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git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1845 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
parent
1d437c5023
commit
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5 changed files with 261 additions and 18 deletions
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@ -346,6 +346,214 @@ void(entity targ, entity inflictor, entity attacker, float damage) T_Damage =
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self = oldself;
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self = oldself;
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};
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};
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/*
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============
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X_Damage
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The other damage function.
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============
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*/
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void(entity targ, entity inflictor, entity attacker, float damage) X_Damage =
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{
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local entity oldself;
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local float save;
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local float take, severity, helm;
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local string attackerteam, targteam;
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if (!targ.takedamage)
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return;
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// used by buttons and triggers to set activator for target firing
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damage_attacker = attacker;
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// check for quad damage powerup on the attacker
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if (attacker.super_damage_finished > time && inflictor.classname != "door")
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if (deathmatch == 4)
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damage = damage * 8;
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else
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damage = damage * 4;
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if (attacker.critical == 3)//attacker scored a headshot/critical
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{
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if (attacker.critical == 3)
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{
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severity = 0 + random()*20;
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if (attacker.perk == 7)
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severity = severity + 4;
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if (attacker.class == 3)
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severity = severity + 2;
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if (severity >= 19)
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damage = (damage * 3.0);
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else if (severity >= 14)
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damage = (damage * 2.5);
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else
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damage = (damage * 2.0);
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helm = targ.armortype;
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if (targ.helmet == 0)
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{
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sound (targ, CHAN_BODY, "player/headshot.wav", 1, ATTN_NORM);
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helm = 0;
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}
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if (targ.helmet == AS_STRAIGHT)
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{
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sound (targ, CHAN_BODY, "weapons/helmet.wav", 1, ATTN_NORM);
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helm = 0.10;
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}
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if (targ.helmet == AS_SLIDING)
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{
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sound (targ, CHAN_BODY, "weapons/helmet.wav", 1, ATTN_NORM);
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helm = 0.15;
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}
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damage = (damage - (damage * helm));
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makevectors (targ.v_angle);
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}
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}
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if (random()*4<=1)
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sound (targ, CHAN_BODY, targ.armornoise, 1, ATTN_NORM);
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// add to the damage total for clients, which will be sent as a single
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// message at the end of the frame
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// FIXME: remove after combining shotgun blasts?
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if (targ.flags & FL_CLIENT)
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{
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targ.dmg_take = targ.dmg_take + take;
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targ.dmg_save = targ.dmg_save + save;
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targ.dmg_inflictor = inflictor;
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}
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damage_inflictor = inflictor;
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/*
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// figure momentum add
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if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) )
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{
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dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5;
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dir = normalize(dir);
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// Set kickback for smaller weapons
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//Zoid -- use normal NQ kickback
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// // Read: only if it's not yourself doing the damage
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// if ( (damage < 60) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname != targ.netname))
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// targ.velocity = targ.velocity + dir * damage * 11;
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// else
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// Otherwise, these rules apply to rockets and grenades
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// for blast velocity
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targ.velocity = targ.velocity + dir * damage * 8;
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// Rocket Jump modifiers
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if ( (rj > 1) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname == targ.netname))
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targ.velocity = targ.velocity + dir * damage * rj;
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}*/
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// check for godmode or invincibility
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if (targ.flags & FL_GODMODE)
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return;
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if (targ.invincible_finished >= time)
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{
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if (self.invincible_sound < time)
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{
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sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
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self.invincible_sound = time + 2;
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}
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return;
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}
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// team play damage avoidance
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//ZOID 12-13-96: self.team doesn't work in QW. Use keys
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attackerteam = infokey(attacker, "team");
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targteam = infokey(targ, "team");
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if ((teamplay == 1) && (targteam == attackerteam) &&
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(attacker.classname == "player") && (attackerteam != "") &&
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inflictor.classname !="door")
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return;
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if ((teamplay == 3) && (targteam == attackerteam) &&
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(attacker.classname == "player") && (attackerteam != "") &&
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(targ != attacker)&& inflictor.classname !="door")
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return;
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// do the damage
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//different sorts of armour simply subtract different ammounts
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//this makes armor like the force armor good against many small rounds
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//(SMG, shotguns, swords, etc) but useless against big damage (grenades)
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//power armor, which has the best of both worlds, is also the heaviest :p
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switch(ToIID(targ.islot3))
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{
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case IID_ARM_BROTHERHOOD:
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take -= 1;
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break;
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case IID_ARM_FORCE:
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take -= 2;
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break;
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case IID_ARM_LPOWER:
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take -= 3;
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break;
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default:
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break;
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}
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if (take <= 0)
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{
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take = 0;
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sound (targ, CHAN_BODY, targ.armornoise, 1, ATTN_NORM);
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return;
