WEAPON_GAUSSPISTOL: Get some more work done towards this weapon.
WEAPON_MINIGUN: Ditto Fix up the crosshair loading and some other misc work...
This commit is contained in:
parent
196282c16c
commit
1ee8be9c9f
12 changed files with 436 additions and 43 deletions
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@ -44,6 +44,7 @@ ClientGame_RendererRestart(string rstr)
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FX_GibHuman_Init();
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FX_Spark_Init();
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FX_Impact_Init();
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FX_GaussBeam_Init();
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BEAM_TRIPMINE = particleeffectnum("weapon_tripmine.beam");
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@ -51,4 +52,5 @@ ClientGame_RendererRestart(string rstr)
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MUZZLE_RIFLE = (int)getmodelindex("sprites/muzzleflash1.spr");
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MUZZLE_SMALL = (int)getmodelindex("sprites/muzzleflash2.spr");
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MUZZLE_WEIRD = (int)getmodelindex("sprites/muzzleflash3.spr");
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g_cross_spr = spriteframe("sprites/crosshairs.spr", 0, 0.0f);
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}
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178
src/server/gamerules_multiplayer.qc
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178
src/server/gamerules_multiplayer.qc
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@ -0,0 +1,178 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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void
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HLMultiplayerRules::FrameStart(void)
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{
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if (cvar("timelimit"))
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if (time >= (cvar("timelimit") * 60)) {
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IntermissionStart();
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}
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IntermissionCycle();
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}
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void
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HLMultiplayerRules::CheckRules(void)
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{
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/* last person who killed somebody has hit the limit */
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if (cvar("fraglimit"))
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if (g_dmg_eAttacker.frags >= cvar("fraglimit"))
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IntermissionStart();
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}
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void
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HLMultiplayerRules::PlayerDeath(base_player pl)
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{
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/* obituary networking */
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_OBITUARY);
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WriteString(MSG_MULTICAST, (g_dmg_eAttacker.netname) ? g_dmg_eAttacker.netname : g_dmg_eAttacker.classname);
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WriteString(MSG_MULTICAST, pl.netname);
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WriteByte(MSG_MULTICAST, g_dmg_iWeapon);
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WriteByte(MSG_MULTICAST, 0);
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msg_entity = world;
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multicast([0,0,0], MULTICAST_ALL);
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Plugin_PlayerObituary(g_dmg_eAttacker, g_dmg_eTarget, g_dmg_iWeapon, g_dmg_iHitBody, g_dmg_iDamage);
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/* death-counter */
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pl.deaths++;
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forceinfokey(pl, "*deaths", ftos(pl.deaths));
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/* update score-counter */
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if (pl.flags & FL_CLIENT || pl.flags & FL_MONSTER)
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if (g_dmg_eAttacker.flags & FL_CLIENT) {
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if (pl == g_dmg_eAttacker)
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g_dmg_eAttacker.frags--;
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else
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g_dmg_eAttacker.frags++;
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}
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#ifdef VALVE
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/* explode all satchels */
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s_satchel_detonate((entity)pl);
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/* drop their posessions into a weaponbox item */
