Shared: Give the rest of the weapons an empty clicking sound.
This commit is contained in:
parent
cf9b3353bb
commit
7bb5660f09
7 changed files with 100 additions and 57 deletions
|
@ -15,26 +15,26 @@
|
|||
*/
|
||||
|
||||
/* game flags */
|
||||
#define GF_SEMI_TOGGLED (1<<0)
|
||||
#define GF_FLASHLIGHT (1<<1)
|
||||
#define GF_EGONBEAM (1<<2)
|
||||
#define GF_UNUSED4 (1<<3)
|
||||
#define GF_UNUSED5 (1<<4)
|
||||
#define GF_UNUSED6 (1<<5)
|
||||
#define GF_UNUSED7 (1<<6)
|
||||
#define GF_UNUSED8 (1<<7)
|
||||
#define GF_UNUSED9 (1<<8)
|
||||
#define GF_UNUSED10 (1<<9)
|
||||
#define GF_UNUSED11 (1<<10)
|
||||
#define GF_UNUSED12 (1<<11)
|
||||
#define GF_UNUSED13 (1<<12)
|
||||
#define GF_UNUSED14 (1<<14)
|
||||
#define GF_UNUSED15 (1<<16)
|
||||
#define GF_UNUSED16 (1<<13)
|
||||
#define GF_UNUSED17 (1<<17)
|
||||
#define GF_UNUSED18 (1<<18)
|
||||
#define GF_UNUSED19 (1<<19)
|
||||
#define GF_UNUSED20 (1<<20)
|
||||
#define GF_UNUSED21 (1<<21)
|
||||
#define GF_UNUSED22 (1<<22)
|
||||
#define GF_UNUSED23 (1<<23)
|
||||
#define GF_SEMI_TOGGLED (int)(1<<0)
|
||||
#define GF_FLASHLIGHT (int)(1<<1)
|
||||
#define GF_EGONBEAM (int)(1<<2)
|
||||
#define GF_UNUSED4 (int)(1<<3)
|
||||
#define GF_UNUSED5 (int)(1<<4)
|
||||
#define GF_UNUSED6 (int)(1<<5)
|
||||
#define GF_UNUSED7 (int)(1<<6)
|
||||
#define GF_UNUSED8 (int)(1<<7)
|
||||
#define GF_UNUSED9 (int)(1<<8)
|
||||
#define GF_UNUSED10 (int)(1<<9)
|
||||
#define GF_UNUSED11 (int)(1<<10)
|
||||
#define GF_UNUSED12 (int)(1<<11)
|
||||
#define GF_UNUSED13 (int)(1<<12)
|
||||
#define GF_UNUSED14 (int)(1<<14)
|
||||
#define GF_UNUSED15 (int)(1<<16)
|
||||
#define GF_UNUSED16 (int)(1<<13)
|
||||
#define GF_UNUSED17 (int)(1<<17)
|
||||
#define GF_UNUSED18 (int)(1<<18)
|
||||
#define GF_UNUSED19 (int)(1<<19)
|
||||
#define GF_UNUSED20 (int)(1<<20)
|
||||
#define GF_UNUSED21 (int)(1<<21)
|
||||
#define GF_UNUSED22 (int)(1<<22)
|
||||
#define GF_UNUSED23 (int)(1<<23)
|
||||
|
|
|
@ -44,6 +44,7 @@ w_crossbow_precache(void)
|
|||
{
|
||||
#ifdef SERVER
|
||||
Sound_Precache("weapon_crossbow.fire");
|
||||
Sound_Precache("weapon_crossbow.empty");
|
||||
Sound_Precache("weapon_crossbow.hit");
|
||||
Sound_Precache("weapon_crossbow.hitbody");
|
||||
Sound_Precache("weapon_crossbow.reload");
|
||||
|
@ -166,12 +167,17 @@ void Crossbolt_Touch(void) {
|
|||
void
|
||||
w_crossbow_primary(player pl)
|
||||
{
|
||||
if (pl.w_attack_next > 0.0) {
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
if (pl.gflags & GF_SEMI_TOGGLED)
|
||||
return;
|
||||
}
|
||||
|
||||
/* ammo check */
|
||||
if (pl.crossbow_mag <= 0) {
|
||||
