Update copyright information
Remove pmodel attributes from the player class. Fix shotgun and DML menu. Add fix for the gauss-pistol triggering a client-side fire upon closing the menu.
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31 changed files with 123 additions and 57 deletions
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2020 Marco Cawthorne <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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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2020 Marco Cawthorne <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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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2020 Marco Cawthorne <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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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2020 Marco Cawthorne <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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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2020 Marco Cawthorne <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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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2020 Marco Cawthorne <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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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2020 Marco Cawthorne <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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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2020 Marco Cawthorne <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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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2020 Marco Cawthorne <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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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2020 Marco Cawthorne <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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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2020 Marco Cawthorne <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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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2020 Marco Cawthorne <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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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2020 Marco Cawthorne <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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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2020 Marco Cawthorne <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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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2020 Marco Cawthorne <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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@ -10,6 +10,7 @@
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../../../src/shared/fteextensions.qc
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../../../src/shared/defs.h
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../../../src/server/defs.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/shared.src
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2020 Marco Cawthorne <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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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2020 Marco Cawthorne <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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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2020 Marco Cawthorne <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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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2021 Marco Cawthorne <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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@ -80,12 +80,6 @@ class player:base_player
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PREDICTED_INT(dml_state);
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#ifdef CLIENT
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/* External model */
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entity p_model;
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int p_hand_bone;
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int p_model_bone;
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float lastweapon;
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virtual void(void) draw;
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virtual float() predraw;
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virtual void(void) postdraw;
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2020 Marco Cawthorne <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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@ -24,6 +24,8 @@ enum
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void
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w_aicore_draw(void)
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{
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player pl = (player)self;
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pl.menu_active = 0;
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Weapons_SetModel("models/v_aicore.mdl");
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Weapons_SetGeomset("geomset 1 1\n");
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Weapons_ViewAnimation(AIC_DRAW);
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@ -123,6 +125,7 @@ weapon_t w_aicore =
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{
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.name = "aicore",
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.id = ITEM_AICORE,
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.weight = WEIGHT_AICORE,
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.slot = 0,
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.slot_pos = 1,
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.draw = w_aicore_draw,
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@ -139,6 +142,7 @@ weapon_t w_aicore =
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.pmodel = w_aicore_pmodel,
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.deathmsg = w_aicore_deathmsg,
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.aimanim = w_aicore_aimanim,
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.type = gunman_wpntype_close,
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.hudpic = w_aicore_hudpic
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};
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2020 Marco Cawthorne <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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@ -29,6 +29,8 @@ enum
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void
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w_beamgun_draw(void)
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{
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player pl = (player)self;
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pl.menu_active = 0;
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Weapons_SetModel("models/v_beam.mdl");
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Weapons_SetGeomset("geomset 1 1\n");
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Weapons_ViewAnimation(BEAMGUN_DRAW);
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{
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.name = "beamgun",
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.id = ITEM_BEAMGUN,
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.weight = WEIGHT_BEAMGUN,
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.slot = 3,
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.slot_pos = 0,
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.draw = w_beamgun_draw,
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.pmodel = w_beamgun_pmodel,
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.deathmsg = w_beamgun_deathmsg,
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.aimanim = w_beamgun_aimanim,
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.type = gunman_wpntype_ranged,
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.hudpic = w_beamgun_hudpic
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};
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2020 Marco Cawthorne <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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@ -27,6 +27,8 @@ enum
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void
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w_chemicalgun_draw(void)
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{
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player pl = (player)self;
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pl.menu_active = 0;
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Weapons_SetModel("models/v_chemgun.mdl");
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Weapons_SetGeomset("geomset 1 1\n");
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Weapons_ViewAnimation(CHEMGUN_DRAW);
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@ -358,6 +360,7 @@ weapon_t w_chemicalgun =
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{
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.name = "chemicalgun",
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.id = ITEM_CHEMICALGUN,
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.weight = WEIGHT_CHEMICALGUN,
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.slot = 4,
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.slot_pos = 1,
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.draw = w_chemicalgun_draw,
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.pmodel = w_chemicalgun_pmodel,
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.deathmsg = w_chemicalgun_deathmsg,
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.aimanim = w_chemicalgun_aimanim,
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.type = gunman_wpntype_ranged,
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.hudpic = w_chemicalgun_hudpic
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};
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2020 Marco Cawthorne <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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void
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w_dml_draw(void)
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{
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player pl = (player)self;
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pl.menu_active = 0;
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Weapons_SetModel("models/v_dml.mdl");
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Weapons_SetGeomset("geomset 1 1\n");
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Weapons_ViewAnimation(DML_DRAW);
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break;
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}
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txt1 = sprintf("LAUNCH: %s", lmodes[getstati(42)]);
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txt2 = sprintf("FLIGHTPATH: %s", fmodes[getstati(43)]);
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txt3 = sprintf("DETONATE: %s", dmodes[getstati(44)]);
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txt4 = sprintf("PAYLOAD: %s", pmodes[getstati(45)]);
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txt1 = sprintf("LAUNCH: %s", lmodes[pl.dml_launch]);
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txt2 = sprintf("FLIGHTPATH: %s", fmodes[pl.dml_flightpath]);
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txt3 = sprintf("DETONATE: %s", dmodes[pl.dml_detonate]);
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txt4 = sprintf("PAYLOAD: %s", pmodes[pl.dml_payload]);
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pos = g_hudmins + (g_hudres / 2) + [-80,-48];
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drawfont = Font_GetID(FONT_20);
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{
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.name = "dml",
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.id = ITEM_DML,
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.weight = WEIGHT_DML,
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.slot = 3,
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.slot_pos = 1,
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.draw = w_dml_draw,
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.pmodel = w_dml_pmodel,
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.deathmsg = w_dml_deathmsg,
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.aimanim = w_dml_aimanim,
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.type = gunman_wpntype_ranged,
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.hudpic = w_dml_hudpic
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};
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2020 Marco Cawthorne <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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@ -52,6 +52,8 @@ w_fists_updateammo(player pl)
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void
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w_fists_draw(void)
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{
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player pl = (player)self;
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pl.menu_active = 0;
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player pl = (player)self;
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Weapons_SetModel("models/v_hands.mdl");
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Weapons_SetGeomset("geomset 1 2\n");
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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 && 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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#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 && 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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@ -289,6 +291,7 @@ weapon_t w_fists =
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{
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.name = "fists",
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.id = ITEM_FISTS,
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.weight = WEIGHT_FISTS,
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.slot = 0,
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.slot_pos = 0,
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.draw = w_fists_draw,
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.pmodel = __NULL__,
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.deathmsg = w_fists_deathmsg,
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.aimanim = w_fists_aimanim,
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.type = gunman_wpntype_close,