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weaponbox_spawn((player)pl);
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#endif
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/* either gib, or make a corpse */
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if (pl.health < -50) {
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FX_GibHuman(pl.origin);
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} else {
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FX_Corpse_Spawn((player)pl, ANIM_DIESIMPLE);
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}
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/* now let's make the real client invisible */
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pl.SetModelindex(0);
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pl.SetMovetype(MOVETYPE_NONE);
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pl.SetSolid(SOLID_NOT);
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pl.takedamage = DAMAGE_NO;
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pl.gflags &= ~GF_FLASHLIGHT;
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pl.gflags &= ~GF_EGONBEAM;
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pl.armor = pl.activeweapon = pl.g_items = 0;
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pl.health = 0;
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Sound_Play(pl, CHAN_AUTO, "player.die");
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/* force respawn */
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pl.think = PutClientInServer;
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pl.nextthink = time + 4.0f;
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/* have we gone over the fraglimit? */
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CheckRules();
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}
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void
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HLMultiplayerRules::PlayerSpawn(base_player pp)
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{
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player pl = (player)pp;
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/* this is where the mods want to deviate */
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entity spot;
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pl.classname = "player";
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pl.health = pl.max_health = 100;
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pl.takedamage = DAMAGE_YES;
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pl.solid = SOLID_SLIDEBOX;
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pl.movetype = MOVETYPE_WALK;
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pl.flags = FL_CLIENT;
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pl.viewzoom = 1.0;
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pl.model = "models/player.mdl";
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string mymodel = infokey(pl, "model");
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if (mymodel) {
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mymodel = sprintf("models/player/%s/%s.mdl", mymodel, mymodel);
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if (whichpack(mymodel)) {
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pl.model = mymodel;
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}
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}
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setmodel(pl, pl.model);
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setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX);
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pl.velocity = [0,0,0];
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pl.gravity = __NULL__;
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pl.frame = 1;
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//pl.SendEntity = Player_SendEntity;
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pl.SendFlags = UPDATE_ALL;
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pl.customphysics = Empty;
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pl.iBleeds = TRUE;
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forceinfokey(pl, "*spec", "0");
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forceinfokey(pl, "*deaths", ftos(pl.deaths));
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LevelNewParms();
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LevelDecodeParms(pl);
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pl.g_items = ITEM_FISTS | ITEM_GAUSSPISTOL | ITEM_SUIT;
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pl.activeweapon = WEAPON_GAUSSPISTOL;
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pl.ammo_gauss = 35;
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spot = Spawn_SelectRandom("info_player_deathmatch");
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setorigin(pl, spot.origin);
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pl.angles = spot.angles;
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Weapons_RefreshAmmo(pl);
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Client_FixAngle(pl, pl.angles);
