rebase against latest Nuclide so far
This commit is contained in:
parent
177f423675
commit
ba4ae18f14
26 changed files with 178 additions and 222 deletions
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@ -1,4 +1,4 @@
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# FreeHL2
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# Rad-Therapy 2 (FreeHL2)
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Clean-room reimplementation of Half-Life 2 & Half-Life 2: Deathmatch in QuakeC.
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Clean-room reimplementation of Half-Life 2 & Half-Life 2: Deathmatch in QuakeC.
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This is 100% original code, feel free to audit however you wish.
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This is 100% original code, feel free to audit however you wish.
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@ -1,4 +1,4 @@
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CC=fteqcc
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QCC=fteqcc
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all:
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all:
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$(CC) progs.src
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$(QCC) progs.src
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@ -281,7 +281,7 @@ void
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HUD_DrawHealth(void)
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HUD_DrawHealth(void)
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{
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{
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vector pos;
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vector pos;
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player pl = (player)pSeat->m_ePlayer;
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NSClientPlayer pl = (NSClientPlayer)pSeat->m_ePlayer;
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if (pl.health != pSeatLocal->m_iHealthOld) {
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if (pl.health != pSeatLocal->m_iHealthOld) {
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pSeatLocal->m_flHealthAlpha = 1.0;
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pSeatLocal->m_flHealthAlpha = 1.0;
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@ -328,7 +328,7 @@ void
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HUD_DrawArmor(void)
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HUD_DrawArmor(void)
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{
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{
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vector pos;
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vector pos;
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player pl = (player)pSeat->m_ePlayer;
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NSClientPlayer pl = (NSClientPlayer)pSeat->m_ePlayer;
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if (pl.armor != pSeatLocal->m_iArmorOld) {
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if (pl.armor != pSeatLocal->m_iArmorOld) {
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pSeatLocal->m_flArmorAlpha = 1.0;
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pSeatLocal->m_flArmorAlpha = 1.0;
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@ -374,7 +374,7 @@ HUD_DrawArmor(void)
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void
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void
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HUD_DrawAmmo1(void)
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HUD_DrawAmmo1(void)
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{
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{
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player pl = (player)pSeat->m_ePlayer;
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NSClientPlayer pl = (NSClientPlayer)pSeat->m_ePlayer;
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vector pos;
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vector pos;
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if (pl.a_ammo1 != pSeatLocal->m_iAmmo1Old) {
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if (pl.a_ammo1 != pSeatLocal->m_iAmmo1Old) {
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@ -409,7 +409,7 @@ HUD_DrawAmmo1(void)
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void
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void
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HUD_DrawAmmo2(void)
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HUD_DrawAmmo2(void)
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{
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{
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player pl = (player)pSeat->m_ePlayer;
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NSClientPlayer pl = (NSClientPlayer)pSeat->m_ePlayer;
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vector pos;
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vector pos;
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if (pl.a_ammo2 != pSeatLocal->m_iAmmo2Old) {
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if (pl.a_ammo2 != pSeatLocal->m_iAmmo2Old) {
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@ -431,7 +431,7 @@ HUD_DrawAmmo2(void)
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void
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void
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HUD_DrawAmmo3(void)
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HUD_DrawAmmo3(void)
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{
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{
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player pl = (player)pSeat->m_ePlayer;
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NSClientPlayer pl = (NSClientPlayer)pSeat->m_ePlayer;
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vector pos;
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vector pos;
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if (pl.a_ammo3 != pSeatLocal->m_iAmmo3Old) {
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if (pl.a_ammo3 != pSeatLocal->m_iAmmo3Old) {
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@ -466,7 +466,7 @@ HUD_DrawAmmoBar(vector pos, float val, float max, float a)
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void
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void