if ((pl.crossbow_mag <= 0i) ? true : false) {
|
||||
#ifdef SERVER
|
||||
Sound_Play(pl, CHAN_WEAPON, "weapon_crossbow.empty");
|
||||
#endif
|
||||
pl.gflags |= GF_SEMI_TOGGLED;
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -57,6 +57,7 @@ void w_egon_precache(void)
|
|||
precache_sound("weapons/egon_run3.wav");
|
||||
precache_sound("weapons/egon_off1.wav");
|
||||
precache_model("models/w_egon.mdl");
|
||||
Sound_Precache("weapon_egon.empty");
|
||||
#else
|
||||
TRAIL_EGONBEAM = particleeffectnum("weapon_egon.beam");
|
||||
precache_model("models/v_egon.mdl");
|
||||
|
@ -115,11 +116,20 @@ void w_egon_release(player pl);
|
|||
|
||||
void w_egon_primary(player pl)
|
||||
{
|
||||
if (pl.w_attack_next > 0.0)
|
||||
if (pl.w_attack_next > 0.0f) {
|
||||
return;
|
||||
}
|
||||
if (pl.gflags & GF_SEMI_TOGGLED) {
|
||||
w_egon_release(pl);
|
||||
return;
|
||||
}
|
||||
|
||||
/* Ammo check */
|
||||
if ((pl.ammo_uranium <= 0) || (pl.WaterLevel() >= WATERLEVEL_SUBMERGED)) {
|
||||
if ((pl.ammo_uranium <= 0i) ? true : false || pl.WaterLevel() >= WATERLEVEL_SUBMERGED) {
|
||||
#ifdef SERVER
|
||||
Sound_Play(pl, CHAN_WEAPON, "weapon_egon.empty");
|
||||
#endif
|
||||
pl.gflags |= GF_SEMI_TOGGLED;
|
||||
w_egon_release(pl);
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -84,6 +84,7 @@ w_glock_precache(void)
|
|||
{
|
||||
#ifdef SERVER
|
||||
Sound_Precache("weapon_glock.fire");
|
||||
Sound_Precache("weapon_glock.empty");
|
||||
precache_model("models/w_9mmhandgun.mdl");
|
||||
precache_model("models/shell.mdl");
|
||||
#else
|
||||
|
@ -154,13 +155,17 @@ w_glock_holster(player pl)
|
|||
void
|
||||
w_glock_primary(player pl)
|
||||
{
|
||||
|
||||
if (pl.w_attack_next > 0.0) {
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
if (pl.gflags & GF_SEMI_TOGGLED)
|
||||
return;
|
||||
}
|
||||
|
||||
/* ammo check */
|
||||
if (!pl.glock_mag) {
|
||||
if ((pl.glock_mag <= 0i) ? true : false) {
|
||||
#ifdef SERVER
|
||||
Sound_Play(pl, CHAN_WEAPON, "weapon_glock.empty");
|
||||
#endif
|
||||
pl.gflags |= GF_SEMI_TOGGLED;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -195,13 +200,17 @@ w_glock_primary(player pl)
|
|||
void
|
||||
w_glock_secondary(player pl)
|
||||
{
|
||||
|
||||
if (pl.w_attack_next > 0) {
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
if (pl.gflags & GF_SEMI_TOGGLED)
|
||||
return;
|
||||
}
|
||||
|
||||
/* ammo check */
|
||||
if (!pl.glock_mag) {
|
||||
if ((pl.glock_mag <= 0i) ? true : false) {
|
||||
#ifdef SERVER
|
||||
Sound_Play(pl, CHAN_WEAPON, "weapon_glock.empty");
|
||||
#endif
|
||||
pl.gflags |= GF_SEMI_TOGGLED;
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -163,13 +163,13 @@ w_mp5_holster(player pl)
|
|||
void
|
||||
w_mp5_primary(player pl)
|
||||
{
|
||||
if (pl.w_attack_next > 0.0)
|
||||
if (pl.w_attack_next > 0.0f)
|
||||
return;
|
||||
if (pl.gflags & GF_SEMI_TOGGLED)
|
||||
return;
|
||||
|
||||
/* Ammo check */
|
||||
if ((pl.mp5_mag <= 0) || (pl.WaterLevel() >= WATERLEVEL_SUBMERGED)) {
|
||||
if ((pl.mp5_mag <= 0i) || (pl.WaterLevel() >= WATERLEVEL_SUBMERGED)) {
|
||||
#ifdef SERVER
|
||||
Sound_Play(pl, CHAN_WEAPON, "weapon_mp5.empty");
|
||||
#endif
|
||||
|
@ -209,7 +209,7 @@ w_mp5_primary(player pl)
|
|||
Sound_Play(pl, CHAN_WEAPON, "weapon_mp5.shoot");
|
||||
#endif
|
||||
|
||||
if (self.flags & FL_CROUCHING)
|
||||
if (pl.flags & FL_CROUCHING)
|
||||
Animation_PlayerTop(pl, ANIM_CR_SHOOTMP5, 0.1f);
|
||||
else
|
||||
Animation_PlayerTop(pl, ANIM_SHOOTMP5, 0.1f);
|
||||
|
@ -221,13 +221,13 @@ w_mp5_primary(player pl)
|
|||
void
|
||||
w_mp5_secondary(player pl)
|
||||
{
|
||||
if (pl.w_attack_next > 0.0)
|
||||
if (pl.w_attack_next > 0.0f)
|
||||
return;
|
||||
if (pl.gflags & GF_SEMI_TOGGLED)
|
||||
return;
|
||||
|
||||
/* Ammo check */
|
||||
if ((pl.ammo_m203_grenade <= 0) || (pl.WaterLevel() >= WATERLEVEL_SUBMERGED)) {
|
||||
if ((pl.ammo_m203_grenade <= 0i) ? true : false || pl.WaterLevel() >= WATERLEVEL_SUBMERGED) {
|
||||
#ifdef SERVER
|
||||
Sound_Play(pl, CHAN_WEAPON, "weapon_mp5.empty");
|
||||
#endif
|
||||
|
@ -254,11 +254,11 @@ w_mp5_secondary(player pl)
|
|||
Weapons_MakeVectors(pl);
|
||||
entity gren = spawn();
|
||||
setmodel(gren, "models/grenade.mdl");
|
||||
setorigin(gren, Weapons_GetCameraPos(pl) + (v_forward * 16));
|
||||
gren.owner = self;
|
||||
gren.velocity = v_forward * 800;
|
||||
setorigin(gren, Weapons_GetCameraPos(pl) + (v_forward * 16.0f));
|
||||
gren.owner = pl;
|
||||
gren.velocity = v_forward * 800.0f;
|
||||
gren.angles = vectoangles(gren.velocity);
|
||||
gren.avelocity[0] = random(-100, -500);
|
||||
gren.avelocity[0] = random(-100.0f, -500.0f);
|
||||
gren.gravity = 0.5f;
|
||||
gren.movetype = MOVETYPE_BOUNCE;
|
||||
//gren.flags |= FL_LAGGEDMOVE;
|
||||
|
@ -268,10 +268,10 @@ w_mp5_secondary(player pl)
|
|||
Sound_Play(pl, CHAN_WEAPON, "weapon_mp5.gl");
|
||||
#endif
|
||||
|
||||
Weapons_ViewPunchAngle(pl, [-10,0,0]);
|
||||
Weapons_ViewPunchAngle(pl, [-10.0f, 0.0f, 0.0f]);
|
||||
Weapons_ViewAnimation(pl, MP5_GRENADE);
|
||||
|
||||
if (self.flags & FL_CROUCHING)
|
||||
if (pl.flags & FL_CROUCHING)
|
||||
Animation_PlayerTop(pl, ANIM_CR_SHOOTMP5, 0.45f);
|
||||
else
|
||||
Animation_PlayerTop(pl, ANIM_SHOOTMP5, 0.45f);
|
||||
|
@ -388,7 +388,7 @@ w_mp5_crosshair(player pl)