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}
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float
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HLMultiplayerRules::ConsoleCommand(base_player pp, string cmd)
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{
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tokenize(cmd);
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switch (argv(0)) {
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case "bot_add":
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Bot_AddQuick();
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break;
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default:
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return (0);
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}
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return (1);
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}
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int
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HLMultiplayerRules::MonstersSpawn(void)
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{
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return (FALSE);
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}
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void
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HLMultiplayerRules::HLMultiplayerRules(void)
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{
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/* these lines do nothing but tell the server to register those cvars */
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autocvar(timelimit, 15, "Timelimit for multiplayer rounds");
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autocvar(fraglimit, 15, "Points limit for multiplayer rounds");
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}
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@ -36,7 +36,7 @@ monster_trainingbot.qc
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gamerules.qc
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../../../valve/src/server/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/client.qc
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../../../valve/src/server/server.qc
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112
src/shared/fx_gaussbeam.qc
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112
src/shared/fx_gaussbeam.qc
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@ -0,0 +1,112 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#ifdef CLIENT
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var string TRAIL_GAUSSPISTOLBEAM;
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void FX_GaussBeam(vector, vector, entity);
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void
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FX_GaussBeam_Init(void)
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{
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TRAIL_GAUSSPISTOLBEAM = spriteframe("sprites/gaussbeam2.spr", 0, 0.0f);
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}
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void
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FX_GaussBeam_Parse(void)
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{
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vector pos, angle;
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entity eowner;
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pos[0] = readcoord();
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pos[1] = readcoord();
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pos[2] = readcoord();
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angle[0] = readcoord();
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angle[1] = readcoord();
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angle[2] = readcoord();
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eowner = findfloat(world, ::entnum, readentitynum());
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FX_GaussBeam(pos, angle, eowner);
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}
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#endif
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#ifdef CLIENT
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float foopredraw(void)
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{
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vector vecPlayer;
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player pl = (player)self.owner;
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CSQC_UpdateSeat();
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vecPlayer = pSeat->m_vecPredictedOrigin + pSeat->m_ePlayer.view_ofs;
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/* continously update origin */
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makevectors(pl.v_angle);
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self.origin = self.owner.origin + self.owner.view_ofs + (v_right * 6) + (v_up * -6) + (v_forward * 16);
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makevectors(getproperty(VF_CL_VIEWANGLES));
