (w_ak47_isempty(pl))
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hud_col = [1,0,0];
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else
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hud_col = g_hud_color;
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.secondary = __NULL__,
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.reload = w_ak47_reload,
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.release = w_ak47_release,
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.crosshair = w_ak47_hud,
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.postdraw = w_ak47_hud,
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.precache = w_ak47_precache,
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.pickup = w_ak47_pickup,
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.updateammo = w_ak47_updateammo,
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@ -74,10 +74,9 @@ w_aug_deathmsg(void)
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}
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int
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w_aug_pickup(int new, int startammo)
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w_aug_pickup(player pl, int new, int startammo)
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{
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#ifdef SERVER
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player pl = (player)self;
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if (new) {
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if (startammo == -1)
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@ -96,11 +95,10 @@ w_aug_pickup(int new, int startammo)
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}
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void
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w_aug_draw(void)
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w_aug_draw(player pl)
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{
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player pl = (player)self;
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Weapons_SetModel("models/v_aug.mdl");
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Weapons_ViewAnimation(AUG_DRAW);
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Weapons_ViewAnimation(pl, AUG_DRAW);
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#ifdef CLIENT
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pl.cs_cross_mindist = 3;
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@ -109,9 +107,8 @@ w_aug_draw(void)
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}
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void
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w_aug_primary(void)
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w_aug_primary(player pl)
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{
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player pl = (player)self;
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if (pl.w_attack_next > 0.0) {
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return;
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@ -127,13 +124,13 @@ w_aug_primary(void)
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int r = (float)input_sequence % 3;
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switch (r) {
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case 0:
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Weapons_ViewAnimation(AUG_SHOOT1);
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Weapons_ViewAnimation(pl, AUG_SHOOT1);
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break;
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case 1:
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Weapons_ViewAnimation(AUG_SHOOT2);
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Weapons_ViewAnimation(pl, AUG_SHOOT2);
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break;
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default:
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Weapons_ViewAnimation(AUG_SHOOT3);
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Weapons_ViewAnimation(pl, AUG_SHOOT3);
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break;
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}
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@ -160,9 +157,8 @@ w_aug_primary(void)
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}
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void
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w_aug_secondary(void)
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w_aug_secondary(player pl)
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{
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player pl = (player)self;
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if (pl.w_attack_next) {
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return;
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}
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@ -176,9 +172,8 @@ w_aug_secondary(void)
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}
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void
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w_aug_reload(void)
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w_aug_reload(player pl)
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{
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player pl = (player)self;
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if (pl.w_attack_next > 0.0) {
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return;
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@ -189,7 +184,7 @@ w_aug_reload(void)
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if (!pl.ammo_762mm) {
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return;
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}
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Weapons_ViewAnimation(AUG_RELOAD);
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Weapons_ViewAnimation(pl, AUG_RELOAD);
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#ifdef SERVER
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Weapons_ReloadWeapon(pl, player::aug_mag, player::ammo_762mm, 30);
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@ -200,31 +195,29 @@ w_aug_reload(void)
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}
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void
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w_aug_release(void)
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w_aug_release(player pl)
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{
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player pl = (player)self;
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w_cstrike_weaponrelease();
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/* auto-reload if need be */
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if (pl.w_attack_next <= 0.0)
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if (pl.aug_mag == 0 && pl.ammo_762mm > 0) {
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Weapons_Reload();
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Weapons_Reload(pl);
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return;
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}
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}
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float
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w_aug_aimanim(void)
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w_aug_aimanim(player pl)
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{
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return w_ak47_aimanim();
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return w_ak47_aimanim(pl);
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}
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void
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w_aug_hud(void)
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w_aug_hud(player pl)
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{
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#ifdef CLIENT
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player pl = (player)self;
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if (pl.viewzoom == 1.0f) {
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Cstrike_DrawCrosshair();
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} else {
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@ -238,9 +231,8 @@ w_aug_hud(void)
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}
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int
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w_aug_isempty(void)
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w_aug_isempty(player pl)
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{
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player pl = (player)self;
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if (pl.aug_mag <= 0 && pl.ammo_762mm <= 0)
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return 1;
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@ -249,13 +241,12 @@ w_aug_isempty(void)
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}
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void
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w_aug_hudpic(int selected, vector pos, float a)
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w_aug_hudpic(player pl, int selected, vector pos, float a)
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{
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#ifdef CLIENT
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player pl = (player)self;
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vector hud_col;
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if (w_aug_isempty())
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if (w_aug_isempty(pl))
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hud_col = [1,0,0];
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else
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hud_col = g_hud_color;
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@ -302,7 +293,7 @@ weapon_t w_aug =
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.secondary = w_aug_secondary,
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.reload = w_aug_reload,
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.release = w_aug_release,
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.crosshair = w_aug_hud,
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.postdraw = w_aug_hud,
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.precache = w_aug_precache,
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.pickup = w_aug_pickup,
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.updateammo = w_aug_updateammo,
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@ -107,10 +107,9 @@ w_awp_deathmsg(void)
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}
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int
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w_awp_pickup(int new, int startammo)
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w_awp_pickup(player pl, int new, int startammo)
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{
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#ifdef SERVER
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player pl = (player)self;
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if (new) {
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if (startammo == -1)
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@ -129,11 +128,10 @@ w_awp_pickup(int new, int startammo)
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}
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void
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w_awp_draw(void)
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w_awp_draw(player pl)
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{
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player pl = (player)self;
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Weapons_SetModel("models/v_awp.mdl");
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Weapons_ViewAnimation(AWP_DRAW);
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Weapons_ViewAnimation(pl, AWP_DRAW);
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pl.mode_temp = 0;
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#ifdef CLIENT
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@ -143,16 +141,15 @@ w_awp_draw(void)
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}
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void
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w_awp_release(void)
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w_awp_release(player pl)
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{
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player pl = (player)self;
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w_cstrike_weaponrelease();
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/* auto-reload if need be */
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||||
if (pl.w_attack_next <= 0.0)
|
||||
if (pl.awp_mag == 0 && pl.ammo_338mag > 0) {
|
||||
Weapons_Reload();
|
||||
Weapons_Reload(pl);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -175,9 +172,8 @@ w_awp_release(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_awp_secondary(void)
|
||||
w_awp_secondary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
if (pl.w_attack_next) {
|
||||
return;
|
||||
}
|
||||
|
@ -197,16 +193,15 @@ w_awp_secondary(void)
|
|||
|
||||
pl.w_attack_next = 0.3f;
|
||||
pl.w_idle_next = 0.0f;
|
||||
w_awp_release();
|
||||
w_awp_release(pl);
|
||||
}
|
||||
|
||||
void
|
||||
w_awp_primary(void)
|
||||
w_awp_primary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0) {
|
||||
w_awp_release();
|
||||
w_awp_release(pl);
|
||||
return;
|
||||
}
|
||||
if (!pl.awp_mag) {
|
||||
|
@ -220,13 +215,13 @@ w_awp_primary(void)
|
|||
int r = (float)input_sequence % 3;
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(AWP_SHOOT1);
|
||||
Weapons_ViewAnimation(pl, AWP_SHOOT1);
|
||||
break;
|
||||
case 1:
|
||||
Weapons_ViewAnimation(AWP_SHOOT2);
|
||||
Weapons_ViewAnimation(pl, AWP_SHOOT2);
|
||||
break;
|
||||
default:
|
||||
Weapons_ViewAnimation(AWP_SHOOT3);
|
||||
Weapons_ViewAnimation(pl, AWP_SHOOT3);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -250,9 +245,8 @@ w_awp_primary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_awp_reload(void)
|
||||
w_awp_reload(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -261,7 +255,7 @@ w_awp_reload(void)
|
|||
if (!pl.ammo_338mag)
|
||||
return;
|
||||
|
||||
Weapons_ViewAnimation(AWP_RELOAD);
|
||||
Weapons_ViewAnimation(pl, AWP_RELOAD);
|
||||
|
||||
#ifdef SERVER
|
||||
Weapons_ReloadWeapon(pl, player::awp_mag, player::ammo_338mag, 10);
|
||||
|
@ -272,16 +266,15 @@ w_awp_reload(void)
|
|||
}
|
||||
|
||||
float
|
||||
w_awp_aimanim(void)
|
||||
w_awp_aimanim(player pl)
|
||||
{
|
||||
return w_ak47_aimanim();
|
||||
return w_ak47_aimanim(pl);
|
||||
}
|
||||
|
||||
void
|
||||
w_awp_hud(void)
|
||||
w_awp_hud(player pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
if (pl.viewzoom < 1.0f) {
|
||||
Cstrike_DrawScope();
|
||||
}
|
||||
|
@ -293,9 +286,8 @@ w_awp_hud(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_awp_isempty(void)
|
||||
w_awp_isempty(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.awp_mag <= 0 && pl.ammo_338mag <= 0)
|
||||
return 1;
|
||||
|
@ -304,13 +296,12 @@ w_awp_isempty(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_awp_hudpic(int selected, vector pos, float a)
|
||||
w_awp_hudpic(player pl, int selected, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
vector hud_col;
|
||||
|
||||
if (w_awp_isempty())
|
||||
if (w_awp_isempty(pl))
|
||||
hud_col = [1,0,0];
|
||||
else
|
||||
hud_col = g_hud_color;
|
||||
|
@ -357,7 +348,7 @@ weapon_t w_awp =
|
|||
.secondary = w_awp_secondary,
|
||||
.reload = w_awp_reload,
|
||||
.release = w_awp_release,
|
||||
.crosshair = w_awp_hud,
|
||||
.postdraw = w_awp_hud,
|
||||
.precache = w_awp_precache,
|
||||
.pickup = w_awp_pickup,
|
||||
.updateammo = w_awp_updateammo,
|
||||
|
|
|
@ -95,18 +95,16 @@ w_c4bomb_deathmsg(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_c4bomb_draw(void)
|
||||
w_c4bomb_draw(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
Weapons_SetModel("models/v_c4.mdl");
|
||||
Weapons_ViewAnimation(C4_DRAW);
|
||||
Weapons_ViewAnimation(pl, C4_DRAW);
|
||||
pl.mode_temp = 0;
|
||||
}
|
||||
|
||||
void
|
||||
w_c4bomb_release(void)
|
||||
w_c4bomb_release(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
w_cstrike_weaponrelease();
|
||||
|
||||
|
@ -123,16 +121,15 @@ w_c4bomb_release(void)
|
|||
|
||||
/* reset animation */
|
||||
if (pl.mode_temp != C4S_NONE) {
|
||||
Weapons_ViewAnimation(C4_IDLE);
|
||||
Weapons_ViewAnimation(pl, C4_IDLE);
|
||||
}
|
||||
pl.mode_temp = C4S_NONE;
|
||||
pl.w_idle_next = 0.0f;
|
||||
}
|
||||
|
||||
void
|
||||
w_c4bomb_primary(void)
|
||||
w_c4bomb_primary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (!(pl.gflags & GF_BOMBZONE)) {
|
||||
return;
|
||||
|
@ -144,18 +141,18 @@ w_c4bomb_primary(void)
|
|||
switch (pl.mode_temp) {
|
||||
case C4S_NONE:
|
||||
pl.mode_temp = C4S_ENTERINGCODE;
|
||||
Weapons_ViewAnimation(C4_ENTERCODE);
|
||||
Weapons_ViewAnimation(pl, C4_ENTERCODE);
|
||||
pl.w_idle_next = 3.0f;
|
||||
break;
|
||||
case C4S_ENTERINGCODE:
|
||||
if (pl.w_idle_next <= 0.0f) {
|
||||
pl.mode_temp = C4S_DROPPING;
|
||||
Weapons_ViewAnimation(C4_DROP);
|
||||
Weapons_ViewAnimation(pl, C4_DROP);
|
||||
pl.w_idle_next = 1.0f;
|
||||
}
|
||||
break;
|
||||
case C4S_DROPPING:
|
||||
w_c4bomb_release();
|
||||
w_c4bomb_release(pl);
|
||||
return;
|
||||
break;
|
||||
default:
|
||||
|
@ -166,13 +163,13 @@ w_c4bomb_primary(void)
|
|||
}
|
||||
|
||||
float
|
||||
w_c4bomb_aimanim(void)
|
||||
w_c4bomb_aimanim(player pl)
|
||||
{
|
||||
return self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_C4 : ANIM_AIM_C4;
|
||||
}
|
||||
|
||||
void
|
||||
w_c4bomb_hud(void)
|
||||
w_c4bomb_hud(player pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
HUD_DrawAmmo2();
|
||||
|
@ -182,10 +179,9 @@ w_c4bomb_hud(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_c4bomb_pickup(int new, int startammo)
|
||||
w_c4bomb_pickup(player pl, int new, int startammo)
|
||||
{
|
||||
#ifdef SERVER
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.team != TEAM_T)
|
||||
return (0);
|
||||
|
@ -194,7 +190,7 @@ w_c4bomb_pickup(int new, int startammo)
|
|||
}
|
||||
|
||||
void
|
||||
w_c4bomb_hudpic(int selected, vector pos, float a)
|
||||
w_c4bomb_hudpic(player pl, int selected, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
if (selected) {
|
||||
|
@ -236,7 +232,7 @@ weapon_t w_c4bomb =
|
|||
.secondary = __NULL__,
|
||||
.reload = __NULL__,
|
||||
.release = w_c4bomb_release,
|
||||
.crosshair = w_c4bomb_hud,
|
||||
.postdraw = w_c4bomb_hud,
|
||||
.precache = w_c4bomb_precache,
|
||||
.pickup = w_c4bomb_pickup,
|
||||
.updateammo = w_c4bomb_updateammo,
|
||||
|
|
|
@ -106,10 +106,9 @@ w_deagle_deathmsg(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_deagle_pickup(int new, int startammo)
|
||||
w_deagle_pickup(player pl, int new, int startammo)
|
||||
{
|
||||
#ifdef SERVER
|
||||
player pl = (player)self;
|
||||
|
||||
if (new) {
|
||||
if (startammo == -1)
|
||||
|
@ -128,11 +127,10 @@ w_deagle_pickup(int new, int startammo)
|
|||
}
|
||||
|
||||
void
|
||||
w_deagle_draw(void)
|
||||
w_deagle_draw(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
Weapons_SetModel("models/v_deagle.mdl");
|
||||
Weapons_ViewAnimation(DEAGLE_DRAW);
|
||||
Weapons_ViewAnimation(pl, DEAGLE_DRAW);
|
||||
|
||||
#ifdef CLIENT
|
||||
pl.cs_cross_mindist = 8;
|
||||
|
@ -141,9 +139,8 @@ w_deagle_draw(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_deagle_primary(void)
|
||||
w_deagle_primary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -157,15 +154,15 @@ w_deagle_primary(void)
|
|||
pl.deagle_mag--;
|
||||
|
||||
if (pl.deagle_mag <= 0) {
|
||||
Weapons_ViewAnimation(DEAGLE_SHOOT_EMPTY);
|
||||
Weapons_ViewAnimation(pl, DEAGLE_SHOOT_EMPTY);
|
||||
} else {
|
||||
int r = (float)input_sequence % 2;
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(DEAGLE_SHOOT1);
|
||||
Weapons_ViewAnimation(pl, DEAGLE_SHOOT1);
|
||||
break;
|
||||
default:
|
||||
Weapons_ViewAnimation(DEAGLE_SHOOT2);
|
||||
Weapons_ViewAnimation(pl, DEAGLE_SHOOT2);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -190,9 +187,8 @@ w_deagle_primary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_deagle_reload(void)
|
||||
w_deagle_reload(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0) {
|
||||
return;
|
||||
|
@ -203,7 +199,7 @@ w_deagle_reload(void)
|
|||
if (!pl.ammo_50ae) {
|
||||
return;
|
||||
}
|
||||
Weapons_ViewAnimation(DEAGLE_RELOAD);
|
||||
Weapons_ViewAnimation(pl, DEAGLE_RELOAD);
|
||||
|
||||
#ifdef SERVER
|
||||
Weapons_ReloadWeapon(pl, player::deagle_mag, player::ammo_50ae, 7);
|
||||
|
@ -214,28 +210,27 @@ w_deagle_reload(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_deagle_release(void)
|
||||
w_deagle_release(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
w_cstrike_weaponrelease();
|
||||
|
||||
/* auto-reload if need be */
|
||||
if (pl.w_attack_next <= 0.0)
|
||||
if (pl.deagle_mag == 0 && pl.ammo_50ae > 0) {
|
||||
Weapons_Reload();
|
||||
Weapons_Reload(pl);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
float
|
||||
w_deagle_aimanim(void)
|
||||
w_deagle_aimanim(player pl)
|
||||
{
|
||||
return self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_ONEHAND : ANIM_AIM_ONEHAND;
|
||||
}
|
||||
|
||||
void
|
||||
w_deagle_hud(void)
|
||||
w_deagle_hud(player pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
Cstrike_DrawCrosshair();
|
||||
|
@ -247,9 +242,8 @@ w_deagle_hud(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_deagle_isempty(void)
|
||||
w_deagle_isempty(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.deagle_mag <= 0 && pl.ammo_50ae <= 0)
|
||||
return 1;
|
||||
|
@ -258,13 +252,12 @@ w_deagle_isempty(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_deagle_hudpic(int selected, vector pos, float a)
|
||||
w_deagle_hudpic(player pl, int selected, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
vector hud_col;
|
||||
|
||||
if (w_deagle_isempty())
|
||||
if (w_deagle_isempty(pl))
|
||||
hud_col = [1,0,0];
|
||||
else
|
||||
hud_col = g_hud_color;
|
||||
|
@ -311,7 +304,7 @@ weapon_t w_deagle =
|
|||
.secondary = __NULL__,
|
||||
.reload = w_deagle_reload,
|
||||
.release = w_deagle_release,
|
||||
.crosshair = w_deagle_hud,
|
||||
.postdraw = w_deagle_hud,
|
||||
.precache = w_deagle_precache,
|
||||
.pickup = w_deagle_pickup,
|
||||
.updateammo = w_deagle_updateammo,
|
||||
|
|
|
@ -128,10 +128,9 @@ w_elites_deathmsg(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_elites_pickup(int new, int startammo)
|
||||
w_elites_pickup(player pl, int new, int startammo)
|
||||
{
|
||||
#ifdef SERVER
|
||||
player pl = (player)self;
|
||||
|
||||
if (new) {
|
||||
if (startammo == -1)
|
||||
|
@ -150,11 +149,10 @@ w_elites_pickup(int new, int startammo)
|
|||
}
|
||||
|
||||
void
|
||||
w_elites_draw(void)
|
||||
w_elites_draw(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
Weapons_SetModel("models/v_elite.mdl");
|
||||
Weapons_ViewAnimation(ELITES_DRAW);
|
||||
Weapons_ViewAnimation(pl, ELITES_DRAW);
|
||||
pl.mode_temp = 0;
|
||||
|
||||
#ifdef CLIENT
|
||||
|
@ -164,9 +162,8 @@ w_elites_draw(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_elites_primary(void)
|
||||
w_elites_primary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0) {
|
||||
return;
|
||||
|
@ -187,45 +184,45 @@ w_elites_primary(void)
|
|||
int r = (float)input_sequence % 5;
|
||||
if (pl.mode_temp) {
|
||||
if (pl.elites_mag <= 0) {
|
||||
Weapons_ViewAnimation(ELITES_SHOOT_LEFTLAST);
|
||||
Weapons_ViewAnimation(pl, ELITES_SHOOT_LEFTLAST);
|
||||
} else {
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(ELITES_SHOOT_LEFT1);
|
||||
Weapons_ViewAnimation(pl, ELITES_SHOOT_LEFT1);
|
||||
break;
|
||||
case 1:
|
||||
Weapons_ViewAnimation(ELITES_SHOOT_LEFT2);
|
||||
Weapons_ViewAnimation(pl, ELITES_SHOOT_LEFT2);
|
||||
break;
|
||||
case 2:
|
||||
Weapons_ViewAnimation(ELITES_SHOOT_LEFT3);
|
||||
Weapons_ViewAnimation(pl, ELITES_SHOOT_LEFT3);
|
||||
break;
|
||||
case 3:
|
||||
Weapons_ViewAnimation(ELITES_SHOOT_LEFT4);
|
||||
Weapons_ViewAnimation(pl, ELITES_SHOOT_LEFT4);
|
||||
break;
|
||||
default:
|
||||
Weapons_ViewAnimation(ELITES_SHOOT_LEFT1);
|
||||
Weapons_ViewAnimation(pl, ELITES_SHOOT_LEFT1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (pl.elites_mag <= 0) {
|
||||
Weapons_ViewAnimation(ELITES_SHOOT_RIGHTLAST);
|
||||
Weapons_ViewAnimation(pl, ELITES_SHOOT_RIGHTLAST);
|
||||
} else {
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(ELITES_SHOOT_RIGHT1);
|
||||
Weapons_ViewAnimation(pl, ELITES_SHOOT_RIGHT1);
|
||||
break;
|
||||
case 1:
|
||||
Weapons_ViewAnimation(ELITES_SHOOT_RIGHT2);
|
||||
Weapons_ViewAnimation(pl, ELITES_SHOOT_RIGHT2);
|
||||
break;
|
||||
case 2:
|
||||
Weapons_ViewAnimation(ELITES_SHOOT_RIGHT3);
|
||||
Weapons_ViewAnimation(pl, ELITES_SHOOT_RIGHT3);
|
||||
break;
|
||||
case 3:
|
||||
Weapons_ViewAnimation(ELITES_SHOOT_RIGHT4);
|
||||
Weapons_ViewAnimation(pl, ELITES_SHOOT_RIGHT4);
|
||||
break;
|
||||
default:
|
||||
Weapons_ViewAnimation(ELITES_SHOOT_RIGHT1);
|
||||
Weapons_ViewAnimation(pl, ELITES_SHOOT_RIGHT1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -262,9 +259,8 @@ w_elites_primary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_elites_reload(void)
|
||||
w_elites_reload(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -273,7 +269,7 @@ w_elites_reload(void)
|
|||
if (!pl.ammo_9mm)
|
||||
return;
|
||||
|
||||
Weapons_ViewAnimation(ELITES_RELOAD);
|
||||
Weapons_ViewAnimation(pl, ELITES_RELOAD);
|
||||
|
||||
#ifdef SERVER
|
||||
Weapons_ReloadWeapon(pl, player::elites_mag, player::ammo_9mm, 30);
|
||||
|
@ -284,28 +280,27 @@ w_elites_reload(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_elites_release(void)
|
||||
w_elites_release(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
w_cstrike_weaponrelease();
|
||||
|
||||
/* auto-reload if need be */
|
||||
if (pl.w_attack_next <= 0.0)
|
||||
if (pl.elites_mag == 0 && pl.ammo_9mm > 0) {
|
||||
Weapons_Reload();
|
||||
Weapons_Reload(pl);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
float
|
||||
w_elites_aimanim(void)
|
||||
w_elites_aimanim(player pl)
|
||||
{
|
||||
return self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_DUALPISTOLS : ANIM_AIM_DUALPISTOLS;
|
||||
}
|
||||
|
||||
void
|
||||
w_elites_hud(void)
|
||||
w_elites_hud(player pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
Cstrike_DrawCrosshair();
|
||||
|
@ -317,9 +312,8 @@ w_elites_hud(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_elites_isempty(void)
|
||||
w_elites_isempty(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.elites_mag <= 0 && pl.ammo_9mm <= 0)
|
||||
return 1;
|
||||
|
@ -328,13 +322,12 @@ w_elites_isempty(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_elites_hudpic(int selected, vector pos, float a)
|
||||
w_elites_hudpic(player pl, int selected, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
vector hud_col;
|
||||
|
||||
if (w_elites_isempty())
|
||||