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HUD_DrawNotify(void)
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HUD_DrawNotify(void)
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{
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{
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player pl = (player)self;
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NSClientPlayer pl = (NSClientPlayer)self;
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vector pos;
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vector pos;
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float a;
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float a;
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@ -481,7 +481,7 @@ HUD_DrawNotify(void)
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a = bound(0.0, pSeatLocal->m_flPickupAlpha, 1.0);
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a = bound(0.0, pSeatLocal->m_flPickupAlpha, 1.0);
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pos[1] += 48 * (1.0 - a);
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pos[1] += 48 * (1.0 - a);
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Weapons_HUDPic(pl, pSeatLocal->m_iPickupWeapon, 1, pos, a);
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//Weapons_HUDPic(pl, pSeatLocal->m_iPickupWeapon, 1, pos, a);
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//HUD_ItemNotify_Draw(pos);
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//HUD_ItemNotify_Draw(pos);
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//HUD_AmmoNotify_Draw(pos);
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//HUD_AmmoNotify_Draw(pos);
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pSeatLocal->m_flPickupAlpha -= (clframetime * 0.5);
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pSeatLocal->m_flPickupAlpha -= (clframetime * 0.5);
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@ -490,20 +490,6 @@ HUD_DrawNotify(void)
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void
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void
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HUD_WeaponPickupNotify(int w)
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HUD_WeaponPickupNotify(int w)
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{
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{
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#if defined (VALVE) || defined (GEARBOX)
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switch (w) {
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case WEAPON_SNARK:
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case WEAPON_SATCHEL:
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case WEAPON_HANDGRENADE:
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case WEAPON_TRIPMINE:
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#if defined(GEARBOX)
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case WEAPON_PENGUIN:
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#endif
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return;
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default:
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}
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#endif
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pSeatLocal->m_iPickupWeapon = w;
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pSeatLocal->m_iPickupWeapon = w;
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pSeatLocal->m_flPickupAlpha = 2.5f;
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pSeatLocal->m_flPickupAlpha = 2.5f;
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}
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}
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@ -548,15 +534,13 @@ HUD_TimeRemaining(void)
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void
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void
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HUD_Draw(void)
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HUD_Draw(void)
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{
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{
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player pl = (player)pSeat->m_ePlayer;
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NSClientPlayer pl = (NSClientPlayer)pSeat->m_ePlayer;
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g_hud_color = [1, 0.75f, 0.25];
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g_hud_color = [1, 0.75f, 0.25];
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/* little point in not drawing these, even if you don't have a suit */
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/* little point in not drawing these, even if you don't have a suit */
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Weapons_DrawCrosshair(pl);
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if (pl.m_activeWeapon) {
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pl.m_activeWeapon.UpdateGUI();
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{
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}
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}
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HUD_DrawDamageIndicator();
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HUD_DrawDamageIndicator();
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HUD_TimeRemaining();
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HUD_TimeRemaining();
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if (!(pl.g_items & ITEM_SUIT)) {
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if (pl.HasItem("item_suit") == false) {
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return;
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return;
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}
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}
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#define CSQC
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#define CSQC
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#define CLIENT
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#define CLIENT
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#define HL2
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#define VALVE
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#define SOUNDSHADER_MAX 9000
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#define SOUNDSHADER_MAX 9000
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#includelist
