mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-10 14:42:05 +00:00
Springfield
code for springfield as well as changing the kar sounds folder to Boltaction
This commit is contained in:
parent
be12ee3ca9
commit
82f5681994
3 changed files with 161 additions and 29 deletions
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@ -591,7 +591,7 @@ void () W_LoadAmmo =
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delay = 1;
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endanimfunc = W_LoadAmmoDone;
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}
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else if (self.weapon == W_KAR || self.weapon == W_ARMAGEDDON || self.weapon == W_KAR_SCOPE || self.weapon == W_HEADCRACKER)
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else if (self.weapon == W_KAR || self.weapon == W_ARMAGEDDON || self.weapon == W_KAR_SCOPE || self.weapon == W_HEADCRACKER || self.weapon == W_SPRING || self.weapon == W_PULVERIZER)
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{
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startframe = 4;
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endframe = 13;
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@ -1419,7 +1419,7 @@ void(float side) W_Fire =
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}
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//Dont fire if the gun has to cycle
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if (self.NeedLoad && (self.weapon == W_TRENCH || self.weapon == W_GUT || self.weapon == W_KAR_SCOPE || self.weapon == W_KAR || self.weapon == W_ARMAGEDDON || self.weapon == W_HEADCRACKER))
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if (self.NeedLoad && (self.weapon == W_TRENCH || self.weapon == W_GUT || self.weapon == W_KAR_SCOPE || self.weapon == W_KAR || self.weapon == W_ARMAGEDDON || self.weapon == W_HEADCRACKER || self.weapon == W_SPRING || self.weapon == W_PULVERIZER))
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{
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W_LoadAmmo();
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return;
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@ -1532,7 +1532,7 @@ void(float side) W_Fire =
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delay *= 0.66;
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}
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if (self.weapon == W_GUT || self.weapon == W_KAR_SCOPE || self.weapon == W_TRENCH || self.weapon == W_KAR || self.weapon == W_ARMAGEDDON || self.weapon == W_HEADCRACKER)
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if (self.weapon == W_GUT || self.weapon == W_KAR_SCOPE || self.weapon == W_TRENCH || self.weapon == W_KAR || self.weapon == W_ARMAGEDDON || self.weapon == W_HEADCRACKER || self.weapon == W_SPRING || self.weapon == W_PULVERIZER)
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{
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Set_W_Frame (startframe, endframe, delay, 0, FIRE, W_LoadAmmo, modelname, FALSE, side);
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self.NeedLoad = true;
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@ -130,6 +130,8 @@ const float EVENT_WEAPONRECOIL = 40;
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#define W_TESLA 56
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#define W_DG3 57
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#define W_SPRING 58
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#define W_PULVERIZER 59
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//Custom Weapons
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//FIXME - use array?
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@ -177,6 +177,10 @@ string(float wep) GetWeaponName =
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return "Wunderwaffe DG-2";
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case W_DG3:
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return "Wunderwaffe DG-3 JZ";
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case W_SPRING:
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return "Springfield";
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case W_PULVERIZER:
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return "Pulverizer";
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default:
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return " ";
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}
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@ -220,6 +224,10 @@ float(float wep) GetFiretype =
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return FIRETYPE_SEMIAUTO;
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case W_ARMAGEDDON:
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return FIRETYPE_SEMIAUTO;
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case W_SPRING:
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return FIRETYPE_SEMIAUTO;
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case W_PULVERIZER:
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return FIRETYPE_SEMIAUTO;
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case W_THOMPSON:
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case W_GIBS:
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return FIRETYPE_FULLAUTO;
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@ -333,6 +341,24 @@ float(float wep, float type) getWeaponMultiplier =
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case LIMBS_X: return 1;
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}
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break;
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case W_SPRING:
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switch (type)
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{
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case HEAD_X: return 2;
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case UPPER_TORSO_X: return 1.2;
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case LOWER_TORSO_X: return 0.9;
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case LIMBS_X: return 0.8;
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}
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break;
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case W_PULVERIZER:
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switch (type)
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{
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case HEAD_X: return 8;
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case UPPER_TORSO_X: return 5;
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 1;
