Merge pull request #2 from preston-thompson/master
Nailgun fixes, class selection fix
This commit is contained in:
commit
5312044640
4 changed files with 19 additions and 2 deletions
0
install_patches.sh
Normal file → Executable file
0
install_patches.sh
Normal file → Executable file
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@ -28,6 +28,7 @@ void
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VGUI_TeamJoin(float i)
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VGUI_TeamJoin(float i)
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{
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{
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sendevent("TeamJoin", "f", i);
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sendevent("TeamJoin", "f", i);
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winCTTeam.Hide();
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}
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}
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void
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void
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@ -33,6 +33,7 @@ w_nailgun_precache(void)
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precache_model("models/w_nailgun.mdl");
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precache_model("models/w_nailgun.mdl");
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precache_model("models/p_nailgun.mdl");
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precache_model("models/p_nailgun.mdl");
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precache_model("models/nail.mdl");
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precache_model("models/nail.mdl");
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Sound_Precache("weapon_nailgun.fire");
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}
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}
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void
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void
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@ -75,18 +76,25 @@ void
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w_nailgun_shootnail(player pl)
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w_nailgun_shootnail(player pl)
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{
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{
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static void w_rpg_shootrocket_touch(void) {
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static void w_rpg_shootrocket_touch(void) {
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#ifndef CLIENT
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/* impact per bullet */
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if (trace_ent.iBleeds == 0) {
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DecalGroups_Place("Impact.BigShot", trace_endpos + (v_forward * -2));
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SurfData_Impact(trace_ent, trace_surfaceflagsi, trace_endpos, trace_plane_normal);
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}
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#endif
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remove(self);
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remove(self);
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}
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}
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Weapons_MakeVectors(pl);
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Weapons_MakeVectors(pl);
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entity p = spawn();
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entity p = spawn();
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setmodel(p, "models/nail.mdl");
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setmodel(p, "models/nail.mdl");
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setorigin(p, Weapons_GetCameraPos(pl) + (v_forward * 8));
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setorigin(p, Weapons_GetCameraPos(pl) + (v_forward * 14) + (v_up * -4) + (v_right * 2));
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p.owner = self;
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p.owner = self;
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p.movetype = MOVETYPE_FLYMISSILE;
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p.movetype = MOVETYPE_FLYMISSILE;
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p.solid = SOLID_BBOX;
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p.solid = SOLID_BBOX;
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p.gravity = 0.5f;
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p.gravity = 0.5f;
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p.velocity = (v_forward * 1000);
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p.velocity = (v_forward * 1000) + (v_up * 4) + (v_right * -2);
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p.angles = vectoangles(p.velocity);
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p.angles = vectoangles(p.velocity);
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p.touch = w_rpg_shootrocket_touch;
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p.touch = w_rpg_shootrocket_touch;
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p.think = Util_Destroy;
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p.think = Util_Destroy;
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@ -114,6 +122,9 @@ w_nailgun_primary(player pl)
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}
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}
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Weapons_ViewAnimation(pl, NAILGUN_SHOOT2);
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Weapons_ViewAnimation(pl, NAILGUN_SHOOT2);
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Weapons_ViewPunchAngle(pl, [-1,0,0]);
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Weapons_ViewPunchAngle(pl, [-1,0,0]);
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#ifndef CLIENT
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Sound_Play(pl, CHAN_WEAPON, "weapon_nailgun.fire");
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#endif
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pl.w_attack_next = 0.1f;
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pl.w_attack_next = 0.1f;
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break;
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break;
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case AUTO_EMPTY:
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case AUTO_EMPTY:
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@ -18,6 +18,11 @@ weapon_sbs.reload
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sample weapons/reload3.wav
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sample weapons/reload3.wav
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}
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}
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weapon_nailgun.fire
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{
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sample weapons/airgun_1.wav
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}
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engineer.build
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engineer.build
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{
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{
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sample weapons/building.wav
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sample weapons/building.wav
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