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#includelist
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../../../src/shared/fteextensions.qc
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../../../src/shared/fteextensions.qc
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../../../src/shared/defs.h
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../../../src/shared/defs.h
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../../../valve/src/client/defs.h
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../../../src/client/defs.h
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../../../src/client/defs.h
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defs.h
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../../../valve/src/client/defs.h
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../../../hl2/src/client/defs.h
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../../../src/vgui/include.src
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../../../src/vgui/include.src
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../../../src/gs-entbase/client.src
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../../../src/gs-entbase/client.src
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../../../src/gs-entbase/shared.src
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../../../src/gs-entbase/shared.src
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../shared/include.src
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../shared/include.src
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../../../valve/src/client/draw.qc
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flashlight.qc
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../../../valve/src/client/damage.qc
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../../../valve/src/client/damage.qc
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draw.qc
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../../../valve/src/client/init.qc
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init.qc
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../../../valve/src/client/flashlight.qc
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../../../valve/src/client/entities.qc
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../../../valve/src/client/entities.qc
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cmds.qc
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../../../valve/src/client/cmds.qc
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../../../valve/src/client/game_event.qc
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../../../valve/src/client/game_event.qc
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../../../valve/src/client/camera.qc
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../../../valve/src/client/camera.qc
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viewmodel.qc
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../../../valve/src/client/viewmodel.qc
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../../../valve/src/client/obituary.qc
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../../../valve/src/client/obituary.qc
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../../../valve/src/client/hud_sprite.qc
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../../../valve/src/client/hud_sprite.qc
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../../../valve/src/client/hud_ammonotify.qc
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../../../valve/src/client/hud_dmgnotify.qc
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../../../valve/src/client/hud_itemnotify.qc
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../../../valve/src/client/hud_itemnotify.qc
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hud.qc
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../../../valve/src/client/hud_dmgnotify.qc
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hud_weaponselect.qc
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../../../valve/src/client/hud_ammonotify.qc
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../../../hl2/src/client/hud.qc
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../../../valve/src/client/HLWeaponSelect.qc
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../../../valve/src/client/hud_weaponselect.qc
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../../../valve/src/client/scoreboard.qc
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../../../valve/src/client/scoreboard.qc
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../../../src/client/include.src
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../../../src/client/include.src
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vgui_changechar.qc
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../../../valve/src/client/vgui_motd.qc
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vgui_chooseteam.qc
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../../../src/shared/include.src
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../../../src/shared/include.src
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#endlist
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#endlist
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CC=fteqcc
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QCC=fteqcc
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all:
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all:
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$(CC) progs.src
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$(QCC) progs.src
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pl.sniper_mag = parm37;
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pl.sniper_mag = parm37;
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pl.m249_mag = parm38;
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pl.m249_mag = parm38;
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pl.sporelauncher_mag = parm39;
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pl.sporelauncher_mag = parm39;
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if (pl.flags & FL_CROUCHING) {
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setsize(pl, VEC_CHULL_MIN, VEC_CHULL_MAX);
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} else {
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setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX);
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}
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}