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}
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break;
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case W_THOMPSON:
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switch (type)
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{
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@ -590,6 +616,10 @@ float(float wep) getWeaponMag =
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return 5;
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case W_ARMAGEDDON:
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return 8;
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case W_SPRING:
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return 5;
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case W_PULVERIZER:
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return 8;
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case W_THOMPSON:
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return 20;
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case W_GIBS:
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@ -695,6 +725,10 @@ float(float wep) getWeaponAmmo =
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return 50;
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case W_ARMAGEDDON:
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return 60;
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case W_SPRING:
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return 50;
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case W_PULVERIZER:
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return 60;
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case W_THOMPSON:
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return 200;
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case W_GIBS:
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@ -801,6 +835,10 @@ float(float wep) getWeaponDamage =
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return 100;
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case W_ARMAGEDDON:
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return 200;
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case W_SPRING:
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return 105;
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case W_PULVERIZER:
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return 210;
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case W_THOMPSON:
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return 120;
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case W_GIBS:
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@ -923,6 +961,11 @@ float(float wep, float penetration_times) getWeaponPenetration =
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if (penetration_times >= 3)
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return 0;
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return 1;
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case W_SPRING:
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case W_PULVERIZER:
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if (penetration_times >= 3)
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return 0;
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return 1;
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case W_THOMPSON:
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case W_GIBS:
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if (penetration_times >= 2)
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@ -1043,6 +1086,12 @@ float(float wep, float delaytype) getWeaponDelay =
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return 2.5;
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else if (delaytype == FIRE)
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return 0.3;
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case W_PULVERIZER:
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case W_SPRING:
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if (delaytype == RELOAD)
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return 2.25;
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else if (delaytype == FIRE)
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return 0.33;
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case W_THOMPSON:
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case W_GIBS:
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if (delaytype == RELOAD)
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@ -1293,6 +1342,8 @@ float GetWeaponWalkSpeed(float perks, float weapon)
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case W_KILLU:
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case W_KAR:
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case W_ARMAGEDDON:
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case W_SPRING:
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case W_PULVERIZER:
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case W_KAR_SCOPE:
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case W_HEADCRACKER:
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case W_GEWEHR:
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@ -1335,6 +1386,9 @@ vector GetWeaponADSPos(float wep) {
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case W_KAR:
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case W_ARMAGEDDON:
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return [-2.19, 2.67, 1.5];
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case W_SPRING:
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case W_PULVERIZER:
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return [-2.19, 2.67, 1.6];
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case W_THOMPSON:
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case W_GIBS:
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return [0.5, 3.03, 1.63];
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@ -1418,6 +1472,9 @@ vector GetWeaponADSOfs_PSP(float wep) =
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case W_KAR:
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case W_ARMAGEDDON:
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return [-5495.9, 2606.9, 0];
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case W_SPRING:
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case W_PULVERIZER:
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return [-5495.9, 2706.9, 0];
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case W_KAR_SCOPE:
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case W_HEADCRACKER:
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return [-5286, 706.1, 0];
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@ -1592,6 +1649,38 @@ float(float wep, float frametype, optional float z) GetFrame =
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return 21;
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}
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break;
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case W_SPRING:
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case W_PULVERIZER:
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switch (frametype)
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{
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case FIRE_START:
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return 1;
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case FIRE_END:
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return 3;
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case RELOAD_START:
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return 14;
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case RELOAD_END:
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return 28;
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case SPRINT_IN_START:
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return 29;
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case SPRINT_IN_END:
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return 30;
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case SPRINT_OUT_START:
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return 30;
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case SPRINT_OUT_END:
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return 29;
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case TAKE_OUT_START:
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return 33;
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case TAKE_OUT_END:
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return 35;
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case PUT_OUT_START:
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return 32;
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case PUT_OUT_END:
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return 33;
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case RELOAD_CANCEL:
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return 21;
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}
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break;
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case W_THOMPSON:
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case W_GIBS:
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switch (frametype)
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@ -2378,6 +2467,12 @@ string(float wep, float gorvmodel) GetWeaponModel =
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return ("models/weapons/kar/g_kar.mdl");
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else
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return ("models/weapons/kar/v_kar.mdl");
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case W_SPRING:
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case W_PULVERIZER:
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if (gorvmodel)
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return ("models/weapons/spring/g_spring.mdl");
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else
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return ("models/weapons/spring/v_spring.mdl");
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case W_THOMPSON:
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case W_GIBS:
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if (gorvmodel)
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@ -2574,7 +2669,9 @@ string(float wep) GetWeaponSound =
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return "sounds/weapons/colt/shoot.wav";
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case W_KAR:
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case W_ARMAGEDDON:
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return "sounds/weapons/kar/shoot.wav";
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case W_SPRING:
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case W_PULVERIZER:
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return "sounds/weapons/boltaction/shoot.wav";
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case W_THOMPSON:
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case W_GIBS:
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return "sounds/weapons/thomp/shoot.wav";
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@ -2598,7 +2695,7 @@ string(float wep) GetWeaponSound =
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return "sounds/weapons/gewehr/shoot.wav";
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case W_KAR_SCOPE:
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case W_HEADCRACKER:
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return "sounds/weapons/kar/shoot.wav";
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return "sounds/weapons/boltaction/shoot.wav";
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case W_M1:
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case W_M1000:
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return "sounds/weapons/garand/shoot.wav";
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@ -2699,6 +2796,7 @@ float(float wep) IsPapWeapon = {
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case W_GUT:
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case W_SAMURAI:
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case W_DG3:
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case W_PULVERIZER:
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return 1;
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default:
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return 0;
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@ -2730,6 +2828,8 @@ float(float wep) EqualNonPapWeapon =
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return W_COLT;
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case W_ARMAGEDDON:
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return W_KAR;
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case W_PULVERIZER:
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return W_SPRING;
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case W_GIBS:
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return W_THOMPSON;
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case W_KILLU:
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@ -2794,6 +2894,8 @@ float(float wep) EqualPapWeapon =
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return W_BIATCH;
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case W_KAR:
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return W_ARMAGEDDON;
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case W_SPRING:
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return W_PULVERIZER;
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case W_THOMPSON:
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return W_GIBS;
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case W_357:
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@ -2861,16 +2963,16 @@ void (float wep, float anim_style, float dualwep, float curweaponframe) PlayWeap
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if (anim_style == FIRE)
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{
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if (wep == W_KAR || wep == W_ARMAGEDDON || wep == W_KAR_SCOPE || wep == W_HEADCRACKER)
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if (wep == W_KAR || wep == W_ARMAGEDDON || wep == W_KAR_SCOPE || wep == W_HEADCRACKER || wep == W_SPRING || wep == W_PULVERIZER)
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{
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if (curweaponframe == 6)
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sound (self ,5, "sounds/weapons/kar/boltup.wav", 1, ATTN_NORM);
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sound (self ,5, "sounds/weapons/boltaction/boltup.wav", 1, ATTN_NORM);
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else if (curweaponframe == 7)
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sound (self ,5, "sounds/weapons/kar/boltback.wav", 1, ATTN_NORM);
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sound (self ,5, "sounds/weapons/boltaction/boltback.wav", 1, ATTN_NORM);
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else if (curweaponframe == 9)
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sound (self ,5, "sounds/weapons/kar/boltforward.wav", 1, ATTN_NORM);
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sound (self ,5, "sounds/weapons/boltaction/boltforward.wav", 1, ATTN_NORM);
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else if (curweaponframe == 10)
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sound (self ,5, "sounds/weapons/kar/boltdown.wav", 1, ATTN_NORM);
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sound (self ,5, "sounds/weapons/boltaction/boltdown.wav", 1, ATTN_NORM);
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}
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else if (wep == W_TRENCH || wep == W_GUT)
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{
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@ -2894,18 +2996,20 @@ void (float wep, float anim_style, float dualwep, float curweaponframe) PlayWeap
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break;
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case W_KAR:
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case W_ARMAGEDDON:
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case W_SPRING:
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case W_PULVERIZER:
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if (curweaponframe == 15) {
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sound (self ,5, "sounds/weapons/kar/boltup.wav", 1, ATTN_NORM);
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sound (self ,5, "sounds/weapons/boltaction/boltup.wav", 1, ATTN_NORM);
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} else if (curweaponframe == 16) {
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sound (self ,5, "sounds/weapons/kar/boltback.wav", 1, ATTN_NORM);
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sound (self ,5, "sounds/weapons/boltaction/boltback.wav", 1, ATTN_NORM);
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} else if (curweaponframe == 20) {
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sound (self ,5, "sounds/weapons/kar/clipin.wav", 1, ATTN_NORM);
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sound (self ,5, "sounds/weapons/boltaction/clipin.wav", 1, ATTN_NORM);
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} else if (curweaponframe == 25) {
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sound (self ,5, "sounds/weapons/kar/boltforward.wav", 1, ATTN_NORM);
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sound (self ,5, "sounds/weapons/boltaction/boltforward.wav", 1, ATTN_NORM);
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} else if (curweaponframe == 26) {
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sound (self ,5, "sounds/weapons/kar/clipoff.wav", 1, ATTN_NORM);
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sound (self ,5, "sounds/weapons/boltaction/clipoff.wav", 1, ATTN_NORM);
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} else if (curweaponframe == 27) {
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sound (self ,5, "sounds/weapons/kar/boltdown.wav", 1, ATTN_NORM);
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sound (self ,5, "sounds/weapons/boltaction/boltdown.wav", 1, ATTN_NORM);
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}
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break;
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case W_THOMPSON:
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@ -3010,16 +3114,18 @@ void (float wep, float anim_style, float dualwep, float curweaponframe) PlayWeap
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break;
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case W_KAR_SCOPE:
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case W_HEADCRACKER:
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case W_SPRING:
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case W_PULVERIZER:
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if (curweaponframe == 15) {
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sound (self ,5, "sounds/weapons/kar/boltup.wav", 1, ATTN_NORM);
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sound (self ,5, "sounds/weapons/boltaction/boltup.wav", 1, ATTN_NORM);
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} else if (curweaponframe == 16) {
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sound (self ,5, "sounds/weapons/kar/boltback.wav", 1, ATTN_NORM);
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sound (self ,5, "sounds/weapons/boltaction/boltback.wav", 1, ATTN_NORM);
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} else if (curweaponframe == 20) {
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sound (self ,5, "sounds/weapons/kar/insert.wav", 1, ATTN_NORM);
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sound (self ,5, "sounds/weapons/boltaction/insert.wav", 1, ATTN_NORM);
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} else if (curweaponframe == 25) {
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sound (self ,5, "sounds/weapons/kar/boltforward.wav", 1, ATTN_NORM);
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sound (self ,5, "sounds/weapons/boltaction/boltforward.wav", 1, ATTN_NORM);
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} else if (curweaponframe == 27) {
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sound (self ,5, "sounds/weapons/kar/boltdown.wav", 1, ATTN_NORM);
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sound (self ,5, "sounds/weapons/boltaction/boltdown.wav", 1, ATTN_NORM);
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}
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break;
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case W_M1:
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@ -3193,14 +3299,16 @@ void(float weptype) precache_extra =
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case W_KAR_SCOPE:
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case W_KAR:
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case W_ARMAGEDDON:
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precache_sound ("sounds/weapons/kar/boltup.wav");
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precache_sound ("sounds/weapons/kar/boltback.wav");
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precache_sound ("sounds/weapons/kar/boltforward.wav");
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precache_sound ("sounds/weapons/kar/boltdown.wav");
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precache_sound ("sounds/weapons/kar/clipin.wav");
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precache_sound ("sounds/weapons/kar/clipoff.wav");
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precache_sound ("sounds/weapons/kar/shoot.wav");
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precache_sound ("sounds/weapons/kar/insert.wav");
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case W_SPRING:
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case W_PULVERIZER:
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precache_sound ("sounds/weapons/boltaction/boltup.wav");
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precache_sound ("sounds/weapons/boltaction/boltback.wav");
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precache_sound ("sounds/weapons/boltaction/boltforward.wav");
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precache_sound ("sounds/weapons/boltaction/boltdown.wav");
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precache_sound ("sounds/weapons/boltaction/clipin.wav");
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precache_sound ("sounds/weapons/boltaction/clipoff.wav");
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precache_sound ("sounds/weapons/boltaction/shoot.wav");
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precache_sound ("sounds/weapons/boltaction/insert.wav");
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precache_model ("models/weapons/kar/v_karscope.mdl");
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break;
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case W_THOMPSON:
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@ -3394,9 +3502,11 @@ float(float wep) getWeaponRecoilReturn =
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return 750;
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break;
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case W_KAR:
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case W_SPRING:
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return 750;
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break;
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case W_ARMAGEDDON:
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case W_PULVERIZER:
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return 750;
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break;
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case W_THOMPSON:
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@ -3551,6 +3661,8 @@ float(float weapon, float stance) CrossHairWeapon =
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case W_HEADCRACKER:
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case W_KAR:
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case W_ARMAGEDDON:
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case W_SPRING:
|
||||
case W_PULVERIZER:
|
||||
crosshair_spread = 65;
|
||||
break;
|
||||
case W_MP40:
|
||||
|
@ -3665,6 +3777,8 @@ float(float weapon, float stance) CrossHairMaxSpread =
|
|||
case W_HEADCRACKER:
|
||||
case W_KAR:
|
||||
case W_ARMAGEDDON:
|
||||
case W_SPRING:
|
||||
case W_PULVERIZER:
|
||||
crosshair_spread = 75;
|
||||
break;
|
||||
case W_SAWNOFF:
|
||||
|
@ -3720,6 +3834,8 @@ float(float wep) W_HighPrecisionWhenADS =
|
|||
case W_HEADCRACKER:
|
||||
case W_PTRS:
|
||||
case W_PENETRATOR:
|
||||
case W_SPRING:
|
||||
case W_PULVERIZER:
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
|
@ -3869,6 +3985,14 @@ vector(float wep) GetWeaponRecoil =
|
|||
guaranteed = '0 50 0';
|
||||
kick_change = '25 30 25';
|
||||
break;
|
||||
case W_SPRING:
|
||||
guaranteed = '0 50 0';
|
||||
kick_change = '25 30 25';
|
||||
break;
|
||||
case W_PULVERIZER:
|
||||
guaranteed = '0 50 0';
|
||||
kick_change = '25 30 25';
|
||||
break;
|
||||
case W_KAR_SCOPE:
|
||||
guaranteed = '0 50 0';
|
||||
kick_change = '25 30 25';
|
||||
|
@ -3979,6 +4103,8 @@ vector (float wep) GetWeaponFlash_Offset =
|
|||
case W_KAR_SCOPE:
|
||||
case W_HEADCRACKER:
|
||||
case W_ARMAGEDDON:
|
||||
case W_SPRING:
|
||||
case W_PULVERIZER:
|
||||
return [5560, -4582, 75833];
|
||||
case W_THOMPSON:
|
||||
case W_GIBS:
|
||||
|
@ -4050,6 +4176,8 @@ float (float wep) GetWeaponFlash_Size = {
|
|||
case W_KAR_SCOPE:
|
||||
case W_HEADCRACKER:
|
||||
case W_ARMAGEDDON:
|
||||
case W_SPRING:
|
||||
case W_PULVERIZER:
|
||||
return 15;
|
||||
case W_THOMPSON:
|
||||
case W_GIBS:
|
||||
|
@ -4117,6 +4245,8 @@ float(float wep) GetWeaponZoomAmount =
|
|||
return 10;
|
||||
case W_KAR:
|
||||
case W_ARMAGEDDON:
|
||||
case W_SPRING:
|
||||
case W_PULVERIZER:
|
||||
return 25;
|
||||
case W_KAR_SCOPE:
|
||||
case W_HEADCRACKER:
|
||||
|
|
Loading…
Reference in a new issue