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.hudpic = w_fists_hudpic
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};
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2020 Marco Cawthorne <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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@ -42,6 +42,8 @@ enum
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void
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w_gausspistol_draw(void)
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{
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player pl = (player)self;
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pl.menu_active = 0;
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Weapons_SetModel("models/v_guasspistol.mdl");
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Weapons_SetGeomset("geomset 1 1\n");
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Weapons_ViewAnimation(GP_DRAW);
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@ -123,12 +125,19 @@ w_gausspistol_primary(void)
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int take = 1;
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player pl = (player)self;
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if (pl.menu_active > 0) {
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pl.menu_active = 0;
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pl.gflags |= GF_SEMI_TOGGLED;
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pl.w_attack_next = 0.25f;
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return;
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}
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if (pl.gflags & GF_SEMI_TOGGLED) {
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return;
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}
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if (pl.a_ammo1 > 0) {
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pl.a_ammo1 = 0;
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if (pl.menu_active > 0) {
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pl.menu_active = 0;
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pl.gflags |= GF_SEMI_TOGGLED;
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return;
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}
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@ -210,7 +219,7 @@ w_gausspistol_secondary(void)
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pl.gflags |= GF_SEMI_TOGGLED;
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/* activate menu */
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pl.a_ammo1 = 1;
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pl.menu_active = 1;
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w_gausspistol_release();
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}
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@ -282,7 +291,7 @@ w_gausspistol_hud(void)
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HUD_DrawAmmo2();
|
||||
|
||||
/* menu */
|
||||
if (pl.a_ammo1 > 0) {
|
||||
if (pl.menu_active > 0) {
|
||||
pos = g_hudmins + (g_hudres / 2) + [-96,-72];
|
||||
|
||||
/* far left */
|
||||
|
@ -415,6 +424,7 @@ weapon_t w_gausspistol =
|
|||
{
|
||||
.name = "gausspistol",
|
||||
.id = ITEM_GAUSSPISTOL,
|
||||
.weight = WEIGHT_GAUSSPISTOL,
|
||||
.slot = 1,
|
||||
.slot_pos = 0,
|
||||
.draw = w_gausspistol_draw,
|
||||
|
@ -431,6 +441,7 @@ weapon_t w_gausspistol =
|
|||
.pmodel = w_gausspistol_pmodel,
|
||||
.deathmsg = w_gausspistol_deathmsg,
|
||||
.aimanim = w_gausspistol_aimanim,
|
||||
.type = gunman_wpntype_ranged,
|
||||
.hudpic = w_gausspistol_hudpic
|
||||
};
|
||||
|
||||
|
@ -447,7 +458,7 @@ weapon_gausspistol(void)
|
|||
int
|
||||
w_gausspistol_hudforward(player pl)
|
||||
{
|
||||
if (pl.a_ammo1 <= 0) {
|
||||
if (pl.menu_active <= 0) {
|
||||
return (1);
|
||||
}
|
||||
|
||||
|
@ -459,7 +470,7 @@ w_gausspistol_hudforward(player pl)
|
|||
int
|
||||
w_gausspistol_hudback(player pl)
|
||||
{
|
||||
if (pl.a_ammo1 <= 0) {
|
||||
if (pl.menu_active <= 0) {
|
||||
return (1);
|
||||
}
|
||||
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
||||
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
|
@ -29,6 +29,8 @@ enum
|
|||
void
|
||||
w_grenade_draw(void)
|
||||
{
|
||||
player pl = (player)self;
|
||||
pl.menu_active = 0;
|
||||
Weapons_SetModel("models/v_grenade.mdl");
|
||||
Weapons_SetGeomset("geomset 1 1\n");
|
||||
Weapons_ViewAnimation(GREN_DRAW);
|
||||
|
@ -220,6 +222,7 @@ weapon_t w_grenade =
|
|||
{
|
||||
.name = "grenade",
|
||||
.id = ITEM_GRENADE,
|
||||
.weight = WEIGHT_GRENADE,
|
||||
.slot = 4,
|
||||
.slot_pos = 0,
|
||||
.draw = w_grenade_draw,
|
||||
|
@ -236,6 +239,7 @@ weapon_t w_grenade =
|
|||
.pmodel = w_grenade_pmodel,
|
||||
.deathmsg = w_grenade_deathmsg,
|
||||
.aimanim = w_grenade_aimanim,
|
||||
.type = gunman_wpntype_throw,
|
||||
.hudpic = w_grenade_hudpic
|
||||
};
|
||||
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
||||
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
|
@ -30,6 +30,8 @@ enum
|
|||
void
|
||||
w_minigun_draw(void)
|
||||
{
|
||||
player pl = (player)self;
|
||||
pl.menu_active = 0;
|
||||
Weapons_SetModel("models/v_mechagun.mdl");
|
||||
Weapons_SetGeomset("geomset 1 1\n");
|
||||
Weapons_ViewAnimation(MG_DRAW);
|
||||
|
@ -268,6 +270,7 @@ weapon_t w_minigun =
|
|||
.pmodel = w_minigun_pmodel,
|
||||
.deathmsg = w_minigun_deathmsg,
|
||||
.aimanim = w_minigun_aimanim,
|
||||
.type = gunman_wpntype_ranged,
|
||||
.hudpic = w_minigun_hudpic
|
||||
};
|
||||
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
||||
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
|
@ -51,6 +51,8 @@ string gsmodes[] = {
|
|||
void
|
||||
w_shotgun_draw(void)
|
||||
{
|
||||
player pl = (player)self;
|
||||
pl.menu_active = 0;
|
||||
Weapons_SetModel("models/v_shotgun.mdl");
|
||||
Weapons_SetGeomset("geomset 1 1\n");
|
||||
Weapons_ViewAnimation(SHOTGUN_DRAW);
|
||||
|
@ -271,8 +273,8 @@ w_shotgun_hud(void)
|
|||
break;
|
||||
}
|
||||
|
||||
shellstr = sprintf("SHELLS: %i", getstati(40));
|
||||
spreadstr = sprintf("SPREAD: %s", gsmodes[getstati(41)]);
|
||||
shellstr = sprintf("SHELLS: %i", pl.shotgun_shells);
|
||||
spreadstr = sprintf("SPREAD: %s", gsmodes[pl.shotgun_spread]);
|
||||
pos = g_hudmins + (g_hudres / 2) + [-48,-16];
|
||||
|
||||
drawfont = Font_GetID(FONT_20);
|
||||
|
@ -345,6 +347,7 @@ weapon_t w_shotgun =
|
|||
.pmodel = w_shotgun_pmodel,
|
||||
.deathmsg = w_shotgun_deathmsg,
|
||||
.aimanim = w_shotgun_aimanim,
|
||||
.type = gunman_wpntype_ranged,
|
||||
.hudpic = w_shotgun_hudpic
|
||||
};
|
||||
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
||||
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
|
@ -28,3 +28,33 @@ enum
|
|||
WEAPON_GRENADE,
|
||||
WEAPON_CHEMICALGUN
|
||||
};
|
||||
|
||||
/* weight table... I just guessed this was a good compromise */
|
||||
enum
|
||||
{
|
||||
WEIGHT_AICORE,
|
||||
WEIGHT_NONE,
|
||||
WEIGHT_FISTS,
|
||||
WEIGHT_GRENADE,
|
||||
WEIGHT_GAUSSPISTOL,
|
||||
WEIGHT_DML,
|
||||
WEIGHT_SHOTGUN,
|
||||
WEIGHT_MINIGUN,
|
||||
WEIGHT_BEAMGUN,
|
||||
WEIGHT_CHEMICALGUN
|
||||
};
|
||||
|
||||
weapontype_t gunman_wpntype_ranged(void)
|
||||
{
|
||||
return WPNTYPE_RANGED;
|
||||
}
|
||||
|
||||
weapontype_t gunman_wpntype_close(void)
|
||||
{
|
||||
return WPNTYPE_CLOSE;
|
||||
}
|
||||
|
||||
weapontype_t gunman_wpntype_throw(void)
|
||||
{
|
||||
return WPNTYPE_THROW;
|
||||
}
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
||||
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
|
|
Loading…
Reference in a new issue