More cleanups by shoving functions that we used to have in client/player.qc into shared/player.qc.
This commit is contained in:
parent
cf50584211
commit
b1ce1b7bee
11 changed files with 332 additions and 229 deletions
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@ -56,6 +56,8 @@ struct
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int m_iHUDWeaponSelected;
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float m_flHUDWeaponSelectTime;
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int m_iItemsOld;
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float m_flDamageIndicator;
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} g_seatslocal[4], *pSeatLocal;
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void HUD_DrawAmmo1(void);
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@ -17,27 +17,5 @@
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void
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Player_Flashlight(NSClientPlayer pl)
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{
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if (pl.gflags & GF_FLASHLIGHT) {
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vector src;
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vector ang;
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if (pl.entnum != player_localentnum) {
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src = pl.origin + pl.view_ofs;
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ang = pl.v_angle;
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} else {
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src = pSeat->m_vecPredictedOrigin + [0,0,-8];
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ang = view_angles;
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}
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makevectors(ang);
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traceline(src, src + (v_forward * 8096), MOVE_NORMAL, pl);
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if (serverkeyfloat("*bspversion") == BSPVER_HL) {
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dynamiclight_add(trace_endpos + (v_forward * -2), 128, [1,1,1]);
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} else {
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float p = dynamiclight_add(src, 512, [1,1,1], 0, "textures/flashlight");
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dynamiclight_set(p, LFIELD_ANGLES, ang);
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dynamiclight_set(p, LFIELD_FLAGS, 3);
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}
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}
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}
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@ -21,6 +21,9 @@ ClientGame_EventParse(float fHeader)
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case EV_OBITUARY:
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Obituary_Parse();
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break;
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case EV_HITNOTIFY:
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pSeatLocal->m_flDamageIndicator = 1.0f;
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break;
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case EV_SPARK:
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vector vSparkPos, vSparkAngle;
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vSparkPos[0] = readcoord();
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@ -431,6 +431,30 @@ HUD_WeaponPickupNotify(int w)
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pSeatLocal->m_flPickupAlpha = 2.5f;
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}
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void
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HUD_DrawDamageIndicator(void)
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{
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vector cross_pos;
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if (pSeatLocal->m_flDamageIndicator <= 0.0)
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return;
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cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
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/*drawsubpic(
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cross_pos,
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[24,24],
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g_cross_spr,
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[0.0, 72/128],
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[0.1875, 0.1875],
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[1,1,1] * pSeatLocal->m_flDamageIndicator,
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1.0f,
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DRAWFLAG_ADDITIVE
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);*/
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pSeatLocal->m_flDamageIndicator -= clframetime;
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}
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/* main entry */
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void
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HUD_Draw(void)
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@ -441,6 +465,7 @@ HUD_Draw(void)
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/* little point in not drawing these, even if you don't have a suit */
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Weapons_DrawCrosshair(pl);
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HUD_DrawDamageIndicator();
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HUD_DrawWeaponSelect();
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Obituary_Draw();
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Textmenu_Draw();
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@ -1,163 +0,0 @@
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/*
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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string g_pbones[] =
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{
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"Bip01",
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"Bip01 Footsteps",
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"Bip01 Pelvis",
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"Bip01 L Leg",
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"Bip01 L Leg1",
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"Bip01 L Foot",
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"Bip01 L Toe0",
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"Bip01 L Toe01",
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"Bip01 L Toe02",
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"Dummy16",
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"Bip01 R Leg",
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"Bip01 R Leg1",
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"Bip01 R Foot",
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"Bip01 R Toe0",
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"Bip01 R Toe01",
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"Bip01 R Toe02",
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"Dummy11",
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"Bip01 Spine",
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"Bip01 Spine1",
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"Bip01 Spine2",
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"Bip01 Spine3",
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"Bip01 Neck",
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"Bip01 Head",
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"Dummy21",
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"Dummy08",
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"Bone02",
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"Bone03",
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"Bone04",
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"Dummy05",
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"Bone09",
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"Bone10",
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"Dummy04",
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"Bone05",
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"Bone06",
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"Dummy03",
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"Bone07",
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"Bone08",
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"Dummy09",
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"Bone11",
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"Bone12",
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"Dummy10",
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"Bone13",
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"Bone14",
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"Bone15",
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"Bip01 L Arm",
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"Bip01 L Arm1",
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"Bip01 L Arm2",
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"Bip01 L Hand",
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"Bip01 L Finger0",
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"Bip01 L Finger01",
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"Bip01 L Finger02",
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"Dummy06",
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"Bip01 L Finger1",
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"Bip01 L Finger11",
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"Bip01 L Finger12",
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"Dummy07",
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"Bip01 R Arm",
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"Bip01 R Arm1",
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"Bip01 R Arm2",
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"Bip01 R Hand",
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"Bip01 R Finger0",
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"Bip01 R Finger01",
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"Bip01 R Finger02",
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"Dummy01",
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"Bip01 R Finger1",
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"Bip01 R Finger11",
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"Bip01 R Finger12",
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"Dummy02",
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"Box02",
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"Bone08",
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"Bone15"
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};
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.string oldmodel;
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void
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Player_HandleWeaponModel(NSClientPlayer pp, float thirdperson)
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{
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player pl = (player)pp;
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/* if we don't exist, create us */
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if (!pl.p_model) {
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pl.p_model = spawn();
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}
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/* what's the current weapon model supposed to be anyway? */
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pl.p_model.oldmodel = Weapons_GetPlayermodel(pl, pl.activeweapon);
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/* we changed weapons, update skeletonindex */
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if (pl.p_model.model != pl.p_model.oldmodel) {
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/* free memory */
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if (pl.p_model.skeletonindex)
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skel_delete(pl.p_model.skeletonindex);
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/* set the new model and mark us updated */
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setmodel(pl.p_model, pl.p_model.oldmodel);
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pl.p_model.model = pl.p_model.oldmodel;
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/* set the new skeletonindex */
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pl.p_model.skeletonindex = skel_create(pl.p_model.modelindex);
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/* hack this thing in here FIXME: this should be done when popping in/out of a pvs */
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if (autocvar(cl_himodels, 1, "Use high-quality player models over lower-definition ones"))
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setcustomskin(pl, "", "geomset 0 2\n");
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else
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setcustomskin(pl, "", "geomset 0 1\n");
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}
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/* follow player at all times */
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setorigin(pl.p_model, pl.origin);
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pl.p_model.angles = pl.angles;
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skel_build(pl.p_model.skeletonindex, pl.p_model, pl.p_model.modelindex,0, 0, -1);
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/* we have to loop through all valid bones of the weapon model and match them
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* to the player one */
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for (float i = 0; i < g_pbones.length; i++) {
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vector bpos;
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float pbone = gettagindex(pl, g_pbones[i]);
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float wbone = gettagindex(pl.p_model, g_pbones[i]);
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/* if the bone doesn't ignore in either skeletal mesh, ignore */
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if (wbone <= 0 || pbone <= 0)
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continue;
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bpos = gettaginfo(pl, pbone);
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/* the most expensive bit */
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skel_set_bone_world(pl.p_model, wbone, bpos, v_forward, v_right, v_up);
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}
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}
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void
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Player_PreDraw(NSClientPlayer pp, int thirdperson)
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{
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player pl = (player)pp;
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/* Handle the flashlights... */
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Player_Flashlight(pl);
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Weapons_PreDraw(pl, thirdperson);
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//pl.Physics_SetViewParms();
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if (thirdperson)
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Player_HandleWeaponModel(pl, thirdperson);
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}
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@ -24,7 +24,6 @@ defs.h
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damage.qc
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init.qc
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flashlight.qc
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player.qc
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entities.qc
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cmds.qc
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game_event.qc
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@ -14,7 +14,90 @@
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/* all potential SendFlags bits we can possibly send */
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#ifdef CLIENT
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/* Here's a list of bone names that we are aware of on HL player models.
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Usually we'd use skeletalobjects to share the same skeleton/anim with
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another model - but because FTEQW does not support that for HLMDL we
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are forced to manually position the bones of our attachnment
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by iterating over them and manually setting their position in 3D-space.
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*/
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string g_pbones[] =
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{
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"Bip01",
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"Bip01 Footsteps",
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"Bip01 Pelvis",
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"Bip01 L Leg",
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"Bip01 L Leg1",
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"Bip01 L Foot",
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"Bip01 L Toe0",
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"Bip01 L Toe01",
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"Bip01 L Toe02",
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"Dummy16",
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"Bip01 R Leg",
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"Bip01 R Leg1",
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"Bip01 R Foot",
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"Bip01 R Toe0",
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"Bip01 R Toe01",
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"Bip01 R Toe02",
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"Dummy11",
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"Bip01 Spine",
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"Bip01 Spine1",
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"Bip01 Spine2",
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"Bip01 Spine3",
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"Bip01 Neck",
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"Bip01 Head",
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"Dummy21",
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"Dummy08",
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"Bone02",
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"Bone03",
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"Bone04",
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"Dummy05",
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"Bone09",
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"Bone10",
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"Dummy04",
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"Bone05",
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"Bone06",
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"Dummy03",
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"Bone07",
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"Bone08",
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"Dummy09",
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"Bone11",
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"Bone12",
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"Dummy10",
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"Bone13",
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"Bone14",
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"Bone15",
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"Bip01 L Arm",
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"Bip01 L Arm1",
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"Bip01 L Arm2",
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"Bip01 L Hand",
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"Bip01 L Finger0",
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"Bip01 L Finger01",
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"Bip01 L Finger02",
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"Dummy06",
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"Bip01 L Finger1",
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"Bip01 L Finger11",
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"Bip01 L Finger12",
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"Dummy07",
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"Bip01 R Arm",
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"Bip01 R Arm1",
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"Bip01 R Arm2",
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"Bip01 R Hand",
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"Bip01 R Finger0",
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"Bip01 R Finger01",
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"Bip01 R Finger02",
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"Dummy01",
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"Bip01 R Finger1",
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"Bip01 R Finger11",
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"Bip01 R Finger12",
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"Dummy02",
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"Box02",
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"Bone08",
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"Bone15"
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};
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#endif
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/* all custom SendFlags bits we can possibly send */
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enumflags
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{
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PLAYER_TOPFRAME = PLAYER_CUSTOMFIELDSTART,
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@ -32,42 +115,42 @@ class player:NSClientPlayer
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void(void) player;
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/* animation */
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PREDICTED_INT(anim_top);
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PREDICTED_FLOAT(anim_top_time);
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PREDICTED_FLOAT(anim_top_delay);
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PREDICTED_INT(anim_bottom);
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PREDICTED_FLOAT(anim_bottom_time);
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PREDICTED_INT(anim_top)
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PREDICTED_FLOAT(anim_top_time)
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PREDICTED_FLOAT(anim_top_delay)
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PREDICTED_INT(anim_bottom)
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PREDICTED_FLOAT(anim_bottom_time)
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/* ammo 1 */
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PREDICTED_INT(glock_mag);
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PREDICTED_INT(mp5_mag);
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PREDICTED_INT(python_mag);
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PREDICTED_INT(shotgun_mag);
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PREDICTED_INT(crossbow_mag);
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PREDICTED_INT(rpg_mag);
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PREDICTED_INT(satchel_chg);
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PREDICTED_INT(glock_mag)
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PREDICTED_INT(mp5_mag)
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PREDICTED_INT(python_mag)
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PREDICTED_INT(shotgun_mag)
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PREDICTED_INT(crossbow_mag)
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PREDICTED_INT(rpg_mag)
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PREDICTED_INT(satchel_chg)
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/* ammo 2 */
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PREDICTED_INT(ammo_9mm);
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PREDICTED_INT(ammo_357);
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PREDICTED_INT(ammo_buckshot);
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PREDICTED_INT(ammo_bolt);
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PREDICTED_INT(ammo_rocket);
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PREDICTED_INT(ammo_uranium);
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PREDICTED_INT(ammo_handgrenade);
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PREDICTED_INT(ammo_satchel);
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PREDICTED_INT(ammo_tripmine);
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PREDICTED_INT(ammo_snark);
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PREDICTED_INT(ammo_hornet);
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PREDICTED_INT(ammo_9mm)
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PREDICTED_INT(ammo_357)
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PREDICTED_INT(ammo_buckshot)
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PREDICTED_INT(ammo_bolt)
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PREDICTED_INT(ammo_rocket)
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PREDICTED_INT(ammo_uranium)
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PREDICTED_INT(ammo_handgrenade)
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PREDICTED_INT(ammo_satchel)
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PREDICTED_INT(ammo_tripmine)
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PREDICTED_INT(ammo_snark)
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PREDICTED_INT(ammo_hornet)
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/* ammo 3 */
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PREDICTED_INT(ammo_m203_grenade);
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PREDICTED_INT(ammo_gauss_volume);
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PREDICTED_INT(ammo_rpg_state);
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PREDICTED_INT(mode_tempstate);
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PREDICTED_INT(ammo_m203_grenade)
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PREDICTED_INT(ammo_gauss_volume)
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PREDICTED_INT(ammo_rpg_state)
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PREDICTED_INT(mode_tempstate)
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virtual void(void) Physics_Jump;
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virtual void UpdatePlayerAnimation(void);
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virtual void Physics_Jump(void);
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virtual void UpdatePlayerAnimation(float);
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#ifdef CLIENT
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////virtual void(void) draw;
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@ -85,34 +168,98 @@ class player:NSClientPlayer
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#endif
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};
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#ifdef CLIENT
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void Animation_PlayerUpdate(player);
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void Animation_TimerUpdate(player, float);
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#endif
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void
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player::UpdatePlayerAnimation(void)
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player::UpdatePlayerAnimation(float timelength)
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{
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#ifdef CLIENT
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/* calculate our skeletal progression */
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Animation_PlayerUpdate(this);
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/* advance animation timers */
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Animation_TimerUpdate(this, clframetime);
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#endif
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Animation_TimerUpdate(this, timelength);
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}
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#ifdef CLIENT
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void Player_HandleWeaponModel(NSClientPlayer pp, float thirdperson);
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void Player_Flashlight(NSClientPlayer);
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.string oldmodel;
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string Weapons_GetPlayermodel(player, int);
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void
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player::UpdatePlayerAttachments(bool visible)
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{
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Player_Flashlight(this);
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/* draw the flashlight */
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if (gflags & GF_FLASHLIGHT) {
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vector src;
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vector ang;
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if (entnum != player_localentnum) {
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src = origin + view_ofs;
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ang = v_angle;
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} else {
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src = pSeat->m_vecPredictedOrigin + [0,0,-8];
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ang = view_angles;
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}
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makevectors(ang);
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traceline(src, src + (v_forward * 8096), MOVE_NORMAL, this);
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if (serverkeyfloat("*bspversion") == BSPVER_HL) {
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dynamiclight_add(trace_endpos + (v_forward * -2), 128, [1,1,1]);
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} else {
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float p = dynamiclight_add(src, 512, [1,1,1], 0, "textures/flashlight");
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dynamiclight_set(p, LFIELD_ANGLES, ang);
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dynamiclight_set(p, LFIELD_FLAGS, 3);
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}
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||||
}
|
||||
|
||||
/* FIXME: this needs to be incorporated and simplified, now that we can handle it all in-class */
|
||||
if (visible)
|
||||
Player_HandleWeaponModel(this, visible ? 1:0);
|
||||
if (!visible)
|
||||
return;
|
||||
|
||||
/* what's the current weapon model supposed to be anyway? */
