From d699ac570fbed50f4b5d7c10ae0c530272a9de92 Mon Sep 17 00:00:00 2001 From: Marco Hladik Date: Mon, 2 May 2022 08:32:42 -0700 Subject: [PATCH] WEAPON_MP5: Adjust firing rate to be closer to original HL. WEAPON_RPG: Start with laser enabled. WEAPON_SHOTGUN: Force reload on empty fire. --- src/shared/w_mp5.qc | 13 ++++---- src/shared/w_rpg.qc | 1 + src/shared/w_shotgun.qc | 38 +++++++++++------------ zpak001.pk3dir/sound/func_door.sndshd | 19 ++++++++++++ zpak001.pk3dir/sound/weapons_valve.sndshd | 1 + 5 files changed, 47 insertions(+), 25 deletions(-) diff --git a/src/shared/w_mp5.qc b/src/shared/w_mp5.qc index ad704fb..4534b5f 100644 --- a/src/shared/w_mp5.qc +++ b/src/shared/w_mp5.qc @@ -102,12 +102,13 @@ int w_mp5_pickup(player pl, int new, int startammo) { #ifdef SERVER + if (new) { -#ifdef GEARBOX - pl.mp5_mag = 50; -#else - pl.mp5_mag = 25; -#endif + #ifdef GEARBOX + pl.mp5_mag = 50; + #else + pl.mp5_mag = 25; + #endif return (1); } @@ -208,7 +209,7 @@ w_mp5_primary(player pl) else Animation_PlayerTop(pl, ANIM_SHOOTMP5, 0.1f); - pl.w_attack_next = 0.1f; + pl.w_attack_next = 0.085f; pl.w_idle_next = 10.0f; } diff --git a/src/shared/w_rpg.qc b/src/shared/w_rpg.qc index fd59681..0c6a3d5 100644 --- a/src/shared/w_rpg.qc +++ b/src/shared/w_rpg.qc @@ -90,6 +90,7 @@ void w_rpg_draw(player pl) { Weapons_SetModel("models/v_rpg.mdl"); Weapons_ViewAnimation(pl, RPG_DRAW1); + pl.ammo_rpg_state = 1; } void w_rpg_holster(player pl) diff --git a/src/shared/w_shotgun.qc b/src/shared/w_shotgun.qc index 73adca8..deea6c5 100644 --- a/src/shared/w_shotgun.qc +++ b/src/shared/w_shotgun.qc @@ -156,6 +156,24 @@ w_shotgun_holster(player pl) void w_shotgun_release(player pl); +void +w_shotgun_reload(player pl) +{ + + if (pl.shotgun_mag >= 8) { + return; + } + if (pl.ammo_buckshot <= 0) { + return; + } + + if (pl.mode_tempstate > SHOTTY_IDLE) { + return; + } + pl.mode_tempstate = SHOTTY_RELOAD_START; + pl.w_idle_next = 0.0f; +} + void w_shotgun_primary(player pl) { @@ -232,7 +250,7 @@ w_shotgun_secondary(player pl) /* Ammo check */ if (pl.shotgun_mag <= 1) { - w_shotgun_release(pl); + w_shotgun_reload(pl); return; } @@ -264,24 +282,6 @@ w_shotgun_secondary(player pl) pl.w_attack_next = 1.5f; } -void -w_shotgun_reload(player pl) -{ - - if (pl.shotgun_mag >= 8) { - return; - } - if (pl.ammo_buckshot <= 0) { - return; - } - - if (pl.mode_tempstate > SHOTTY_IDLE) { - return; - } - pl.mode_tempstate = SHOTTY_RELOAD_START; - pl.w_idle_next = 0.0f; -} - void w_shotgun_release(player pl) { diff --git a/zpak001.pk3dir/sound/func_door.sndshd b/zpak001.pk3dir/sound/func_door.sndshd index 5345833..94b696e 100644 --- a/zpak001.pk3dir/sound/func_door.sndshd +++ b/zpak001.pk3dir/sound/func_door.sndshd @@ -1,45 +1,56 @@ func_door.move_0 { + follow sample misc/null.wav } func_door.move_1 { + follow sample doors/doormove1.wav } func_door.move_2 { + follow sample doors/doormove2.wav } func_door.move_3 { + follow sample doors/doormove3.wav } func_door.move_4 { + follow sample doors/doormove4.wav } func_door.move_5 { + follow sample doors/doormove5.wav } func_door.move_6 { + follow sample doors/doormove6.wav } func_door.move_7 { + follow sample doors/doormove7.wav } func_door.move_8 { + follow sample doors/doormove8.wav } func_door.move_9 { + follow sample doors/doormove9.wav } func_door.move_10 { + follow sample doors/doormove10.wav } @@ -49,33 +60,41 @@ func_door.stop_0 } func_door.stop_1 { + follow sample doors/doorstop1.wav } func_door.stop_2 { + follow sample doors/doorstop2.wav } func_door.stop_3 { + follow sample doors/doorstop3.wav } func_door.stop_4 { + follow sample doors/doorstop4.wav } func_door.stop_5 { + follow sample doors/doorstop5.wav } func_door.stop_6 { + follow sample doors/doorstop6.wav } func_door.stop_7 { + follow sample doors/doorstop7.wav } func_door.stop_8 { + follow sample doors/doorstop8.wav } diff --git a/zpak001.pk3dir/sound/weapons_valve.sndshd b/zpak001.pk3dir/sound/weapons_valve.sndshd index 92addde..54f0929 100644 --- a/zpak001.pk3dir/sound/weapons_valve.sndshd +++ b/zpak001.pk3dir/sound/weapons_valve.sndshd @@ -100,6 +100,7 @@ weapon_mp5.shoot alerts sample weapons/hks1.wav sample weapons/hks2.wav + sample weapons/hks3.wav distshader weapon_mp5.shoot_dist }