WEAPON_MP5: Adjust firing rate to be closer to original HL.
WEAPON_RPG: Start with laser enabled. WEAPON_SHOTGUN: Force reload on empty fire.
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7bbecdfe8f
commit
d699ac570f
5 changed files with 47 additions and 25 deletions
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@ -102,12 +102,13 @@ int
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w_mp5_pickup(player pl, int new, int startammo)
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{
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#ifdef SERVER
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if (new) {
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#ifdef GEARBOX
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pl.mp5_mag = 50;
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#else
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pl.mp5_mag = 25;
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#endif
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#ifdef GEARBOX
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pl.mp5_mag = 50;
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#else
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pl.mp5_mag = 25;
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#endif
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return (1);
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}
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@ -208,7 +209,7 @@ w_mp5_primary(player pl)
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else
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Animation_PlayerTop(pl, ANIM_SHOOTMP5, 0.1f);
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pl.w_attack_next = 0.1f;
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pl.w_attack_next = 0.085f;
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pl.w_idle_next = 10.0f;
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}
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@ -90,6 +90,7 @@ void w_rpg_draw(player pl)
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{
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Weapons_SetModel("models/v_rpg.mdl");
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Weapons_ViewAnimation(pl, RPG_DRAW1);
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pl.ammo_rpg_state = 1;
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}
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void w_rpg_holster(player pl)
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@ -156,6 +156,24 @@ w_shotgun_holster(player pl)
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void w_shotgun_release(player pl);
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void
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w_shotgun_reload(player pl)
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{
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if (pl.shotgun_mag >= 8) {
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return;
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}
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if (pl.ammo_buckshot <= 0) {
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return;
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}
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if (pl.mode_tempstate > SHOTTY_IDLE) {
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return;
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}
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pl.mode_tempstate = SHOTTY_RELOAD_START;
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pl.w_idle_next = 0.0f;
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}
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void
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w_shotgun_primary(player pl)
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{
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@ -232,7 +250,7 @@ w_shotgun_secondary(player pl)
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/* Ammo check */
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if (pl.shotgun_mag <= 1) {
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w_shotgun_release(pl);
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w_shotgun_reload(pl);
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return;
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}
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@ -264,24 +282,6 @@ w_shotgun_secondary(player pl)
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pl.w_attack_next = 1.5f;
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}
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void
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w_shotgun_reload(player pl)
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{
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if (pl.shotgun_mag >= 8) {
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return;
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}
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if (pl.ammo_buckshot <= 0) {
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return;
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}
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if (pl.mode_tempstate > SHOTTY_IDLE) {
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return;
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}
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pl.mode_tempstate = SHOTTY_RELOAD_START;
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pl.w_idle_next = 0.0f;
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}
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void
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w_shotgun_release(player pl)
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{
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@ -1,45 +1,56 @@
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func_door.move_0
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{
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follow
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sample misc/null.wav
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}
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func_door.move_1
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{
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follow
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sample doors/doormove1.wav
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}
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func_door.move_2
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{
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follow
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sample doors/doormove2.wav
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}
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func_door.move_3
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{
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follow
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sample doors/doormove3.wav
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}
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func_door.move_4
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{
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follow
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sample doors/doormove4.wav
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}
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func_door.move_5
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{
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follow
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sample doors/doormove5.wav
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}
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func_door.move_6
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{
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follow
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sample doors/doormove6.wav
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}
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func_door.move_7
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{
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follow
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sample doors/doormove7.wav
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}
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func_door.move_8
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{
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follow
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sample doors/doormove8.wav
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}
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func_door.move_9
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{
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follow
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sample doors/doormove9.wav
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}
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func_door.move_10
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{
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follow
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sample doors/doormove10.wav
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}
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@ -49,33 +60,41 @@ func_door.stop_0
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}
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func_door.stop_1
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{
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follow
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sample doors/doorstop1.wav
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}
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func_door.stop_2
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{
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follow
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sample doors/doorstop2.wav
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}
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func_door.stop_3
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{
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follow
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sample doors/doorstop3.wav
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}
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func_door.stop_4
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{
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follow
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sample doors/doorstop4.wav
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}
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func_door.stop_5
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{
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follow
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sample doors/doorstop5.wav
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}
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func_door.stop_6
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{
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follow
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sample doors/doorstop6.wav
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}
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func_door.stop_7
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{
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follow
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sample doors/doorstop7.wav
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}
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func_door.stop_8
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{
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follow
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sample doors/doorstop8.wav
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}
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@ -100,6 +100,7 @@ weapon_mp5.shoot
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alerts
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sample weapons/hks1.wav
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sample weapons/hks2.wav
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sample weapons/hks3.wav
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distshader weapon_mp5.shoot_dist
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}
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