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}
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targ.health = targ.health - take;
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if (targ.health <= 0)
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{
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Killed (targ, attacker);
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return;
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}
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// react to the damage
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oldself = self;
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self = targ;
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/*SERVER
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if ( (self.flags & FL_MONSTER) && attacker != world)
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{
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// get mad unless of the same class (except for soldiers)
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if (self != attacker && attacker != self.enemy)
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{
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if ( (self.classname != attacker.classname)
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|| (self.classname == "monster" ) )
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{
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if (self.enemy.classname == "player")
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self.oldenemy = self.enemy;
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self.enemy = attacker;
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FoundTarget ();
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}
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}
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}
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*/
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if (self.th_pain)
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{
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self.th_pain (attacker, take);
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}
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self = oldself;
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};
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/*
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/*
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============
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============
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T_RadiusDamage
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T_RadiusDamage
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@ -31,8 +31,10 @@ float IID_WP_AK74 = 417;
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float IID_WP_DKS1 = 418;
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float IID_WP_DKS1 = 418;
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float IID_WP_MOONLIGHT = 419;
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float IID_WP_MOONLIGHT = 419;
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float IID_WP_SA80 = 420;
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float IID_WP_SA80 = 420;
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float IID_WP_GAUSERIFLE = 421;
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float IID_WP_GAUSERIFLE = 421; //2mm EC
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float IID_WP_PULSERIFLE = 422;
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float IID_WP_PULSERIFLE = 422;
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float IID_WP_FNFAL = 423; //.308 AP
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//and ammo for those guns
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//and ammo for those guns
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float IID_AM_NEEDLER = 507;
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float IID_AM_NEEDLER = 507;
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@ -468,6 +470,8 @@ string(float iid) GetItemVModel =
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return "progs/v_srifle.mdl";
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return "progs/v_srifle.mdl";
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if (iid == IID_WP_MOONLIGHT)
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if (iid == IID_WP_MOONLIGHT)
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return "progs/v_night.mdl";
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return "progs/v_night.mdl";
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if (iid == IID_WP_FNFAL)
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return "progs/v_rangem.mdl";
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if (iid == IID_WP_SA80)
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if (iid == IID_WP_SA80)
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@ -534,6 +538,8 @@ string(float iid) GetItemWModel =
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return "progs/w_night.mdl";
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return "progs/w_night.mdl";
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if (iid == IID_WP_SA80)
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if (iid == IID_WP_SA80)
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return "progs/w_sa80.mdl";
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return "progs/w_sa80.mdl";
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if (iid == IID_WP_FNFAL)
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return "progs/w_rangem.mdl";
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if (iid == IID_WP_GAUSERIFLE)
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if (iid == IID_WP_GAUSERIFLE)
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return "progs/w_gauss.mdl";
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return "progs/w_gauss.mdl";
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@ -602,6 +608,8 @@ float(float iid) WeaponAmmoType =
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return IID_AM_556MM;
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return IID_AM_556MM;
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if (iid == IID_WP_SA80)
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if (iid == IID_WP_SA80)
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return IID_AM_556MM;
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return IID_AM_556MM;
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if (iid == IID_WP_FNFAL)
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return IID_AM_762MM;
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if (iid == IID_WP_GAUSERIFLE)
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if (iid == IID_WP_GAUSERIFLE)
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return IID_AM_2MMEC;
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return IID_AM_2MMEC;
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@ -649,6 +657,8 @@ float(float iid) WeaponMagQuant =
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return 10;
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return 10;
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if (iid == IID_WP_PULSERIFLE)
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if (iid == IID_WP_PULSERIFLE)
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return 40;
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return 40;
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if (iid == IID_WP_FNFAL)
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return 20;
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return 0;
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return 0;
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};
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};
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@ -700,7 +710,9 @@ float(float iid) GetItemWeight =
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if (iid == IID_WP_GAUSERIFLE)
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if (iid == IID_WP_GAUSERIFLE)
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return 9;
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return 9;
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if (iid == IID_WP_PULSERIFLE)
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if (iid == IID_WP_PULSERIFLE)
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return 10;
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return 12;
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if (iid == IID_WP_FNFAL)
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return 9;
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if (iid == IID_ARM_SHIRT)
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if (iid == IID_ARM_SHIRT)
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@ -798,6 +810,8 @@ string(float iid) GetItemName =
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return "gauss rifle (2mm EC)";
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return "gauss rifle (2mm EC)";
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if (iid == IID_WP_PULSERIFLE)
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if (iid == IID_WP_PULSERIFLE)
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return "laser carbine (energy)";
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return "laser carbine (energy)";
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if (iid == IID_WP_FNFAL)
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return "fn-fal (7.62mm)";
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@ -806,17 +820,17 @@ string(float iid) GetItemName =
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if (iid == IID_AM_2MMEC)
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if (iid == IID_AM_2MMEC)
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return "2mm EC ammo";
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return "2mm EC ammo";
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if (iid == IID_AM_10MM)
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if (iid == IID_AM_10MM)
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return "10mm ammo";
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return "10mm FMJ";
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if (iid == IID_AM_556MM)
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if (iid == IID_AM_556MM)
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return "5.56mm ammo";
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return "5.56mm FMJ";
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if (iid == IID_AM_5MMHIGHVEL)
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if (iid == IID_AM_5MMHIGHVEL)
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return "5mm high-velocity ammo";
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return "5mm JHP";
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if (iid == IID_AM_12GAUGESHELLS)
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if (iid == IID_AM_12GAUGESHELLS)
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return "12-guage shotgun shells";
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return "12-guage shotgun shells";
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if (iid == IID_AM_ENERGYCELL)
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if (iid == IID_AM_ENERGYCELL)
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return "small energy cell";
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return "small energy cell";
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if (iid == IID_AM_762MM)
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if (iid == IID_AM_762MM)
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return "7.62mm ammo";
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return "7.62mm AP";
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if (iid == IID_AM_44MAGNUM)
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if (iid == IID_AM_44MAGNUM)
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return ".44 magnum ammo";
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return ".44 magnum ammo";
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if (iid == IID_AM_45ACP)
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if (iid == IID_AM_45ACP)
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@ -955,7 +969,8 @@ string(float iid) GetItemImage =
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return "grifle.jpg";
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return "grifle.jpg";
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if (iid == IID_WP_PULSERIFLE)
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if (iid == IID_WP_PULSERIFLE)
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return "lcarbine.jpg";
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return "lcarbine.jpg";
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if (iid == IID_WP_FNFAL)
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return "fnfal.jpg";
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if (iid == IID_AM_NEEDLER)
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if (iid == IID_AM_NEEDLER)
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@ -1081,6 +1096,8 @@ float(string itname) ItemIDOfName =
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return IID_WP_MP7;
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return IID_WP_MP7;
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if (itname == "rangemaster")
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if (itname == "rangemaster")
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return IID_WP_RANGEMASTER;
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return IID_WP_RANGEMASTER;
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if (itname == "fnfal")
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return IID_WP_FNFAL;
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if (itname == "ak-112")
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if (itname == "ak-112")
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return IID_WP_AK112;
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return IID_WP_AK112;
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if (itname == "ak-74")
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if (itname == "ak-74")
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@ -141,7 +141,7 @@ string () ShotgunString =
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*/
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*/
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string () RifleString =
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string () RifleString =
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{
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{
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return ("rifles\n RIFLE | TYPE | WEIGHT | PRICE \n\n<EFBFBD>1‘ rangemaster 7mm 03 11$\n<EFBFBD>2‘ ak-112 5mm 04 21$\n<EFBFBD>3‘ remington .308 05 24$\n<EFBFBD>4‘ ak-74 5mm 04 27$\n<EFBFBD>5‘ moonlight .223 05 36$\n<EFBFBD>6‘ xl-70 5mm 05 23$\n<EFBFBD>7‘ plasma rifle 07 41$\n<EFBFBD>8‘ gauss rifle 2mm 08 51$\n");
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return ("rifles\n RIFLE | TYPE | WEIGHT | PRICE \n\n<EFBFBD>1‘ rangemaster 7mm 03 11$\n<EFBFBD>2‘ ak-112 5mm 04 21$\n<EFBFBD>3‘ remington .308 05 24$\n<EFBFBD>4‘ ak-74 5mm 04 27$\n<EFBFBD>5‘ moonlight .223 05 36$\n<EFBFBD>6‘ sa-80 5mm 05 32$\n<EFBFBD>7‘ plasma rifle 12 41$\n<EFBFBD>8‘ gauss rifle 2mm 07 32$\n<EFBFBD>9‘ fn-fal .308 09 25$\n");
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};
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};
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string () ChemString =
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string () ChemString =
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@ -140,6 +140,8 @@ void(string type) ChangeAmmo =
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self.ammotype2 = type;
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self.ammotype2 = type;
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};
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};
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void() SetWeaponModel;
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void (float wt, float cost, float wid) BuyWeapon =
|
void (float wt, float cost, float wid) BuyWeapon =
|
||||||
{
|
{
|
||||||
local string itname;
|
local string itname;
|
||||||
|
@ -182,6 +184,8 @@ void (float wt, float cost, float wid) BuyWeapon =
|
||||||
|
|
||||||
ammotype = WeaponAmmoType(wid);//load weapon with full ammo (may be changed)
|
ammotype = WeaponAmmoType(wid);//load weapon with full ammo (may be changed)
|
||||||
AddStackable(self, ammotype, ammocount*3);
|
AddStackable(self, ammotype, ammocount*3);
|
||||||
|
|
||||||
|
SetWeaponModel();
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
@ -572,9 +576,9 @@ void() W_PlayerMenu =
|
||||||
if (self.currentmenu == "shop_shotguns")
|
if (self.currentmenu == "shop_shotguns")
|
||||||
{
|
{
|
||||||
if (self.impulse == 1)
|
if (self.impulse == 1)
|
||||||
BuyWeapon(3, 3, IID_WP_PIPERIFLE); //weight, cost, item
|
BuyWeapon(3, 4, IID_WP_PIPERIFLE); //weight, cost, item
|
||||||
if (self.impulse == 2)
|
if (self.impulse == 2)
|
||||||
BuyWeapon(4, 7, IID_WP_WINCHESTER); //weight, cost, item
|
BuyWeapon(4, 8, IID_WP_WINCHESTER); //weight, cost, item
|
||||||
if (self.impulse == 3)
|
if (self.impulse == 3)
|
||||||
BuyWeapon(5, 12, IID_WP_MOSSBERG); //weight, cost, item
|
BuyWeapon(5, 12, IID_WP_MOSSBERG); //weight, cost, item
|
||||||
if (self.impulse == 4)
|
if (self.impulse == 4)
|
||||||
|
@ -597,9 +601,11 @@ void() W_PlayerMenu =
|
||||||
if (self.impulse == 6)
|
if (self.impulse == 6)
|
||||||
BuyWeapon(4, 32, IID_WP_SA80); //weight, cost, item
|
BuyWeapon(4, 32, IID_WP_SA80); //weight, cost, item
|
||||||
if (self.impulse == 7)
|
if (self.impulse == 7)
|
||||||
BuyWeapon(7, 40, IID_WP_GAUSERIFLE); //weight, cost, item
|
BuyWeapon(12, 45, IID_WP_PULSERIFLE); //weight, cost, item
|
||||||
if (self.impulse == 8)
|
if (self.impulse == 8)
|
||||||
BuyWeapon(10, 45, IID_WP_PULSERIFLE); //weight, cost, item
|
BuyWeapon(7, 32, IID_WP_GAUSERIFLE); //weight, cost, item
|
||||||
|
if (self.impulse == 9)
|
||||||
|
BuyWeapon(9, 25, IID_WP_FNFAL); //weight, cost, item
|
||||||
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
|
@ -1073,7 +1073,7 @@ void() W_Attack =
|
||||||
weap == IID_WP_VIBROBLADE ||
|
weap == IID_WP_VIBROBLADE ||
|
||||||
weap == IID_WP_POWERAXE)
|
weap == IID_WP_POWERAXE)
|
||||||
{
|
{
|
||||||
self.attack_finished = time + 0.25;
|
self.attack_finished = time + 0.50;
|
||||||
player_knife1 ();
|
player_knife1 ();
|
||||||
}
|
}
|
||||||
else if (weap == IID_WP_USP)
|
else if (weap == IID_WP_USP)
|
||||||
|
@ -1101,13 +1101,15 @@ void() W_Attack =
|
||||||
else if (weap == IID_WP_AK112)
|
else if (weap == IID_WP_AK112)
|
||||||
FireAssaultRifle(14, 2, "weapons/ak112.wav", 4000, 0.09);
|
FireAssaultRifle(14, 2, "weapons/ak112.wav", 4000, 0.09);
|
||||||
else if (weap == IID_WP_AK74)
|
else if (weap == IID_WP_AK74)
|
||||||
FireAssaultRifle(18, 2, "weapons/ak47.wav", 6000, 0.1);
|
FireAssaultRifle(18, 2, "weapons/ak47.wav", 4000, 0.1);
|
||||||
else if (weap == IID_WP_DKS1)
|
else if (weap == IID_WP_DKS1)
|
||||||
FireAssaultRifle(30, 2, "weapons/dks-1.wav", 8000, 0.5);
|
FireAssaultRifle(24, 2, "weapons/dks-1.wav", 8000, 0.5);
|
||||||
else if (weap == IID_WP_MOONLIGHT)
|
else if (weap == IID_WP_MOONLIGHT)
|
||||||
FireAssaultRifle(16, 2, "weapons/m4-nw.wav", 4000, 0.09);
|
FireAssaultRifle(14, 2, "weapons/m4-nw.wav", 4000, 0.09);
|
||||||
else if (weap == IID_WP_SA80)
|
else if (weap == IID_WP_SA80)
|
||||||
FireAssaultRifle(17, 2, "weapons/sa80.wav", 4000, 0.08);
|
FireAssaultRifle(17, 2, "weapons/sa80.wav", 4000, 0.08);
|
||||||
|
else if (weap == IID_WP_FNFAL)
|
||||||
|
FireAssaultRifle(12, 3, "weapons/fnfal.wav", 6000, 0.12);
|
||||||
|
|
||||||
//float IID_WP_GAUSERIFLE = 421;
|
//float IID_WP_GAUSERIFLE = 421;
|
||||||
//float IID_WP_PULSERIFLE = 422;
|
//float IID_WP_PULSERIFLE = 422;
|
||||||
|
@ -2062,6 +2064,7 @@ void (float dam, float rec, string snd, float rng, float rate) FirePistol =
|
||||||
if (trace_ent.solid == SOLID_BSP)
|
if (trace_ent.solid == SOLID_BSP)
|
||||||
SpawnWood (trace_ent, org, 1);
|
SpawnWood (trace_ent, org, 1);
|
||||||
|
|
||||||
|
dam = dam + random()*dam;
|
||||||
T_Damage (trace_ent, self, self, dam);
|
T_Damage (trace_ent, self, self, dam);
|
||||||
|
|
||||||
self.critical = 0;
|
self.critical = 0;
|
||||||
|
@ -2153,6 +2156,7 @@ void (float dam, float rec, string snd, float rng, float rate) FireSMG =
|
||||||
if (trace_ent.solid == SOLID_BSP)
|
if (trace_ent.solid == SOLID_BSP)
|
||||||
SpawnWood (trace_ent, org, 1);
|
SpawnWood (trace_ent, org, 1);
|
||||||
|
|
||||||
|
dam = dam + random()*dam;
|
||||||
T_Damage (trace_ent, self, self, dam);
|
T_Damage (trace_ent, self, self, dam);
|
||||||
self.critical = 0;
|
self.critical = 0;
|
||||||
|
|
||||||
|
@ -2170,9 +2174,11 @@ void (float dam, float rec, string snd, float rng, float rate) FireSMG =
|
||||||
|
|
||||||
void (float dam, float rec, string snd, float rng, float rate) FireAssaultRifle =
|
void (float dam, float rec, string snd, float rng, float rate) FireAssaultRifle =
|
||||||
{
|
{
|
||||||
local float hs, tmp, zdif, is_headshot, z;
|
local float weap, hs, tmp, zdif, is_headshot, z;
|
||||||
local vector dir, source, targ, org, adjust, headshot_check;
|
local vector dir, source, targ, org, adjust, headshot_check;
|
||||||
|
|
||||||
|
weap = ToIID(self.(SlotField(self.current_slot)));
|
||||||
|
|
||||||
sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
|
sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
|
||||||
|
|
||||||
self.attack_finished = (time + rate);
|
self.attack_finished = (time + rate);
|
||||||
|
@ -2271,7 +2277,12 @@ void (float dam, float rec, string snd, float rng, float rate) FireAssaultRifle
|
||||||
if (trace_ent.solid == SOLID_BSP)
|
if (trace_ent.solid == SOLID_BSP)
|
||||||
SpawnWood (trace_ent, org, 1);
|
SpawnWood (trace_ent, org, 1);
|
||||||
|
|
||||||
T_Damage (trace_ent, self, self, dam);
|
dam = dam + random()*dam;
|
||||||
|
|
||||||
|
if (weap != IID_WP_DKS1 && weap != IID_WP_FNFAL)
|
||||||
|
T_Damage (trace_ent, self, self, dam);
|
||||||
|
else if (weap == IID_WP_DKS1 || weap == IID_WP_FNFAL)
|
||||||
|
X_Damage (trace_ent, self, self, dam);
|
||||||
self.critical = 0;
|
self.critical = 0;
|
||||||
|
|
||||||
if (trace_ent.solid == SOLID_BSP)
|
if (trace_ent.solid == SOLID_BSP)
|
||||||
|
@ -3722,6 +3733,7 @@ void (vector s_aim, float dam, float tmp, float ran) W_FireBuckshotSpread1 =
|
||||||
|
|
||||||
self.critical = 3;
|
self.critical = 3;
|
||||||
}
|
}
|
||||||
|
|
||||||
T_Damage (trace_ent, self, self, dam);
|
T_Damage (trace_ent, self, self, dam);
|
||||||
self.critical = 0;
|
self.critical = 0;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue