Move skill files around to the new conventions, tweak various sounds/particles and definitions.

This commit is contained in:
Marco Cawthorne 2024-02-23 14:00:41 -08:00
parent a1638d3c65
commit 24a8c78367
Signed by: eukara
GPG key ID: CE2032F0A2882A22
16 changed files with 259 additions and 64 deletions

View file

@ -101,15 +101,17 @@ HUD_DrawWeaponSelect_Back(void)
HUD_DrawWeaponSelect_Back(); HUD_DrawWeaponSelect_Back();
} }
void
View_ForceChange(player pl, int targetWeapon);
void void
HUD_DrawWeaponSelect_Trigger(void) HUD_DrawWeaponSelect_Trigger(void)
{ {
player pl = (player)pSeat->m_ePlayer; player pl = (player)pSeat->m_ePlayer;
if (pl.activeweapon != pSeat->m_iHUDWeaponSelected) if (pl.activeweapon != pSeat->m_iHUDWeaponSelected)
sendevent("PlayerSwitchWeapon", "i", pSeat->m_iHUDWeaponSelected); View_ForceChange(pl, pSeat->m_iHUDWeaponSelected);
pl.activeweapon = pSeat->m_iHUDWeaponSelected;
Sound_Play(pSeat->m_ePlayer, CHAN_ITEM, "Player.WeaponSelected"); Sound_Play(pSeat->m_ePlayer, CHAN_ITEM, "Player.WeaponSelected");
pSeat->m_iHUDWeaponSelected = pSeat->m_flHUDWeaponSelectTime = 0; pSeat->m_iHUDWeaponSelected = pSeat->m_flHUDWeaponSelectTime = 0;
@ -120,8 +122,7 @@ HUD_DrawWeaponSelect_Last(void)
{ {
player pl = (player)pSeat->m_ePlayer; player pl = (player)pSeat->m_ePlayer;
if (pl.g_items & g_weapons[pSeat->m_iOldWeapon].id) { if (pl.g_items & g_weapons[pSeat->m_iOldWeapon].id) {
pl.activeweapon = pSeat->m_iOldWeapon; View_ForceChange(pl, pSeat->m_iOldWeapon);
sendevent("PlayerSwitchWeapon", "i", pSeat->m_iOldWeapon);
} }
} }

View file

@ -172,9 +172,14 @@ Weapons_Draw(player pl)
/* In case the previous weapon hid the model */ /* In case the previous weapon hid the model */
Weapons_EnableModel(); Weapons_EnableModel();
#ifdef CLIENT
View_SetMuzzleflash(0);
#endif
pl.w_attack_next = 0.5f; pl.w_attack_next = 0.5f;
pl.w_idle_next = 2.5f; pl.w_idle_next = 2.5f;
pl.viewzoom = 1.0f; pl.viewzoom = 1.0f;
pl.weapontime = 0.0f;
/* we're meant to respawn when we're dead, don't unset! */ /* we're meant to respawn when we're dead, don't unset! */
if (pl.health > 0) { if (pl.health > 0) {

View file

@ -0,0 +1 @@
exec "skill.cfg"

View file

@ -35,6 +35,8 @@ entityDef projectile_ARgrenade
"detonate_on_actor" "1" "detonate_on_actor" "1"
"snd_explode" "fx.explosion" "snd_explode" "fx.explosion"
"model_detonate" "fx_explosion.main" "model_detonate" "fx_explosion.main"
"decal_detonate" "ExplosionScorch"
"smoke_fly" "weapon_9mmAR.nadetrail"
"def_damage" "damage_ARgrneadeDirect" "def_damage" "damage_ARgrneadeDirect"
"def_splash_damage" "damage_ARgrneadeSplash" "def_splash_damage" "damage_ARgrneadeSplash"

View file

@ -52,5 +52,3 @@ seta gl_overbright 0
seta gl_ldr 1 seta gl_ldr 1
seta r_lightmap_format rgb8 seta r_lightmap_format rgb8
seta rate 30000 // some HL configs set this to 2500 by default! seta rate 30000 // some HL configs set this to 2500 by default!
exec skill_valve.cfg

View file

@ -17,7 +17,7 @@ r_part +ember
count 1 count 1
texture "particles/fteparticlefont.tga" texture "particles/fteparticlefont.tga"
tcoords 97 97 191 191 256 tcoords 97 97 191 191 256
rgb 255 128 76 rgb 255 64 16
alpha 0 alpha 0
scale 20 scale 20
scalefactor 1 scalefactor 1
@ -35,6 +35,47 @@ r_part +ember
ramp 0 0 0 0.1 0 ramp 0 0 0 0.1 0
} }
r_part +ember
{
count 1
texture "particles/fteparticlefont.tga"
tcoords 97 97 191 191 256
rgb 255 64 16
alpha 0
scale 8
scalefactor 1
die 2
friction 2.5
blend add
randomvel 512
spawnorg 32 32
rampmode delta
gravity 100
ramp 0 0 0 -0.5 0
ramp 0 0 0 0.1 0
ramp 0 0 0 0.1 0
ramp 0 0 0 0.1 0
ramp 0 0 0 0.1 0
ramp 0 0 0 0.1 0
}
r_part hotbits
{
count 1
texture "particles/fteparticlefont.tga"
tcoords 97 97 191 191 256
rgb 255 255 200
alpha 1
scale 4
scalefactor 1
die 2
friction 2.5
randomvel 512
spawnorg 32 32
gravity 800
cliptype bounce
}
r_part +main r_part +main
{ {
lighttime 1 lighttime 1
@ -42,8 +83,10 @@ r_part +main
lightradiusfade 300 lightradiusfade 300
lightrgb 1.0 0.5 0.4 lightrgb 1.0 0.5 0.4
lightrgbfade 0.36 0.19 0.19 lightrgbfade 0.36 0.19 0.19
count 0 0 1 count 0 0 2
model "sprites/fexplo.spr" framestart=0 framecount=29 framerate=20 additive spawnorg 0 32
orgadd 32
model "sprites/fexplo.spr" framestart=0 framecount=29 framerate=20 additive scalemin=0.5 scalemax=2.5
} }
r_part +main r_part +main
@ -82,16 +125,48 @@ r_part +main
texture ball texture ball
tcoords 1 65 31 95 256 8 32 tcoords 1 65 31 95 256 8 32
scale 1 scale 1
count 8 count 16
scalefactor 1 scalefactor 1
alpha 0.5 alpha 0.5
die 0.8 die 0.8
rgb 255 115 0 rgb 255 180 30
blend add blend add
spawnmode ball spawnmode ball
spawnvel 100 spawnvel 512
spawnorg 48 48
veladd 100 veladd 100
friction 0.5 friction 0.5
gravity 800 gravity 200
cliptype spark
emit hotbits
emitinterval 0.04
} }
r_part spark
{
type texturedspark
texture ball
tcoords 1 65 31 95 256 8 32
scale 1
count 5
scalefactor 1
alpha 0.5
die 0.4
rgb 255 180 30
blend add
spawnmode ball
spawnvel 256
veladd 200
gravity 600
}
r_part +spark
{
lighttime 1
lightradius 64
lightradiusfade 300
lightrgb 1.0 0.5 0.4
lightrgbfade 0.36 0.19 0.19
count 0 0 1
model "sprites/muzzleflash.spr" framestart=0 framecount=2 framerate=20 additive scalemin=0.1 scalemax=0.5
}

View file

@ -4,16 +4,25 @@ r_part main
texture ball texture ball
tcoords 1 65 31 95 256 8 32 tcoords 1 65 31 95 256 8 32
scale 1 scale 1
count 8 count 5
scalefactor 1 scalefactor 1
alpha 0.5 alpha 0.5
die 0.8 die 0.4
rgb 255 115 0 rgb 255 180 30
blend add blend add
spawnmode ball spawnmode ball
spawnorg 1 spawnvel 256
spawnvel 100 veladd 200
veladd 100 gravity 600
friction 0.5 }
gravity 800
r_part +main
{
lighttime 1
lightradius 64
lightradiusfade 300
lightrgb 1.0 0.5 0.4
lightrgbfade 0.36 0.19 0.19
count 0 0 1
model "sprites/muzzleflash.spr" framestart=0 framecount=2 framerate=20 additive scalemin=0.1 scalemax=0.5
} }

View file

@ -5,7 +5,7 @@ r_part main
texture ball texture ball
tcoords 1 65 31 95 256 8 32 tcoords 1 65 31 95 256 8 32
scale 4 scale 4
count 18 count 9
scalefactor 1 scalefactor 1
alpha 1 alpha 1
die 0.8 die 0.8
@ -13,46 +13,64 @@ r_part main
spawnmode ball spawnmode ball
spawnorg 1 spawnorg 1
spawnvel 100 spawnvel 100
veladd 100 randomvel 100
friction 0.3 gravity 400
gravity 800
} }
// smoke // sparks
r_part +main
{
texture ball
tcoords 1 65 31 95 256 8 32
count 3
scale 25
scalefactor 1
die 1
alpha 0.5
rgb 25 25 25
blend add
spawnmode ball
spawnorg 2
spawnvel 20
veladd 20
}
// spark
r_part +main r_part +main
{ {
type texturedspark type texturedspark
texture ball texture ball
tcoords 1 65 31 95 256 8 32 tcoords 1 65 31 95 256 8 32
scale 1 scale 1
count 8 count 2
scalefactor 1 scalefactor 1
alpha 0.5 alpha 0.5
die 0.8 die 0.4
rgb 255 115 0 rgb 255 180 30
blend add blend add
spawnmode ball spawnmode ball
spawnvel 50
randomvel 50
veladd 200
gravity 600
}
// unused ricochet sprite, reactivated
r_part +main
{
count 0 0 1
orgadd 8
model "sprites/richo2.spr" framestart=0 framecount=15 framerate=20 additive scalemin=0.25 scalemax=0.55 alpha=0.65
}
// emitter for our bullet hole dust
r_part +main
{
step 4
die 0.5 1
type beam
emit dustparts
emitinterval 0.1
}
// black bits falling out of the bullet hole
r_part dustparts
{
type ball
texture ball
tcoords 1 65 31 95 256 8 32
scale 2
count 2
scalefactor 1
alpha 1
die 2 4
rgb 32 32 32
spawnmode ball
spawnorg 1 spawnorg 1
spawnvel 100 randomvel 10
veladd 100 veladd 50
friction 0.5
gravity 800 gravity 800
} }

View file

@ -0,0 +1,19 @@
// sparks
r_part main
{
type texturedspark
texture "particles/fteparticlefont.tga"
tcoords 97 97 191 191 256
scale 1
count 2
scalefactor 1
alpha 0.5
die 0.4
rgb 255 180 30
blend add
spawnmode ball
spawnvel 50
randomvel 50
veladd 200
gravity 600
}

View file

@ -0,0 +1,30 @@
// black bits
r_part main
{
type ball
texture ball
tcoords 1 65 31 95 256 8 32
scale 4
count 9
scalefactor 1
alpha 1
die 0.8
rgb 64 64 64
spawnmode ball
spawnorg 1
spawnvel 100
randomvel 100
gravity 400
}
r_part +main
{
count 0 0 1
orgadd 8
model "sprites/richo1.spr" framestart=0 framecount=3 framerate=20 additive scalemin=0.5 scalemax=0.5
lighttime 1
lightradius 64
lightradiusfade 300
lightrgb 1.0 0.5 0.4
lightrgbfade 0.36 0.19 0.19
}

View file

@ -0,0 +1,26 @@
r_part nadetrail
{
step 4
die 1
type beam
emit smoke
emitinterval 5
}
r_part smoke
{
texture "particles/fteparticlefont.tga"
tcoords 97 97 191 191 256
count 1
scale 24
scalefactor 1
die 2
alpha 0.02
rgbf 0.45 0.45 0.45
spawnmode ball
randomvel 10
gravity -25
}

View file

@ -4,12 +4,14 @@ default
bulletimpact "sfx_impact.default" bulletimpact "sfx_impact.default"
stepleft "step_default.left" stepleft "step_default.left"
stepright "step_default.right" stepright "step_default.right"
scraperough "scrape.default"
scrapesmooth "scrape.default"
} }
gs_material_glass gs_material_glass
{ {
gamematerial Y gamematerial Y
part_bulletimpact "impact_default.main" part_bulletimpact "impact_glass.main"
bulletimpact "sfx_impact.glass" bulletimpact "sfx_impact.glass"
stepleft "step_glass.left" stepleft "step_glass.left"
stepright "step_glass.right" stepright "step_glass.right"
@ -29,7 +31,7 @@ gs_material_wood
gs_material_metal gs_material_metal
{ {
gamematerial M gamematerial M
part_bulletimpact "impact_default.main" part_bulletimpact "impact_unbreakable.main"
bulletimpact "sfx_impact.metal" bulletimpact "sfx_impact.metal"
stepleft "step_metal.left" stepleft "step_metal.left"
stepright "step_metal.right" stepright "step_metal.right"
@ -85,7 +87,7 @@ gs_material_computer
gs_material_unbreakableglass gs_material_unbreakableglass
{ {
part_bulletimpact "impact_default.main" part_bulletimpact "impact_unbreakable.main"
bulletimpact "sfx_impact.glass" bulletimpact "sfx_impact.glass"
stepleft "step_glass.left" stepleft "step_glass.left"
stepright "step_glass.right" stepright "step_glass.right"

View file

@ -1,10 +0,0 @@
env_spark.sfx
{
attenuation idle
sample buttons/spark1.wav
sample buttons/spark2.wav
sample buttons/spark3.wav
sample buttons/spark4.wav
sample buttons/spark5.wav
sample buttons/spark6.wav
}

View file

@ -0,0 +1,8 @@
scrape.default
{
no_repeat
follow
sample debris/pushbox1.wav
sample debris/pushbox2.wav
sample debris/pushbox3.wav
}

View file

@ -21,3 +21,14 @@ fx.gaussbeam
sample weapons/electro5.wav sample weapons/electro5.wav
sample weapons/electro6.wav sample weapons/electro6.wav
} }
fx.spark
{
attenuation idle
sample buttons/spark1.wav
sample buttons/spark2.wav
sample buttons/spark3.wav
sample buttons/spark4.wav
sample buttons/spark5.wav
sample buttons/spark6.wav
}