|
||||
p_model.oldmodel = Weapons_GetPlayermodel(this, activeweapon);
|
||||
|
||||
/* we changed weapons, update skeletonindex */
|
||||
if (p_model.model != p_model.oldmodel) {
|
||||
/* free memory */
|
||||
if (p_model.skeletonindex)
|
||||
skel_delete(p_model.skeletonindex);
|
||||
|
||||
/* set the new model and mark us updated */
|
||||
setmodel(p_model, p_model.oldmodel);
|
||||
p_model.model = p_model.oldmodel;
|
||||
|
||||
/* set the new skeletonindex */
|
||||
p_model.skeletonindex = skel_create(p_model.modelindex);
|
||||
|
||||
/* hack this thing in here FIXME: this should be done when popping in/out of a pvs */
|
||||
if (autocvar(cl_himodels, 1, "Use high-quality thisayer models over lower-definition ones"))
|
||||
setcustomskin(this, "", "geomset 0 2\n");
|
||||
else
|
||||
setcustomskin(this, "", "geomset 0 1\n");
|
||||
}
|
||||
|
||||
/* follow thisayer at all times */
|
||||
setorigin(p_model, origin);
|
||||
p_model.angles = angles;
|
||||
skel_build(p_model.skeletonindex, p_model, p_model.modelindex,0, 0, -1);
|
||||
|
||||
/* we have to loop through all valid bones of the weapon model and match them
|
||||
* to the thisayer one */
|
||||
for (float i = 0; i < g_pbones.length; i++) {
|
||||
vector bpos;
|
||||
float pbone = gettagindex(this, g_pbones[i]);
|
||||
float wbone = gettagindex(p_model, g_pbones[i]);
|
||||
|
||||
/* if the bone doesn't ignore in either skeletal mesh, ignore */
|
||||
if (wbone <= 0 || pbone <= 0)
|
||||
continue;
|
||||
|
||||
bpos = gettaginfo(this, pbone);
|
||||
|
||||
/* the most expensive bit */
|
||||
skel_set_bone_world(p_model, wbone, bpos, v_forward, v_right, v_up);
|
||||
}
|
||||
}
|
||||
|
||||
void Weapons_AmmoUpdate(entity);
|
||||
|
@ -505,4 +652,31 @@ player::SendEntity(entity ePEnt, float flChanged)
|
|||
void
|
||||
player::player(void)
|
||||
{
|
||||
anim_top = 0;
|
||||
anim_top_time = 0;
|
||||
anim_top_delay = 0;
|
||||
anim_bottom = 0;
|
||||
anim_bottom_time = 0;
|
||||
glock_mag = 0;
|
||||
mp5_mag = 0;
|
||||
python_mag = 0;
|
||||
shotgun_mag = 0;
|
||||
crossbow_mag = 0;
|
||||
rpg_mag = 0;
|
||||
satchel_chg = 0;
|
||||
ammo_9mm = 0;
|
||||
ammo_357 = 0;
|
||||
ammo_buckshot = 0;
|
||||
ammo_bolt = 0;
|
||||
ammo_rocket = 0;
|
||||
ammo_uranium = 0;
|
||||
ammo_handgrenade = 0;
|
||||
ammo_satchel = 0;
|
||||
ammo_tripmine = 0;
|
||||
ammo_snark = 0;
|
||||
ammo_hornet = 0;
|
||||
ammo_m203_grenade = 0;
|
||||
ammo_gauss_volume = 0;
|
||||
ammo_rpg_state = 0;
|
||||
mode_tempstate = 0;
|
||||
}
|
||||
|
|
|
@ -150,6 +150,7 @@ w_crowbar_primary(player pl)
|
|||
}
|
||||
} else {
|
||||
Sound_Play(pl, CHAN_WEAPON, "weapon_crowbar.hit");
|
||||
DecalGroups_Place("Impact.Shot", trace_endpos + (v_forward * -2));
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
|
|
@ -3,8 +3,8 @@ Impact.Shot
|
|||
"{shot1" "1"
|
||||
"{shot2" "1"
|
||||
"{shot3" "1"
|
||||
"{shot3" "1"
|
||||
"{shot3" "1"
|
||||
"{shot4" "1"
|
||||
"{shot5" "1"
|
||||
}
|
||||
|
||||
Impact.BigShot
|
||||
|
|
76
zpak001.pk3dir/scripts/propdata.txt
Normal file
76
zpak001.pk3dir/scripts/propdata.txt
Normal file
|
@ -0,0 +1,76 @@
|
|||
"PropData.txt"
|
||||
{
|
||||
"gs_material_glass"
|
||||
{
|
||||
"breakable_model" "gibs_glass"
|
||||
}
|
||||
"gs_material_wood"
|
||||
{
|
||||
"breakable_model" "gibs_wood"
|
||||
}
|
||||
"gs_material_metal"
|
||||
{
|
||||
"breakable_model" "gibs_metalplate"
|
||||
}
|
||||
"gs_material_flesh"
|
||||
{
|
||||
"breakable_model" "gibs_flesh"
|
||||
}
|
||||
"gs_material_cinderblock"
|
||||
{
|
||||
"breakable_model" "gibs_cinder"
|
||||
}
|
||||
"gs_material_tile"
|
||||
{
|
||||
"breakable_model" "gibs_ceiling"
|
||||
}
|
||||
"gs_material_computer"
|
||||
{
|
||||
"breakable_model" "gibs_computer"
|
||||
}
|
||||
"gs_material_unbreakableglass"
|
||||
{
|
||||
"breakable_model" "gibs_glass"
|
||||
}
|
||||
"gs_material_rocks"
|
||||
{
|
||||
"breakable_model" "gibs_rock"
|
||||
}
|
||||
|
||||
|
||||
"BreakableModels"
|
||||
{
|
||||
"gibs_glass"
|
||||
{
|
||||
"models/glassgibs.mdl#submodels=8#rendermode=5" "5.0"
|
||||
}
|
||||
"gibs_wood"
|
||||
{
|
||||
"models/woodgibs.mdl#submodels=3" "5.0"
|
||||
}
|
||||
"gibs_metalplate"
|
||||
{
|
||||
"models/metalplategibs.mdl#submodels=13" "5.0"
|
||||
}
|
||||
"gibs_flesh"
|
||||
{
|
||||
"models/fleshgibs.mdl#submodels=4" "5.0"
|
||||
}
|
||||
"gibs_ceiling"
|
||||
{
|
||||
"models/ceilinggibs.mdl#submodels=4" "5.0"
|
||||
}
|
||||
"gibs_computer"
|
||||
{
|
||||
"models/computergibs.mdl#submodels=15" "5.0"
|
||||
}
|
||||
"gibs_rock"
|
||||
{
|
||||
"models/rockgibs.mdl#submodels=3" "5.0"
|
||||
}
|
||||
"gibs_cinder"
|
||||
{
|
||||
"models/cindergibs.mdl#submodels=9" "5.0"
|
||||
}
|
||||
}
|
||||
}
|
|
@ -33,6 +33,14 @@ gs_material_metal
|
|||
stepright "step_metal.right"
|
||||
}
|
||||
|
||||
gs_material_ladder
|
||||
{
|
||||
part_bulletimpact "impact_default.main"
|
||||
bulletimpact "sfx_impact.metal"
|
||||
stepleft "step_ladder.left"
|
||||
stepright "step_ladder.right"
|
||||
}
|
||||
|
||||
gs_material_flesh
|
||||
{
|
||||
gamematerial F
|
||||
|
|
Loading…
Reference in a new issue