Rebased against the latest Nuclide commit.
This commit is contained in:
parent
f8fae52db8
commit
42555d426d
3 changed files with 65 additions and 77 deletions
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@ -49,7 +49,7 @@ w_cannon_updateammo(player pl)
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}
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}
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string
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string
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w_cannon_pmodel(void)
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w_cannon_pmodel(player pl)
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{
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{
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return "models/p_cannon.mdl";
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return "models/p_cannon.mdl";
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}
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}
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@ -61,9 +61,8 @@ w_cannon_deathmsg(void)
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}
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}
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void
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void
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w_cannon_reload(void)
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w_cannon_reload(player pl)
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{
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{
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player pl = (player)self;
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if (pl.w_attack_next > 0) {
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if (pl.w_attack_next > 0) {
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return;
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return;
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}
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}
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@ -74,7 +73,7 @@ w_cannon_reload(void)
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return;
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return;
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}
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}
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Weapons_ViewAnimation(CANNON_RELOAD);
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Weapons_ViewAnimation(pl, CANNON_RELOAD);
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#ifdef SERVER
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#ifdef SERVER
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Weapons_ReloadWeapon(pl, player::cannon_mag, player::ammo_buckshot, 2);
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Weapons_ReloadWeapon(pl, player::cannon_mag, player::ammo_buckshot, 2);
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@ -85,10 +84,9 @@ w_cannon_reload(void)
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}
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}
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int
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int
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w_cannon_pickup(int new, int startammo)
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w_cannon_pickup(player pl, int new, int startammo)
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{
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{
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#ifdef SERVER
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#ifdef SERVER
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player pl = (player)self;
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if (new) {
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if (new) {
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pl.cannon_mag = 2;
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pl.cannon_mag = 2;
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@ -104,29 +102,28 @@ w_cannon_pickup(int new, int startammo)
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}
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}
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void
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void
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w_cannon_draw(void)
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w_cannon_draw(player pl)
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{
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{
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Weapons_SetModel("models/v_cannon.mdl");
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Weapons_SetModel("models/v_cannon.mdl");
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Weapons_ViewAnimation(CANNON_DEPLOY);
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Weapons_ViewAnimation(pl, CANNON_DEPLOY);
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}
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}
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void
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void
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w_cannon_holster(void)
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w_cannon_holster(player pl)
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{
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{
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Weapons_ViewAnimation(CANNON_PUTAWAY);
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Weapons_ViewAnimation(pl, CANNON_PUTAWAY);
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}
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}
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void
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void
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w_cannon_primary(void)
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w_cannon_primary(player pl)
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{
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{
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player pl = (player)self;
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if (pl.w_attack_next > 0.0) {
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if (pl.w_attack_next > 0.0) {
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return;
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return;
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}
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}
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if (pl.cannon_mag != 2) {
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if (pl.cannon_mag != 2) {
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w_cannon_reload();
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w_cannon_reload(pl);
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return;
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return;
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}
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}
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@ -140,8 +137,8 @@ w_cannon_primary(void)
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Sound_Play(pl, CHAN_WEAPON, "weapon_cannon.shoot");
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Sound_Play(pl, CHAN_WEAPON, "weapon_cannon.shoot");
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Weapons_UpdateAmmo(pl, pl.cannon_mag, pl.ammo_buckshot, __NULL__);
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Weapons_UpdateAmmo(pl, pl.cannon_mag, pl.ammo_buckshot, __NULL__);
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#endif
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#endif