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}
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void
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void
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@ -206,7 +206,7 @@ HLMultiplayerRules::PlayerSpawn(NSClientPlayer pp)
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pl.SetInfoKey("*dead", "0");
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pl.SetInfoKey("*dead", "0");
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pl.SetInfoKey("*deaths", ftos(pl.deaths));
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pl.SetInfoKey("*deaths", ftos(pl.deaths));
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pl.SetPropData("actor_human");
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pl.SetPropData("actor_human");
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pl.SetCanBleed(true);
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pl.EnableBleeding();
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LevelNewParms();
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LevelNewParms();
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LevelDecodeParms(pl);
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LevelDecodeParms(pl);
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pl.ClearVelocity();
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pl.ClearVelocity();
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pl.SetInfoKey("*spec", "0");
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pl.SetInfoKey("*spec", "0");
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pl.SetInfoKey("*deaths", ftos(pl.deaths));
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pl.SetInfoKey("*deaths", ftos(pl.deaths));
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pl.SetCanBleed(true);
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pl.EnableBleeding();
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if (startspot != "") {
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if (startspot != "") {
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LevelDecodeParms(pl);
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LevelDecodeParms(pl);
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../../../src/shared/defs.h
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../../../src/shared/defs.h
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../../../src/server/defs.h
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../../../src/server/defs.h
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../../../src/botlib/botinfo.h
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../../../src/botlib/botinfo.h
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../../../src/gs-entbase/server.src
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../../../src/gs-entbase/server.src
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../../../src/gs-entbase/shared.src
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../../../src/gs-entbase/shared.src
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../../../valve/src/server/defs.h
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defs.h
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../shared/include.src
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../shared/include.src
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../../../valve/src/server/player.qc
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../../../valve/src/server/player.qc
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../../../valve/src/server/items.qc
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../../../valve/src/server/HLScientist.qc
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item_suit.qc
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item_healthkit.qc
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item_battery.qc
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../../../valve/src/server/world_items.qc
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../../../valve/src/server/xen_spore_small.qc
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../../../valve/src/server/xen_spore_medium.qc
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../../../valve/src/server/xen_spore_large.qc
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../../../valve/src/server/xen_hair.qc
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../../../valve/src/server/xen_plantlight.qc
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../../../valve/src/server/ammo.qc
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../../../src/botlib/include.src
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../../../src/botlib/include.src
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../../../valve/src/server/gamerules.qc
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gamerules.qc
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../../../valve/src/server/gamerules_singleplayer.qc
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gamerules_singleplayer.qc
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../../../valve/src/server/gamerules_multiplayer.qc
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gamerules_multiplayer.qc
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../../../valve/src/server/server.qc
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server.qc
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../../../valve/src/server/damage.qc
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|
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../../../valve/src/server/flashlight.qc
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../../../valve/src/server/flashlight.qc
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../../../valve/src/server/modelevent.qc
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|
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../../../valve/src/server/spawn.qc
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../../../valve/src/server/spawn.qc
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|
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../../../src/server/include.src
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../../../src/server/include.src
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../../../src/shared/include.src
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../../../src/shared/include.src
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#endlist
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#endlist
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@ -2,33 +2,13 @@
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../../../valve/src/shared/entities.h
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../../../valve/src/shared/entities.h
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../../../valve/src/shared/events.h
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../../../valve/src/shared/events.h
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../../../valve/src/shared/flags.h
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../../../valve/src/shared/flags.h
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../../../hl2/src/shared/player.qc
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../../../valve/src/shared/skeleton.h
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../../../valve/src/shared/weapon_common.h
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../../../valve/src/shared/player.qc
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../../../valve/src/shared/animations.h
|
|
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../../../valve/src/shared/animations.qc
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../../../valve/src/shared/animations.qc
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../../../hl2/src/shared/pmove.qc
|
|
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|
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../../../valve/src/shared/fx_blood.qc
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../../../valve/src/shared/fx_blood.qc
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||||||
../../../valve/src/shared/fx_gaussbeam.qc
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../../../valve/src/shared/fx_gaussbeam.qc
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||||||
../../../valve/src/shared/fx_corpse.qc
|
../../../valve/src/shared/fx_corpse.qc
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||||||
|
../../../valve/src/shared/HLGaussBeam.qc
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../../../hl2/src/shared/items.h
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../../../valve/src/shared/HLWeapon.qc
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||||||
../../../hl2/src/shared/weapons.h
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../../../valve/src/shared/w_tripmine.qc
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|
|
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../../../hl2/src/shared/w_357.qc
|
|
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../../../hl2/src/shared/w_ar2.qc
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|
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../../../hl2/src/shared/w_bugbait.qc
|
|
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../../../hl2/src/shared/w_crossbow.qc
|
|
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../../../hl2/src/shared/w_crowbar.qc
|
|
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../../../hl2/src/shared/w_frag.qc
|
|
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../../../hl2/src/shared/w_gravitygun.qc
|
|
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../../../hl2/src/shared/w_pistol.qc
|
|
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../../../hl2/src/shared/w_rpg.qc
|
|
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../../../hl2/src/shared/w_shotgun.qc
|
|
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../../../hl2/src/shared/w_smg1.qc
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|
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../../../hl2/src/shared/w_stunstick.qc
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|
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../../../hl2/src/shared/w_slam.qc
|
|
||||||
../../../hl2/src/shared/weapons.qc
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|
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../../../hl2/src/shared/prop_vehicle_jeep.qc
|
|
||||||
../../../valve/src/shared/weapon_common.qc
|
|
||||||
#endlist
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#endlist
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@ -135,7 +135,7 @@ w_357_primary(player pl)
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Weapons_ViewPunchAngle(pl, [-10,0,0]);
|
Weapons_ViewPunchAngle(pl, [-10,0,0]);
|
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Weapons_ViewAnimation(pl, PYTHON_FIRE);
|
Weapons_ViewAnimation(pl, PYTHON_FIRE);
|
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|
|
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if (pl.flags & FL_CROUCHING)
|
if (pl.IsCrouching())
|
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Animation_PlayerTop(pl, ANIM_CR_SHOOTPYTHON, 0.43f);
|
Animation_PlayerTop(pl, ANIM_CR_SHOOTPYTHON, 0.43f);
|
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else
|
else
|
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Animation_PlayerTop(pl, ANIM_SHOOTPYTHON, 0.43f);
|
Animation_PlayerTop(pl, ANIM_SHOOTPYTHON, 0.43f);
|
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|
@ -236,7 +236,7 @@ w_357_crosshair(player pl)
|
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float
|
float
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w_357_aimanim(player pl)
|
w_357_aimanim(player pl)
|
||||||
{
|
{
|
||||||
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMPYTHON : ANIM_AIMPYTHON;
|
return pl.IsCrouching() ? ANIM_CR_AIMPYTHON : ANIM_AIMPYTHON;
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
|
|
|
@ -140,7 +140,7 @@ w_ar2_primary(player pl)
|
||||||
int r = floor(pseudorandom() * 4.0);
|
int r = floor(pseudorandom() * 4.0);
|
||||||
Weapons_ViewAnimation(pl, AR2_FIRE1 + r);
|
Weapons_ViewAnimation(pl, AR2_FIRE1 + r);
|
||||||
|
|
||||||
if (pl.flags & FL_CROUCHING)
|
if (pl.IsCrouching())
|
||||||
Animation_PlayerTop(pl, ANIM_CR_SHOOTHIVE, 0.43f);
|
Animation_PlayerTop(pl, ANIM_CR_SHOOTHIVE, 0.43f);
|
||||||
else
|
else
|
||||||
Animation_PlayerTop(pl, ANIM_SHOOTHIVE, 0.43f);
|
Animation_PlayerTop(pl, ANIM_SHOOTHIVE, 0.43f);
|
||||||
|
@ -172,7 +172,7 @@ w_ar2_secondary(player pl)
|
||||||
pl.ammo_hornet--;
|
pl.ammo_hornet--;
|
||||||
Weapons_ViewAnimation(pl, AR2_ALTFIRE);
|
Weapons_ViewAnimation(pl, AR2_ALTFIRE);
|
||||||
|
|
||||||
if (pl.flags & FL_CROUCHING)
|
if (pl.IsCrouching())
|
||||||
Animation_PlayerTop(pl, ANIM_CR_SHOOTHIVE, 0.43f);
|
Animation_PlayerTop(pl, ANIM_CR_SHOOTHIVE, 0.43f);
|
||||||
else
|
else
|
||||||
Animation_PlayerTop(pl, ANIM_SHOOTHIVE, 0.43f);
|
Animation_PlayerTop(pl, ANIM_SHOOTHIVE, 0.43f);
|
||||||
|
@ -213,7 +213,7 @@ w_ar2_crosshair(player pl)
|
||||||
float
|
float
|
||||||
w_ar2_aimanim(player pl)
|
w_ar2_aimanim(player pl)
|
||||||
{
|
{
|
||||||
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMHIVE : ANIM_AIMHIVE;
|
return pl.IsCrouching() ? ANIM_CR_AIMHIVE : ANIM_AIMHIVE;
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
|
|
|
@ -178,7 +178,7 @@ void w_bugbait_release(player pl)
|
||||||
pl.w_attack_next = 1.0f;
|
pl.w_attack_next = 1.0f;
|
||||||
pl.w_idle_next = 0.5f;
|
pl.w_idle_next = 0.5f;
|
||||||
|
|
||||||
if (pl.flags & FL_CROUCHING)
|
if (pl.IsCrouching())
|
||||||
Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.41f);
|
Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.41f);
|
||||||
else
|
else
|
||||||
Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
|
Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
|
||||||
|
@ -201,7 +201,7 @@ void w_bugbait_release(player pl)
|
||||||
float
|
float
|
||||||
w_bugbait_aimanim(player pl)
|
w_bugbait_aimanim(player pl)
|
||||||
{
|
{
|
||||||
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
|
return pl.IsCrouching() ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
|
|
|
@ -173,7 +173,7 @@ w_crossbow_primary(player pl)
|
||||||
|
|
||||||
Weapons_ViewAnimation(pl, CROSSBOW_FIRE);
|
Weapons_ViewAnimation(pl, CROSSBOW_FIRE);
|
||||||
|
|
||||||
if (pl.flags & FL_CROUCHING)
|
if (pl.IsCrouching())
|
||||||
Animation_PlayerTop(pl, ANIM_CR_SHOOTBOW, 0.25f);
|
Animation_PlayerTop(pl, ANIM_CR_SHOOTBOW, 0.25f);
|
||||||
else
|
else
|
||||||
Animation_PlayerTop(pl, ANIM_SHOOTBOW, 0.25f);
|
Animation_PlayerTop(pl, ANIM_SHOOTBOW, 0.25f);
|
||||||
|
@ -274,7 +274,7 @@ w_crossbow_crosshair(player pl)
|
||||||
float
|
float
|
||||||
w_crossbow_aimanim(player pl)
|
w_crossbow_aimanim(player pl)
|
||||||
{
|
{
|
||||||
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMBOW : ANIM_AIMBOW;
|
return pl.IsCrouching() ? ANIM_CR_AIMBOW : ANIM_AIMBOW;
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
|
|
|
@ -117,7 +117,7 @@ w_crowbar_primary(player pl)
|
||||||
Weapons_ViewAnimation(pl, trace_fraction >= 1 ? CBAR_ATTACK2MISS:CBAR_ATTACK3HIT);
|
Weapons_ViewAnimation(pl, trace_fraction >= 1 ? CBAR_ATTACK2MISS:CBAR_ATTACK3HIT);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (pl.flags & FL_CROUCHING)
|
if (pl.IsCrouching())
|
||||||
Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.41f);
|
Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.41f);
|
||||||
else
|
else
|
||||||
Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
|
Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
|
||||||
|
@ -161,7 +161,7 @@ w_crowbar_release(player pl)
|
||||||
float
|
float
|
||||||
w_crowbar_aimanim(player pl)
|
w_crowbar_aimanim(player pl)
|
||||||
{
|
{
|
||||||
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
|
return pl.IsCrouching() ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
|
|
|
@ -160,7 +160,7 @@ void w_frag_release(player pl)
|
||||||
pl.w_attack_next = 1.0f;
|
pl.w_attack_next = 1.0f;
|
||||||
pl.w_idle_next = 0.5f;
|
pl.w_idle_next = 0.5f;
|
||||||
|
|
||||||
if (pl.flags & FL_CROUCHING)
|
if (pl.IsCrouching())
|
||||||
Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.41f);
|
Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.41f);
|
||||||
else
|
else
|
||||||
Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
|
Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
|
||||||
|
@ -184,7 +184,7 @@ void w_frag_release(player pl)
|
||||||
float
|
float
|
||||||
w_frag_aimanim(player pl)
|
w_frag_aimanim(player pl)
|
||||||
{
|
{
|
||||||
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
|
return pl.IsCrouching() ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
|
|
|
@ -182,7 +182,7 @@ void w_gravitygun_crosshair(player pl)
|
||||||
|
|
||||||
float w_gravitygun_aimanim(player pl)
|
float w_gravitygun_aimanim(player pl)
|
||||||
{
|
{
|
||||||
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMEGON : ANIM_AIMEGON;
|
return pl.IsCrouching() ? ANIM_CR_AIMEGON : ANIM_AIMEGON;
|
||||||
}
|
}
|
||||||
|
|
||||||
void w_gravitygun_hudpic(player pl, int selected, vector pos, float a)
|
void w_gravitygun_hudpic(player pl, int selected, vector pos, float a)
|
||||||
|
|
|
@ -216,7 +216,7 @@ w_pistol_primary(player pl)
|
||||||
Weapons_ViewAnimation(pl, PISTOL_FIRE_EMPTY);
|
Weapons_ViewAnimation(pl, PISTOL_FIRE_EMPTY);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (pl.flags & FL_CROUCHING)
|
if (pl.IsCrouching())
|
||||||
Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.2f);
|
Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.2f);
|
||||||
else
|
else
|
||||||
Animation_PlayerTop(pl, ANIM_SHOOT1HAND, 0.2f);
|
Animation_PlayerTop(pl, ANIM_SHOOT1HAND, 0.2f);
|
||||||
|
@ -286,7 +286,7 @@ w_pistol_release(player pl)
|
||||||
float
|
float
|
||||||
w_pistol_aimanim(player pl)
|
w_pistol_aimanim(player pl)
|
||||||
{
|
{
|
||||||
return pl.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
|
return pl.IsCrouching() ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
|
|
|
@ -126,7 +126,7 @@ void w_rpg_primary(player pl)
|
||||||
Weapons_ViewAnimation(pl, RPG_FIRE);
|
Weapons_ViewAnimation(pl, RPG_FIRE);
|
||||||
Weapons_ViewPunchAngle(pl, [-10,0,0]);
|
Weapons_ViewPunchAngle(pl, [-10,0,0]);
|
||||||
|
|
||||||
if (pl.flags & FL_CROUCHING)
|
if (pl.IsCrouching())
|
||||||
Animation_PlayerTop(pl, ANIM_CR_SHOOTRPG, 0.43f);
|
Animation_PlayerTop(pl, ANIM_CR_SHOOTRPG, 0.43f);
|
||||||
else
|
else
|
||||||
Animation_PlayerTop(pl, ANIM_SHOOTRPG, 0.43f);
|
Animation_PlayerTop(pl, ANIM_SHOOTRPG, 0.43f);
|
||||||
|
@ -198,7 +198,7 @@ void w_rpg_secondary(player pl)
|
||||||
|
|
||||||
float w_rpg_aimanim(player pl)
|
float w_rpg_aimanim(player pl)
|
||||||
{
|
{
|
||||||
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMRPG : ANIM_AIMRPG;
|
return pl.IsCrouching() ? ANIM_CR_AIMRPG : ANIM_AIMRPG;
|
||||||
}
|
}
|
||||||
|
|
||||||
void w_rpg_hudpic(player pl, int selected, vector pos, float a)
|
void w_rpg_hudpic(player pl, int selected, vector pos, float a)
|
||||||
|
@ -246,19 +246,19 @@ void w_rpg_hud(player pl)
|
||||||
|
|
||||||
/* crosshair/laser */
|
/* crosshair/laser */
|
||||||
if (pl.ammo_rpg_state == 1) {
|
if (pl.ammo_rpg_state == 1) {
|
||||||
float lerp;
|
float lerpFrac;
|
||||||
vector jitter = [0.0f, 0.0f, 0.0f];
|
vector jitter = [0.0f, 0.0f, 0.0f];
|
||||||
Weapons_MakeVectors(pl);
|
Weapons_MakeVectors(pl);
|
||||||
vector src = pl.origin + pl.view_ofs;
|
vector src = pl.origin + pl.view_ofs;
|
||||||
traceline(src, src + (v_forward * 256), FALSE, pl);
|