if (w_elites_isempty(pl))
|
||||
hud_col = [1,0,0];
|
||||
else
|
||||
hud_col = g_hud_color;
|
||||
|
@ -381,7 +374,7 @@ weapon_t w_elites =
|
|||
.secondary = __NULL__,
|
||||
.reload = w_elites_reload,
|
||||
.release = w_elites_release,
|
||||
.crosshair = w_elites_hud,
|
||||
.postdraw = w_elites_hud,
|
||||
.precache = w_elites_precache,
|
||||
.pickup = w_elites_pickup,
|
||||
.updateammo = w_elites_updateammo,
|
||||
|
|
|
@ -73,10 +73,9 @@ w_fiveseven_deathmsg(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_fiveseven_pickup(int new, int startammo)
|
||||
w_fiveseven_pickup(player pl, int new, int startammo)
|
||||
{
|
||||
#ifdef SERVER
|
||||
player pl = (player)self;
|
||||
|
||||
if (new) {
|
||||
if (startammo == -1)
|
||||
|
@ -95,11 +94,10 @@ w_fiveseven_pickup(int new, int startammo)
|
|||
}
|
||||
|
||||
void
|
||||
w_fiveseven_draw(void)
|
||||
w_fiveseven_draw(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
Weapons_SetModel("models/v_fiveseven.mdl");
|
||||
Weapons_ViewAnimation(FIVESEVEN_DRAW);
|
||||
Weapons_ViewAnimation(pl, FIVESEVEN_DRAW);
|
||||
|
||||
#ifdef CLIENT
|
||||
pl.cs_cross_mindist = 8;
|
||||
|
@ -108,9 +106,8 @@ w_fiveseven_draw(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_fiveseven_primary(void)
|
||||
w_fiveseven_primary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0) {
|
||||
return;
|
||||
|
@ -128,15 +125,15 @@ w_fiveseven_primary(void)
|
|||
pl.fiveseven_mag--;
|
||||
|
||||
if (pl.fiveseven_mag <= 0) {
|
||||
Weapons_ViewAnimation(FIVESEVEN_SHOOT_EMPTY);
|
||||
Weapons_ViewAnimation(pl, FIVESEVEN_SHOOT_EMPTY);
|
||||
} else {
|
||||
int r = (float)input_sequence % 2;
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(FIVESEVEN_SHOOT1);
|
||||
Weapons_ViewAnimation(pl, FIVESEVEN_SHOOT1);
|
||||
break;
|
||||
default:
|
||||
Weapons_ViewAnimation(FIVESEVEN_SHOOT2);
|
||||
Weapons_ViewAnimation(pl, FIVESEVEN_SHOOT2);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -161,9 +158,8 @@ w_fiveseven_primary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_fiveseven_reload(void)
|
||||
w_fiveseven_reload(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -172,7 +168,7 @@ w_fiveseven_reload(void)
|
|||
if (!pl.ammo_57mm)
|
||||
return;
|
||||
|
||||
Weapons_ViewAnimation(FIVESEVEN_RELOAD);
|
||||
Weapons_ViewAnimation(pl, FIVESEVEN_RELOAD);
|
||||
|
||||
#ifdef SERVER
|
||||
Weapons_ReloadWeapon(pl, player::fiveseven_mag, player::ammo_57mm, 20);
|
||||
|
@ -183,28 +179,27 @@ w_fiveseven_reload(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_fiveseven_release(void)
|
||||
w_fiveseven_release(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
w_cstrike_weaponrelease();
|
||||
|
||||
/* auto-reload if need be */
|
||||
if (pl.w_attack_next <= 0.0)
|
||||
if (pl.fiveseven_mag == 0 && pl.ammo_57mm > 0) {
|
||||
Weapons_Reload();
|
||||
Weapons_Reload(pl);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
float
|
||||
w_fiveseven_aimanim(void)
|
||||
w_fiveseven_aimanim(player pl)
|
||||
{
|
||||
return self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_ONEHAND : ANIM_AIM_ONEHAND;
|
||||
}
|
||||
|
||||
void
|
||||
w_fiveseven_hud(void)
|
||||
w_fiveseven_hud(player pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
Cstrike_DrawCrosshair();
|
||||
|
@ -216,9 +211,8 @@ w_fiveseven_hud(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_fiveseven_isempty(void)
|
||||
w_fiveseven_isempty(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.fiveseven_mag <= 0 && pl.ammo_57mm <= 0)
|
||||
return 1;
|
||||
|
@ -227,13 +221,12 @@ w_fiveseven_isempty(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_fiveseven_hudpic(int selected, vector pos, float a)
|
||||
w_fiveseven_hudpic(player pl, int selected, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
vector hud_col;
|
||||
|
||||
if (w_fiveseven_isempty())
|
||||
if (w_fiveseven_isempty(pl))
|
||||
hud_col = [1,0,0];
|
||||
else
|
||||
hud_col = g_hud_color;
|
||||
|
@ -280,7 +273,7 @@ weapon_t w_fiveseven =
|
|||
.secondary = __NULL__,
|
||||
.reload = w_fiveseven_reload,
|
||||
.release = w_fiveseven_release,
|
||||
.crosshair = w_fiveseven_hud,
|
||||
.postdraw = w_fiveseven_hud,
|
||||
.precache = w_fiveseven_precache,
|
||||
.pickup = w_fiveseven_pickup,
|
||||
.updateammo = w_fiveseven_updateammo,
|
||||
|
|
|
@ -56,10 +56,9 @@ w_flashbang_updateammo(player pl)
|
|||
}
|
||||
|
||||
int
|
||||
w_flashbang_pickup(int new, int startammo)
|
||||
w_flashbang_pickup(player pl, int new, int startammo)
|
||||
{
|
||||
#ifdef SERVER
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.ammo_fbgrenade < AMMO_MAX_FLASHBANG) {
|
||||
pl.ammo_fbgrenade = bound(0, pl.ammo_fbgrenade + 1, AMMO_MAX_FLASHBANG);
|
||||
|
@ -89,17 +88,16 @@ w_flashbang_deathmsg(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_flashbang_draw(void)
|
||||
w_flashbang_draw(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
Weapons_SetModel("models/v_flashbang.mdl");
|
||||
Weapons_ViewAnimation(FLASHBANG_DRAW);
|
||||
Weapons_ViewAnimation(pl, FLASHBANG_DRAW);
|
||||
pl.mode_temp = 0;
|
||||
}
|
||||
|
||||
#ifdef SERVER
|
||||
void
|
||||
w_flashbang_throw(void)
|
||||
w_flashbang_throw(player pl)
|
||||
{
|
||||
static void flashbang_explode(void)
|
||||
{
|
||||
|
@ -118,7 +116,6 @@ w_flashbang_throw(void)
|
|||
self.frame = 0;
|
||||
}
|
||||
|
||||
player pl = (player)self;
|
||||
vector vPLAngle = pl.v_angle;
|
||||
if (vPLAngle[0] < 0) {
|
||||
vPLAngle[0] = -10 + vPLAngle[0] * ((90 - 10) / 90.0);
|
||||
|
@ -152,9 +149,8 @@ w_flashbang_throw(void)
|
|||
#endif
|
||||
|
||||
void
|
||||
w_flashbang_primary(void)
|
||||
w_flashbang_primary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
if (pl.w_attack_next > 0.0) {
|
||||
return;
|
||||
}
|
||||
|
@ -169,7 +165,7 @@ w_flashbang_primary(void)
|
|||
return;
|
||||
}
|
||||
|
||||
Weapons_ViewAnimation(FLASHBANG_PULLPIN);
|
||||
Weapons_ViewAnimation(pl, FLASHBANG_PULLPIN);
|
||||
|
||||
pl.mode_temp = 1;
|
||||
pl.w_attack_next = 0.975f;
|
||||
|
@ -177,10 +173,8 @@ w_flashbang_primary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_flashbang_release(void)
|
||||
w_flashbang_release(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
w_cstrike_weaponrelease();
|
||||
|
||||
if (pl.w_idle_next > 0.0) {
|
||||
|
@ -190,16 +184,16 @@ w_flashbang_release(void)
|
|||
if (pl.mode_temp == 1) {
|
||||
pl.ammo_fbgrenade--;
|
||||
#ifdef CLIENT
|
||||
Weapons_ViewAnimation(FLASHBANG_THROW);
|
||||
Weapons_ViewAnimation(pl, FLASHBANG_THROW);
|
||||
#else
|
||||
w_flashbang_throw();
|
||||
w_flashbang_throw(pl);
|
||||
#endif
|
||||
pl.mode_temp = 2;
|
||||
pl.w_attack_next = 1.0f;
|
||||
pl.w_idle_next = 0.5f;
|
||||
} else if (pl.mode_temp == 2) {
|
||||
#ifdef CLIENT
|
||||
Weapons_ViewAnimation(FLASHBANG_DRAW);
|
||||
Weapons_ViewAnimation(pl, FLASHBANG_DRAW);
|
||||
#else
|
||||
if (!pl.ammo_fbgrenade) {
|
||||
Weapons_RemoveItem(pl, WEAPON_FLASHBANG);
|
||||
|
@ -212,13 +206,13 @@ w_flashbang_release(void)
|
|||
}
|
||||
|
||||
float
|
||||
w_flashbang_aimanim(void)
|
||||
w_flashbang_aimanim(player pl)
|
||||
{
|
||||
return self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_GRENADE : ANIM_AIM_GRENADE;
|
||||
}
|
||||
|
||||
void
|
||||
w_flashbang_hud(void)
|
||||
w_flashbang_hud(player pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
|
||||
|
@ -229,9 +223,8 @@ w_flashbang_hud(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_flashbang_isempty(void)
|
||||
w_flashbang_isempty(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.ammo_fbgrenade <= 0)
|
||||
return 1;
|
||||
|
@ -240,10 +233,9 @@ w_flashbang_isempty(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_flashbang_hudpic(int selected, vector pos, float a)
|
||||
w_flashbang_hudpic(player pl, int selected, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
|
||||
HUD_DrawAmmoBar(pos, pl.ammo_fbgrenade, AMMO_MAX_FLASHBANG, a);
|
||||
|
||||
|
@ -286,7 +278,7 @@ weapon_t w_flashbang =
|
|||
.secondary = __NULL__,
|
||||
.reload = __NULL__,
|
||||
.release = w_flashbang_release,
|
||||
.crosshair = w_flashbang_hud,
|
||||
.postdraw = w_flashbang_hud,
|
||||
.precache = w_flashbang_precache,
|
||||
.pickup = w_flashbang_pickup,
|
||||
.updateammo = w_flashbang_updateammo,
|
||||
|
|
|
@ -72,10 +72,9 @@ w_g3sg1_deathmsg(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_g3sg1_pickup(int new, int startammo)
|
||||
w_g3sg1_pickup(player pl, int new, int startammo)
|
||||
{
|
||||
#ifdef SERVER
|
||||
player pl = (player)self;
|
||||
|
||||
if (new) {
|
||||
if (startammo == -1)
|
||||
|
@ -94,11 +93,10 @@ w_g3sg1_pickup(int new, int startammo)
|
|||
}
|
||||
|
||||
void
|
||||
w_g3sg1_draw(void)
|
||||
w_g3sg1_draw(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
Weapons_SetModel("models/v_g3sg1.mdl");
|
||||
Weapons_ViewAnimation(G3SG1_DRAW);
|
||||
Weapons_ViewAnimation(pl, G3SG1_DRAW);
|
||||
|
||||
#ifdef CLIENT
|
||||
pl.cs_cross_mindist = 6;
|
||||
|
@ -107,9 +105,8 @@ w_g3sg1_draw(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_g3sg1_primary(void)
|
||||
w_g3sg1_primary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0) {
|
||||
return;
|
||||
|
@ -125,10 +122,10 @@ w_g3sg1_primary(void)
|
|||
int r = (float)input_sequence % 2;
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(SCOUT_SHOOT1);
|
||||
Weapons_ViewAnimation(pl, SCOUT_SHOOT1);
|
||||
break;
|
||||
default:
|
||||
Weapons_ViewAnimation(SCOUT_SHOOT2);
|
||||
Weapons_ViewAnimation(pl, SCOUT_SHOOT2);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -151,9 +148,8 @@ w_g3sg1_primary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_g3sg1_secondary(void)
|
||||
w_g3sg1_secondary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
if (pl.w_attack_next) {
|
||||
return;
|
||||
}
|
||||
|
@ -172,9 +168,8 @@ w_g3sg1_secondary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_g3sg1_reload(void)
|
||||
w_g3sg1_reload(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -183,7 +178,7 @@ w_g3sg1_reload(void)
|
|||
if (!pl.ammo_762mm)
|
||||
return;
|
||||
|
||||
Weapons_ViewAnimation(G3SG1_RELOAD);
|
||||
Weapons_ViewAnimation(pl, G3SG1_RELOAD);
|
||||
|
||||
#ifdef SERVER
|
||||
Weapons_ReloadWeapon(pl, player::g3sg1_mag, player::ammo_762mm, 20);
|
||||
|
@ -195,31 +190,29 @@ w_g3sg1_reload(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_g3sg1_release(void)
|
||||
w_g3sg1_release(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
w_cstrike_weaponrelease();
|
||||
|
||||
/* auto-reload if need be */
|
||||
if (pl.w_attack_next <= 0.0)
|
||||
if (pl.g3sg1_mag == 0 && pl.ammo_762mm > 0) {
|
||||
Weapons_Reload();
|
||||
Weapons_Reload(pl);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
float
|
||||
w_g3sg1_aimanim(void)
|
||||
w_g3sg1_aimanim(player pl)
|
||||
{
|
||||
return w_ak47_aimanim();
|
||||
return w_ak47_aimanim(pl);
|
||||
}
|
||||
|
||||
void
|
||||
w_g3sg1_hud(void)
|
||||
w_g3sg1_hud(player pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
if (pl.viewzoom < 1.0f) {
|
||||
Cstrike_DrawScope();
|
||||
}
|
||||
|
@ -231,9 +224,8 @@ w_g3sg1_hud(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_g3sg1_isempty(void)
|
||||
w_g3sg1_isempty(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.g3sg1_mag <= 0 && pl.ammo_762mm <= 0)
|
||||
return 1;
|
||||
|
@ -242,13 +234,12 @@ w_g3sg1_isempty(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_g3sg1_hudpic(int selected, vector pos, float a)
|
||||
w_g3sg1_hudpic(player pl, int selected, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
vector hud_col;
|
||||
|
||||
if (w_g3sg1_isempty())
|
||||
if (w_g3sg1_isempty(pl))
|
||||
hud_col = [1,0,0];
|
||||
else
|
||||
hud_col = g_hud_color;
|
||||
|
@ -295,7 +286,7 @@ weapon_t w_g3sg1 =
|
|||
.secondary = w_g3sg1_secondary,
|
||||
.reload = w_g3sg1_reload,
|
||||
.release = w_g3sg1_release,
|
||||
.crosshair = w_g3sg1_hud,
|
||||
.postdraw = w_g3sg1_hud,
|
||||
.precache = w_g3sg1_precache,
|
||||
.pickup = w_g3sg1_pickup,
|
||||
.updateammo = w_g3sg1_updateammo,
|
||||
|
|
|
@ -83,10 +83,9 @@ w_glock18_deathmsg(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_glock18_pickup(int new, int startammo)
|
||||
w_glock18_pickup(player pl, int new, int startammo)
|
||||
{
|
||||
#ifdef SERVER
|
||||
player pl = (player)self;
|
||||
|
||||
if (new) {
|
||||
if (startammo == -1)
|
||||
|
@ -105,18 +104,17 @@ w_glock18_pickup(int new, int startammo)
|
|||
}
|
||||
|
||||
void
|
||||
w_glock18_draw(void)
|
||||
w_glock18_draw(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
Weapons_SetModel("models/v_glock18.mdl");
|
||||
|
||||
int r = (float)input_sequence % 2;
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(GLOCK_DRAW1);
|
||||
Weapons_ViewAnimation(pl, GLOCK_DRAW1);
|
||||
break;
|
||||
default:
|
||||
Weapons_ViewAnimation(GLOCK_DRAW2);
|
||||
Weapons_ViewAnimation(pl, GLOCK_DRAW2);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -127,9 +125,8 @@ w_glock18_draw(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_glock18_primary(void)
|
||||
w_glock18_primary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -158,18 +155,18 @@ w_glock18_primary(void)
|
|||
int r = (float)input_sequence % 2;
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(GLOCK_SHOOT_BURST1);
|
||||
Weapons_ViewAnimation(pl, GLOCK_SHOOT_BURST1);
|
||||
break;
|
||||
default:
|
||||
Weapons_ViewAnimation(GLOCK_SHOOT_BURST2);
|
||||
Weapons_ViewAnimation(pl, GLOCK_SHOOT_BURST2);
|
||||
break;
|
||||
}
|
||||
pl.w_attack_next = 0.5f;
|
||||
} else {
|
||||
if (pl.glock18_mag <= 0) {
|
||||
Weapons_ViewAnimation(GLOCK_SHOOT_EMPTY);
|
||||
Weapons_ViewAnimation(pl, GLOCK_SHOOT_EMPTY);
|
||||
} else {
|
||||
Weapons_ViewAnimation(GLOCK_SHOOT);
|
||||
Weapons_ViewAnimation(pl, GLOCK_SHOOT);
|
||||
}
|
||||
pl.w_attack_next = 0.15f;
|
||||
}
|
||||
