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

View file

@ -172,9 +172,14 @@ Weapons_Draw(player pl)
/* In case the previous weapon hid the model */
Weapons_EnableModel();
#ifdef CLIENT
View_SetMuzzleflash(0);
#endif
pl.w_attack_next = 0.5f;
pl.w_idle_next = 2.5f;
pl.viewzoom = 1.0f;
pl.weapontime = 0.0f;
/* we're meant to respawn when we're dead, don't unset! */
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"
"snd_explode" "fx.explosion"
"model_detonate" "fx_explosion.main"
"decal_detonate" "ExplosionScorch"
"smoke_fly" "weapon_9mmAR.nadetrail"
"def_damage" "damage_ARgrneadeDirect"
"def_splash_damage" "damage_ARgrneadeSplash"

View file

@ -52,5 +52,3 @@ seta gl_overbright 0
seta gl_ldr 1
seta r_lightmap_format rgb8
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
texture "particles/fteparticlefont.tga"
tcoords 97 97 191 191 256
rgb 255 128 76
rgb 255 64 16
alpha 0
scale 20
scalefactor 1
@ -35,6 +35,47 @@ r_part +ember
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
{
lighttime 1
@ -42,8 +83,10 @@ r_part +main
lightradiusfade 300
lightrgb 1.0 0.5 0.4
lightrgbfade 0.36 0.19 0.19
count 0 0 1
model "sprites/fexplo.spr" framestart=0 framecount=29 framerate=20 additive
count 0 0 2
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
@ -82,16 +125,48 @@ r_part +main
texture ball
tcoords 1 65 31 95 256 8 32
scale 1
count 8
count 16
scalefactor 1
alpha 0.5
die 0.8
rgb 255 115 0
rgb 255 180 30
blend add
spawnmode ball
spawnvel 100
spawnvel 512
spawnorg 48 48
veladd 100
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
tcoords 1 65 31 95 256 8 32
scale 1
count 8
count 5
scalefactor 1
alpha 0.5
die 0.8
rgb 255 115 0
die 0.4
rgb 255 180 30
blend add
spawnmode ball
spawnorg 1
spawnvel 100
veladd 100
friction 0.5
gravity 800
spawnvel 256
veladd 200
gravity 600
}
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
tcoords 1 65 31 95 256 8 32
scale 4
count 18
count 9
scalefactor 1
alpha 1
die 0.8
@ -13,46 +13,64 @@ r_part main
spawnmode ball
spawnorg 1
spawnvel 100
veladd 100
friction 0.3
gravity 800
randomvel 100
gravity 400
}
// smoke
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
// sparks
r_part +main
{
type texturedspark
texture ball
tcoords 1 65 31 95 256 8 32
scale 1
count 8
count 2
scalefactor 1
alpha 0.5
die 0.8
rgb 255 115 0
die 0.4
rgb 255 180 30
blend add
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
spawnvel 100
veladd 100
friction 0.5
randomvel 10
veladd 50
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"
stepleft "step_default.left"
stepright "step_default.right"
scraperough "scrape.default"
scrapesmooth "scrape.default"
}
gs_material_glass
{
gamematerial Y
part_bulletimpact "impact_default.main"
part_bulletimpact "impact_glass.main"
bulletimpact "sfx_impact.glass"
stepleft "step_glass.left"
stepright "step_glass.right"
@ -29,7 +31,7 @@ gs_material_wood
gs_material_metal
{
gamematerial M
part_bulletimpact "impact_default.main"
part_bulletimpact "impact_unbreakable.main"
bulletimpact "sfx_impact.metal"
stepleft "step_metal.left"
stepright "step_metal.right"
@ -85,7 +87,7 @@ gs_material_computer
gs_material_unbreakableglass
{
part_bulletimpact "impact_default.main"
part_bulletimpact "impact_unbreakable.main"
bulletimpact "sfx_impact.glass"
stepleft "step_glass.left"
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/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
}