traceline(src, src + (v_forward * 256), FALSE, pl);
|
||||||
lerp = Math_Lerp(18,6, trace_fraction);
|
lerpFrac = lerp(18,6, trace_fraction);
|
||||||
jitter[0] = (random(0,2) - 2) * (1 - trace_fraction);
|
jitter[0] = (random(0,2) - 2) * (1 - trace_fraction);
|
||||||
jitter[1] = (random(0,2) - 2) * (1 - trace_fraction);
|
jitter[1] = (random(0,2) - 2) * (1 - trace_fraction);
|
||||||
laser_pos = g_hudmins + (g_hudres / 2) + ([-lerp,-lerp] / 2);
|
laser_pos = g_hudmins + (g_hudres / 2) + ([-lerpFrac,-lerpFrac] / 2);
|
||||||
|
|
||||||
drawsubpic(
|
drawsubpic(
|
||||||
laser_pos + jitter,
|
laser_pos + jitter,
|
||||||
[lerp,lerp],
|
[lerpFrac,lerpFrac],
|
||||||
"materials/Sprites/redglow1",
|
"materials/Sprites/redglow1",
|
||||||
[0,0],
|
[0,0],
|
||||||
[1.0, 1.0],
|
[1.0, 1.0],
|
||||||
|
|
|
@ -218,7 +218,7 @@ w_shotgun_primary(player pl)
|
||||||
Weapons_ViewAnimation(pl, SHOTGUN_FIRE);
|
Weapons_ViewAnimation(pl, SHOTGUN_FIRE);
|
||||||
Weapons_ViewPunchAngle(pl, [-5,0,0]);
|
Weapons_ViewPunchAngle(pl, [-5,0,0]);
|
||||||
|
|
||||||
if (pl.flags & FL_CROUCHING)
|
if (pl.IsCrouching())
|
||||||
Animation_PlayerTop(pl, ANIM_CR_SHOOTSHOTGUN, 0.41f);
|
Animation_PlayerTop(pl, ANIM_CR_SHOOTSHOTGUN, 0.41f);
|
||||||
else
|
else
|
||||||
Animation_PlayerTop(pl, ANIM_SHOOTSHOTGUN, 0.5f);
|
Animation_PlayerTop(pl, ANIM_SHOOTSHOTGUN, 0.5f);
|
||||||
|
@ -270,7 +270,7 @@ w_shotgun_secondary(player pl)
|
||||||
Weapons_ViewAnimation(pl, SHOTGUN_ALTFIRE);
|
Weapons_ViewAnimation(pl, SHOTGUN_ALTFIRE);
|
||||||
Weapons_ViewPunchAngle(pl, [-10,0,0]);
|
Weapons_ViewPunchAngle(pl, [-10,0,0]);
|
||||||
|
|
||||||
if (pl.flags & FL_CROUCHING)
|
if (pl.IsCrouching())
|
||||||
Animation_PlayerTop(pl, ANIM_CR_SHOOTSHOTGUN, 0.41f);
|
Animation_PlayerTop(pl, ANIM_CR_SHOOTSHOTGUN, 0.41f);
|
||||||
else
|
else
|
||||||
Animation_PlayerTop(pl, ANIM_SHOOTSHOTGUN, 0.5f);
|
Animation_PlayerTop(pl, ANIM_SHOOTSHOTGUN, 0.5f);
|
||||||
|
@ -369,7 +369,7 @@ w_shotgun_crosshair(player pl)
|
||||||
float
|
float
|
||||||
w_shotgun_aimanim(player pl)
|
w_shotgun_aimanim(player pl)
|
||||||
{
|
{
|
||||||
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMSHOTGUN : ANIM_AIMSHOTGUN;
|
return pl.IsCrouching() ? ANIM_CR_AIMSHOTGUN : ANIM_AIMSHOTGUN;
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
|
|
|
@ -474,7 +474,7 @@ w_slam_release(player pl)
|
||||||
float
|
float
|
||||||
w_slam_aimanim(player pl)
|
w_slam_aimanim(player pl)
|
||||||
{
|
{
|
||||||
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMSQUEAK : ANIM_AIMSQUEAK;
|
return pl.IsCrouching() ? ANIM_CR_AIMSQUEAK : ANIM_AIMSQUEAK;
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
|
|
|
@ -192,7 +192,7 @@ w_smg1_primary(player pl)
|
||||||
Sound_Play(pl, CHAN_WEAPON, "Weapon_SMG1.Single");
|
Sound_Play(pl, CHAN_WEAPON, "Weapon_SMG1.Single");
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
if (pl.flags & FL_CROUCHING)
|
if (pl.IsCrouching())
|
||||||
Animation_PlayerTop(pl, ANIM_CR_SHOOTMP5, 0.1f);
|
Animation_PlayerTop(pl, ANIM_CR_SHOOTMP5, 0.1f);
|
||||||
else
|
else
|
||||||
Animation_PlayerTop(pl, ANIM_SHOOTMP5, 0.1f);
|
Animation_PlayerTop(pl, ANIM_SHOOTMP5, 0.1f);
|
||||||
|
@ -229,7 +229,7 @@ w_smg1_secondary(player pl)
|
||||||
Weapons_ViewPunchAngle(pl, [-10.0f, 0.0f, 0.0f]);
|
Weapons_ViewPunchAngle(pl, [-10.0f, 0.0f, 0.0f]);
|
||||||
Weapons_ViewAnimation(pl, SMG1_ALTFIRE);
|
Weapons_ViewAnimation(pl, SMG1_ALTFIRE);
|
||||||
|
|
||||||
if (pl.flags & FL_CROUCHING)
|
if (pl.IsCrouching())
|
||||||
Animation_PlayerTop(pl, ANIM_CR_SHOOTMP5, 0.45f);
|
Animation_PlayerTop(pl, ANIM_CR_SHOOTMP5, 0.45f);
|
||||||
else
|
else
|
||||||
Animation_PlayerTop(pl, ANIM_SHOOTMP5, 0.45f);
|
Animation_PlayerTop(pl, ANIM_SHOOTMP5, 0.45f);
|
||||||
|
|
|
@ -114,7 +114,7 @@ w_stunstick_primary(player pl)
|
||||||
Weapons_ViewAnimation(pl, trace_fraction >= 1 ? CBAR_ATTACK2MISS:CBAR_ATTACK3HIT);
|
Weapons_ViewAnimation(pl, trace_fraction >= 1 ? CBAR_ATTACK2MISS:CBAR_ATTACK3HIT);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (pl.flags & FL_CROUCHING)
|
if (pl.IsCrouching())
|
||||||
Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.41f);
|
Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.41f);
|
||||||
else
|
else
|
||||||
Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
|
Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
|
||||||
|
@ -158,7 +158,7 @@ w_stunstick_release(player pl)
|
||||||
float
|
float
|
||||||
w_stunstick_aimanim(player pl)
|
w_stunstick_aimanim(player pl)
|
||||||
{
|
{
|
||||||
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
|
return pl.IsCrouching() ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
|
|
|
@ -1,71 +1,12 @@
|
||||||
// Generic Binds
|
exec cvar_defaults.cfg
|
||||||
bind "ESC" "togglemenu"
|
exec default_controls.cfg
|
||||||
bind "w" "+forward"
|
|
||||||
bind "s" "+back"
|
|
||||||
bind "a" "+moveleft"
|
|
||||||
bind "d" "+moveright"
|
|
||||||
bind "SPACE" "+jump"
|
|
||||||
bind "CTRL" "+duck"
|
|
||||||
bind "SHIFT" "+speed"
|
|
||||||
bind "0" "slot10"
|
|
||||||
bind "1" "slot1"
|
|
||||||
bind "2" "slot2"
|
|
||||||
bind "3" "slot3"
|
|
||||||
bind "4" "slot4"
|
|
||||||
bind "5" "slot5"
|
|
||||||
bind "6" "slot6"
|
|
||||||
bind "7" "slot7"
|
|
||||||
bind "8" "slot8"
|
|
||||||
bind "9" "slot9"
|
|
||||||
bind "UPARROW" "+forward"
|
|
||||||
bind "DOWNARROW" "+back"
|
|
||||||
bind "LEFTARROW" "+left"
|
|
||||||
bind "RIGHTARROW" "+right"
|
|
||||||
bind "MOUSE1" "+attack"
|
|
||||||
bind "MOUSE2" "+attack2"
|
|
||||||
bind "MWHEELDOWN" "invnext"
|
|
||||||
bind "MWHEELUP" "invprev"
|
|
||||||
bind "r" "+reload"
|
|
||||||
bind "e" "+use"
|
|
||||||
bind "TAB" "+showscores"
|
|
||||||
bind "y" "messagemode"
|
|
||||||
bind "u" "messagemode2"
|
|
||||||
bind "t" "impulse 201"
|
|
||||||
bind "f" "impulse 100"
|
|
||||||
bind "f1" "vote yes"
|
|
||||||
bind "f2" "vote no"
|
|
||||||
|
|
||||||
// Game Variables
|
|
||||||
seta "hostname" "FreeHL2 Server"
|
|
||||||
seta "maxplayers" "8"
|
|
||||||
|
|
||||||
// 2D/HUD Variables
|
|
||||||
seta "con_color" "255 150 0"
|
|
||||||
seta "vgui_color" "255 170 0"
|
|
||||||
seta "cross_color" "0 255 0"
|
|
||||||
|
|
||||||
// disable some nuclide niceties
|
|
||||||
seta cg_muzzleDLight 01
|
|
||||||
|
|
||||||
// config compat
|
|
||||||
alias mp_timelimit timelimit
|
|
||||||
alias mp_fraglimit fraglimit
|
|
||||||
|
|
||||||
// video settings
|
|
||||||
seta gl_overbright 2
|
|
||||||
seta gl_ldr 0
|
|
||||||
seta r_lightmap_format rgb9e5
|
|
||||||
seta rate 30000 // some HL configs set this to 2500 by default!
|
|
||||||
|
|
||||||
seta cl_forwardspeed 190
|
seta "hostname" "Rad-Therapy II Server"
|
||||||
seta cl_sidespeed 190
|
seta "maxplayers" "8"
|
||||||
seta cl_backspeed 190
|
|
||||||
seta cl_movespeedkey 1.684
|
|
||||||
seta pm_maxspeed 320
|
|
||||||
|
|
||||||
exec skill_hl2.cfg
|
seta "con_color" "255 150 0"
|
||||||
|
seta "vgui_color" "255 170 0"
|
||||||
|
seta "cross_color" "0 255 0"
|
||||||
|
|
||||||
|
seta pm_walkspeed 190
|
||||||
|
seta pm_runspeed 320
|
||||||
seta fov 75
|
|
||||||
seta viewmodel_fov 54
|
|
||||||
|
|
|
@ -1,5 +1,12 @@
|
||||||
{
|
{
|
||||||
{
|
{
|
||||||
map "materials/console/background01.vtf"
|
// 01 = Train station/HL2:DM
|
||||||
|
// 02 = River bed
|
||||||
|
// 03 = Ravenholm
|
||||||
|
// 04 = Highway
|
||||||
|
// 05 = Nova Prospect
|
||||||
|
// 06 = City17 Ruins
|
||||||
|
// 07 = Citadel Interior
|
||||||
|
map "materials/console/background02.vtf"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -17,7 +17,7 @@ r_part +ember
|
||||||
count 1
|
count 1
|
||||||
texture "particles/fteparticlefont.tga"
|
texture "particles/fteparticlefont.tga"
|
||||||
tcoords 97 97 191 191 256
|
tcoords 97 97 191 191 256
|
||||||
rgb 255 128 76
|
rgb 255 64 16
|
||||||
alpha 0
|
alpha 0
|
||||||
scale 20
|
scale 20
|
||||||
scalefactor 1
|
scalefactor 1
|
||||||
|
@ -35,16 +35,59 @@ r_part +ember
|
||||||
ramp 0 0 0 0.1 0
|
ramp 0 0 0 0.1 0
|
||||||
}
|
}
|
||||||
|
|
||||||
|
r_part +ember
|
||||||
|
{
|
||||||
|
count 1
|
||||||
|
texture "particles/fteparticlefont.tga"
|
||||||
|
tcoords 97 97 191 191 256
|
||||||
|
rgb 255 64 16
|
||||||
|
alpha 0
|
||||||
|
scale 8
|
||||||
|
scalefactor 1
|
||||||
|
die 2
|
||||||
|
friction 2.5
|
||||||
|
blend add
|
||||||
|
randomvel 512
|
||||||
|
spawnorg 32 32
|
||||||
|
rampmode delta
|
||||||
|
gravity 100
|
||||||
|
ramp 0 0 0 -0.5 0
|
||||||
|
ramp 0 0 0 0.1 0
|
||||||
|
ramp 0 0 0 0.1 0
|
||||||
|
ramp 0 0 0 0.1 0
|
||||||
|
ramp 0 0 0 0.1 0
|
||||||
|
ramp 0 0 0 0.1 0
|
||||||
|
}
|
||||||
|
|
||||||
|
r_part hotbits
|
||||||
|
{
|
||||||
|
count 1
|
||||||
|
texture "particles/fteparticlefont.tga"
|
||||||
|
tcoords 97 97 191 191 256
|
||||||
|
rgb 255 255 200
|
||||||
|
alpha 1
|
||||||
|
scale 4
|
||||||
|
scalefactor 1
|
||||||
|
die 2
|
||||||
|
friction 2.5
|
||||||
|
randomvel 512
|
||||||
|
spawnorg 32 32
|
||||||
|
gravity 800
|
||||||
|
cliptype bounce
|
||||||
|
}
|
||||||
|
|
||||||
r_part +main
|
r_part +main
|
||||||
{
|
{
|
||||||
lighttime 1
|
lighttime 1
|
||||||
lightradius 350
|
lightradius 350
|
||||||
lightradiusfade 300
|
lightradiusfade 300
|
||||||
lightrgb 1.0 0.5 0.4
|
lightrgb 1.0 0.5 0.4
|
||||||
lightrgbfade 0.36 0.19 0.19
|
lightrgbfade 0.36 0.19 0.19
|
||||||
count 0 0 1
|
count 0 0 2
|
||||||
model "sprites/fexplo.spr" framestart=0 framecount=29 framerate=20 additive
|
spawnorg 0 32
|
||||||
}
|
orgadd 32
|
||||||
|
model "sprites/fexplo.spr" framestart=0 framecount=29 framerate=20 additive scalemin=0.5 scalemax=2.5
|
||||||
|
}
|
||||||
|
|
||||||
r_part +main
|
r_part +main
|
||||||
{
|
{
|
||||||
|
@ -82,16 +125,48 @@ r_part +main
|
||||||
texture ball
|
texture ball
|
||||||
tcoords 1 65 31 95 256 8 32
|
tcoords 1 65 31 95 256 8 32
|
||||||
scale 1
|
scale 1
|
||||||
count 8
|
count 16
|
||||||
scalefactor 1
|
scalefactor 1
|
||||||
alpha 0.5
|
alpha 0.5
|
||||||
die 0.8
|
die 0.8
|
||||||
rgb 255 115 0
|
rgb 255 180 30
|
||||||
blend add
|
blend add
|
||||||
spawnmode ball
|
spawnmode ball
|
||||||
spawnvel 100
|
spawnvel 512
|
||||||
|
spawnorg 48 48
|
||||||
veladd 100
|
veladd 100
|
||||||
friction 0.5
|
friction 0.5
|
||||||
gravity 800
|
gravity 200
|
||||||
|
cliptype spark
|
||||||
|
emit hotbits
|
||||||
|
emitinterval 0.04
|
||||||
|
}
|
||||||
|
|
||||||
|
r_part spark
|
||||||
|
{
|
||||||
|
type texturedspark
|
||||||
|
texture ball
|
||||||
|
tcoords 1 65 31 95 256 8 32
|
||||||
|
scale 1
|
||||||
|
count 5
|
||||||
|
scalefactor 1
|
||||||
|
alpha 0.5
|
||||||
|
die 0.4
|
||||||
|
rgb 255 180 30
|
||||||
|
blend add
|
||||||
|
spawnmode ball
|
||||||
|
spawnvel 256
|
||||||
|
veladd 200
|
||||||
|
gravity 600
|
||||||
}
|
}
|
||||||
|
|
||||||
|
r_part +spark
|
||||||
|
{
|
||||||
|
lighttime 1
|
||||||
|
lightradius 64
|
||||||
|
lightradiusfade 300
|
||||||
|
lightrgb 1.0 0.5 0.4
|
||||||
|
lightrgbfade 0.36 0.19 0.19
|
||||||
|
count 0 0 1
|
||||||
|
model "sprites/muzzleflash.spr" framestart=0 framecount=2 framerate=20 additive scalemin=0.1 scalemax=0.5
|
||||||
|
}
|
||||||
|
|
Loading…
Reference in a new issue