|
@ -195,9 +192,8 @@ w_glock18_primary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_glock18_secondary(void)
|
||||
w_glock18_secondary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0) {
|
||||
return;
|
||||
|
@ -219,9 +215,8 @@ w_glock18_secondary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_glock18_reload(void)
|
||||
w_glock18_reload(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -233,10 +228,10 @@ w_glock18_reload(void)
|
|||
int r = (float)input_sequence % 2;
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(GLOCK_RELOAD1);
|
||||
Weapons_ViewAnimation(pl, GLOCK_RELOAD1);
|
||||
break;
|
||||
default:
|
||||
Weapons_ViewAnimation(GLOCK_RELOAD2);
|
||||
Weapons_ViewAnimation(pl, GLOCK_RELOAD2);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -250,28 +245,27 @@ w_glock18_reload(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_glock18_release(void)
|
||||
w_glock18_release(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
w_cstrike_weaponrelease();
|
||||
|
||||
/* auto-reload if need be */
|
||||
if (pl.w_attack_next <= 0.0)
|
||||
if (pl.glock18_mag == 0 && pl.ammo_9mm > 0) {
|
||||
Weapons_Reload();
|
||||
Weapons_Reload(pl);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
float
|
||||
w_glock18_aimanim(void)
|
||||
w_glock18_aimanim(player pl)
|
||||
{
|
||||
return w_deagle_aimanim();
|
||||
return w_deagle_aimanim(pl);
|
||||
}
|
||||
|
||||
void
|
||||
w_glock18_hud(void)
|
||||
w_glock18_hud(player pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
Cstrike_DrawCrosshair();
|
||||
|
@ -283,9 +277,8 @@ w_glock18_hud(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_glock18_isempty(void)
|
||||
w_glock18_isempty(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.glock18_mag <= 0 && pl.ammo_9mm <= 0)
|
||||
return 1;
|
||||
|
@ -294,13 +287,12 @@ w_glock18_isempty(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_glock18_hudpic(int selected, vector pos, float a)
|
||||
w_glock18_hudpic(player pl, int selected, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
vector hud_col;
|
||||
|
||||
if (w_glock18_isempty())
|
||||
if (w_glock18_isempty(pl))
|
||||
hud_col = [1,0,0];
|
||||
else
|
||||
hud_col = g_hud_color;
|
||||
|
@ -347,7 +339,7 @@ weapon_t w_glock18 =
|
|||
.secondary = w_glock18_secondary,
|
||||
.reload = w_glock18_reload,
|
||||
.release = w_glock18_release,
|
||||
.crosshair = w_glock18_hud,
|
||||
.postdraw = w_glock18_hud,
|
||||
.precache = w_glock18_precache,
|
||||
.pickup = w_glock18_pickup,
|
||||
.updateammo = w_glock18_updateammo,
|
||||
|
|
|
@ -56,10 +56,9 @@ w_hegrenade_updateammo(player pl)
|
|||
}
|
||||
|
||||
int
|
||||
w_hegrenade_pickup(int new, int startammo)
|
||||
w_hegrenade_pickup(player pl, int new, int startammo)
|
||||
{
|
||||
#ifdef SERVER
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.ammo_hegrenade < AMMO_MAX_HENADE) {
|
||||
pl.ammo_hegrenade = bound(0, pl.ammo_hegrenade + 1, AMMO_MAX_HENADE);
|
||||
|
@ -89,17 +88,16 @@ w_hegrenade_deathmsg(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_hegrenade_draw(void)
|
||||
w_hegrenade_draw(player pl)
|
||||
{
|
||||
Weapons_SetModel("models/v_hegrenade.mdl");
|
||||
Weapons_ViewAnimation(HEGRENADE_DRAW);
|
||||
player pl = (player)self;
|
||||
Weapons_ViewAnimation(pl, HEGRENADE_DRAW);
|
||||
pl.mode_temp = 0;
|
||||
}
|
||||
|
||||
#ifdef SERVER
|
||||
void
|
||||
w_hegrenade_throw(void)
|
||||
w_hegrenade_throw(player pl)
|
||||
{
|
||||
static void hegrenade_explode(void)
|
||||
{
|
||||
|
@ -120,7 +118,6 @@ w_hegrenade_throw(void)
|
|||
self.frame = 0;
|
||||
}
|
||||
|
||||
player pl = (player)self;
|
||||
vector vPLAngle = pl.v_angle;
|
||||
if (vPLAngle[0] < 0) {
|
||||
vPLAngle[0] = -10 + vPLAngle[0] * ((90 - 10) / 90.0);
|
||||
|
@ -154,9 +151,8 @@ w_hegrenade_throw(void)
|
|||
#endif
|
||||
|
||||
void
|
||||
w_hegrenade_primary(void)
|
||||
w_hegrenade_primary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
if (pl.w_attack_next > 0.0) {
|
||||
return;
|
||||
}
|
||||
|
@ -171,7 +167,7 @@ w_hegrenade_primary(void)
|
|||
return;
|
||||
}
|
||||
|
||||
Weapons_ViewAnimation(HEGRENADE_PULLPIN);
|
||||
Weapons_ViewAnimation(pl, HEGRENADE_PULLPIN);
|
||||
|
||||
pl.mode_temp = 1;
|
||||
pl.w_attack_next = 0.975f;
|
||||
|
@ -179,9 +175,8 @@ w_hegrenade_primary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_hegrenade_release(void)
|
||||
w_hegrenade_release(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
w_cstrike_weaponrelease();
|
||||
|
||||
|
@ -192,16 +187,16 @@ w_hegrenade_release(void)
|
|||
if (pl.mode_temp == 1) {
|
||||
pl.ammo_hegrenade--;
|
||||
#ifdef CLIENT
|
||||
Weapons_ViewAnimation(HEGRENADE_THROW);
|
||||
Weapons_ViewAnimation(pl, HEGRENADE_THROW);
|
||||
#else
|
||||
w_hegrenade_throw();
|
||||
w_hegrenade_throw(pl);
|
||||
#endif
|
||||
pl.mode_temp = 2;
|
||||
pl.w_attack_next = 1.0f;
|
||||
pl.w_idle_next = 0.5f;
|
||||
} else if (pl.mode_temp == 2) {
|
||||
#ifdef CLIENT
|
||||
Weapons_ViewAnimation(HEGRENADE_DRAW);
|
||||
Weapons_ViewAnimation(pl, HEGRENADE_DRAW);
|
||||
#else
|
||||
if (!pl.ammo_hegrenade) {
|
||||
Weapons_RemoveItem(pl, WEAPON_HEGRENADE);
|
||||
|
@ -214,13 +209,13 @@ w_hegrenade_release(void)
|
|||
}
|
||||
|
||||
float
|
||||
w_hegrenade_aimanim(void)
|
||||
w_hegrenade_aimanim(player pl)
|
||||
{
|
||||
return w_flashbang_aimanim();
|
||||
return w_flashbang_aimanim(pl);
|
||||
}
|
||||
|
||||
void
|
||||
w_hegrenade_hud(void)
|
||||
w_hegrenade_hud(player pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
|
||||
|
@ -231,9 +226,8 @@ w_hegrenade_hud(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_hegrenade_isempty(void)
|
||||
w_hegrenade_isempty(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.ammo_hegrenade <= 0)
|
||||
return 1;
|
||||
|
@ -242,10 +236,9 @@ w_hegrenade_isempty(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_hegrenade_hudpic(int selected, vector pos, float a)
|
||||
w_hegrenade_hudpic(player pl, int selected, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
|
||||
HUD_DrawAmmoBar(pos, pl.ammo_hegrenade, AMMO_MAX_HENADE, a);
|
||||
|
||||
|
@ -288,7 +281,7 @@ weapon_t w_hegrenade =
|
|||
.secondary = __NULL__,
|
||||
.reload = __NULL__,
|
||||
.release = w_hegrenade_release,
|
||||
.crosshair = w_hegrenade_hud,
|
||||
.postdraw = w_hegrenade_hud,
|
||||
.precache = w_hegrenade_precache,
|
||||
.pickup = w_hegrenade_pickup,
|
||||
.updateammo = w_hegrenade_updateammo,
|
||||
|
|
|
@ -77,16 +77,15 @@ w_knife_deathmsg(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_knife_draw(void)
|
||||
w_knife_draw(player pl)
|
||||
{
|
||||
Weapons_SetModel("models/v_knife.mdl");
|
||||
Weapons_ViewAnimation(KNIFE_DRAW);
|
||||
Weapons_ViewAnimation(pl, KNIFE_DRAW);
|
||||
}
|
||||
|
||||
void
|
||||
w_knife_primary(void)
|
||||
w_knife_primary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0) {
|
||||
return;
|
||||
|
@ -96,10 +95,10 @@ w_knife_primary(void)
|
|||
int r = (float)input_sequence % 2;
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(KNIFE_SLASH1);
|
||||
Weapons_ViewAnimation(pl, KNIFE_SLASH1);
|
||||
break;
|
||||
default:
|
||||
Weapons_ViewAnimation(KNIFE_SLASH2);
|
||||
Weapons_ViewAnimation(pl, KNIFE_SLASH2);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -110,7 +109,7 @@ w_knife_primary(void)
|
|||
|
||||
#ifdef SERVER
|
||||
vector src;
|
||||
Weapons_MakeVectors();
|
||||
Weapons_MakeVectors(pl);
|
||||
src = pl.origin + pl.view_ofs;
|
||||
traceline(src, src + (v_forward * 32), FALSE, pl);
|
||||
|
||||
|
@ -134,9 +133,8 @@ w_knife_primary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_knife_secondary(void)
|
||||
w_knife_secondary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0) {
|
||||
return;
|
||||
|
@ -144,7 +142,7 @@ w_knife_secondary(void)
|
|||
pl.w_attack_next = 1.2f;
|
||||
|
||||
|
||||
Weapons_ViewAnimation(KNIFE_STAB);
|
||||
Weapons_ViewAnimation(pl, KNIFE_STAB);
|
||||
|
||||
if (self.flags & FL_CROUCHING)
|
||||
Animation_PlayerTop(pl, ANIM_CROUCH_SHOOT_KNIFE, 1.33f);
|
||||
|
@ -153,7 +151,7 @@ w_knife_secondary(void)
|
|||
|
||||
#ifdef SERVER
|
||||
vector src;
|
||||
Weapons_MakeVectors();
|
||||
Weapons_MakeVectors(pl);
|
||||
src = pl.origin + pl.view_ofs;
|
||||
traceline(src, src + (v_forward * 32), FALSE, pl);
|
||||
|
||||
|
@ -178,19 +176,19 @@ w_knife_secondary(void)
|
|||
}
|
||||
|
||||
float
|
||||
w_knife_aimanim(void)
|
||||
w_knife_aimanim(player pl)
|
||||
{
|
||||
return self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_KNIFE : ANIM_AIM_KNIFE;
|
||||
}
|
||||
|
||||
int
|
||||
w_knife_isempty(void)
|
||||
w_knife_isempty(player pl)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
void
|
||||
w_knife_hudpic(int selected, vector pos, float a)
|
||||
w_knife_hudpic(player pl, int selected, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
if (selected) {
|
||||
|
@ -232,7 +230,7 @@ weapon_t w_knife =
|
|||
.secondary = w_knife_secondary,
|
||||
.reload = __NULL__,
|
||||
.release = __NULL__,
|
||||
.crosshair = __NULL__,
|
||||
.postdraw = __NULL__,
|
||||
.precache = w_knife_precache,
|
||||
.pickup = __NULL__,
|
||||
.updateammo = w_knife_updateammo,
|
||||
|
|
|
@ -117,10 +117,9 @@ w_m3_deathmsg(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_m3_pickup(int new, int startammo)
|
||||
w_m3_pickup(player pl, int new, int startammo)
|
||||
{
|
||||
#ifdef SERVER
|
||||
player pl = (player)self;
|
||||
|
||||
if (new) {
|
||||
if (startammo == -1)
|
||||
|
@ -139,11 +138,10 @@ w_m3_pickup(int new, int startammo)
|
|||
}
|
||||
|
||||
void
|
||||
w_m3_draw(void)
|
||||
w_m3_draw(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
Weapons_SetModel("models/v_m3.mdl");
|
||||
Weapons_ViewAnimation(M3_DRAW);
|
||||
Weapons_ViewAnimation(pl, M3_DRAW);
|
||||
pl.mode_temp = 0;
|
||||
|
||||
#ifdef CLIENT
|
||||
|
@ -152,31 +150,30 @@ w_m3_draw(void)
|
|||
#endif
|
||||
}
|
||||
|
||||
void w_m3_release(void);
|
||||
void w_m3_release(player pl);
|
||||
|
||||
void
|
||||
w_m3_primary(void)
|
||||
w_m3_primary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0) {
|
||||
w_m3_release();
|
||||
w_m3_release(pl);
|
||||
return;
|
||||
}
|
||||
|
||||
/* interrupt reloading if no longer empty */
|
||||
if (pl.mode_temp == M3S_RELOAD && pl.m3_mag >= 1) {
|
||||
pl.mode_temp = M3S_RELOAD_END;
|
||||
w_m3_release();
|
||||
w_m3_release(pl);
|
||||
return;
|
||||
} else if (pl.mode_temp > M3S_IDLE) {
|
||||
w_m3_release();
|
||||
w_m3_release(pl);
|
||||
return;
|
||||
}
|
||||
|
||||
/* Ammo check */
|
||||
if (pl.m3_mag <= 0) {
|
||||
w_m3_release();
|
||||
w_m3_release(pl);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -185,10 +182,10 @@ w_m3_primary(void)
|
|||
int r = (float)input_sequence % 2;
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(M3_SHOOT1);
|
||||
Weapons_ViewAnimation(pl, M3_SHOOT1);
|
||||
break;
|
||||
default:
|
||||
Weapons_ViewAnimation(M3_SHOOT2);
|
||||
Weapons_ViewAnimation(pl, M3_SHOOT2);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -219,9 +216,8 @@ w_m3_primary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_m3_reload(void)
|
||||
w_m3_reload(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.m3_mag >= 8) {
|
||||
return;
|
||||
|
@ -238,16 +234,15 @@ w_m3_reload(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_m3_release(void)
|
||||
w_m3_release(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
w_cstrike_weaponrelease();
|
||||
|
||||
/* auto-reload if need be */
|
||||
if (pl.w_attack_next <= 0.0)
|
||||
if (pl.mode_temp == M3S_IDLE && pl.m3_mag == 0 && pl.ammo_buckshot > 0) {
|
||||
Weapons_Reload();
|
||||
Weapons_Reload(pl);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -256,11 +251,11 @@ w_m3_release(void)
|
|||
}
|
||||
|
||||
if (pl.mode_temp == M3S_RELOAD_START) {
|
||||
Weapons_ViewAnimation(M3_RELOAD_START);
|
||||
Weapons_ViewAnimation(pl, M3_RELOAD_START);
|
||||
pl.mode_temp = M3S_RELOAD;
|
||||
pl.w_idle_next = 0.65f;
|
||||
} else if (pl.mode_temp == M3S_RELOAD) {
|
||||
Weapons_ViewAnimation(M3_INSERT);
|
||||
Weapons_ViewAnimation(pl, M3_INSERT);
|
||||
pl.m3_mag++;
|
||||
pl.ammo_buckshot--;
|
||||
w_m3_updateammo(pl);
|
||||
|
@ -269,7 +264,7 @@ w_m3_release(void)
|
|||
}
|
||||
pl.w_idle_next = 0.5f;
|
||||
} else if (pl.mode_temp == M3S_RELOAD_END) {
|
||||
Weapons_ViewAnimation(M3_RELOAD_END);
|
||||
Weapons_ViewAnimation(pl, M3_RELOAD_END);
|
||||
pl.mode_temp = M3S_IDLE;
|
||||
pl.w_idle_next = 10.0f;
|
||||
pl.w_attack_next = 0.5f;
|
||||
|
@ -277,13 +272,13 @@ w_m3_release(void)
|
|||
}
|
||||
|
||||
float
|
||||
w_m3_aimanim(void)
|
||||
w_m3_aimanim(player pl)
|
||||
{
|
||||
return w_ak47_aimanim();
|
||||
return w_ak47_aimanim(pl);
|
||||
}
|
||||
|
||||
void
|
||||
w_m3_hud(void)
|
||||
w_m3_hud(player pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
Cstrike_DrawCrosshair();
|
||||
|
@ -295,9 +290,8 @@ w_m3_hud(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_m3_isempty(void)
|
||||
w_m3_isempty(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.m3_mag <= 0 && pl.ammo_buckshot <= 0)
|
||||
return 1;
|
||||
|
@ -306,13 +300,12 @@ w_m3_isempty(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_m3_hudpic(int selected, vector pos, float a)
|
||||
w_m3_hudpic(player pl, int selected, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
vector hud_col;
|
||||
|
||||
if (w_m3_isempty())
|
||||
if (w_m3_isempty(pl))
|
||||
hud_col = [1,0,0];
|
||||
else
|
||||
hud_col = g_hud_color;
|
||||
|
@ -359,7 +352,7 @@ weapon_t w_m3 =
|
|||
.secondary = __NULL__,
|
||||
.reload = w_m3_reload,
|
||||
.release = w_m3_release,
|
||||
.crosshair = w_m3_hud,
|
||||
.postdraw = w_m3_hud,
|
||||
.precache = w_m3_precache,
|
||||
.pickup = w_m3_pickup,
|
||||
.updateammo = w_m3_updateammo,
|
||||
|
|
|