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Weapons_ViewPunchAngle([-5,0,0]);
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Weapons_ViewPunchAngle(pl, [-5,0,0]);
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Weapons_ViewAnimation(CANNON_FIREBOTH);
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Weapons_ViewAnimation(pl, CANNON_FIREBOTH);
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pl.w_attack_next = 1.5f;
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pl.w_attack_next = 1.5f;
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pl.w_idle_next = 2.5f;
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pl.w_idle_next = 2.5f;
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@ -152,20 +149,19 @@ w_cannon_primary(void)
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}
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}
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void
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void
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w_cannon_secondary(void)
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w_cannon_secondary(player pl)
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{
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{
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player pl = (player)self;
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if (pl.w_attack_next > 0.0) {
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if (pl.w_attack_next > 0.0) {
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return;
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return;
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}
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}
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if (!pl.cannon_mag) {
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if (!pl.cannon_mag) {
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w_cannon_reload();
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w_cannon_reload(pl);
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return;
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return;
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}
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}
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Weapons_ViewPunchAngle([-5,0,0]);
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Weapons_ViewPunchAngle(pl, [-5,0,0]);
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#ifdef SERVER
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#ifdef SERVER
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int dmg;
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int dmg;
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@ -176,9 +172,9 @@ w_cannon_secondary(void)
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#endif
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#endif
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if (pl.cannon_mag == 2) {
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if (pl.cannon_mag == 2) {
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Weapons_ViewAnimation(CANNON_FIRELEFT);
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Weapons_ViewAnimation(pl, CANNON_FIRELEFT);
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} else {
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} else {
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Weapons_ViewAnimation(CANNON_FIRERIGHT);
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Weapons_ViewAnimation(pl, CANNON_FIRERIGHT);
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}
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}
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pl.w_attack_next = 1.5f;
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pl.w_attack_next = 1.5f;
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@ -190,14 +186,13 @@ w_cannon_secondary(void)
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Animation_PlayerTop(pl, ANIM_SHOOTSHOTGUN, 0.5f);
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Animation_PlayerTop(pl, ANIM_SHOOTSHOTGUN, 0.5f);
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}
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}
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void
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void
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w_cannon_release(void)
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w_cannon_release(player pl)
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{
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{
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player pl = (player)self;
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/* auto-reload if need be */
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/* auto-reload if need be */
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if (pl.w_attack_next <= 0.0)
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if (pl.w_attack_next <= 0.0)
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if (pl.cannon_mag == 0 && pl.ammo_buckshot > 0) {
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if (pl.cannon_mag == 0 && pl.ammo_buckshot > 0) {
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Weapons_Reload();
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Weapons_Reload(pl);
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return;
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return;
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}
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}
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@ -208,10 +203,10 @@ w_cannon_release(void)
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int r = floor(random(0,2));
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int r = floor(random(0,2));
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switch (r) {
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switch (r) {
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case 0:
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case 0:
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Weapons_ViewAnimation(CANNON_IDLE1);
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Weapons_ViewAnimation(pl, CANNON_IDLE1);
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break;
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break;
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case 1:
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case 1:
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Weapons_ViewAnimation(CANNON_IDLE2);
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Weapons_ViewAnimation(pl, CANNON_IDLE2);
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break;
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break;
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}
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}
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@ -219,7 +214,7 @@ w_cannon_release(void)
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}
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}
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void
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void
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w_cannon_crosshair(void)
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w_cannon_crosshair(player pl)
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{
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{
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#ifdef CLIENT
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#ifdef CLIENT
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static vector cross_pos;
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static vector cross_pos;
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@ -233,16 +228,15 @@ w_cannon_crosshair(void)