|
|||
float
|
||||
w_mp5_aimanim(player pl)
|
||||
{
|
||||
return self.flags & ANIM_CR_AIMMP5 ? ANIM_CR_AIMCROWBAR : ANIM_AIMMP5;
|
||||
return pl.flags & ANIM_CR_AIMMP5 ? ANIM_CR_AIMCROWBAR : ANIM_AIMMP5;
|
||||
}
|
||||
|
||||
void
|
||||
|
|
|
@ -41,6 +41,7 @@ void w_rpg_precache(void)
|
|||
{
|
||||
#ifdef SERVER
|
||||
Sound_Precache("weapon_rpg.shoot");
|
||||
Sound_Precache("weapon_rpg.empty");
|
||||
precache_model("models/w_rpg.mdl");
|
||||
precache_model("models/rpgrocket.mdl");
|
||||
#else
|
||||
|
@ -100,12 +101,17 @@ void w_rpg_holster(player pl)
|
|||
|
||||
void w_rpg_primary(player pl)
|
||||
{
|
||||
if (pl.w_attack_next > 0.0) {
|
||||
if (pl.w_attack_next > 0.0)
|
||||
return;
|
||||
if (pl.gflags & GF_SEMI_TOGGLED)
|
||||
return;
|
||||
}
|
||||
|
||||
/* Ammo check */
|
||||
if (pl.rpg_mag <= 0) {
|
||||
/* ammo check */
|
||||
if ((pl.rpg_mag <= 0i) ? true : false) {
|
||||
#ifdef SERVER
|
||||
Sound_Play(pl, CHAN_WEAPON, "weapon_rpg.empty");
|
||||
#endif
|
||||
pl.gflags |= GF_SEMI_TOGGLED;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -172,7 +178,6 @@ void w_rpg_primary(player pl)
|
|||
|
||||
void w_rpg_reload(player pl)
|
||||
{
|
||||
|
||||
if (pl.w_attack_next > 0) {
|
||||
return;
|
||||
}
|
||||
|
@ -204,7 +209,6 @@ void w_rpg_reload(player pl)
|
|||
|
||||
void w_rpg_release(player pl)
|
||||
{
|
||||
|
||||
/* auto-reload if need be */
|
||||
if (pl.w_attack_next <= 0.0)
|
||||
if (pl.rpg_mag == 0 && pl.ammo_rocket > 0) {
|
||||
|
|
|
@ -1,5 +1,3 @@
|
|||
|
||||
|
||||
weapon_357.shoot
|
||||
{
|
||||
alerts
|
||||
|
@ -27,6 +25,10 @@ weapon_crossbow.fire
|
|||
alerts
|
||||
sample weapons/xbow_fire1.wav
|
||||
}
|
||||
weapon_crossbow.empty
|
||||
{
|
||||
sample weapons/357_cock1.wav
|
||||
}
|
||||
|
||||
weapon_crossbow.hit
|
||||
{
|
||||
|
@ -69,6 +71,10 @@ weapon_glock.fire
|
|||
alerts
|
||||
sample weapons/pl_gun3.wav
|
||||
}
|
||||
weapon_glock.empty
|
||||
{
|
||||
sample weapons/357_cock1.wav
|
||||
}
|
||||
|
||||
weapon_handgrenade.bounce
|
||||
{
|
||||
|
@ -153,6 +159,10 @@ weapon_rpg.shoot
|
|||
alerts
|
||||
sample weapons/rocketfire1.wav
|
||||
}
|
||||
weapon_rpg.empty
|
||||
{
|
||||
sample weapons/357_cock1.wav
|
||||
}
|
||||
|
||||
weapon_shotgun.single
|
||||
{
|
||||
|
@ -210,8 +220,12 @@ weapon_snark.hunt
|
|||
sample squeek/sqk_hunt2.wav
|
||||
sample squeek/sqk_hunt3.wav
|
||||
}
|
||||
|
||||
weapon_gauss.empty
|
||||
{
|
||||
sample weapons/357_cock1.wav
|
||||
}
|
||||
weapon_egon.empty
|
||||
{
|
||||
sample weapons/357_cock1.wav
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue