most warnings fixed.

inventory system now works a bit better.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1761 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2006-01-02 22:04:05 +00:00
parent 1ca0df774e
commit b973799d06
27 changed files with 282 additions and 329 deletions

View file

@ -34,7 +34,7 @@ walkmove(angle, speed) primitive is all or nothing
//
// globals
//
float current_yaw;
//float current_yaw;
//
// when a monster becomes angry at a player, that monster will be used
@ -471,8 +471,6 @@ The monster is walking it's beat
*/
void(float dist) ai_walk =
{
local vector mtemp;
movedist = dist;
if (self.classname == "monster_dragon")
@ -674,10 +672,6 @@ The monster has an enemy it is trying to kill
*/
void(float dist) ai_run =
{
local vector delta;
local float axis;
local float direct, ang_rint, ang_floor, ang_ceil;
movedist = dist;
// see if the enemy is dead
if (self.enemy.health <= 0)

View file

@ -197,8 +197,6 @@ void() boss_death10 = [$death9, boss_death10]
void () LavaExplode =
{
local float r;
sound (self, CHAN_VOICE, "ambience/gunfire7.wav", 1, ATTN_NONE);
self.origin = (self.origin + '0 0 16');
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);

View file

@ -85,8 +85,6 @@ When a button is touched, it moves some distance in the direction of it's angle,
*/
void() func_button =
{
local float gtemp, ftemp;
if (self.sounds == 0)
{
precache_sound ("buttons/airbut1.wav");

View file

@ -285,8 +285,6 @@ void() execute_changelevel =
void() changelevel_touch =
{
local entity pos;
if (other.classname != "player")
return;
@ -381,13 +379,11 @@ Returns the entity to spawn at
*/
entity() SelectSpawnPoint =
{
local entity spot, newspot, thing;
local entity spot, thing;
local float numspots, totalspots;
local float rnum, pcount, xcount;
local float rs, cooperate;
local entity spots, ent2, xspot;
local float pcount;
local entity spots;
local string ent1;
local vector warp, xdir, org;
numspots = 0;
totalspots = 0;
@ -486,7 +482,6 @@ called each time a player enters a new level
void() PutClientInServer =
{
local entity spot;
local string s;
self.classname = "player";
self.health = 100;
@ -703,7 +698,6 @@ go to the next level for deathmatch
void() NextLevel =
{
local entity o;
local string newmap;
if (nextmap != "")
return; // already done
@ -838,7 +832,6 @@ void () LocateSpectatorTarget =
void() PlayerDeathThink =
{
local entity old_self;
local float forward;
self.modelindex = modelindex_dead;
@ -882,8 +875,6 @@ void() PlayerDeathThink =
void() PlayerJump =
{
local vector start, end;
if (self.flags & FL_WATERJUMP)
return;
@ -1047,8 +1038,6 @@ void () SpeedControl =
void() ArmorCheck =
{
local float type;
local float bit;
local float value;
local float aid;
@ -1135,8 +1124,6 @@ void () WeightControl =
void () PositionControl =
{
local string img;
if (self.position == 0)
self.view_ofs = '0 0 22';
if (self.position == 1)
@ -1168,7 +1155,6 @@ Called every frame before physics are run
*/
void() PlayerPreThink =
{
local float mspeed, aspeed;
local float r;
if (intermission_running)
@ -1514,9 +1500,6 @@ Called every frame after physics are run
*/
void() PlayerPostThink =
{
local float mspeed, aspeed;
local float r;
//dprint ("post think\n");
if (self.view_ofs == '0 0 0')
return; // intermission or finale
@ -1624,7 +1607,6 @@ void(entity targ, entity attacker) ClientObituary =
{
local float rnum;
local string deathstring, deathstring2;
local string s;
local string attackerteam, targteam;
rnum = random();
@ -1980,7 +1962,7 @@ void(entity targ, entity attacker) ClientObituary =
void() Identify =
{
local string c1, c2, c3, c5, c6, c7;
local string c1, c2, c3, c5;
local float tmp;
makevectors (self.v_angle);

View file

@ -5,7 +5,6 @@ string(float n) argv = #442;
float(string desc) itemtoslot =
{
local float slot;
local float iid;
slot = stof(desc);
if (slot >= 1 && slot <= MAXSLOTS)
return slot;
@ -72,15 +71,6 @@ void(string arg1) Cmd_InvUse =
return;
}
if (iid == IID_CHEM_ADRENALINE ||
iid == IID_CHEM_PSYCHO ||
iid == IID_CHEM_BESERK)
{
if (UseBoostingChem(iid))
DecreaseDestroySlot(slotno);
return;
}
if (iid == IID_BUILD_MRAMMO ||
iid == IID_BUILD_SHIELDGEN ||
iid == IID_BUILD_AUTODOC ||
@ -161,6 +151,9 @@ void(string arg1, float iid, float num) Cmd_InvGive =
if (num <= 0)
num = 1;
SetItemSlot(self, slotno, SlotVal(iid, num));
if (slotno == self.current_slot)
W_SetCurrentAmmo();
};
void(string line) SV_ParseClientCommand =

View file

@ -114,11 +114,9 @@ This should be the only function that ever reduces health.
void(entity targ, entity inflictor, entity attacker, float damage) T_Damage =
{
local vector dir;
local entity oldself;
local float save;
local float take, severity, helm;
local string s;
local string attackerteam, targteam;

View file

@ -2,17 +2,109 @@ void bprint(float plev, string st, string s2){}
float PRINT_MEDIUM = 1;
#include "/../inventory.qc"
float show_inventory;
vector mousepos;
float showcontextmenu;
vector contextpos;
float slotnum;
vector toppos = '0 32 0';
float k_mouse1;
void() Invent_Draw =
{
local float i;
local float it;
local string itname;
local float op;
for (i = 0; i < 16; i++)
{
it = getstati(32+i);
itname = GetItemName(ToIID(it));
drawstring('0 32 0' + (i * '0 8 0'), strcat(itname, " (", ftos(ToStatus(it)), ")"), '8 8 0', '1 1 1', 1);
drawstring(toppos + (i * '0 8 0'), strcat(itname, " (", ftos(ToStatus(it)), ")"), '8 8 0', '1 1 1', 1);
}
if (showcontextmenu)
{
op = floor((mousepos_y - contextpos_y)/8);
drawfill(contextpos - '8 8 0', '88 24 0'+'16 16 0', '0 0 0', 0.7);
drawstring(contextpos + (0 * '0 8 0'), "Use/Reload", '8 8 0', '1 1 0' + (op!=0)*'0 0 1', 1);
drawstring(contextpos + (1 * '0 8 0'), "Put In Hand", '8 8 0', '1 1 0' + (op!=1)*'0 0 1', 1);
drawstring(contextpos + (2 * '0 8 0'), "Drop", '8 8 0', '1 1 0' + (op!=2)*'0 0 1', 1);
}
else
slotnum = floor((mousepos_y - toppos_y)/8) + 1;
drawfill(mousepos, '8 8 0', '0 0 0', 0.7);
drawstring(mousepos, "^", '8 8 0', '1 1 1', 1);
// drawpic(mousepos, "gui/cursor.jpg", '32 32 0', '1 1 1', 1);
};
float(float eventtype, float param1, float param2) CSQC_InputEvent =
{
local float op;
if (eventtype == 0)
{
if (param1 == 'i')
show_inventory = !show_inventory;
else if (!show_inventory)
return false;
else if (param1 == k_mouse1)
{
if (showcontextmenu)
{
op = floor((mousepos_y - contextpos_y)/8);
if (op == 0)
localcmd(strcat("cmd invuse ", ftos(slotnum), "\n"));
else if (op == 1)
localcmd(strcat("cmd invswap 1 ", ftos(slotnum), "\nimpulse 1\n"));
else if (op == 2)
localcmd(strcat("cmd invdrop ", ftos(slotnum), "\n"));
showcontextmenu = false;
}
else
{
if (slotnum >= 1 && slotnum <= MAXSLOTS)
{
if (getstati(32+slotnum-1) != 0)
{
showcontextmenu = true;
contextpos = mousepos;
}
}
else
show_inventory = false;
}
}
else
return false;
return true;
}
if (eventtype == 2 && show_inventory) //mouse
{
mousepos_x += param1;
mousepos_y += param2;
if (mousepos_x < 0)
mousepos_x = 0;
if (mousepos_y < 0)
mousepos_y = 0;
return true;
}
return false;
};
void() FigureOutButtons =
{
k_mouse1 = stringtokeynum("K_MOUSE1");
};

View file

@ -36,6 +36,9 @@ void() CSQC_Init =
viewentity.predraw = DoThatViewModelThing;
viewentity.drawmask = MASK_NORMAL;
viewentity.renderflags = RF_VIEWMODEL | RF_DEPTHHACK;
FigureOutButtons();
};
@ -73,5 +76,6 @@ void(float do2d) CSQC_UpdateView =
// if (usehud)
// Hud_Draw();
Invent_Draw();
if (show_inventory)
Invent_Draw();
};

View file

@ -461,7 +461,7 @@ float MULTICAST_PVS_R = 5; // within sight, reliable
float movedist;
string string_null; // null string, nothing should be held here
float empty_float;
//float empty_float;
entity activator; // the entity that activated a trigger or brush
@ -485,7 +485,7 @@ float no_connect;
//
// world fields (FIXME: make globals)
//
.string wad;
noref .string wad;
.string map;
.float worldtype; // 0=medieval 1=metal 2=base
@ -496,7 +496,7 @@ float no_connect;
//
// quakeed fields
//
.float light_lev; // not used by game, but parsed by light util
noref .float light_lev; // not used by game, but parsed by light util
.float style;
@ -533,7 +533,7 @@ float AS_MISSILE = 4;
// Zoid Additions
.float maxspeed; // Used to set Maxspeed on a player
.float gravity; // Gravity Multiplier (0 to 1.0)
//.float gravity; // Gravity Multiplier (0 to 1.0)
@ -577,16 +577,16 @@ float red_armor;
.float dtime;
.float active;
.float class;
.float vote1;
.float vote2;
.float vote3;
.float vote4;
.float vote5;
.float vote6;
.float vote7;
.float override;
//.float vote1;
//.float vote2;
//.float vote3;
//.float vote4;
//.float vote5;
//.float vote6;
//.float vote7;
//.float override;
.entity track;
.float recharge;
//.float recharge;
.float processed;
.float current_slot;
.float attack;
@ -604,10 +604,10 @@ float red_armor;
.float pcamera;
.float pcamera2;
.float equipment_state;
.float select;
.float grenade_hold;
//.float select;
//.float grenade_hold;
.float grab;
.float vehicle;
//.float vehicle;
.float weight;
.float max_weight;
@ -619,13 +619,13 @@ float red_armor;
.float scraps;
.float cycle1;
.float cycle2;
.float c4;
//.float c4;
.float trait;
.float protect;
.float perk;
.float equipment;
.float buildtype;
.float ctimer;
//.float ctimer;
.float flash;
.float oldteam;
.float dead;
@ -636,7 +636,7 @@ float red_armor;
.string armornoise;
.string ammotype1;
.string ammotype2;
.string deathsound;
//.string deathsound;
.string currentmenu;
.entity friend;
@ -657,7 +657,8 @@ float red_armor;
//
// doors, etc
//
.vector dest, dest1, dest2;
//.vector dest;
.vector dest1, dest2;
.float wait; // time from firing to restarting
.float delay; // time from activation to firing
.entity trigger_field; // door's trigger entity
@ -704,9 +705,10 @@ float red_armor;
//
// sounds
//
.float waitmin, waitmax;
.float distance;
.float volume;
.float waitmin;
//.float waitmax;
//.float distance;
//.float volume;
@ -820,6 +822,9 @@ float(string s) stof = #81; // convert strin
void(vector where, float set) multicast = #82; // sends the temp message to a set
// of clients, possibly in PVS or PHS
string(...) strcat = #115;
//============================================================================
//

View file

@ -294,8 +294,6 @@ float() CheckDemonJump =
float() DemonCheckAttack =
{
local vector vec;
// if close enough for slashing, go for it
if (CheckDemonMelee ())
{

View file

@ -341,7 +341,6 @@ void () woof_pain =
void (vector stuff) spawn_live_dog =
{
local entity dog;
local entity te;
dog = spawn ();
dog.origin = stuff;
@ -435,8 +434,6 @@ float() CheckDogJump =
float() DogCheckAttack =
{
local vector vec;
// if close enough for slashing, go for it
if (CheckDogMelee ())
{

View file

@ -157,7 +157,6 @@ void () door_killed =
void () OpenDoorBeep =
{
local float r;
local string stuff;
r = range (self.enemy);
@ -191,7 +190,7 @@ void () OpenDoorBeep =
void (entity portal, entity toucher) SpawnOpenDoor =
{
local entity open, oself;
local entity open;
open = spawn();
setorigin (open, toucher.origin + '0 0 48');
@ -206,9 +205,6 @@ void (entity portal, entity toucher) SpawnOpenDoor =
void () door_touch =
{
local float x;
local string stuff;
if (other.classname != "player")
return;

View file

@ -60,14 +60,7 @@ void (float tmp, float dam) enforcer_single =
local vector dir;
local vector direction;
local entity en;
local float r;
local vector targ;
local vector org;
local vector org2;
local float zdif;
local float ydif;
local float xdif;
local float true;
if (self.enemy.sneak == 1)
tmp = tmp * 2;

View file

@ -287,7 +287,6 @@ float() ShamCheckAttack =
{
local vector spot1, spot2;
local entity targ;
local float chance;
if (enemy_range == RANGE_MELEE)
{

View file

@ -122,7 +122,6 @@ void () hos_deatha5 = [ 10, hos_deatha5 ]
void (float xx) hos_forward =
{
local vector dir;
local float rng;
local entity te;
local string qqq;

View file

@ -72,6 +72,7 @@ float IID_ARM_FORCE = 207;
float IID_ARM_LPOWER = 208;
//stims
#define IsChem(iid) (iid >= IID_CHEM_STIMPACK && iid <= IID_CHEM_BESERK)
float IID_CHEM_STIMPACK = 301;
float IID_CHEM_MEDICALBAG = 302;
float IID_CHEM_SUPERSTIM = 303;
@ -351,6 +352,84 @@ string(float iid) GetItemVModel =
return "";
};
string(float iid) GetItemWModel =
{
if (iid == IID_WP_KNIFE)
return "progs/w_knife.mdl";
if (iid == IID_WP_AXE)
return "progs/w_knife.mdl";
if (iid == IID_WP_VIBROBLADE)
return "progs/w_axe.mdl";
if (iid == IID_WP_POWERAXE)
return "progs/w_axe.mdl";
if (iid == IID_WP_USP)
return "progs/w_1911.mdl";
if (iid == IID_WP_DEAGLE)
return "progs/w_deagle.mdl";
if (iid == IID_WP_NEEDLER)
return "progs/w_1911.mdl";
if (iid == IID_WP_ALIENBLASTER)
return "progs/w_alien.mdl";
if (iid == IID_WP_PIPERIFLE)
return "progs/w_pipe.mdl";
if (iid == IID_WP_WINCHESTER)
return "progs/w_shotgun.mdl";
if (iid == IID_WP_MOSSBERG)
return "progs/w_pipe.mdl";
if (iid == IID_WP_JACKHAMMER)
return "progs/w_jackhammer.mdl";
if (iid == IID_WP_MP9)
return "progs/w_mp9.mdl";
if (iid == IID_WP_MP7)
return "progs/w_mp7.mdl";
if (iid == IID_WP_RANGERMASTER)
return "progs/w_rangem.mdl";
if (iid == IID_WP_AK112)
return "progs/w_ak47.mdl";
if (iid == IID_WP_AK74)
return "progs/w_ak47.mdl";
if (iid == IID_WP_DKS1)
return "progs/w_srifle.mdl";
if (iid == IID_WP_MOONLIGHT)
return "progs/w_night.mdl";
if (iid == IID_WP_SA80)
return "progs/w_sa80.mdl";
if (iid == IID_WP_GAUSERIFLE)
return "progs/w_gauss.mdl";
if (iid == IID_WP_PULSERIFLE)
return "progs/w_carbine.mdl";
if (iid == IID_GREN_FRAG)
return "progs/grenade2.mdl";
if (iid == IID_GREN_EMP)
return "progs/grenade2.mdl";
if (iid == IID_GREN_SMOKE)
return "progs/grenade2.mdl";
if (iid == IID_GREN_FLASH)
return "progs/grenade2.mdl";
if (iid == IID_CHEM_STIMPACK)
return "maps/b_bh10.bsp";
if (iid == IID_CHEM_MEDICALBAG)
return "maps/b_bh25.bsp";
if (iid == IID_CHEM_SUPERSTIM)
return "maps/b_bh100.bsp";
//fixme
if (iid == IID_CHEM_ADRENALINE)
return "maps/b_bh10.bsp";
if (iid == IID_CHEM_PSYCHO)
return "maps/b_bh25.bsp";
if (iid == IID_CHEM_BESERK)
return "maps/b_bh100.bsp";
return "progs/s_light.spr"; //no model. :/
};
float(float iid) WeaponAmmoType =
{
if (iid == IID_WP_USP)

View file

@ -28,8 +28,6 @@ void() q_touch;
void() q_touch =
{
local entity stemp;
local float best;
local string s;
if (other.classname != "player")
@ -98,8 +96,6 @@ void() r_touch;
void() r_touch =
{
local entity stemp;
local float best;
local string s;
if (other.classname != "player")
@ -307,9 +303,6 @@ float (entity to, float iid, float quant) TryGiveStackable =
void () health_touch =
{
local float amount;
local string s;
if (other.classname != "player" || other.ghost != 0)
return;
@ -1087,9 +1080,6 @@ KEYS
void() key_touch =
{
local entity stemp;
local float best;
if (other.classname != "player")
return;
if (other.health <= 0)
@ -1220,9 +1210,6 @@ END OF LEVEL RUNES
void() sigil_touch =
{
local entity stemp;
local float best;
if (other.classname != "player")
return;
if (other.health <= 0)
@ -1293,9 +1280,6 @@ void() powerup_touch;
void() powerup_touch =
{
local entity stemp;
local float best;
if (other.classname != "player")
return;
if (other.health <= 0)

View file

@ -500,7 +500,6 @@ void() bubble_remove =
void() bubble_bob =
{
local float rnd1, rnd2, rnd3;
local vector vtmp1, modi;
self.cnt = self.cnt + 1;
if (self.cnt == 4)

View file

@ -48,8 +48,6 @@ enemy as activator.
*/
void() monster_death_use =
{
local entity ent, otemp, stemp;
// fall to ground
if (self.flags & FL_FLY)
self.flags = self.flags - FL_FLY;
@ -68,9 +66,6 @@ void() monster_death_use =
void() walkmonster_start_go =
{
local string stemp;
local entity etemp;
self.origin_z = self.origin_z + 1; // raise off floor a bit
droptofloor();

View file

@ -634,8 +634,6 @@ void () ogre_paine15 = [ 111, ogre_run1 ]
void (entity attacker, float damage) ogre_pain =
{
local float r;
if (self.pain_finished > time)
return;
@ -800,7 +798,6 @@ void () mutant_pain =
void (vector stuff, vector ang) spawn_live_ogre =
{
local entity ogre;
local entity te;
ogre = spawn ();
ogre.origin = stuff;
@ -823,9 +820,6 @@ void (vector stuff, vector ang) spawn_live_ogre =
void () ogre_die =
{
local string attack_total;
local string damage_total;
if (self.enemy.classname == "player")
self.enemy.frags = self.enemy.frags + 1;

View file

@ -146,10 +146,7 @@ Set "sounds" to one of the following:
void() func_plat =
{
local entity t;
if (!self.t_length)
self.t_length = 80;
if (!self.t_width)

View file

@ -146,8 +146,6 @@ void () player_climb = [ 23, player_run ]
void () player_run = [ 137, player_run ]
{
local float crap;
if (self.rtime < time)
self.weaponframe = 0;
@ -687,7 +685,7 @@ void () player_knife1 = [ 155, player_knife2 ]
void () player_knife2 = [ 156, player_knife3 ]
{
self.weaponframe = WEAPON_ROCKET;
FireMelee ();
W_FireMelee ();
};
void () player_knife3 = [ 157, player_run ]
@ -703,7 +701,7 @@ void () player_knifea = [ 155, player_knifeb ]
void () player_knifeb = [ 156, player_knifec ]
{
self.weaponframe = MULTICAST_PVS_R;
FireMelee ();
W_FireMelee ();
};
void () player_knifec = [ 157, player_run ]
@ -796,8 +794,6 @@ void (float num_bubbles) DeathBubbles;
void () PainSound =
{
local float rs;
if ((self.equipment == 8))
return;
@ -953,7 +949,6 @@ void (float num_bubbles) DeathBubbles =
void () DeathSound =
{
local float rs;
local float r;
if ((self.equipment == 8))
@ -1068,8 +1063,6 @@ void () SmokeBob2 =
local float rnd1;
local float rnd2;
local float rnd3;
local vector vtmp1;
local vector modi;
self.cnt = (self.cnt + WEAPON_SHOTGUN);
if ((self.cnt >= (WEAPON_ROCKET + (random () * AS_MELEE))))

View file

@ -11,14 +11,7 @@ void (float tmp, float dam) army_fire =
local vector dir;
local vector direction;
local entity en;
local float r;
local vector targ;
local vector org;
local vector org2;
local float zdif;
local float ydif;
local float xdif;
local float true;
if (self.enemy.sneak == 1)
tmp = tmp * 2;
@ -79,14 +72,7 @@ void (float tmp, float dam) army_fire1 =
local vector dir;
local vector direction;
local entity en;
local float r;
local vector targ;
local vector org;
local vector org2;
local float zdif;
local float ydif;
local float xdif;
local float true;
if (self.enemy.sneak == 1)
tmp = tmp * 2;
@ -146,13 +132,9 @@ void (float tmp, float dam) army_fire2 =
local vector dir;
local vector direction;
local entity en;
local float r;
local vector targ;
local vector org;
local vector org2;
local float var_u, var_r, var_o;
local float shot;
local float dif;
if (self.enemy.sneak == 1)
tmp = tmp * 2;
@ -245,14 +227,7 @@ void (float tmp, float dam) army_fire3 =
local vector dir;
local vector direction;
local entity en;
local float r;
local vector targ;
local vector org;
local vector org2;
local float zdif;
local float ydif;
local float xdif;
local float true;
if (self.mag1 == 0)
{
@ -309,15 +284,7 @@ void (float tmp, float dam) army_fire4 =
local vector dir;
local vector direction;
local entity en;
local float r;
local vector targ;
local vector org;
local vector org2;
local float zdif;
local float ydif;
local float xdif;
local float true;
local float shot_num;
if (self.mag1 == 0)
{
@ -773,8 +740,6 @@ void () army_atkcs4 = [ 84, army_atkcs5 ]
void () army_atkcs5 = [ 85, army_atkcs6 ]
{
local float r;
ai_face ();
sound (self, CHAN_WEAPON, "weapons/ak112.wav", PLAT_LOW_TRIGGER, ATTN_NORM);
army_fire4 (100, 16);
@ -1260,7 +1225,6 @@ void () grunt_pain =
void (vector stuff, vector ang) spawn_live_grunt =
{
local entity grunt;
local entity te;
grunt = spawn ();
grunt.origin = stuff;

View file

@ -1,5 +1,5 @@
entity stemp, otemp, s, old;
//entity s;
void() trigger_reactivate =
@ -221,8 +221,6 @@ void() trigger_secret =
void() counter_use =
{
local string junk;
self.count = self.count - 1;
if (self.count < 0)
return;
@ -302,6 +300,7 @@ void() play_teleport =
void(vector org) spawn_tfog =
{
local entity s;
s = spawn ();
s.origin = org;
s.nextthink = time + 0.2;

View file

@ -10,11 +10,11 @@ void (float dam, float rec, string snd, float rng, float rate) FireAssaultRifle;
void (float dam, float rec, string snd, float rng, float rate) FirePistol;
void (float dam, float rec, string snd, float rng, float rate) FireSMG;
void () W_PlayerMenu;
void () UseChem;
//void () UseChem;
void () Special;
void () BuyMenu;
void() Sneak;
void() Bandage;
//void() Bandage;
void() Shield;
void () player_throw1;
void() player_knife1;
@ -26,6 +26,9 @@ void (float slot, float snd, float drop) DropFromSlot;
void() PositionControl;
void() autofire;
void() autofire_s;
float(float iid) UseBoostingChem;
float(float iid) UseHealingChem;
float(float slotno) DecreaseDestroySlot;
#define weightx() (self.weight)
@ -91,6 +94,37 @@ void(float damage, float dist, float rate) FireMelee =
}
};
void() W_FireMelee =
{
local float iid;
iid = ToIID(self.(SlotField(self.current_slot)));
if (iid == IID_WP_KNIFE)
FireMelee(5, 32, 0.2);
else if (iid == IID_WP_AXE)
FireMelee(10, 64, 0.2);
else if (iid == IID_WP_VIBROBLADE)
FireMelee(25, 64, 0.2);
else if (iid == IID_WP_POWERAXE)
FireMelee(50, 96, 0.2);
else if (iid == IID_CHEM_STIMPACK ||
iid == IID_CHEM_MEDICALBAG ||
iid == IID_CHEM_SUPERSTIM)
{
if (UseHealingChem(iid))
DecreaseDestroySlot(self.current_slot);
}
else if (iid == IID_CHEM_ADRENALINE ||
iid == IID_CHEM_PSYCHO ||
iid == IID_CHEM_BESERK)
{
if (UseBoostingChem(iid))
DecreaseDestroySlot(self.current_slot);
}
else
dprint(strcat("W_FireMelee - ", ftos(iid), "not implemented\n"));
};
//============================================================================
@ -666,7 +700,6 @@ void(vector org, vector dir) launch_spike =
void() W_FireSuperSpikes =
{
local vector dir;
local entity old;
sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
self.attack_finished = time + 0.2;
@ -684,7 +717,6 @@ void() W_FireSuperSpikes =
void(float ox) W_FireSpikes =
{
local vector dir;
local entity old;
makevectors (self.v_angle);
@ -714,10 +746,9 @@ void(float ox) W_FireSpikes =
.float hit_z;
//.float hit_z;
void() spike_touch =
{
local float rand;
if (other == self.owner)
return;
@ -763,7 +794,6 @@ local float rand;
void() superspike_touch =
{
local float rand;
if (other == self.owner)
return;
@ -815,56 +845,10 @@ PLAYER WEAPON USE
void() SetWeaponModel =
{
self.weaponmodel = GetItemVModel(ToIID(ItemInSlot(self, self.current_slot)));
/*
if (temp_weapon == 0)
self.weaponmodel = "progs/v_fist.mdl";
else if (temp_weapon == 1)
self.weaponmodel = "progs/v_knife.mdl";
else if (temp_weapon == 2)
self.weaponmodel = "progs/v_axe.mdl";
else if (temp_weapon == 3)
self.weaponmodel = "progs/v_knife.mdl";
else if (temp_weapon == 4)
self.weaponmodel = "progs/v_axe.mdl";
else if (temp_weapon == 5)
self.weaponmodel = "progs/v_1911.mdl";
else if (temp_weapon == 6)
self.weaponmodel = "progs/v_deagle.mdl";
else if (temp_weapon == 7)
self.weaponmodel = "progs/v_1911.mdl";
else if (temp_weapon == 8)
self.weaponmodel = "progs/v_alien.mdl";
else if (temp_weapon == 9)
self.weaponmodel = "progs/v_piperifle.mdl";
else if (temp_weapon == 10)
self.weaponmodel = "progs/v_double.mdl";
else if (temp_weapon == 11)
self.weaponmodel = "progs/v_shotgun.mdl";
else if (temp_weapon == 12)
self.weaponmodel = "progs/v_jackhammer.mdl";
else if (temp_weapon == 13)
self.weaponmodel = "progs/v_mp9.mdl";
else if (temp_weapon == 14)
self.weaponmodel = "progs/v_mp5.mdl";
else if (temp_weapon == 15)
self.weaponmodel = "progs/v_rangem.mdl";
else if (temp_weapon == 16)
self.weaponmodel = "progs/v_ak47.mdl";
else if (temp_weapon == 17)
self.weaponmodel = "progs/v_ak47.mdl";
else if (temp_weapon == 18)
self.weaponmodel = "progs/v_srifle.mdl";
else if (temp_weapon == 19)
self.weaponmodel = "progs/v_night.mdl";
else if (temp_weapon == 99)
self.weaponmodel = "progs/v_handgren.mdl";
*/
};
void() W_SetCurrentAmmo =
{
local float temp_weapon;
local string x;
player_run (); // get out of any weapon firing states
@ -1055,7 +1039,7 @@ An attack impulse can be triggered now
void() W_Attack =
{
local float weap, r;
local float weap;
makevectors (self.v_angle); // calculate forward angle for velocity
self.show_hostile = time + 1; // wake monsters up
@ -1108,6 +1092,10 @@ void() W_Attack =
else if (weap == IID_WP_MOONLIGHT)
FireAssaultRifle(16, 2, "weapons/m4a1.wav", 4000, 0.1);
//float IID_WP_SA80 = 420;
//float IID_WP_GAUSERIFLE = 421;
//float IID_WP_PULSERIFLE = 422;
else if (weap == IID_GREN_FRAG)
player_throw1();
else if (weap == IID_GREN_EMP)
@ -1117,9 +1105,12 @@ void() W_Attack =
else if (weap == IID_GREN_FLASH)
player_throw1();
//float IID_WP_SA80 = 420;
//float IID_WP_GAUSERIFLE = 421;
//float IID_WP_PULSERIFLE = 422;
else if (IsChem(weap))
{
self.attack_finished = time + 0.25;
player_knife1 ();
}
else
centerprint(self, "Not implemented (", ftos(weap), ")");
};
@ -1132,7 +1123,7 @@ W_ChangeWeapon
*/
void() W_ChangeWeapon =
{
local float it, am, fl, r;
local float it, am, fl;
it = self.items;
am = 0;
@ -1260,8 +1251,6 @@ void () ProneOff =
void () ProneOn =
{
local string x;
if (self.velocity_z != 0)
return;
@ -1584,13 +1573,8 @@ void (vector org) bullet_hole =
void (vector test, float length, float dam) penetrate =
{
local vector org;
local vector org2;
local vector start;
local vector end;
local vector end2;
local float zdif;
local float ydif;
local float xdif;
local float go;
local float tl;
@ -1710,9 +1694,6 @@ void (vector org) CreateSmoke =
void () SmokeThink =
{
local entity te;
local float ct;
self.cnt = (self.cnt + 1);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
@ -1759,8 +1740,6 @@ void () FragExplode =
void () PlasmaExplode =
{
local float r;
sound (self, CHAN_VOICE, "ambience/gunfire7.wav", 1, ATTN_NONE);
self.origin = (self.origin + '0 0 16');
self.velocity = VEC_ORIGIN;
@ -1883,16 +1862,16 @@ void () HandGrenBounce =
void () FireHandGrenade =
{
local float item, iid;
local float count;
local float amcount;
item = ItemInSlot(self, self.current_slot);
iid = ToIID(item);
count = ToStatus(item);
amcount = ToStatus(item);
if (iid == 0)
return;
self.currentammo = count-1;
if (count <= 1)
self.currentammo = amcount-1;
if (amcount <= 1)
SetItemSlot(self, self.current_slot, 0);
else
SetItemSlot(self, self.current_slot, SlotVal(iid, self.currentammo));
@ -1967,9 +1946,8 @@ void(float slot, float magazine) GiveAmmo =
void (float dam, float rec, string snd, float rng, float rate) FirePistol =
{
local float tmp, var1, var2, zdif, xdif, ydif, tru;
local float tmp, zdif, xdif, ydif, tru;
local vector dir, source, targ, org, org2, adjust;
local string x;
stuffcmd(self, "-attack\n");
@ -2078,9 +2056,8 @@ void (float dam, float rec, string snd, float rng, float rate) FirePistol =
void (float dam, float rec, string snd, float rng, float rate) FireSMG =
{
local float tmp, var1, var2, zdif, xdif, ydif, tru;
local float tmp, zdif, xdif, ydif, tru;
local vector dir, source, targ, org, org2, adjust;
local string x;
sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
@ -2187,10 +2164,9 @@ void (float dam, float rec, string snd, float rng, float rate) FireSMG =
void (float dam, float rec, string snd, float rng, float rate) FireAssaultRifle =
{
local float tmp, var1, var2, zdif, xdif, ydif, tru, z;
local float tmp, zdif, xdif, ydif, tru, z;
local vector dir, source, targ, org, org2, adjust;
local string x;
sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
@ -2452,58 +2428,7 @@ void (float slotnum, float snd, float force) DropFromSlot =
newmis.velocity = (newmis.velocity * 500);
newmis.angles_y = (random () * 360);
mdel = "progs/w_1911.mdl";
if (weap == 1)
mdel = "progs/w_knife.mdl";
if (weap == 2)
mdel = "progs/w_knife.mdl";
if (weap == 3)
mdel = "progs/w_axe.mdl";
if (weap == 4)
mdel = "progs/w_axe.mdl";
if (weap == 5)
mdel = "progs/w_1911.mdl";
if (weap == 6)
mdel = "progs/w_deagle.mdl";
if (weap == 7)
mdel = "progs/w_1911.mdl";
if (weap == 8)
mdel = "progs/w_alien.mdl";
if (weap == 9)
mdel = "progs/w_pipe.mdl";
if (weap == 10)
mdel = "progs/w_shotgun.mdl";
if (weap == 11)
mdel = "progs/w_pipe.mdl";
if (weap == 12)
mdel = "progs/w_jackhammer.mdl";
if (weap == 13)
mdel = "progs/w_mp9.mdl";
if (weap == 14)
mdel = "progs/w_mp7.mdl";
if (weap == 15)
mdel = "progs/w_rangem.mdl";
if (weap == 16)
mdel = "progs/w_ak47.mdl";
if (weap == 17)
mdel = "progs/w_ak47.mdl";
if (weap == 18)
mdel = "progs/w_srifle.mdl";
if (weap == 19)
mdel = "progs/w_night.mdl";
if (weap == 20)
mdel = "progs/w_sa80.mdl";
if (weap == 21)
mdel = "progs/w_gauss.mdl";
if (weap == 22)
mdel = "progs/w_carbine.mdl";
if (self.current_slot == 3)
mdel = "progs/grenade2.mdl";
mdel = GetItemWModel(ToIID(weap));
setmodel (newmis, mdel);
setsize (newmis, '-2 -2 0', '2 2 1');
@ -2590,7 +2515,6 @@ void (entity healer, entity saved) RevivePlayer =
float(float iid) UseBoostingChem =
{
local vector source;
local vector org;
local string x;
local float duration;
@ -2651,7 +2575,6 @@ float(float iid) UseBoostingChem =
float(float iid) UseHealingChem =
{
local vector source;
local vector org;
local float heal;
local string x;
@ -2729,10 +2652,7 @@ float(float iid) UseHealingChem =
void () DisplayMenu =
{
local entity spot;
local string menu;
local entity te;
local string qq;
if (self.currentmenu == "none")
return;
@ -2889,12 +2809,6 @@ float (float iid) spawn_station;
void () ExitScreen =
{
local float car;
local float q;
local entity te;
local string x;
if (self.class == 0)
return;
@ -3068,10 +2982,7 @@ void () station_die =
void () station_think =
{
#define chemcount attack_finished
local entity dog;
local entity te;
local string qq;
local float zz, x;
self.nextthink = time + 2;
self.frame = self.buildtype;
@ -3399,13 +3310,6 @@ void () BuyMenu =
{
local float is_shop;
local entity te;
local entity shop;
local entity spot;
local entity oldself;
local vector spot1;
local vector spot2;
local float r;
local float cyc;
local string menu;
if (self.currentmenu == "777")
@ -3660,11 +3564,7 @@ void (vector s_aim, float dam, float tmp, float ran) W_FireBuckshotSpread1 =
local vector source;
local vector targ;
local vector org;
local float r;
local float srange;
local float zdif;
local vector src;
local vector pos;
local float ydif;
local float xdif;
local float tru;
@ -3731,7 +3631,6 @@ void (float rec, float number, float dam, float spread, float ran, float auto) W
local float var2;
local float var3;
local float var4;
local vector adjust;
if (self.velocity != '0 0 0')
{

View file

@ -428,6 +428,12 @@ void() worldspawn =
precache_model ("progs/w_carbine.mdl");
precache_model ("progs/w_laser.mdl");
precache_model ("progs/grenade2.mdl");
precache_model ("maps/b_bh10.bsp");
precache_model ("maps/b_bh25.bsp");
precache_model ("maps/b_bh100.bsp");
precache_model ("progs/s_light.spr");
precache_sound ("player/step1.wav");
precache_sound ("player/step2.wav");
@ -591,8 +597,6 @@ void() bodyque =
void() InitBodyQue =
{
local entity e;
bodyque_head = spawn();
bodyque_head.classname = "bodyque";
bodyque_head.owner = spawn();

View file

@ -161,7 +161,7 @@ ZombieFireGrenade
*/
void(vector st) ZombieFireGrenade =
{
local entity missile, mpuff;
local entity missile;
local vector org;
sound (self, CHAN_WEAPON, "zombie/z_shot1.wav", 1, ATTN_NORM);