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}
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}
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float
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float
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w_cannon_aimanim(void)
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w_cannon_aimanim(player pl)
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{
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{
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return self.flags & FL_CROUCHING ? ANIM_CR_AIMSHOTGUN : ANIM_AIMSHOTGUN;
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return pl.flags & FL_CROUCHING ? ANIM_CR_AIMSHOTGUN : ANIM_AIMSHOTGUN;
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}
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}
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void
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void
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w_cannon_hudpic(int s, vector pos, float a)
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w_cannon_hudpic(player pl, int s, vector pos, float a)
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{
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{
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#ifdef CLIENT
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#ifdef CLIENT
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player pl = (player)self;
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vector hud_col;
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vector hud_col;
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if (pl.cannon_mag == 0 && pl.ammo_buckshot == 0)
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if (pl.cannon_mag == 0 && pl.ammo_buckshot == 0)
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@ -264,7 +258,7 @@ weapon_t
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w_cannon =
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w_cannon =
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{
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{
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.name = "handcannon",
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.name = "handcannon",
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.id = ITEM_CANNON,
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.id = ITEM_CANNON,
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.slot = 2,
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.slot = 2,
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.slot_pos = 3,
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.slot_pos = 3,
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.draw = w_cannon_draw,
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.draw = w_cannon_draw,
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@ -273,7 +267,7 @@ w_cannon =
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.secondary = w_cannon_secondary,
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.secondary = w_cannon_secondary,
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.reload = w_cannon_reload,
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.reload = w_cannon_reload,
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.release = w_cannon_release,
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.release = w_cannon_release,
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.crosshair = w_cannon_crosshair,
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.postdraw = w_cannon_crosshair,
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.precache = w_cannon_precache,
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.precache = w_cannon_precache,
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.pickup = w_cannon_pickup,
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.pickup = w_cannon_pickup,
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.updateammo = w_cannon_updateammo,
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.updateammo = w_cannon_updateammo,
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@ -54,7 +54,7 @@ void w_chainsaw_updateammo(player pl)
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{
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{
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Weapons_UpdateAmmo(pl, -1, -1, -1);
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Weapons_UpdateAmmo(pl, -1, -1, -1);
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}
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}
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string w_chainsaw_pmodel(void)
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string w_chainsaw_pmodel(player pl)
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{
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{
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return "models/p_saw.mdl";
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return "models/p_saw.mdl";
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}
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}
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@ -63,25 +63,23 @@ string w_chainsaw_deathmsg(void)
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return "%s killed %s with chainsaw.";
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return "%s killed %s with chainsaw.";
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}
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}
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void w_chainsaw_draw(void)
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void w_chainsaw_draw(player pl)
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{
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{
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player pl = (player)self;
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Weapons_SetModel("models/v_chainsaw.mdl");
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Weapons_SetModel("models/v_chainsaw.mdl");
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Weapons_ViewAnimation(CHAINSAW_DEPLOY);
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Weapons_ViewAnimation(pl, CHAINSAW_DEPLOY);
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#ifdef SERVER
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#ifdef SERVER
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Sound_Play(pl, CHAN_WEAPON, "weapon_chainsaw.startup");
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Sound_Play(pl, CHAN_WEAPON, "weapon_chainsaw.startup");
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#endif
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#endif
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}
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}
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void w_chainsaw_holster(void)
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void w_chainsaw_holster(player pl)
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{
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{
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Weapons_ViewAnimation(CHAINSAW_HOLSTER);
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Weapons_ViewAnimation(pl, CHAINSAW_HOLSTER);
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}
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}
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void w_chainsaw_primary(void)
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void w_chainsaw_primary(player pl)
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{
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{
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player pl = (player)self;
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/* only do it in the attack state */
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/* only do it in the attack state */
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if (pl.ammo_chainsaw_state == CHAINSAWSTATE_ATTACKING)
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if (pl.ammo_chainsaw_state == CHAINSAWSTATE_ATTACKING)
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@ -89,10 +87,10 @@ void w_chainsaw_primary(void)
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return;
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return;
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pl.ammo_chainsaw_state = CHAINSAWSTATE_ATTACKING;
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pl.ammo_chainsaw_state = CHAINSAWSTATE_ATTACKING;
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Weapons_ViewAnimation(CHAINSAW_CONTINUEFIRE);
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Weapons_ViewAnimation(pl, CHAINSAW_CONTINUEFIRE);
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#ifdef SERVER
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#ifdef SERVER
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Weapons_MakeVectors();
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Weapons_MakeVectors(pl);
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vector src = pl.origin + pl.view_ofs;
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vector src = pl.origin + pl.view_ofs;
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traceline(src, src + (v_forward * 32), FALSE, pl);
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traceline(src, src + (v_forward * 32), FALSE, pl);
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@ -123,16 +121,15 @@ void w_chainsaw_primary(void)
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pl.w_idle_next = 0.0f;
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pl.w_idle_next = 0.0f;
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}
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}
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void w_chainsaw_release(void)
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void w_chainsaw_release(player pl)
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{
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{
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player pl = (player)self;
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if (pl.w_idle_next)
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if (pl.w_idle_next)
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return;
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return;
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if (pl.ammo_chainsaw_state == CHAINSAWSTATE_ATTACKING) {
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if (pl.ammo_chainsaw_state == CHAINSAWSTATE_ATTACKING) {
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pl.ammo_chainsaw_state = CHAINSAWSTATE_IDLE;
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pl.ammo_chainsaw_state = CHAINSAWSTATE_IDLE;
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Weapons_ViewAnimation(CHAINSAW_STOPFIRE);
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Weapons_ViewAnimation(pl, CHAINSAW_STOPFIRE);
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#ifdef SERVER
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#ifdef SERVER
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Sound_Play(pl, CHAN_WEAPON, "weapon_chainsaw.idle");
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Sound_Play(pl, CHAN_WEAPON, "weapon_chainsaw.idle");
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#endif
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#endif
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@ -149,21 +146,21 @@ void w_chainsaw_release(void)
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}
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}
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if (pl.w_attack_next <= 0.0f) {
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if (pl.w_attack_next <= 0.0f) {
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if (random() < 0.5) {
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if (random() < 0.5) {
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Weapons_ViewAnimation(CHAINSAW_IDLE1);
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Weapons_ViewAnimation(pl, CHAINSAW_IDLE1);
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} else {
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} else {
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Weapons_ViewAnimation(CHAINSAW_IDLE2);
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Weapons_ViewAnimation(pl, CHAINSAW_IDLE2);
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}
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}
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pl.w_attack_next = 5.3333f;
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pl.w_attack_next = 5.3333f;
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}
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}
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}
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}
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}
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}
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float w_chainsaw_aimanim(void)
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float w_chainsaw_aimanim(player pl)
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{
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{
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return self.flags & FL_CROUCHING ? ANIM_CR_AIMEGON : ANIM_AIMEGON;
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return pl.flags & FL_CROUCHING ? ANIM_CR_AIMEGON : ANIM_AIMEGON;
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}
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}
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void w_chainsaw_hudpic(int s, vector pos, float a)
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void w_chainsaw_hudpic(player pl, int s, vector pos, float a)
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{
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{
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#ifdef CLIENT
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#ifdef CLIENT
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if (s) {
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if (s) {
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@ -181,7 +178,7 @@ void w_chainsaw_hudpic(int s, vector pos, float a)
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weapon_t w_chainsaw =
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weapon_t w_chainsaw =
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{
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{
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.name = "chainsaw",
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.name = "chainsaw",
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.id = ITEM_CHAINSAW,
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.id = ITEM_CHAINSAW,
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.slot = 0,
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.slot = 0,
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.slot_pos = 2,
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.slot_pos = 2,
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.draw = w_chainsaw_draw,
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.draw = w_chainsaw_draw,
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@ -190,7 +187,7 @@ weapon_t w_chainsaw =
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.secondary = w_chainsaw_release,
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.secondary = w_chainsaw_release,