@ -83,10 +83,9 @@ w_m4a1_deathmsg(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_m4a1_pickup(int new, int startammo)
|
||||
w_m4a1_pickup(player pl, int new, int startammo)
|
||||
{
|
||||
#ifdef SERVER
|
||||
player pl = (player)self;
|
||||
|
||||
if (new) {
|
||||
if (startammo == -1)
|
||||
|
@ -105,16 +104,15 @@ w_m4a1_pickup(int new, int startammo)
|
|||
}
|
||||
|
||||
void
|
||||
w_m4a1_draw(void)
|
||||
w_m4a1_draw(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
Weapons_SetModel("models/v_m4a1.mdl");
|
||||
|
||||
if (pl.mode_m4a1 == 1) {
|
||||
Weapons_ViewAnimation(M4A1_DRAW);
|
||||
Weapons_ViewAnimation(pl, M4A1_DRAW);
|
||||
} else {
|
||||
Weapons_ViewAnimation(M4A1_DRAWUNSIL);
|
||||
Weapons_ViewAnimation(pl, M4A1_DRAWUNSIL);
|
||||
}
|
||||
|
||||
#ifdef CLIENT
|
||||
|
@ -124,9 +122,8 @@ w_m4a1_draw(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_m4a1_primary(void)
|
||||
w_m4a1_primary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0) {
|
||||
return;
|
||||
|
@ -143,25 +140,25 @@ w_m4a1_primary(void)
|
|||
if (pl.mode_m4a1 == 1) {
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(M4A1_SHOOT1);
|
||||
Weapons_ViewAnimation(pl, M4A1_SHOOT1);
|
||||
break;
|
||||
case 1:
|
||||
Weapons_ViewAnimation(M4A1_SHOOT2);
|
||||
Weapons_ViewAnimation(pl, M4A1_SHOOT2);
|
||||
break;
|
||||
default:
|
||||
Weapons_ViewAnimation(M4A1_SHOOT3);
|
||||
Weapons_ViewAnimation(pl, M4A1_SHOOT3);
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(M4A1_SHOOT1UNSIL);
|
||||
Weapons_ViewAnimation(pl, M4A1_SHOOT1UNSIL);
|
||||
break;
|
||||
case 1:
|
||||
Weapons_ViewAnimation(M4A1_SHOOT2UNSIL);
|
||||
Weapons_ViewAnimation(pl, M4A1_SHOOT2UNSIL);
|
||||
break;
|
||||
default:
|
||||
Weapons_ViewAnimation(M4A1_SHOOT3UNSIL);
|
||||
Weapons_ViewAnimation(pl, M4A1_SHOOT3UNSIL);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -196,9 +193,8 @@ w_m4a1_primary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_m4a1_secondary(void)
|
||||
w_m4a1_secondary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0) {
|
||||
return;
|
||||
|
@ -209,9 +205,9 @@ w_m4a1_secondary(void)
|
|||
|
||||
/* play the animation */
|
||||
if (pl.mode_m4a1) {
|
||||
Weapons_ViewAnimation(M4A1_ADDSIL);
|
||||
Weapons_ViewAnimation(pl, M4A1_ADDSIL);
|
||||
} else {
|
||||
Weapons_ViewAnimation(M4A1_DETACHSIL);
|
||||
Weapons_ViewAnimation(pl, M4A1_DETACHSIL);
|
||||
}
|
||||
|
||||
pl.w_attack_next = 2.0f;
|
||||
|
@ -219,9 +215,8 @@ w_m4a1_secondary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_m4a1_reload(void)
|
||||
w_m4a1_reload(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -231,9 +226,9 @@ w_m4a1_reload(void)
|
|||
return;
|
||||
|
||||
if (pl.mode_m4a1 == 1)
|
||||
Weapons_ViewAnimation(M4A1_RELOAD);
|
||||
Weapons_ViewAnimation(pl, M4A1_RELOAD);
|
||||
else
|
||||
Weapons_ViewAnimation(M4A1_RELOADUNSIL);
|
||||
Weapons_ViewAnimation(pl, M4A1_RELOADUNSIL);
|
||||
|
||||
#ifdef SERVER
|
||||
Weapons_ReloadWeapon(pl, player::m4a1_mag, player::ammo_556mm, 30);
|
||||
|
@ -244,13 +239,13 @@ w_m4a1_reload(void)
|
|||
}
|
||||
|
||||
float
|
||||
w_m4a1_aimanim(void)
|
||||
w_m4a1_aimanim(player pl)
|
||||
{
|
||||
return w_ak47_aimanim();
|
||||
return w_ak47_aimanim(pl);
|
||||
}
|
||||
|
||||
void
|
||||
w_m4a1_hud(void)
|
||||
w_m4a1_hud(player pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
Cstrike_DrawCrosshair();
|
||||
|
@ -262,16 +257,15 @@ w_m4a1_hud(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_m4a1_release(void)
|
||||
w_m4a1_release(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
w_cstrike_weaponrelease();
|
||||
|
||||
/* auto-reload if need be */
|
||||
if (pl.w_attack_next <= 0.0)
|
||||
if (pl.m4a1_mag == 0 && pl.ammo_556mm > 0) {
|
||||
Weapons_Reload();
|
||||
Weapons_Reload(pl);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -280,17 +274,16 @@ w_m4a1_release(void)
|
|||
}
|
||||
|
||||
if (pl.mode_m4a1) {
|
||||
Weapons_ViewAnimation(M4A1_IDLE);
|
||||
Weapons_ViewAnimation(pl, M4A1_IDLE);
|
||||
} else {
|
||||
Weapons_ViewAnimation(M4A1_IDLEUNSIL);
|
||||
Weapons_ViewAnimation(pl, M4A1_IDLEUNSIL);
|
||||
}
|
||||
pl.w_idle_next = 5.0f;
|
||||
}
|
||||
|
||||
int
|
||||
w_m4a1_isempty(void)
|
||||
w_m4a1_isempty(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.m4a1_mag <= 0 && pl.ammo_556mm <= 0)
|
||||
return 1;
|
||||
|
@ -299,13 +292,12 @@ w_m4a1_isempty(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_m4a1_hudpic(int selected, vector pos, float a)
|
||||
w_m4a1_hudpic(player pl, int selected, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
vector hud_col;
|
||||
|
||||
if (w_m4a1_isempty())
|
||||
if (w_m4a1_isempty(pl))
|
||||
hud_col = [1,0,0];
|
||||
else
|
||||
hud_col = g_hud_color;
|
||||
|
@ -352,7 +344,7 @@ weapon_t w_m4a1 =
|
|||
.secondary = w_m4a1_secondary,
|
||||
.reload = w_m4a1_reload,
|
||||
.release = w_m4a1_release,
|
||||
.crosshair = w_m4a1_hud,
|
||||
.postdraw = w_m4a1_hud,
|
||||
.precache = w_m4a1_precache,
|
||||
.pickup = w_m4a1_pickup,
|
||||
.updateammo = w_m4a1_updateammo,
|
||||
|
|
|
@ -73,10 +73,9 @@ w_mac10_deathmsg(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_mac10_pickup(int new, int startammo)
|
||||
w_mac10_pickup(player pl, int new, int startammo)
|
||||
{
|
||||
#ifdef SERVER
|
||||
player pl = (player)self;
|
||||
|
||||
if (new) {
|
||||
if (startammo == -1)
|
||||
|
@ -95,11 +94,10 @@ w_mac10_pickup(int new, int startammo)
|
|||
}
|
||||
|
||||
void
|
||||
w_mac10_draw(void)
|
||||
w_mac10_draw(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
Weapons_SetModel("models/v_mac10.mdl");
|
||||
Weapons_ViewAnimation(MAC10_DRAW);
|
||||
Weapons_ViewAnimation(pl, MAC10_DRAW);
|
||||
|
||||
#ifdef CLIENT
|
||||
pl.cs_cross_mindist = 9;
|
||||
|
@ -108,9 +106,8 @@ w_mac10_draw(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_mac10_primary(void)
|
||||
w_mac10_primary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0) {
|
||||
return;
|
||||
|
@ -126,13 +123,13 @@ w_mac10_primary(void)
|
|||
int r = (float)input_sequence % 3;
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(MAC10_SHOOT1);
|
||||
Weapons_ViewAnimation(pl, MAC10_SHOOT1);
|
||||
break;
|
||||
case 1:
|
||||
Weapons_ViewAnimation(MAC10_SHOOT2);
|
||||
Weapons_ViewAnimation(pl, MAC10_SHOOT2);
|
||||
break;
|
||||
default:
|
||||
Weapons_ViewAnimation(MAC10_SHOOT3);
|
||||
Weapons_ViewAnimation(pl, MAC10_SHOOT3);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -155,9 +152,8 @@ w_mac10_primary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_mac10_reload(void)
|
||||
w_mac10_reload(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -166,7 +162,7 @@ w_mac10_reload(void)
|
|||
if (!pl.ammo_45acp)
|
||||
return;
|
||||
|
||||
Weapons_ViewAnimation(MAC10_RELOAD);
|
||||
Weapons_ViewAnimation(pl, MAC10_RELOAD);
|
||||
|
||||
#ifdef SERVER
|
||||
Weapons_ReloadWeapon(pl, player::mac10_mag, player::ammo_45acp, 30);
|
||||
|
@ -178,28 +174,27 @@ w_mac10_reload(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_mac10_release(void)
|
||||
w_mac10_release(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
w_cstrike_weaponrelease();
|
||||
|
||||
/* auto-reload if need be */
|
||||
if (pl.w_attack_next <= 0.0)
|
||||
if (pl.mac10_mag == 0 && pl.ammo_45acp > 0) {
|
||||
Weapons_Reload();
|
||||
Weapons_Reload(pl);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
float
|
||||
w_mac10_aimanim(void)
|
||||
w_mac10_aimanim(player pl)
|
||||
{
|
||||
return w_deagle_aimanim();
|
||||
return w_deagle_aimanim(pl);
|
||||
}
|
||||
|
||||
void
|
||||
w_mac10_hud(void)
|
||||
w_mac10_hud(player pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
Cstrike_DrawCrosshair();
|
||||
|
@ -211,9 +206,8 @@ w_mac10_hud(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_mac10_isempty(void)
|
||||
w_mac10_isempty(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.mac10_mag <= 0 && pl.ammo_45acp <= 0)
|
||||
return 1;
|
||||
|
@ -222,13 +216,12 @@ w_mac10_isempty(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_mac10_hudpic(int selected, vector pos, float a)
|
||||
w_mac10_hudpic(player pl, int selected, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
vector hud_col;
|
||||
|
||||
if (w_mac10_isempty())
|
||||
if (w_mac10_isempty(pl))
|
||||
hud_col = [1,0,0];
|
||||
else
|
||||
hud_col = g_hud_color;
|
||||
|
@ -275,7 +268,7 @@ weapon_t w_mac10 =
|
|||
.secondary = __NULL__,
|
||||
.reload = w_mac10_reload,
|
||||
.release = w_mac10_release,
|
||||
.crosshair = w_mac10_hud,
|
||||
.postdraw = w_mac10_hud,
|
||||
.precache = w_mac10_precache,
|
||||
.pickup = w_mac10_pickup,
|
||||
.updateammo = w_mac10_updateammo,
|
||||
|
|
|
@ -73,10 +73,9 @@ w_mp5_deathmsg(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_mp5_pickup(int new, int startammo)
|
||||
w_mp5_pickup(player pl, int new, int startammo)
|
||||
{
|
||||
#ifdef SERVER
|
||||
player pl = (player)self;
|
||||
|
||||
if (new) {
|
||||
if (startammo == -1)
|
||||
|
@ -95,11 +94,10 @@ w_mp5_pickup(int new, int startammo)
|
|||
}
|
||||
|
||||
void
|
||||
w_mp5_draw(void)
|
||||
w_mp5_draw(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
Weapons_SetModel("models/v_mp5.mdl");
|
||||
Weapons_ViewAnimation(MP5_DRAW);
|
||||
Weapons_ViewAnimation(pl, MP5_DRAW);
|
||||
|
||||
#ifdef CLIENT
|
||||
pl.cs_cross_mindist = 5;
|
||||
|
@ -108,9 +106,8 @@ w_mp5_draw(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_mp5_primary(void)
|
||||
w_mp5_primary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -124,13 +121,13 @@ w_mp5_primary(void)
|
|||
int r = (float)input_sequence % 3;
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(MP5_SHOOT1);
|
||||
Weapons_ViewAnimation(pl, MP5_SHOOT1);
|
||||
break;
|
||||
case 1:
|
||||
Weapons_ViewAnimation(MP5_SHOOT2);
|
||||
Weapons_ViewAnimation(pl, MP5_SHOOT2);
|
||||
break;
|
||||
default:
|
||||
Weapons_ViewAnimation(MP5_SHOOT3);
|
||||
Weapons_ViewAnimation(pl, MP5_SHOOT3);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -153,9 +150,8 @@ w_mp5_primary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_mp5_reload(void)
|
||||
w_mp5_reload(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -164,7 +160,7 @@ w_mp5_reload(void)
|
|||
if (!pl.ammo_9mm)
|
||||
return;
|
||||
|
||||
Weapons_ViewAnimation(MP5_RELOAD);
|
||||
Weapons_ViewAnimation(pl, MP5_RELOAD);
|
||||
|
||||
#ifdef SERVER
|
||||
Weapons_ReloadWeapon(pl, player::mp5_mag, player::ammo_9mm, 30);
|
||||
|
@ -176,28 +172,27 @@ w_mp5_reload(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_mp5_release(void)
|
||||
w_mp5_release(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
w_cstrike_weaponrelease();
|
||||
|
||||
/* auto-reload if need be */
|
||||
if (pl.w_attack_next <= 0.0)
|
||||
if (pl.mp5_mag == 0 && pl.ammo_9mm > 0) {
|
||||
Weapons_Reload();
|
||||
Weapons_Reload(pl);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
float
|
||||
w_mp5_aimanim(void)
|
||||
w_mp5_aimanim(player pl)
|
||||
{
|
||||
return w_ak47_aimanim();
|
||||
return w_ak47_aimanim(pl);
|
||||
}
|
||||
|
||||
void
|
||||
w_mp5_hud(void)
|
||||
w_mp5_hud(player pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
Cstrike_DrawCrosshair();
|
||||
|
@ -209,9 +204,8 @@ w_mp5_hud(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_mp5_isempty(void)
|
||||
w_mp5_isempty(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.mp5_mag <= 0 && pl.ammo_9mm <= 0)
|
||||
return 1;
|
||||
|
@ -220,13 +214,12 @@ w_mp5_isempty(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_mp5_hudpic(int selected, vector pos, float a)
|
||||
w_mp5_hudpic(player pl, int selected, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
vector hud_col;
|
||||
|
||||
if (w_mp5_isempty())
|
||||
if (w_mp5_isempty(pl))
|
||||
hud_col = [1,0,0];
|
||||
else
|
||||
hud_col = g_hud_color;
|
||||
|
@ -273,7 +266,7 @@ weapon_t w_mp5 =
|
|||
.secondary = __NULL__,
|
||||
.reload = w_mp5_reload,
|
||||
.release = w_mp5_release,
|
||||
.crosshair = w_mp5_hud,
|
||||
.postdraw = w_mp5_hud,
|
||||
.precache = w_mp5_precache,
|
||||
.pickup = w_mp5_pickup,
|
||||
.updateammo = w_mp5_updateammo,
|
||||
|
|
|
@ -74,10 +74,9 @@ w_p228_deathmsg(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_p228_pickup(int new, int startammo)
|
||||
w_p228_pickup(player pl, int new, int startammo)
|
||||
{
|
||||
#ifdef SERVER
|
||||
player pl = (player)self;
|
||||
|
||||
if (new) {
|
||||
if (startammo == -1)
|
||||
|
@ -96,11 +95,10 @@ w_p228_pickup(int new, int startammo)
|
|||
}
|
||||
|
||||
void
|
||||
w_p228_draw(void)
|
||||
w_p228_draw(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
Weapons_SetModel("models/v_p228.mdl");
|
||||
Weapons_ViewAnimation(P228_DRAW);
|
||||
Weapons_ViewAnimation(pl, P228_DRAW);
|
||||
|
||||
#ifdef CLIENT
|
||||
pl.cs_cross_mindist = 8;
|
||||
|
@ -109,9 +107,8 @@ w_p228_draw(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_p228_primary(void)
|
||||
w_p228_primary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -125,18 +122,18 @@ w_p228_primary(void)
|
|||
pl.p228_mag--;
|
||||
|
||||
if (pl.p228_mag <= 0) {
|
||||
Weapons_ViewAnimation(P228_SHOOT_EMPTY);
|
||||
Weapons_ViewAnimation(pl, P228_SHOOT_EMPTY);
|
||||
} else {
|
||||
int r = (float)input_sequence % 3;
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(P228_SHOOT1);
|
||||
Weapons_ViewAnimation(pl, P228_SHOOT1);
|
||||
break;
|
||||
case 1:
|
||||
Weapons_ViewAnimation(P228_SHOOT2);
|
||||
Weapons_ViewAnimation(pl, P228_SHOOT2);
|
||||
break;
|
||||
default:
|
||||
Weapons_ViewAnimation(P228_SHOOT3);
|
||||
Weapons_ViewAnimation(pl, P228_SHOOT3);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -161,9 +158,8 @@ w_p228_primary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_p228_reload(void)
|
||||
w_p228_reload(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -172,7 +168,7 @@ w_p228_reload(void)
|
|||
if (!pl.ammo_357sig)
|
||||
return;
|
||||
|
||||
Weapons_ViewAnimation(P228_RELOAD);
|
||||
Weapons_ViewAnimation(pl, P228_RELOAD);
|
||||
|
||||
#ifdef SERVER
|
||||
Weapons_ReloadWeapon(pl, player::p228_mag, player::ammo_357sig, 13);
|
||||
|
@ -184,28 +180,27 @@ w_p228_reload(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_p228_release(void)
|
||||
w_p228_release(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
w_cstrike_weaponrelease();
|
||||
|
||||
/* auto-reload if need be */
|
||||
if (pl.w_attack_next <= 0.0)
|
||||
if (pl.p228_mag == 0 && pl.ammo_357sig > 0) {
|
||||
Weapons_Reload();
|
||||
Weapons_Reload(pl);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
float
|
||||
w_p228_aimanim(void)
|
||||
w_p228_aimanim(player pl)
|
||||
{
|
||||
return w_deagle_aimanim();
|
||||
return w_deagle_aimanim(pl);
|
||||
}
|
||||
|
||||
void
|
||||
w_p228_hud(void)
|
||||
w_p228_hud(player pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
Cstrike_DrawCrosshair();
|
||||
|
@ -217,9 +212,8 @@ w_p228_hud(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_p228_isempty(void)
|
||||
w_p228_isempty(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.p228_mag <= 0 && pl.ammo_357sig <= 0)
|
||||
return 1;
|
||||
|
@ -228,13 +222,12 @@ w_p228_isempty(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_p228_hudpic(int selected, vector pos, float a)
|
||||
w_p228_hudpic(player pl, int selected, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
vector hud_col;
|
||||
|
||||
if (w_p228_isempty())
|
||||
if (w_p228_isempty(pl))
|
||||
hud_col = [1,0,0];
|
||||
else
|
||||
hud_col = g_hud_color;
|
||||
|
@ -281,7 +274,7 @@ weapon_t w_p228 =
|
|||
.secondary = __NULL__,
|
||||
.reload = w_p228_reload,
|
||||
.release = w_p228_release,
|
||||
.crosshair = w_p228_hud,
|
||||
.postdraw = w_p228_hud,
|
||||
.precache = w_p228_precache,
|
||||
.pickup = w_p228_pickup,
|
||||
.updateammo = w_p228_updateammo,
|
||||
|
|
|
@ -73,10 +73,9 @@ w_p90_deathmsg(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_p90_pickup(int new, int startammo)
|
||||
w_p90_pickup(player pl, int new, int startammo)
|
||||
{
|
||||
#ifdef SERVER
|
||||
player pl = (player)self;
|
||||
|
||||
if (new) {
|
||||
if (startammo == -1)
|
||||
|
@ -95,11 +94,10 @@ w_p90_pickup(int new, int startammo)
|
|||
}
|
||||
|
||||
void
|
||||
w_p90_draw(void)
|
||||
w_p90_draw(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
Weapons_SetModel("models/v_p90.mdl");
|
||||
Weapons_ViewAnimation(P90_DRAW);
|
||||
Weapons_ViewAnimation(pl, P90_DRAW);
|
||||
|
||||
#ifdef CLIENT
|
||||
pl.cs_cross_mindist = 7;
|
||||
|
@ -108,9 +106,8 @@ w_p90_draw(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_p90_primary(void)
|
||||
w_p90_primary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -124,13 +121,13 @@ w_p90_primary(void)
|
|||
int r = (float)input_sequence % 3;
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(P90_SHOOT1);
|
||||
Weapons_ViewAnimation(pl, P90_SHOOT1);
|
||||
break;
|
||||
case 1:
|
||||
Weapons_ViewAnimation(P90_SHOOT2);
|
||||
Weapons_ViewAnimation(pl, P90_SHOOT2);
|
||||
break;
|
||||
default:
|
||||
Weapons_ViewAnimation(P90_SHOOT3);
|
||||
Weapons_ViewAnimation(pl, P90_SHOOT3);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -153,9 +150,8 @@ w_p90_primary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_p90_reload(void)
|
||||
w_p90_reload(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -164,7 +160,7 @@ w_p90_reload(void)
|
|||
if (!pl.ammo_57mm)
|
||||
return;
|
||||
|
||||
Weapons_ViewAnimation(P90_RELOAD);
|
||||
Weapons_ViewAnimation(pl, P90_RELOAD);
|
||||
|
||||
#ifdef SERVER
|
||||
Weapons_ReloadWeapon(pl, player::p90_mag, player::ammo_57mm, 50);
|
||||
|
@ -176,28 +172,27 @@ w_p90_reload(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_p90_release(void)
|
||||
w_p90_release(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
w_cstrike_weaponrelease();
|
||||
|
||||
/* auto-reload if need be */
|
||||
if (pl.w_attack_next <= 0.0)
|
||||
if (pl.p90_mag == 0 && pl.ammo_57mm > 0) {
|
||||
Weapons_Reload();
|
||||
Weapons_Reload(pl);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
float
|
||||
w_p90_aimanim(void)
|
||||
w_p90_aimanim(player pl)
|
||||
{
|
||||
return w_ak47_aimanim();
|
||||
return w_ak47_aimanim(pl);
|
||||
}
|
||||
|
||||
void
|
||||
w_p90_hud(void)
|
||||
w_p90_hud(player pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
Cstrike_DrawCrosshair();
|
||||
|
@ -209,9 +204,8 @@ w_p90_hud(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_p90_isempty(void)
|
||||
w_p90_isempty(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.p90_mag <= 0 && pl.ammo_57mm <= 0)
|
||||
return 1;
|
||||
|
@ -220,13 +214,12 @@ w_p90_isempty(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_p90_hudpic(int selected, vector pos, float a)
|
||||
w_p90_hudpic(player pl, int selected, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
vector hud_col;
|
||||
|
||||
if (w_p90_isempty())
|
||||
if (w_p90_isempty(pl))
|
||||
hud_col = [1,0,0];
|
||||
else
|
||||
hud_col = g_hud_color;
|
||||
|
@ -273,7 +266,7 @@ weapon_t w_p90 =
|
|||
.secondary = __NULL__,
|
||||
.reload = w_p90_reload,
|
||||
.release = w_p90_release,
|
||||
.crosshair = w_p90_hud,
|
||||
.postdraw = w_p90_hud,
|
||||
.precache = w_p90_precache,
|
||||
.pickup = w_p90_pickup,
|
||||
.updateammo = w_p90_updateammo,
|
||||
|
|
|
@ -72,10 +72,9 @@ w_para_deathmsg(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_para_pickup(int new, int startammo)
|
||||
w_para_pickup(player pl, int new, int startammo)
|
||||
{
|
||||
#ifdef SERVER
|
||||
player pl = (player)self;
|
||||
|
||||
if (new) {
|
||||
if (startammo == -1)
|
||||
|
@ -94,11 +93,10 @@ w_para_pickup(int new, int startammo)
|
|||
}
|
||||
|
||||
void
|
||||
w_para_draw(void)
|
||||
w_para_draw(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
Weapons_SetModel("models/v_m249.mdl");
|
||||
Weapons_ViewAnimation(PARA_DRAW);
|
||||
Weapons_ViewAnimation(pl, PARA_DRAW);
|
||||
|
||||
#ifdef CLIENT
|
||||
pl.cs_cross_mindist = 6;
|
||||
|
@ -107,9 +105,8 @@ w_para_draw(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_para_primary(void)
|
||||
w_para_primary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -123,10 +120,10 @@ w_para_primary(void)
|
|||
int r = (float)input_sequence % 2;
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(SCOUT_SHOOT1);
|
||||
Weapons_ViewAnimation(pl, SCOUT_SHOOT1);
|
||||
break;
|
||||
default:
|
||||
Weapons_ViewAnimation(SCOUT_SHOOT2);
|
||||
Weapons_ViewAnimation(pl, SCOUT_SHOOT2);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -149,9 +146,8 @@ w_para_primary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_para_reload(void)
|
||||
w_para_reload(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -160,7 +156,7 @@ w_para_reload(void)
|
|||
if (!pl.ammo_556mmbox)
|
||||
return;
|
||||
|
||||
Weapons_ViewAnimation(PARA_RELOAD);
|
||||
Weapons_ViewAnimation(pl, PARA_RELOAD);
|
||||
|
||||
#ifdef SERVER
|
||||
Weapons_ReloadWeapon(pl, player::para_mag, player::ammo_556mmbox, 100);
|
||||
|
@ -172,28 +168,27 @@ w_para_reload(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_para_release(void)
|
||||
w_para_release(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
w_cstrike_weaponrelease();
|
||||
|
||||
/* auto-reload if need be */
|
||||
if (pl.w_attack_next <= 0.0)
|
||||
if (pl.para_mag == 0 && pl.ammo_556mmbox > 0) {
|
||||
Weapons_Reload();
|
||||
Weapons_Reload(pl);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
float
|
||||
w_para_aimanim(void)
|
||||
w_para_aimanim(player pl)
|
||||
{
|
||||
return w_ak47_aimanim();
|
||||
return w_ak47_aimanim(pl);
|
||||
}
|
||||
|
||||
void
|
||||
w_para_hud(void)
|
||||
w_para_hud(player pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
Cstrike_DrawCrosshair();
|
||||
|
@ -205,9 +200,8 @@ w_para_hud(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_para_isempty(void)
|
||||
w_para_isempty(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.para_mag <= 0 && pl.ammo_556mmbox <= 0)
|
||||
return 1;
|
||||
|
@ -216,13 +210,12 @@ w_para_isempty(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_para_hudpic(int selected, vector pos, float a)
|
||||
w_para_hudpic(player pl, int selected, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
vector hud_col;
|
||||
|
||||
if (w_para_isempty())
|
||||
if (w_para_isempty(pl))
|
||||
hud_col = [1,0,0];
|
||||
else
|
||||
hud_col = g_hud_color;
|
||||
|
@ -269,7 +262,7 @@ weapon_t w_para =
|
|||
.secondary = __NULL__,
|
||||
.reload = w_para_reload,
|
||||
.release = w_para_release,
|
||||
.crosshair = w_para_hud,
|
||||
.postdraw = w_para_hud,
|
||||
.precache = w_para_precache,
|
||||
.pickup = w_para_pickup,
|
||||
.updateammo = w_para_updateammo,
|
||||
|
|
|
@ -72,10 +72,9 @@ w_scout_deathmsg(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_scout_pickup(int new, int startammo)
|
||||
w_scout_pickup(player pl, int new, int startammo)
|
||||
{
|
||||
#ifdef SERVER
|
||||
player pl = (player)self;
|
||||
|
||||
if (new) {
|
||||
if (startammo == -1)
|
||||
|
@ -94,11 +93,10 @@ w_scout_pickup(int new, int startammo)
|
|||
}
|
||||
|
||||
void
|
||||
w_scout_draw(void)
|
||||
w_scout_draw(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
Weapons_SetModel("models/v_scout.mdl");
|
||||
Weapons_ViewAnimation(SCOUT_DRAW);
|
||||
Weapons_ViewAnimation(pl, SCOUT_DRAW);
|
||||
pl.mode_temp = 0;
|
||||
|
||||
#ifdef CLIENT
|
||||
|
@ -109,16 +107,15 @@ w_scout_draw(void)
|
|||
|
||||
|
||||
void
|
||||
w_scout_release(void)
|
||||
w_scout_release(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
w_cstrike_weaponrelease();
|
||||
|
||||
/* auto-reload if need be */
|
||||
if (pl.w_attack_next <= 0.0)
|
||||
if (pl.scout_mag == 0 && pl.ammo_762mm > 0) {
|
||||
Weapons_Reload();
|
||||
Weapons_Reload(pl);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -141,9 +138,8 @@ w_scout_release(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_scout_secondary(void)
|
||||
w_scout_secondary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next)
|
||||
return;
|
||||
|
@ -162,16 +158,15 @@ w_scout_secondary(void)
|
|||
|
||||
pl.w_attack_next = 0.3f;
|
||||
pl.w_idle_next = 0.0f;
|
||||
w_scout_release();
|
||||
w_scout_release(pl);
|
||||
}
|
||||
|
||||
void
|
||||
w_scout_primary(void)
|
||||
w_scout_primary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0) {
|
||||
w_scout_release();
|
||||
w_scout_release(pl);
|
||||
return;
|
||||
}
|
||||
if (!pl.scout_mag) {
|
||||
|
@ -185,10 +180,10 @@ w_scout_primary(void)
|
|||
int r = (float)input_sequence % 2;
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(SCOUT_SHOOT1);
|
||||
Weapons_ViewAnimation(pl, SCOUT_SHOOT1);
|
||||
break;
|
||||
default:
|
||||
Weapons_ViewAnimation(SCOUT_SHOOT2);
|
||||
Weapons_ViewAnimation(pl, SCOUT_SHOOT2);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -212,9 +207,8 @@ w_scout_primary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_scout_reload(void)
|
||||
w_scout_reload(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -223,7 +217,7 @@ w_scout_reload(void)
|
|||
if (!pl.ammo_762mm)
|
||||
return;
|
||||
|
||||
Weapons_ViewAnimation(SCOUT_RELOAD);
|
||||
Weapons_ViewAnimation(pl, SCOUT_RELOAD);
|
||||
|
||||
#ifdef SERVER
|
||||
Weapons_ReloadWeapon(pl, player::scout_mag, player::ammo_762mm, 10);
|
||||
|
@ -235,16 +229,15 @@ w_scout_reload(void)
|
|||
}
|
||||
|
||||
float
|
||||
w_scout_aimanim(void)
|
||||
w_scout_aimanim(player pl)
|
||||
{
|
||||
return w_ak47_aimanim();
|
||||
return w_ak47_aimanim(pl);
|
||||
}
|
||||
|
||||
void
|
||||
w_scout_hud(void)
|
||||
w_scout_hud(player pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
if (pl.viewzoom < 1.0f) {
|
||||
Cstrike_DrawScope();
|
||||
}
|
||||
|
@ -256,9 +249,8 @@ w_scout_hud(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_scout_isempty(void)
|
||||
w_scout_isempty(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.scout_mag <= 0 && pl.ammo_762mm <= 0)
|
||||
return 1;
|
||||
|
@ -267,13 +259,12 @@ w_scout_isempty(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_scout_hudpic(int selected, vector pos, float a)
|
||||
w_scout_hudpic(player pl, int selected, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
vector hud_col;
|
||||
|
||||
if (w_scout_isempty())
|
||||
if (w_scout_isempty(pl))
|
||||
hud_col = [1,0,0];
|
||||
else
|
||||
hud_col = g_hud_color;
|
||||
|
@ -320,7 +311,7 @@ weapon_t w_scout =
|
|||
.secondary = w_scout_secondary,
|
||||
.reload = w_scout_reload,
|
||||
.release = w_scout_release,
|
||||
.crosshair = w_scout_hud,
|
||||
.postdraw = w_scout_hud,
|
||||
.precache = w_scout_precache,
|
||||
.pickup = w_scout_pickup,
|
||||
.updateammo = w_scout_updateammo,
|
||||
|
|
|
@ -72,10 +72,9 @@ w_sg550_deathmsg(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_sg550_pickup(int new, int startammo)
|
||||
w_sg550_pickup(player pl, int new, int startammo)
|
||||
{
|
||||
#ifdef SERVER
|
||||
player pl = (player)self;
|
||||
|
||||
if (new) {
|
||||
if (startammo == -1)
|
||||
|
@ -94,11 +93,10 @@ w_sg550_pickup(int new, int startammo)
|
|||
}
|
||||
|
||||
void
|
||||
w_sg550_draw(void)
|
||||
w_sg550_draw(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
Weapons_SetModel("models/v_sg550.mdl");
|
||||
Weapons_ViewAnimation(SG550_DRAW);
|
||||
Weapons_ViewAnimation(pl, SG550_DRAW);
|
||||
|
||||
#ifdef CLIENT
|
||||
pl.cs_cross_mindist = 5;
|
||||
|
@ -107,9 +105,8 @@ w_sg550_draw(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_sg550_primary(void)
|
||||
w_sg550_primary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -123,10 +120,10 @@ w_sg550_primary(void)
|
|||
int r = (float)input_sequence % 2;
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(SCOUT_SHOOT1);
|
||||
Weapons_ViewAnimation(pl, SCOUT_SHOOT1);
|
||||
break;
|
||||
default:
|
||||
Weapons_ViewAnimation(SCOUT_SHOOT2);
|
||||
Weapons_ViewAnimation(pl, SCOUT_SHOOT2);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -150,9 +147,8 @@ w_sg550_primary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_sg550_secondary(void)
|
||||
w_sg550_secondary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next)
|
||||
return;
|
||||
|
@ -173,9 +169,8 @@ w_sg550_secondary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_sg550_reload(void)
|
||||
w_sg550_reload(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -184,7 +179,7 @@ w_sg550_reload(void)
|
|||
if (!pl.ammo_556mm)
|
||||
return;
|
||||
|
||||
Weapons_ViewAnimation(SG550_RELOAD);
|
||||
Weapons_ViewAnimation(pl, SG550_RELOAD);
|
||||
|
||||
#ifdef SERVER
|
||||
Weapons_ReloadWeapon(pl, player::sg550_mag, player::ammo_556mm, 30);
|
||||
|
@ -196,31 +191,29 @@ w_sg550_reload(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_sg550_release(void)
|
||||
w_sg550_release(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
w_cstrike_weaponrelease();
|
||||
|
||||
/* auto-reload if need be */
|
||||
if (pl.w_attack_next <= 0.0)
|
||||
if (pl.sg550_mag == 0 && pl.ammo_556mm > 0) {
|
||||
Weapons_Reload();
|
||||
Weapons_Reload(pl);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
float
|
||||
w_sg550_aimanim(void)
|
||||
w_sg550_aimanim(player pl)
|
||||
{
|
||||
return w_ak47_aimanim();
|
||||
return w_ak47_aimanim(pl);
|
||||
}
|
||||
|
||||
void
|
||||
w_sg550_hud(void)
|
||||
w_sg550_hud(player pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
if (pl.viewzoom < 1.0f) {
|
||||
Cstrike_DrawScope();
|
||||
}
|
||||
|
@ -232,9 +225,8 @@ w_sg550_hud(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_sg550_isempty(void)
|
||||
w_sg550_isempty(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.sg550_mag <= 0 && pl.ammo_556mm <= 0)
|
||||
return 1;
|
||||
|
@ -243,13 +235,12 @@ w_sg550_isempty(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_sg550_hudpic(int selected, vector pos, float a)
|
||||
w_sg550_hudpic(player pl, int selected, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
vector hud_col;
|
||||
|
||||
if (w_sg550_isempty())
|
||||
if (w_sg550_isempty(pl))
|
||||
hud_col = [1,0,0];
|
||||
else
|
||||
hud_col = g_hud_color;
|
||||
|
@ -296,7 +287,7 @@ weapon_t w_sg550 =
|
|||
.secondary = w_sg550_secondary,
|
||||
.reload = w_sg550_reload,
|
||||
.release = w_sg550_release,
|
||||
.crosshair = w_sg550_hud,
|
||||
.postdraw = w_sg550_hud,
|
||||
.precache = w_sg550_precache,
|
||||
.pickup = w_sg550_pickup,
|
||||
.updateammo = w_sg550_updateammo,
|
||||
|
|
|
@ -73,10 +73,9 @@ w_sg552_deathmsg(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_sg552_pickup(int new, int startammo)
|
||||
w_sg552_pickup(player pl, int new, int startammo)
|
||||
{
|
||||
#ifdef SERVER
|
||||
player pl = (player)self;
|
||||
|
||||
if (new) {
|
||||
if (startammo == -1)
|
||||
|
@ -95,11 +94,10 @@ w_sg552_pickup(int new, int startammo)
|
|||
}
|
||||
|
||||
void
|
||||
w_sg552_draw(void)
|
||||
w_sg552_draw(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
Weapons_SetModel("models/v_sg552.mdl");
|
||||
Weapons_ViewAnimation(SG552_DRAW);
|
||||
Weapons_ViewAnimation(pl, SG552_DRAW);
|
||||
|
||||
#ifdef CLIENT
|
||||
pl.cs_cross_mindist = 5;
|
||||
|
@ -108,9 +106,8 @@ w_sg552_draw(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_sg552_primary(void)
|
||||
w_sg552_primary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -124,13 +121,13 @@ w_sg552_primary(void)
|
|||
int r = (float)input_sequence % 3;
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(SG552_SHOOT1);
|
||||
Weapons_ViewAnimation(pl, SG552_SHOOT1);
|
||||
break;
|
||||
case 1:
|
||||
Weapons_ViewAnimation(SG552_SHOOT2);
|
||||
Weapons_ViewAnimation(pl, SG552_SHOOT2);
|
||||
break;
|
||||
default:
|
||||
Weapons_ViewAnimation(SG552_SHOOT3);
|
||||
Weapons_ViewAnimation(pl, SG552_SHOOT3);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -157,9 +154,8 @@ w_sg552_primary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_sg552_secondary(void)
|
||||
w_sg552_secondary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next)
|
||||
return;
|
||||
|
@ -174,9 +170,8 @@ w_sg552_secondary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_sg552_reload(void)
|
||||
w_sg552_reload(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -185,7 +180,7 @@ w_sg552_reload(void)
|
|||
if (!pl.ammo_556mm)
|
||||
return;
|
||||
|
||||
Weapons_ViewAnimation(SG552_RELOAD);
|
||||
Weapons_ViewAnimation(pl, SG552_RELOAD);
|
||||
|
||||
#ifdef SERVER
|
||||
Weapons_ReloadWeapon(pl, player::sg552_mag, player::ammo_556mm, 30);
|
||||
|
@ -197,31 +192,29 @@ w_sg552_reload(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_sg552_release(void)
|
||||
w_sg552_release(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
w_cstrike_weaponrelease();
|
||||
|
||||
/* auto-reload if need be */
|
||||
if (pl.w_attack_next <= 0.0)
|
||||
if (pl.sg552_mag == 0 && pl.ammo_556mm > 0) {
|
||||
Weapons_Reload();
|
||||
Weapons_Reload(pl);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
float
|
||||
w_sg552_aimanim(void)
|
||||
w_sg552_aimanim(player pl)
|
||||
{
|
||||
return w_ak47_aimanim();
|
||||
return w_ak47_aimanim(pl);
|
||||
}
|
||||
|
||||
void
|
||||
w_sg552_hud(void)
|
||||
w_sg552_hud(player pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
if (pl.viewzoom == 1.0f) {
|
||||
Cstrike_DrawCrosshair();
|
||||
} else {
|
||||
|
@ -235,9 +228,8 @@ w_sg552_hud(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_sg552_isempty(void)
|
||||
w_sg552_isempty(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.sg552_mag <= 0 && pl.ammo_556mm <= 0)
|
||||
return 1;
|
||||
|
@ -246,13 +238,12 @@ w_sg552_isempty(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_sg552_hudpic(int selected, vector pos, float a)
|
||||
w_sg552_hudpic(player pl, int selected, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
vector hud_col;
|
||||
|
||||
if (w_sg552_isempty())
|
||||
if (w_sg552_isempty(pl))
|
||||
hud_col = [1,0,0];
|
||||
else
|
||||
hud_col = g_hud_color;
|
||||
|
@ -299,7 +290,7 @@ weapon_t w_sg552 =
|
|||
.secondary = w_sg552_secondary,
|
||||
.reload = w_sg552_reload,
|
||||
.release = w_sg552_release,
|
||||
.crosshair = w_sg552_hud,
|
||||
.postdraw = w_sg552_hud,
|
||||
.precache = w_sg552_precache,
|
||||
.pickup = w_sg552_pickup,
|
||||
.updateammo = w_sg552_updateammo,
|
||||
|
|
|
@ -56,10 +56,9 @@ w_smokegrenade_updateammo(player pl)
|
|||
}
|
||||
|
||||
int
|
||||
w_smokegrenade_pickup(int new, int startammo)
|
||||
w_smokegrenade_pickup(player pl, int new, int startammo)
|
||||
{
|
||||
#ifdef SERVER
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.ammo_smokegrenade < AMMO_MAX_SMOKE) {
|
||||
pl.ammo_smokegrenade = bound(0, pl.ammo_smokegrenade + 1, AMMO_MAX_SMOKE);
|
||||
|
@ -89,17 +88,16 @@ w_smokegrenade_deathmsg(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_smokegrenade_draw(void)
|
||||
w_smokegrenade_draw(player pl)
|
||||
{
|
||||
Weapons_SetModel("models/v_smokegrenade.mdl");
|
||||
Weapons_ViewAnimation(SMOKEGRENADE_DRAW);
|
||||
player pl = (player)self;
|
||||
Weapons_ViewAnimation(pl, SMOKEGRENADE_DRAW);
|
||||
pl.mode_temp = 0;
|
||||
}
|
||||
|
||||
#ifdef SERVER
|
||||
void
|
||||
w_smokegrenade_throw(void)
|
||||
w_smokegrenade_throw(player pl)
|
||||
{
|
||||
static void smokegrenade_explode(void)
|
||||
{
|
||||
|
@ -118,7 +116,6 @@ w_smokegrenade_throw(void)
|
|||
self.frame = 0;
|
||||
}
|
||||
|
||||
player pl = (player)self;
|
||||
vector vPLAngle = pl.v_angle;
|
||||
if (vPLAngle[0] < 0) {
|
||||
vPLAngle[0] = -10 + vPLAngle[0] * ((90 - 10) / 90.0);
|
||||
|
@ -152,9 +149,8 @@ w_smokegrenade_throw(void)
|
|||
#endif
|
||||
|
||||
void
|
||||
w_smokegrenade_primary(void)
|
||||
w_smokegrenade_primary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
if (pl.w_attack_next > 0.0) {
|
||||
return;
|
||||
}
|
||||
|
@ -169,16 +165,15 @@ w_smokegrenade_primary(void)
|
|||
return;
|
||||
}
|
||||
|
||||
Weapons_ViewAnimation(SMOKEGRENADE_PULLPIN);
|
||||
Weapons_ViewAnimation(pl, SMOKEGRENADE_PULLPIN);
|
||||
pl.mode_temp = 1;
|
||||
pl.w_attack_next = 0.975f;
|
||||
pl.w_idle_next = pl.w_attack_next;
|
||||
}
|
||||
|
||||
void
|
||||
w_smokegrenade_release(void)
|
||||
w_smokegrenade_release(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
w_cstrike_weaponrelease();
|
||||
|
||||
|
@ -189,16 +184,16 @@ w_smokegrenade_release(void)
|
|||
if (pl.mode_temp == 1) {
|
||||
pl.ammo_smokegrenade--;
|
||||
#ifdef CLIENT
|
||||
Weapons_ViewAnimation(SMOKEGRENADE_THROW);
|
||||
Weapons_ViewAnimation(pl, SMOKEGRENADE_THROW);
|
||||
#else
|
||||
w_smokegrenade_throw();
|
||||
w_smokegrenade_throw(pl);
|
||||
#endif
|
||||
pl.mode_temp = 2;
|
||||
pl.w_attack_next = 1.0f;
|
||||
pl.w_idle_next = 0.5f;
|
||||
} else if (pl.mode_temp == 2) {
|
||||
#ifdef CLIENT
|
||||
Weapons_ViewAnimation(SMOKEGRENADE_DRAW);
|
||||
Weapons_ViewAnimation(pl, SMOKEGRENADE_DRAW);
|
||||
#else
|
||||
if (!pl.ammo_smokegrenade) {
|
||||
Weapons_RemoveItem(pl, WEAPON_SMOKEGRENADE);
|
||||
|
@ -211,13 +206,13 @@ w_smokegrenade_release(void)
|
|||
}
|
||||
|
||||
float
|
||||
w_smokegrenade_aimanim(void)
|
||||
w_smokegrenade_aimanim(player pl)
|
||||
{
|
||||
return w_flashbang_aimanim();
|
||||
return w_flashbang_aimanim(pl);
|
||||
}
|
||||
|
||||
void
|
||||
w_smokegrenade_hud(void)
|
||||
w_smokegrenade_hud(player pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
HUD_DrawAmmo2();
|
||||
|
@ -227,9 +222,8 @@ w_smokegrenade_hud(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_smokegrenade_isempty(void)
|
||||
w_smokegrenade_isempty(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.ammo_smokegrenade <= 0)
|
||||
return 1;
|
||||
|
@ -238,10 +232,9 @@ w_smokegrenade_isempty(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_smokegrenade_hudpic(int selected, vector pos, float a)
|
||||
w_smokegrenade_hudpic(player pl, int selected, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
|
||||
HUD_DrawAmmoBar(pos, pl.ammo_smokegrenade, AMMO_MAX_SMOKE, a);
|
||||
|
||||
|
@ -284,7 +277,7 @@ weapon_t w_smokegrenade =
|
|||
.secondary = __NULL__,
|
||||
.reload = __NULL__,
|
||||
.release = w_smokegrenade_release,
|
||||
.crosshair = w_smokegrenade_hud,
|
||||
.postdraw = w_smokegrenade_hud,
|
||||
.precache = w_smokegrenade_precache,
|
||||
.pickup = w_smokegrenade_pickup,
|
||||
.updateammo = w_smokegrenade_updateammo,
|
||||
|
|
|
@ -73,10 +73,9 @@ w_tmp_deathmsg(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_tmp_pickup(int new, int startammo)
|
||||
w_tmp_pickup(player pl, int new, int startammo)
|
||||
{
|
||||
#ifdef SERVER
|
||||
player pl = (player)self;
|
||||
|
||||
if (new) {
|
||||
if (startammo == -1)
|
||||
|
@ -95,11 +94,10 @@ w_tmp_pickup(int new, int startammo)
|
|||
}
|
||||
|
||||
void
|
||||
w_tmp_draw(void)
|
||||
w_tmp_draw(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
Weapons_SetModel("models/v_tmp.mdl");
|
||||
Weapons_ViewAnimation(TMP_DRAW);
|
||||
Weapons_ViewAnimation(pl, TMP_DRAW);
|
||||
|
||||
#ifdef CLIENT
|
||||
pl.cs_cross_mindist = 7;
|
||||
|
@ -108,9 +106,8 @@ w_tmp_draw(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_tmp_primary(void)
|
||||
w_tmp_primary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -124,13 +121,13 @@ w_tmp_primary(void)
|
|||
int r = (float)input_sequence % 3;
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(TMP_SHOOT1);
|
||||
Weapons_ViewAnimation(pl, TMP_SHOOT1);
|
||||
break;
|
||||
case 1:
|
||||
Weapons_ViewAnimation(TMP_SHOOT2);
|
||||
Weapons_ViewAnimation(pl, TMP_SHOOT2);
|
||||
break;
|
||||
default:
|
||||
Weapons_ViewAnimation(TMP_SHOOT3);
|
||||
Weapons_ViewAnimation(pl, TMP_SHOOT3);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -153,9 +150,8 @@ w_tmp_primary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_tmp_reload(void)
|
||||
w_tmp_reload(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -164,7 +160,7 @@ w_tmp_reload(void)
|
|||
if (!pl.ammo_9mm)
|
||||
return;
|
||||
|
||||
Weapons_ViewAnimation(TMP_RELOAD);
|
||||
Weapons_ViewAnimation(pl, TMP_RELOAD);
|
||||
|
||||
#ifdef SERVER
|
||||
Weapons_ReloadWeapon(pl, player::tmp_mag, player::ammo_9mm, 30);
|
||||
|
@ -176,28 +172,27 @@ w_tmp_reload(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_tmp_release(void)
|
||||
w_tmp_release(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
w_cstrike_weaponrelease();
|
||||
|
||||
/* auto-reload if need be */
|
||||
if (pl.w_attack_next <= 0.0)
|
||||
if (pl.tmp_mag == 0 && pl.ammo_9mm > 0) {
|
||||
Weapons_Reload();
|
||||
Weapons_Reload(pl);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
float
|
||||
w_tmp_aimanim(void)
|
||||
w_tmp_aimanim(player pl)
|
||||
{
|
||||
return w_ak47_aimanim();
|
||||
return w_ak47_aimanim(pl);
|
||||
}
|
||||
|
||||
void
|
||||
w_tmp_hud(void)
|
||||
w_tmp_hud(player pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
Cstrike_DrawCrosshair();
|
||||
|
@ -209,9 +204,8 @@ w_tmp_hud(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_tmp_isempty(void)
|
||||
w_tmp_isempty(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.tmp_mag <= 0 && pl.ammo_9mm <= 0)
|
||||
return 1;
|
||||
|
@ -220,13 +214,12 @@ w_tmp_isempty(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_tmp_hudpic(int selected, vector pos, float a)
|
||||
w_tmp_hudpic(player pl, int selected, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
vector hud_col;
|
||||
|
||||
if (w_tmp_isempty())
|
||||
if (w_tmp_isempty(pl))
|
||||
hud_col = [1,0,0];
|
||||
else
|
||||
hud_col = g_hud_color;
|
||||
|
@ -273,7 +266,7 @@ weapon_t w_tmp =
|
|||
.secondary = __NULL__,
|
||||
.reload = w_tmp_reload,
|
||||
.release = w_tmp_release,
|
||||
.crosshair = w_tmp_hud,
|
||||
.postdraw = w_tmp_hud,
|
||||
.precache = w_tmp_precache,
|
||||
.pickup = w_tmp_pickup,
|
||||
.updateammo = w_tmp_updateammo,
|
||||
|
|
|
@ -73,10 +73,9 @@ w_ump45_deathmsg(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_ump45_pickup(int new, int startammo)
|
||||
w_ump45_pickup(player pl, int new, int startammo)
|
||||
{
|
||||
#ifdef SERVER
|
||||
player pl = (player)self;
|
||||
|
||||
if (new) {
|
||||
if (startammo == -1)
|
||||
|
@ -95,11 +94,10 @@ w_ump45_pickup(int new, int startammo)
|
|||
}
|
||||
|
||||
void
|
||||
w_ump45_draw(void)
|
||||
w_ump45_draw(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
Weapons_SetModel("models/v_ump45.mdl");
|
||||
Weapons_ViewAnimation(UMP45_DRAW);
|
||||
Weapons_ViewAnimation(pl, UMP45_DRAW);
|
||||
|
||||
#ifdef CLIENT
|
||||
pl.cs_cross_mindist = 6;
|
||||
|
@ -108,9 +106,8 @@ w_ump45_draw(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_ump45_primary(void)
|
||||
w_ump45_primary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -124,13 +121,13 @@ w_ump45_primary(void)
|
|||
int r = (float)input_sequence % 3;
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(UMP45_SHOOT1);
|
||||
Weapons_ViewAnimation(pl, UMP45_SHOOT1);
|
||||
break;
|
||||
case 1:
|
||||
Weapons_ViewAnimation(UMP45_SHOOT2);
|
||||
Weapons_ViewAnimation(pl, UMP45_SHOOT2);
|
||||
break;
|
||||
default:
|
||||
Weapons_ViewAnimation(UMP45_SHOOT3);
|
||||
Weapons_ViewAnimation(pl, UMP45_SHOOT3);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -153,9 +150,8 @@ w_ump45_primary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_ump45_reload(void)
|
||||
w_ump45_reload(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -164,7 +160,7 @@ w_ump45_reload(void)
|
|||
if (!pl.ammo_45acp)
|
||||
return;
|
||||
|
||||
Weapons_ViewAnimation(UMP45_RELOAD);
|
||||
Weapons_ViewAnimation(pl, UMP45_RELOAD);
|
||||
|
||||
#ifdef SERVER
|
||||
Weapons_ReloadWeapon(pl, player::ump45_mag, player::ammo_45acp, 25);
|
||||
|
@ -176,28 +172,27 @@ w_ump45_reload(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_ump45_release(void)
|
||||
w_ump45_release(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
w_cstrike_weaponrelease();
|
||||
|
||||
/* auto-reload if need be */
|
||||
if (pl.w_attack_next <= 0.0)
|
||||
if (pl.ump45_mag == 0 && pl.ammo_45acp > 0) {
|
||||
Weapons_Reload();
|
||||
Weapons_Reload(pl);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
float
|
||||
w_ump45_aimanim(void)
|
||||
w_ump45_aimanim(player pl)
|
||||
{
|
||||
return w_ak47_aimanim();
|
||||
return w_ak47_aimanim(pl);
|
||||
}
|
||||
|
||||
void
|
||||
w_ump45_hud(void)
|
||||
w_ump45_hud(player pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
Cstrike_DrawCrosshair();
|
||||
|
@ -209,9 +204,8 @@ w_ump45_hud(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_ump45_isempty(void)
|
||||
w_ump45_isempty(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.ump45_mag <= 0 && pl.ammo_45acp <= 0)
|
||||
return 1;
|
||||
|
@ -220,13 +214,12 @@ w_ump45_isempty(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_ump45_hudpic(int selected, vector pos, float a)
|
||||
w_ump45_hudpic(player pl, int selected, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
vector hud_col;
|
||||
|
||||
if (w_ump45_isempty())
|
||||
if (w_ump45_isempty(pl))
|
||||
hud_col = [1,0,0];
|
||||
else
|
||||
hud_col = g_hud_color;
|
||||
|
@ -273,7 +266,7 @@ weapon_t w_ump45 =
|
|||
.secondary = __NULL__,
|
||||
.reload = w_ump45_reload,
|
||||
.release = w_ump45_release,
|
||||
.crosshair = w_ump45_hud,
|
||||
.postdraw = w_ump45_hud,
|
||||
.precache = w_ump45_precache,
|
||||
.pickup = w_ump45_pickup,
|
||||
.updateammo = w_ump45_updateammo,
|
||||
|
|
|
@ -86,10 +86,9 @@ w_usp45_deathmsg(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_usp45_pickup(int new, int startammo)
|
||||
w_usp45_pickup(player pl, int new, int startammo)
|
||||
{
|
||||
#ifdef SERVER
|
||||
player pl = (player)self;
|
||||
|
||||
if (new) {
|
||||
if (startammo == -1)
|
||||
|
@ -108,15 +107,14 @@ w_usp45_pickup(int new, int startammo)
|
|||
}
|
||||
|
||||
void
|
||||
w_usp45_draw(void)
|
||||
w_usp45_draw(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
Weapons_SetModel("models/v_usp.mdl");
|
||||
if (pl.mode_usp45 == 1) {
|
||||
Weapons_ViewAnimation(USP45_DRAW);
|
||||
Weapons_ViewAnimation(pl, USP45_DRAW);
|
||||
} else {
|
||||
Weapons_ViewAnimation(USP45_DRAWUNSIL);
|
||||
Weapons_ViewAnimation(pl, USP45_DRAWUNSIL);
|
||||
}
|
||||
|
||||
#ifdef CLIENT
|
||||
|
@ -126,9 +124,8 @@ w_usp45_draw(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_usp45_primary(void)
|
||||
w_usp45_primary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -145,33 +142,33 @@ w_usp45_primary(void)
|
|||
int r = (float)input_sequence % 3;
|
||||
if (pl.mode_usp45 == 1) {
|
||||
if (pl.usp45_mag <= 0) {
|
||||
Weapons_ViewAnimation(USP45_SHOOTLAST);
|
||||
Weapons_ViewAnimation(pl, USP45_SHOOTLAST);
|
||||
} else {
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(USP45_SHOOT1);
|
||||
Weapons_ViewAnimation(pl, USP45_SHOOT1);
|
||||
break;
|
||||
case 1:
|
||||
Weapons_ViewAnimation(USP45_SHOOT2);
|
||||
Weapons_ViewAnimation(pl, USP45_SHOOT2);
|
||||
break;
|
||||
default:
|
||||
Weapons_ViewAnimation(USP45_SHOOT3);
|
||||
Weapons_ViewAnimation(pl, USP45_SHOOT3);
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (pl.usp45_mag <= 0) {
|
||||
Weapons_ViewAnimation(USP45_SHOOTLASTUNSIL);
|
||||
Weapons_ViewAnimation(pl, USP45_SHOOTLASTUNSIL);
|
||||
} else {
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(USP45_SHOOT1UNSIL);
|
||||
Weapons_ViewAnimation(pl, USP45_SHOOT1UNSIL);
|
||||
break;
|
||||
case 1:
|
||||
Weapons_ViewAnimation(USP45_SHOOT2UNSIL);
|
||||
Weapons_ViewAnimation(pl, USP45_SHOOT2UNSIL);
|
||||
break;
|
||||
default:
|
||||
Weapons_ViewAnimation(USP45_SHOOT3UNSIL);
|
||||
Weapons_ViewAnimation(pl, USP45_SHOOT3UNSIL);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -209,9 +206,8 @@ w_usp45_primary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_usp45_secondary(void)
|
||||
w_usp45_secondary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0)
|
||||
return;
|
||||
|
@ -221,18 +217,17 @@ w_usp45_secondary(void)
|
|||
|
||||
/* play the animation */
|
||||
if (pl.mode_usp45)
|
||||
Weapons_ViewAnimation(USP45_ADDSIL);
|
||||
Weapons_ViewAnimation(pl, USP45_ADDSIL);
|
||||
else
|
||||
Weapons_ViewAnimation(USP45_DETACHSIL);
|
||||
Weapons_ViewAnimation(pl, USP45_DETACHSIL);
|
||||
|
||||
pl.w_attack_next = 3.1f;
|
||||
pl.w_idle_next = pl.w_attack_next;
|
||||
}
|
||||
|
||||
void
|
||||
w_usp45_reload(void)
|
||||
w_usp45_reload(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
|
@ -242,9 +237,9 @@ w_usp45_reload(void)
|
|||
return;
|
||||
|
||||
if (pl.mode_usp45 == 1)
|
||||
Weapons_ViewAnimation(USP45_RELOAD);
|
||||
Weapons_ViewAnimation(pl, USP45_RELOAD);
|
||||
else
|
||||
Weapons_ViewAnimation(USP45_RELOADUNSIL);
|
||||
Weapons_ViewAnimation(pl, USP45_RELOADUNSIL);
|
||||
|
||||
#ifdef SERVER
|
||||
Weapons_ReloadWeapon(pl, player::usp45_mag, player::ammo_45acp, 12);
|
||||
|
@ -254,28 +249,27 @@ w_usp45_reload(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_usp45_release(void)
|
||||
w_usp45_release(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
w_cstrike_weaponrelease();
|
||||
|
||||
/* auto-reload if need be */
|
||||
if (pl.w_attack_next <= 0.0)
|
||||
if (pl.usp45_mag == 0 && pl.ammo_45acp > 0) {
|
||||
Weapons_Reload();
|
||||
Weapons_Reload(pl);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
float
|
||||
w_usp45_aimanim(void)
|
||||
w_usp45_aimanim(player pl)
|
||||
{
|
||||
return w_deagle_aimanim();
|
||||
return w_deagle_aimanim(pl);
|
||||
}
|
||||
|
||||
void
|
||||
w_usp45_hud(void)
|
||||
w_usp45_hud(player pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
Cstrike_DrawCrosshair();
|
||||
|
@ -287,9 +281,8 @@ w_usp45_hud(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_usp45_isempty(void)
|
||||
w_usp45_isempty(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.usp45_mag <= 0 && pl.ammo_45acp <= 0)
|
||||
return 1;
|
||||
|
@ -298,13 +291,12 @@ w_usp45_isempty(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_usp45_hudpic(int selected, vector pos, float a)
|
||||
w_usp45_hudpic(player pl, int selected, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
vector hud_col;
|
||||
|
||||
if (w_usp45_isempty())
|
||||
if (w_usp45_isempty(pl))
|
||||
hud_col = [1,0,0];
|
||||
else
|
||||
hud_col = g_hud_color;
|
||||
|
@ -351,7 +343,7 @@ weapon_t w_usp45 =
|
|||
.secondary = w_usp45_secondary,
|
||||
.reload = w_usp45_reload,
|
||||
.release = w_usp45_release,
|
||||
.crosshair = w_usp45_hud,
|
||||
.postdraw = w_usp45_hud,
|
||||
.precache = w_usp45_precache,
|
||||
.pickup = w_usp45_pickup,
|
||||
.updateammo = w_usp45_updateammo,
|
||||
|
|
|
@ -116,10 +116,9 @@ w_xm1014_deathmsg(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_xm1014_pickup(int new, int startammo)
|
||||
w_xm1014_pickup(player pl, int new, int startammo)
|
||||
{
|
||||
#ifdef SERVER
|
||||
player pl = (player)self;
|
||||
|
||||
if (new) {
|
||||
if (startammo == -1)
|
||||
|
@ -138,11 +137,10 @@ w_xm1014_pickup(int new, int startammo)
|
|||
}
|
||||
|
||||
void
|
||||
w_xm1014_draw(void)
|
||||
w_xm1014_draw(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
Weapons_SetModel("models/v_xm1014.mdl");
|
||||
Weapons_ViewAnimation(XM1014_DRAW);
|
||||
Weapons_ViewAnimation(pl, XM1014_DRAW);
|
||||
pl.mode_temp = 0;
|
||||
|
||||
#ifdef CLIENT
|
||||
|
@ -152,31 +150,30 @@ w_xm1014_draw(void)
|
|||
}
|
||||
|
||||
|
||||
void w_xm1014_release(void);
|
||||
void w_xm1014_release(player pl);
|
||||
|
||||
void
|
||||
w_xm1014_primary(void)
|
||||
w_xm1014_primary(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0) {
|
||||
w_xm1014_release();
|
||||
w_xm1014_release(pl);
|
||||
return;
|
||||
}
|
||||
|
||||
/* interrupt reloading if no longer empty */
|
||||
if (pl.mode_temp == XM1014S_RELOAD && pl.xm1014_mag >= 1) {
|
||||
pl.mode_temp = XM1014S_RELOAD_END;
|
||||
w_xm1014_release();
|
||||
w_xm1014_release(pl);
|
||||
return;
|
||||
} else if (pl.mode_temp > XM1014S_IDLE) {
|
||||
w_xm1014_release();
|
||||
w_xm1014_release(pl);
|
||||
return;
|
||||
}
|
||||
|
||||
/* Ammo check */
|
||||
if (pl.xm1014_mag <= 0) {
|
||||
w_xm1014_release();
|
||||
w_xm1014_release(pl);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -185,10 +182,10 @@ w_xm1014_primary(void)
|
|||
int r = (float)input_sequence % 3;
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(XM1014_SHOOT1);
|
||||
Weapons_ViewAnimation(pl, XM1014_SHOOT1);
|
||||
break;
|
||||
default:
|
||||
Weapons_ViewAnimation(XM1014_SHOOT2);
|
||||
Weapons_ViewAnimation(pl, XM1014_SHOOT2);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -218,9 +215,8 @@ w_xm1014_primary(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_xm1014_reload(void)
|
||||
w_xm1014_reload(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.xm1014_mag >= 7) {
|
||||
return;
|
||||
|
@ -237,16 +233,15 @@ w_xm1014_reload(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_xm1014_release(void)
|
||||
w_xm1014_release(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
w_cstrike_weaponrelease();
|
||||
|
||||
/* auto-reload if need be */
|
||||
if (pl.w_attack_next <= 0.0)
|
||||
if (pl.mode_temp == XM1014S_IDLE && pl.xm1014_mag == 0 && pl.ammo_buckshot > 0) {
|
||||
Weapons_Reload();
|
||||
Weapons_Reload(pl);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -255,11 +250,11 @@ w_xm1014_release(void)
|
|||
}
|
||||
|
||||
if (pl.mode_temp == XM1014S_RELOAD_START) {
|
||||
Weapons_ViewAnimation(XM1014_RELOAD_START);
|
||||
Weapons_ViewAnimation(pl, XM1014_RELOAD_START);
|
||||
pl.mode_temp = XM1014S_RELOAD;
|
||||
pl.w_idle_next = 0.65f;
|
||||
} else if (pl.mode_temp == XM1014S_RELOAD) {
|
||||
Weapons_ViewAnimation(XM1014_INSERT);
|
||||
Weapons_ViewAnimation(pl, XM1014_INSERT);
|
||||
pl.xm1014_mag++;
|
||||
pl.ammo_buckshot--;
|
||||
w_xm1014_updateammo(pl);
|
||||
|
@ -271,7 +266,7 @@ w_xm1014_release(void)
|
|||
}
|
||||
pl.w_idle_next = 0.5f;
|
||||
} else if (pl.mode_temp == XM1014S_RELOAD_END) {
|
||||
Weapons_ViewAnimation(XM1014_RELOAD_END);
|
||||
Weapons_ViewAnimation(pl, XM1014_RELOAD_END);
|
||||
pl.mode_temp = XM1014S_IDLE;
|
||||
pl.w_idle_next = 10.0f;
|
||||
pl.w_attack_next = 0.5f;
|
||||
|
@ -279,13 +274,13 @@ w_xm1014_release(void)
|
|||
}
|
||||
|
||||
float
|
||||
w_xm1014_aimanim(void)
|
||||
w_xm1014_aimanim(player pl)
|
||||
{
|
||||
return w_ak47_aimanim();
|
||||
return w_ak47_aimanim(pl);
|
||||
}
|
||||
|
||||
void
|
||||
w_xm1014_hud(void)
|
||||
w_xm1014_hud(player pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
Cstrike_DrawCrosshair();
|
||||
|
@ -297,9 +292,8 @@ w_xm1014_hud(void)
|
|||
}
|
||||
|
||||
int
|
||||
w_xm1014_isempty(void)
|
||||
w_xm1014_isempty(player pl)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.xm1014_mag <= 0 && pl.ammo_buckshot <= 0)
|
||||
return 1;
|
||||
|
@ -308,13 +302,12 @@ w_xm1014_isempty(void)
|
|||
}
|
||||
|
||||
void
|
||||
w_xm1014_hudpic(int selected, vector pos, float a)
|
||||
w_xm1014_hudpic(player pl, int selected, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
vector hud_col;
|
||||
|
||||
if (w_xm1014_isempty())
|
||||
if (w_xm1014_isempty(pl))
|
||||
hud_col = [1,0,0];
|
||||
else
|
||||
hud_col = g_hud_color;
|
||||
|
@ -361,7 +354,7 @@ weapon_t w_xm1014 =
|
|||
.secondary = __NULL__,
|
||||
.reload = w_xm1014_reload,
|
||||
.release = w_xm1014_release,
|
||||
.crosshair = w_xm1014_hud,
|
||||
.postdraw = w_xm1014_hud,
|
||||
.precache = w_xm1014_precache,
|
||||
.pickup = w_xm1014_pickup,
|
||||
.updateammo = w_xm1014_updateammo,
|
||||
|
|
Loading…
Reference in a new issue