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setproperty(VF_ORIGIN, vecPlayer);
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R_BeginPolygon(TRAIL_GAUSSPISTOLBEAM, 1, 0);
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R_PolygonVertex(self.angles, [0,0], [1,1,1], self.alpha);
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R_PolygonVertex(self.origin, [0,1], [1,1,1], self.alpha);
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R_EndPolygonRibbon(2, [1,0]);
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self.alpha -= clframetime * 5.0f;
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if (self.alpha <= 0.0f)
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remove(self);
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return PREDRAW_NEXT;
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}
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#endif
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void
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FX_GaussBeam(vector vecPos, vector vecAngle, entity eOwner)
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{
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#ifdef SERVER
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_GAUSSBEAM);
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WriteCoord(MSG_MULTICAST, vecPos[0]);
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WriteCoord(MSG_MULTICAST, vecPos[1]);
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WriteCoord(MSG_MULTICAST, vecPos[2]);
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WriteFloat(MSG_MULTICAST, vecAngle[0]);
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WriteFloat(MSG_MULTICAST, vecAngle[1]);
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WriteFloat(MSG_MULTICAST, vecAngle[2]);
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WriteEntity(MSG_MULTICAST, eOwner);
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msg_entity = self;
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multicast(vecPos, MULTICAST_PVS);
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#else
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vector vecSrc;
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vector vecEndPos;
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vector vecDir;
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vector vecFirstImpact = [0,0,0];
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makevectors(vecAngle);
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vecDir = v_forward;
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vecSrc = vecPos;
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vecEndPos = vecSrc + v_forward * 1024;
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traceline(vecSrc, vecEndPos, FALSE, eOwner);
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entity foo = spawn();
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foo.alpha = 1.0f;
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foo.predraw = foopredraw;
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foo.angles = trace_endpos;
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foo.drawmask = MASK_ENGINE;
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foo.owner = eOwner;
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#endif
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}
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@ -9,7 +9,7 @@ player.qc
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../../../valve/src/shared/pmove_water.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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fx_gaussbeam.qc
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../../../valve/src/shared/fx_breakmodel.qc
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../../../valve/src/shared/fx_explosion.qc
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../../../valve/src/shared/fx_gibhuman.qc
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@ -213,7 +213,7 @@ w_beamgun_hud(void)
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drawsubpic(
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pos,
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[31,31],
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"sprites/crosshairs.spr_0.tga",
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g_cross_spr,
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[116/256,1/128],
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[31/256, 31/128],
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[1,1,1],
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@ -329,7 +329,7 @@ w_dml_hud(void)
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drawsubpic(
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pos,
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[63,31],
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"sprites/crosshairs.spr_0.tga",
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g_cross_spr,
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[149/256,1/128],
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[63/256, 31/128],
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[1,1,1],
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@ -149,6 +149,17 @@ w_fists_primary(void)
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} else {
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Weapons_ViewAnimation(KNIFE_ATTACK2);
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}
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#ifdef SERVER
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traceline(Weapons_GetCameraPos(), Weapons_GetCameraPos() + (v_forward * 96),\
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FALSE, pl);
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if (trace_fraction <= 1.0) {
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if (trace_ent.takedamage = DAMAGE_YES) {
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Damage_Apply(trace_ent, pl, Skill_GetValue("sk_knife1_d", 25), WEAPON_GAUSSPISTOL, DMG_GENERIC);
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}
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}
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#endif
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pl.w_attack_next = 0.5f;
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pl.w_idle_next = pl.w_attack_next;
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} else {
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@ -163,6 +174,17 @@ w_fists_primary(void)
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Sound_Play(pl, CHAN_WEAPON, "weapon_fists.hitleft");
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#endif
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}
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#ifdef SERVER
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traceline(Weapons_GetCameraPos(), Weapons_GetCameraPos() + (v_forward * 96),\
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FALSE, pl);
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if (trace_fraction <= 1.0) {
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if (trace_ent.takedamage = DAMAGE_YES) {
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Damage_Apply(trace_ent, pl, Skill_GetValue("sk_twohandpunch_d", 10), WEAPON_GAUSSPISTOL, DMG_GENERIC);
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}
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}
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#endif
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pl.w_attack_next = 0.25f;
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pl.w_idle_next = pl.w_attack_next;
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}
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@ -62,7 +62,7 @@ w_gausspistol_release(void)
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return;
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}
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int r = (float)input_sequence % 5;
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int r = floor(pseudorandom() * 5.0f);
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switch (r) {
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case 0:
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case 1:
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@ -77,6 +77,45 @@ w_gausspistol_release(void)
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}
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}
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#ifdef SERVER
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void
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w_gausspistol_firecharge(vector pos, player pl)
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{
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static void w_gausspistol_firecharge_impact(entity target, entity source) {
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Damage_Apply(target, source.owner, Skill_GetValue("sk_gaussslow_d", 50), WEAPON_GAUSSPISTOL, DMG_GENERIC);
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}
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NSProjectile ball = spawn(NSProjectile);
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ball.SetModel("sprites/gausswomp.spr");
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ball.SetRenderMode(RM_ADDITIVE);
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ball.SetOwner(pl);
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ball.SetImpact(w_gausspistol_firecharge_impact);
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makevectors(pl.v_angle);
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ball.SetOrigin(pos + (v_forward * 8));
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ball.SetVelocity(v_forward * 500);
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}
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void
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w_gausspistol_firerapid(vector pos, player pl)
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{
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static void w_gausspistol_firerapid_impact(entity target, entity source) {
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Damage_Apply(target, source.owner, Skill_GetValue("sk_gaussfast_d", 13), WEAPON_GAUSSPISTOL, DMG_GENERIC);
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}
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NSProjectile ball = spawn(NSProjectile);
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ball.SetModel("sprites/gausswomp.spr");
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ball.SetScale(0.25f);
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ball.SetRenderMode(RM_ADDITIVE);
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ball.SetOwner(pl);
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ball.SetImpact(w_gausspistol_firerapid_impact);
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makevectors(pl.v_angle);
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ball.SetOrigin(pos + (v_forward * 8));
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ball.SetVelocity(v_forward * 500);
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}
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#endif
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void
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w_gausspistol_primary(void)
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{
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@ -99,27 +138,29 @@ w_gausspistol_primary(void)
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}
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/* ammo check */
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if (pl.a_ammo2 <= 0) {
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if (pl.ammo_gauss <= 0) {
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return;
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}
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if (pl.a_ammo3 == GM_CHARGE && pl.a_ammo2 < 10) {
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if (pl.gauss_mode == GM_CHARGE && pl.ammo_gauss < 10) {
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return;
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}
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switch (pl.a_ammo3) {
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switch (pl.gauss_mode) {
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case GM_FAST:
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Weapons_ViewAnimation(GP_FIREFAST);
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#ifdef SERVER
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w_gausspistol_firerapid(Weapons_GetCameraPos(), pl);
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Sound_Play(pl, CHAN_WEAPON, "weapon_gausspistol.firefast");
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||||
#endif
|
||||
pl.w_attack_next = 0.15f;
|
||||
pl.w_attack_next = 0.1f;
|
||||
pl.w_idle_next = 2.5f;
|
||||
break;
|
||||
case GM_CHARGE:
|
||||
take = 10;
|
||||
Weapons_ViewAnimation(GP_FIRECHARGE);
|
||||
#ifdef SERVER
|
||||
w_gausspistol_firecharge(Weapons_GetCameraPos(), pl);
|
||||
Sound_Play(pl, CHAN_WEAPON, "weapon_gausspistol.firecharge");
|
||||
Sound_Play(pl, 8, "weapon_gausspistol.charge");
|
||||
#endif
|
||||
|
@ -130,6 +171,16 @@ w_gausspistol_primary(void)
|
|||
pl.gflags |= GF_SEMI_TOGGLED;
|
||||
Weapons_ViewAnimation(GP_FIRESINGLE);
|
||||
#ifdef SERVER
|
||||
traceline(Weapons_GetCameraPos(), Weapons_GetCameraPos() + (v_forward * 1024),\
|
||||
FALSE, pl);
|
||||
|
||||
if (trace_fraction <= 1.0) {
|
||||
if (trace_ent.takedamage == DAMAGE_YES) {
|
||||
Damage_Apply(trace_ent, pl, Skill_GetValue("sk_gaussshot_d", 10), WEAPON_GAUSSPISTOL, DMG_GENERIC);
|
||||
}
|
||||
|
||||
}
|
||||
FX_GaussBeam(Weapons_GetCameraPos(), input_angles, pl);
|
||||
Sound_Play(pl, CHAN_WEAPON, "weapon_gausspistol.firesingle");
|
||||
#endif
|
||||
pl.w_attack_next = 0.15f;
|
||||
|
@ -139,13 +190,12 @@ w_gausspistol_primary(void)
|
|||
|
||||
src = Weapons_GetCameraPos();
|
||||
|
||||
#ifdef SERVER
|
||||
pl.ammo_gauss -= take;
|
||||
#else
|
||||
pl.a_ammo2 -= take;
|
||||
View_SetMuzzleflash(MUZZLE_SMALL);
|
||||
Weapons_ViewPunchAngle([-5,0,0]);
|
||||
#ifdef CLIENT
|
||||
View_SetMuzzleflash(MUZZLE_WEIRD);
|
||||
#endif
|
||||
|
||||
pl.ammo_gauss -= take;
|
||||
Weapons_ViewPunchAngle([-5,0,0]);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -167,9 +217,7 @@ w_gausspistol_secondary(void)
|
|||
void
|
||||
w_gausspistol_updateammo(player pl)
|
||||
{
|
||||
#ifdef SERVER
|
||||
Weapons_UpdateAmmo(pl, -1, pl.ammo_gauss, pl.gauss_mode);
|
||||
#endif
|
||||
}
|
||||
|
||||
string
|
||||
|
@ -238,7 +286,7 @@ w_gausspistol_hud(void)
|
|||
pos = g_hudmins + (g_hudres / 2) + [-96,-72];
|
||||
|
||||
/* far left */
|
||||
if (pl.a_ammo3 == GM_SINGLE) {
|
||||
if (pl.gauss_mode == GM_SINGLE) {
|
||||
drawsubpic(
|
||||
pos,
|
||||
[64,144],
|
||||
|
@ -260,7 +308,7 @@ w_gausspistol_hud(void)
|
|||
DRAWFLAG_ADDITIVE
|
||||
);
|
||||
}
|
||||
if (pl.a_ammo3 == GM_CHARGE) {
|
||||
if (pl.gauss_mode == GM_CHARGE) {
|
||||
drawsubpic(
|
||||
pos,
|
||||
[64,144],
|
||||
|
@ -292,7 +340,7 @@ w_gausspistol_hud(void)
|
|||
DRAWFLAG_ADDITIVE
|
||||
);
|
||||
}
|
||||
if (pl.a_ammo3 == GM_FAST) {
|
||||
if (pl.gauss_mode == GM_FAST) {
|
||||
drawsubpic(
|
||||
pos,
|
||||
[128,144],
|
||||
|
@ -321,7 +369,7 @@ w_gausspistol_hud(void)
|
|||
drawsubpic(
|
||||
pos,
|
||||
[31,31],
|
||||
"sprites/crosshairs.spr_0.tga",
|
||||
g_cross_spr,
|
||||
[1/256,1/128],
|
||||
[31/256, 31/128],
|
||||
[1,1,1],
|
||||
|
@ -359,13 +407,14 @@ w_gausspistol_precache(void)
|
|||
precache_model("models/v_guasspistol.mdl");
|
||||
precache_model("sprites/gausshud1.spr");
|
||||
precache_model("sprites/gausshud2.spr");
|
||||
precache_model("sprites/gausswomp.spr");
|
||||
|
||||
}
|
||||
|
||||
weapon_t w_gausspistol =
|
||||
{
|
||||
.name = "gausspistol",
|
||||
.id = ITEM_GAUSSPISTOL,
|
||||
.id = ITEM_GAUSSPISTOL,
|
||||
.slot = 1,
|
||||
.slot_pos = 0,
|
||||
.draw = w_gausspistol_draw,
|
||||
|
@ -402,8 +451,8 @@ w_gausspistol_hudforward(player pl)
|
|||
return (1);
|
||||
}
|
||||
|
||||
pl.a_ammo3 = bound(GM_SINGLE, pl.a_ammo3 - 1, GM_FAST);
|
||||
sendevent("w_gp_setmode", "i", pl.a_ammo3);
|
||||
pl.gauss_mode = bound(GM_SINGLE, pl.gauss_mode - 1, GM_FAST);
|
||||
sendevent("w_gp_setmode", "i", pl.gauss_mode);
|
||||
return (0);
|
||||
}
|
||||
|
||||
|
@ -414,8 +463,8 @@ w_gausspistol_hudback(player pl)
|
|||
return (1);
|
||||
}
|
||||
|
||||
pl.a_ammo3 = bound(GM_SINGLE, pl.a_ammo3 + 1, GM_FAST);
|
||||
sendevent("w_gp_setmode", "i", pl.a_ammo3);
|
||||
pl.gauss_mode = bound(GM_SINGLE, pl.gauss_mode + 1, GM_FAST);
|
||||
sendevent("w_gp_setmode", "i", pl.gauss_mode);
|
||||
return (0);
|
||||
}
|
||||
#else
|
||||
|
@ -423,7 +472,6 @@ void
|
|||
CSEv_w_gp_setmode_i(int f)
|
||||
{
|
||||
player pl = (player)self;
|
||||
pl.a_ammo3 = f;
|
||||
pl.gauss_mode = f;
|
||||
}
|
||||
#endif
|
||||
|
|
|
@ -89,25 +89,24 @@ w_minigun_primary(void)
|
|||
Sound_Play(pl, CHAN_WEAPON, "weapon_minigun.fire");
|
||||
#else
|
||||
View_SetMuzzleflash(MUZZLE_RIFLE);
|
||||
Weapons_ViewPunchAngle([-2,0,0]);
|
||||
#endif
|
||||
|
||||
Weapons_ViewPunchAngle([-2,0,0]);
|
||||
|
||||
|
||||
pl.ammo_minigun--;
|
||||
|
||||
if (pl.menu_active == 1) {
|
||||
#ifdef CLIENT
|
||||
Weapons_ViewAnimation(MG_FIRELOOP);
|
||||
#else
|
||||
TraceAttack_FireBullets(1, src, 8, [0.1,0.1], WEAPON_MINIGUN);
|
||||
#ifdef SERVER
|
||||
TraceAttack_FireBullets(1, src, Skill_GetValue("sk_9mmAR_bullet", 10), [0.1,0.1], WEAPON_MINIGUN);
|
||||
#endif
|
||||
pl.w_attack_next = 0.1f;
|
||||
pl.w_idle_next = 0.1f;
|
||||
} else {
|
||||
|
||||
#ifdef CLIENT
|
||||
Weapons_ViewAnimation(MG_FIRE);
|
||||
#else
|
||||
TraceAttack_FireBullets(1, src, 8, [0.05,0.05], WEAPON_MINIGUN);
|
||||
#ifdef SERVER
|
||||
TraceAttack_FireBullets(1, src, Skill_GetValue("sk_9mmAR_bullet", 10), [0.05,0.05], WEAPON_MINIGUN);
|
||||
#endif
|
||||
pl.w_attack_next = 0.25f;
|
||||
pl.w_idle_next = 2.5f;
|
||||
|
@ -128,13 +127,14 @@ w_minigun_secondary(void)
|
|||
} else {
|
||||
Sound_Play(pl, 8, "weapon_minigun.spindown");
|
||||
}
|
||||
#else
|
||||
#endif
|
||||
|
||||
if (pl.menu_active == 0) {
|
||||
Weapons_ViewAnimation(MG_SPINUP);
|
||||
} else {
|
||||
Weapons_ViewAnimation(MG_SPINDOWN);
|
||||
}
|
||||
#endif
|
||||
|
||||
pl.menu_active = 1 - pl.menu_active;
|
||||
|
||||
pl.w_attack_next = 2.0f;
|
||||
|
@ -196,7 +196,7 @@ w_minigun_hud(void)
|
|||
drawsubpic(
|
||||
pos,
|
||||
[47,31],
|
||||
"sprites/crosshairs.spr_0.tga",
|
||||
g_cross_spr,
|
||||
[67/256,1/128],
|
||||
[47/256, 31/128],
|
||||
[1,1,1],
|
||||
|
@ -251,7 +251,7 @@ w_minigun_precache(void)
|
|||
weapon_t w_minigun =
|
||||
{
|
||||
.name = "minigun",
|
||||
.id = ITEM_MINIGUN,
|
||||
.id = ITEM_MINIGUN,
|
||||
.slot = 2,
|
||||
.slot_pos = 1,
|
||||
.draw = w_minigun_draw,
|
||||
|
|
|
@ -110,9 +110,11 @@ w_shotgun_primary(void)
|
|||
Sound_Play(pl, CHAN_WEAPON, "weapon_shotgun.fire");
|
||||
#else
|
||||
View_SetMuzzleflash(MUZZLE_SMALL);
|
||||
#endif
|
||||
|
||||
Weapons_ViewPunchAngle([-5,0,0]);
|
||||
|
||||
int r = (float)input_sequence % 4;
|
||||
int r = floor(pseudorandom() * 4.0);
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(SHOTGUN_SHOOT1);
|
||||
|
@ -126,7 +128,6 @@ w_shotgun_primary(void)
|
|||
default:
|
||||
Weapons_ViewAnimation(SHOTGUN_SHOOT4);
|
||||
}
|
||||
#endif
|
||||
|
||||
pl.w_attack_next = 0.846154f;
|
||||
pl.w_idle_next = 2.5f;
|
||||
|
@ -287,7 +288,7 @@ w_shotgun_hud(void)
|
|||
drawsubpic(
|
||||
pos,
|
||||
[31,31],
|
||||
"sprites/crosshairs.spr_0.tga",
|
||||
g_cross_spr,
|
||||
[34/256,1/128],
|
||||
[31/256, 31/128],
|
||||
[1,1,1],
|
||||
|
@ -327,7 +328,7 @@ w_shotgun_precache(void)
|
|||
weapon_t w_shotgun =
|
||||
{
|
||||
.name = "shotgun",
|
||||
.id = ITEM_SHOTGUN,
|
||||
.id = ITEM_SHOTGUN,
|
||||
.slot = 2,
|
||||
.slot_pos = 0,
|
||||
.draw = w_shotgun_draw,
|
||||
|
|
30
zpak001.pk3dir/particles/weapon_gausspistol.cfg
Normal file
30
zpak001.pk3dir/particles/weapon_gausspistol.cfg
Normal file
|
@ -0,0 +1,30 @@
|
|||
r_part beam
|
||||
{
|
||||
texture "sprites/gaussbeam2.spr_0.tga"
|
||||
scale 2
|
||||
scaledelta 0.25
|
||||
rgbf 1 1 1
|
||||
alpha 1.0
|
||||
blend add
|
||||
step 4
|
||||
randomvel 0
|
||||
type beam
|
||||
die 0.25
|
||||
rgbf 0.25 0.75 1.0
|
||||
}
|
||||
|
||||
r_part trail
|
||||
{
|
||||
texture "particles/fteparticlefont.tga"
|
||||
tcoords 97 97 191 191 256
|
||||
scale 2
|
||||
scaledelta 0.25
|
||||
rgbf 0.25 0.75 1.0
|
||||
alpha 0.5
|
||||
blend add
|
||||
step 4
|
||||
die 2
|
||||
randomvel 0
|
||||
type beam
|
||||
}
|
||||
|
Loading…
Reference in a new issue