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.reload = w_chainsaw_release,
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.reload = w_chainsaw_release,
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.release = w_chainsaw_release,
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.release = w_chainsaw_release,
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.crosshair = __NULL__,
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.postdraw = __NULL__,
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.precache = w_chainsaw_precache,
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.precache = w_chainsaw_precache,
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.pickup = __NULL__,
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.pickup = __NULL__,
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.updateammo = w_chainsaw_updateammo,
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.updateammo = w_chainsaw_updateammo,
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@ -48,7 +48,7 @@ void w_hammer_updateammo(player pl)
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{
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{
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Weapons_UpdateAmmo(pl, -1, -1, -1);
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Weapons_UpdateAmmo(pl, -1, -1, -1);
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}
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}
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string w_hammer_pmodel(void)
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string w_hammer_pmodel(player pl)
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{
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{
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return "models/p_hammer.mdl";
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return "models/p_hammer.mdl";
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}
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}
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@ -57,51 +57,48 @@ string w_hammer_deathmsg(void)
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return "%s killed %s with hammer.";
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return "%s killed %s with hammer.";
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}
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}
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void w_hammer_draw(void)
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void w_hammer_draw(player pl)
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{
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{
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Weapons_SetModel("models/v_hammer.mdl");
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Weapons_SetModel("models/v_hammer.mdl");
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Weapons_ViewAnimation(HAMMER_DRAW);
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Weapons_ViewAnimation(pl, HAMMER_DRAW);
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}
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}
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void w_hammer_holster(void)
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void w_hammer_holster(player pl)
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{
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{
|
||||||
Weapons_ViewAnimation(HAMMER_HOLSTER);
|
Weapons_ViewAnimation(pl, HAMMER_HOLSTER);
|
||||||
}
|
}
|
||||||
void w_hammer_primary(void)
|
void w_hammer_primary(player pl)
|
||||||
{
|
{
|
||||||
player pl = (player)self;
|
|
||||||
|
|
||||||
if (!pl.w_attack_next) {
|
if (!pl.w_attack_next) {
|
||||||
/* Hack */
|
/* Hack */
|
||||||
if (pl.ammo_hammer_state != 1) {
|
if (pl.ammo_hammer_state != 1) {
|
||||||
Weapons_ViewAnimation(HAMMER_HOLSTER2);
|
Weapons_ViewAnimation(pl, HAMMER_HOLSTER2);
|
||||||
pl.ammo_hammer_state = 1;
|
pl.ammo_hammer_state = 1;
|
||||||
pl.w_attack_next = 0.5f;
|
pl.w_attack_next = 0.5f;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
pl.w_idle_next = 2.5f;
|
pl.w_idle_next = 2.5f;
|
||||||
}
|
}
|
||||||
void w_hammer_secondary(void)
|
void w_hammer_secondary(player pl)
|
||||||
{
|
{
|
||||||
player pl = (player)self;
|
|
||||||
|
|
||||||
if (!pl.w_attack_next) {
|
if (!pl.w_attack_next) {
|
||||||
/* Hack */
|
/* Hack */
|
||||||
if (pl.ammo_hammer_state != 2) {
|
if (pl.ammo_hammer_state != 2) {
|
||||||
Weapons_ViewAnimation(HAMMER_HOLSTER3);
|
Weapons_ViewAnimation(pl, HAMMER_HOLSTER3);
|
||||||
pl.ammo_hammer_state = 2;
|
pl.ammo_hammer_state = 2;
|
||||||
pl.w_attack_next = 0.5f;
|
pl.w_attack_next = 0.5f;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
pl.w_idle_next = 2.5f;
|
pl.w_idle_next = 2.5f;
|
||||||
}
|
}
|
||||||
void w_hammer_reload(void)
|
void w_hammer_reload(player pl)
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
void w_hammer_release(void)
|
void w_hammer_release(player pl)
|
||||||
{
|
{
|
||||||
player pl = (player)self;
|
|
||||||
|
|
||||||
if (pl.w_attack_next) {
|
if (pl.w_attack_next) {
|
||||||
return;
|
return;
|
||||||
|
@ -140,7 +137,7 @@ void w_hammer_release(void)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
Weapons_ViewAnimation(HAMMER_ATTACK1);
|
Weapons_ViewAnimation(pl, HAMMER_ATTACK1);
|
||||||
pl.w_attack_next = 1.0f;
|
pl.w_attack_next = 1.0f;
|
||||||
|
|
||||||
if (self.flags & FL_CROUCHING)
|
if (self.flags & FL_CROUCHING)
|
||||||
|
@ -162,7 +159,7 @@ void w_hammer_release(void)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
Weapons_ViewAnimation(HAMMER_ATTACK2);
|
Weapons_ViewAnimation(pl, HAMMER_ATTACK2);
|
||||||
pl.w_attack_next = 0.75f;
|
pl.w_attack_next = 0.75f;
|
||||||
|
|
||||||
if (self.flags & FL_CROUCHING)
|
if (self.flags & FL_CROUCHING)
|
||||||
|
@ -197,24 +194,24 @@ void w_hammer_release(void)
|
||||||
int r = floor(random(0,3));
|
int r = floor(random(0,3));
|
||||||
switch (r) {
|
switch (r) {
|
||||||
case 0:
|
case 0:
|
||||||
Weapons_ViewAnimation(HAMMER_IDLE1);
|
Weapons_ViewAnimation(pl, HAMMER_IDLE1);
|
||||||
break;
|
break;
|
||||||
case 1:
|
case 1:
|
||||||
Weapons_ViewAnimation(HAMMER_IDLE2);
|
Weapons_ViewAnimation(pl, HAMMER_IDLE2);
|
||||||
break;
|
break;
|
||||||
case 2:
|
case 2:
|
||||||
Weapons_ViewAnimation(HAMMER_IDLE3);
|
Weapons_ViewAnimation(pl, HAMMER_IDLE3);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
pl.w_idle_next = 10.0f;
|
pl.w_idle_next = 10.0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
float w_hammer_aimanim(void)
|
float w_hammer_aimanim(player pl)
|
||||||
{
|
{
|
||||||
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
|
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
|
||||||
}
|
}
|
||||||
|
|
||||||
void w_hammer_hudpic(int s, vector pos, float a)
|
void w_hammer_hudpic(player pl, int s, vector pos, float a)
|
||||||
{
|
{
|
||||||
#ifdef CLIENT
|
#ifdef CLIENT
|
||||||
if (s) {
|
if (s) {
|
||||||
|
@ -228,7 +225,7 @@ void w_hammer_hudpic(int s, vector pos, float a)
|
||||||
weapon_t w_hammer =
|
weapon_t w_hammer =
|
||||||
{
|
{
|
||||||
.name = "hammer",
|
.name = "hammer",
|
||||||
.id = ITEM_HAMMER,
|
.id = ITEM_HAMMER,
|
||||||
.slot = 0,
|
.slot = 0,
|
||||||
.slot_pos = 1,
|
.slot_pos = 1,
|
||||||
.draw = w_hammer_draw,
|
.draw = w_hammer_draw,
|
||||||
|
@ -237,7 +234,7 @@ weapon_t w_hammer =
|
||||||
.secondary = w_hammer_secondary,
|
.secondary = w_hammer_secondary,
|
||||||
.reload = w_hammer_reload,
|
.reload = w_hammer_reload,
|
||||||
.release = w_hammer_release,
|
.release = w_hammer_release,
|
||||||
.crosshair = __NULL__,
|
.postdraw = __NULL__,
|
||||||
.precache = w_hammer_precache,
|
.precache = w_hammer_precache,
|
||||||
.pickup = __NULL__,
|
.pickup = __NULL__,
|
||||||
.updateammo = w_hammer_updateammo,
|
.updateammo = w_hammer_updateammo,
|
||||||
|
|
Loading…
Reference in a new issue