From 82f56819940f8f29a91ad0da72fb3a2a3b62c829 Mon Sep 17 00:00:00 2001 From: DerpedCrusader Date: Sun, 12 Mar 2023 19:00:32 -0700 Subject: [PATCH] Springfield code for springfield as well as changing the kar sounds folder to Boltaction --- source/server/weapons/weapon_core.qc | 6 +- source/shared/defs/custom.qc | 2 + source/shared/weapon_defines.qc | 182 +++++++++++++++++++++++---- 3 files changed, 161 insertions(+), 29 deletions(-) diff --git a/source/server/weapons/weapon_core.qc b/source/server/weapons/weapon_core.qc index e977e07..ab8b259 100644 --- a/source/server/weapons/weapon_core.qc +++ b/source/server/weapons/weapon_core.qc @@ -591,7 +591,7 @@ void () W_LoadAmmo = delay = 1; endanimfunc = W_LoadAmmoDone; } - else if (self.weapon == W_KAR || self.weapon == W_ARMAGEDDON || self.weapon == W_KAR_SCOPE || self.weapon == W_HEADCRACKER) + 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) { startframe = 4; endframe = 13; @@ -1419,7 +1419,7 @@ void(float side) W_Fire = } //Dont fire if the gun has to cycle - 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)) + 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)) { W_LoadAmmo(); return; @@ -1532,7 +1532,7 @@ void(float side) W_Fire = delay *= 0.66; } - 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) + 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) { Set_W_Frame (startframe, endframe, delay, 0, FIRE, W_LoadAmmo, modelname, FALSE, side); self.NeedLoad = true; diff --git a/source/shared/defs/custom.qc b/source/shared/defs/custom.qc index 9531855..a8cac22 100644 --- a/source/shared/defs/custom.qc +++ b/source/shared/defs/custom.qc @@ -130,6 +130,8 @@ const float EVENT_WEAPONRECOIL = 40; #define W_TESLA 56 #define W_DG3 57 +#define W_SPRING 58 +#define W_PULVERIZER 59 //Custom Weapons //FIXME - use array? diff --git a/source/shared/weapon_defines.qc b/source/shared/weapon_defines.qc index e721f6c..7930302 100644 --- a/source/shared/weapon_defines.qc +++ b/source/shared/weapon_defines.qc @@ -177,6 +177,10 @@ string(float wep) GetWeaponName = return "Wunderwaffe DG-2"; case W_DG3: return "Wunderwaffe DG-3 JZ"; + case W_SPRING: + return "Springfield"; + case W_PULVERIZER: + return "Pulverizer"; default: return " "; } @@ -220,6 +224,10 @@ float(float wep) GetFiretype = return FIRETYPE_SEMIAUTO; case W_ARMAGEDDON: return FIRETYPE_SEMIAUTO; + case W_SPRING: + return FIRETYPE_SEMIAUTO; + case W_PULVERIZER: + return FIRETYPE_SEMIAUTO; case W_THOMPSON: case W_GIBS: return FIRETYPE_FULLAUTO; @@ -333,6 +341,24 @@ float(float wep, float type) getWeaponMultiplier = case LIMBS_X: return 1; } break; + case W_SPRING: + switch (type) + { + case HEAD_X: return 2; + case UPPER_TORSO_X: return 1.2; + case LOWER_TORSO_X: return 0.9; + case LIMBS_X: return 0.8; + } + break; + case W_PULVERIZER: + switch (type) + { + case HEAD_X: return 8; + case UPPER_TORSO_X: return 5; + case LOWER_TORSO_X: return 1; + case LIMBS_X: return 1; + } + break; case W_THOMPSON: switch (type) { @@ -590,6 +616,10 @@ float(float wep) getWeaponMag = return 5; case W_ARMAGEDDON: return 8; + case W_SPRING: + return 5; + case W_PULVERIZER: + return 8; case W_THOMPSON: return 20; case W_GIBS: @@ -695,6 +725,10 @@ float(float wep) getWeaponAmmo = return 50; case W_ARMAGEDDON: return 60; + case W_SPRING: + return 50; + case W_PULVERIZER: + return 60; case W_THOMPSON: return 200; case W_GIBS: @@ -801,6 +835,10 @@ float(float wep) getWeaponDamage = return 100; case W_ARMAGEDDON: return 200; + case W_SPRING: + return 105; + case W_PULVERIZER: + return 210; case W_THOMPSON: return 120; case W_GIBS: @@ -923,6 +961,11 @@ float(float wep, float penetration_times) getWeaponPenetration = if (penetration_times >= 3) return 0; return 1; + case W_SPRING: + case W_PULVERIZER: + if (penetration_times >= 3) + return 0; + return 1; case W_THOMPSON: case W_GIBS: if (penetration_times >= 2) @@ -1043,6 +1086,12 @@ float(float wep, float delaytype) getWeaponDelay = return 2.5; else if (delaytype == FIRE) return 0.3; + case W_PULVERIZER: + case W_SPRING: + if (delaytype == RELOAD) + return 2.25; + else if (delaytype == FIRE) + return 0.33; case W_THOMPSON: case W_GIBS: if (delaytype == RELOAD) @@ -1293,6 +1342,8 @@ float GetWeaponWalkSpeed(float perks, float weapon) case W_KILLU: case W_KAR: case W_ARMAGEDDON: + case W_SPRING: + case W_PULVERIZER: case W_KAR_SCOPE: case W_HEADCRACKER: case W_GEWEHR: @@ -1335,6 +1386,9 @@ vector GetWeaponADSPos(float wep) { case W_KAR: case W_ARMAGEDDON: return [-2.19, 2.67, 1.5]; + case W_SPRING: + case W_PULVERIZER: + return [-2.19, 2.67, 1.6]; case W_THOMPSON: case W_GIBS: return [0.5, 3.03, 1.63]; @@ -1418,6 +1472,9 @@ vector GetWeaponADSOfs_PSP(float wep) = case W_KAR: case W_ARMAGEDDON: return [-5495.9, 2606.9, 0]; + case W_SPRING: + case W_PULVERIZER: + return [-5495.9, 2706.9, 0]; case W_KAR_SCOPE: case W_HEADCRACKER: return [-5286, 706.1, 0]; @@ -1592,6 +1649,38 @@ float(float wep, float frametype, optional float z) GetFrame = return 21; } break; + case W_SPRING: + case W_PULVERIZER: + switch (frametype) + { + case FIRE_START: + return 1; + case FIRE_END: + return 3; + case RELOAD_START: + return 14; + case RELOAD_END: + return 28; + case SPRINT_IN_START: + return 29; + case SPRINT_IN_END: + return 30; + case SPRINT_OUT_START: + return 30; + case SPRINT_OUT_END: + return 29; + case TAKE_OUT_START: + return 33; + case TAKE_OUT_END: + return 35; + case PUT_OUT_START: + return 32; + case PUT_OUT_END: + return 33; + case RELOAD_CANCEL: + return 21; + } + break; case W_THOMPSON: case W_GIBS: switch (frametype) @@ -2378,6 +2467,12 @@ string(float wep, float gorvmodel) GetWeaponModel = return ("models/weapons/kar/g_kar.mdl"); else return ("models/weapons/kar/v_kar.mdl"); + case W_SPRING: + case W_PULVERIZER: + if (gorvmodel) + return ("models/weapons/spring/g_spring.mdl"); + else + return ("models/weapons/spring/v_spring.mdl"); case W_THOMPSON: case W_GIBS: if (gorvmodel) @@ -2574,7 +2669,9 @@ string(float wep) GetWeaponSound = return "sounds/weapons/colt/shoot.wav"; case W_KAR: case W_ARMAGEDDON: - return "sounds/weapons/kar/shoot.wav"; + case W_SPRING: + case W_PULVERIZER: + return "sounds/weapons/boltaction/shoot.wav"; case W_THOMPSON: case W_GIBS: return "sounds/weapons/thomp/shoot.wav"; @@ -2598,7 +2695,7 @@ string(float wep) GetWeaponSound = return "sounds/weapons/gewehr/shoot.wav"; case W_KAR_SCOPE: case W_HEADCRACKER: - return "sounds/weapons/kar/shoot.wav"; + return "sounds/weapons/boltaction/shoot.wav"; case W_M1: case W_M1000: return "sounds/weapons/garand/shoot.wav"; @@ -2699,6 +2796,7 @@ float(float wep) IsPapWeapon = { case W_GUT: case W_SAMURAI: case W_DG3: + case W_PULVERIZER: return 1; default: return 0; @@ -2730,6 +2828,8 @@ float(float wep) EqualNonPapWeapon = return W_COLT; case W_ARMAGEDDON: return W_KAR; + case W_PULVERIZER: + return W_SPRING; case W_GIBS: return W_THOMPSON; case W_KILLU: @@ -2794,6 +2894,8 @@ float(float wep) EqualPapWeapon = return W_BIATCH; case W_KAR: return W_ARMAGEDDON; + case W_SPRING: + return W_PULVERIZER; case W_THOMPSON: return W_GIBS; case W_357: @@ -2861,16 +2963,16 @@ void (float wep, float anim_style, float dualwep, float curweaponframe) PlayWeap if (anim_style == FIRE) { - if (wep == W_KAR || wep == W_ARMAGEDDON || wep == W_KAR_SCOPE || wep == W_HEADCRACKER) + if (wep == W_KAR || wep == W_ARMAGEDDON || wep == W_KAR_SCOPE || wep == W_HEADCRACKER || wep == W_SPRING || wep == W_PULVERIZER) { if (curweaponframe == 6) - sound (self ,5, "sounds/weapons/kar/boltup.wav", 1, ATTN_NORM); + sound (self ,5, "sounds/weapons/boltaction/boltup.wav", 1, ATTN_NORM); else if (curweaponframe == 7) - sound (self ,5, "sounds/weapons/kar/boltback.wav", 1, ATTN_NORM); + sound (self ,5, "sounds/weapons/boltaction/boltback.wav", 1, ATTN_NORM); else if (curweaponframe == 9) - sound (self ,5, "sounds/weapons/kar/boltforward.wav", 1, ATTN_NORM); + sound (self ,5, "sounds/weapons/boltaction/boltforward.wav", 1, ATTN_NORM); else if (curweaponframe == 10) - sound (self ,5, "sounds/weapons/kar/boltdown.wav", 1, ATTN_NORM); + sound (self ,5, "sounds/weapons/boltaction/boltdown.wav", 1, ATTN_NORM); } else if (wep == W_TRENCH || wep == W_GUT) { @@ -2894,18 +2996,20 @@ void (float wep, float anim_style, float dualwep, float curweaponframe) PlayWeap break; case W_KAR: case W_ARMAGEDDON: + case W_SPRING: + case W_PULVERIZER: if (curweaponframe == 15) { - sound (self ,5, "sounds/weapons/kar/boltup.wav", 1, ATTN_NORM); + sound (self ,5, "sounds/weapons/boltaction/boltup.wav", 1, ATTN_NORM); } else if (curweaponframe == 16) { - sound (self ,5, "sounds/weapons/kar/boltback.wav", 1, ATTN_NORM); + sound (self ,5, "sounds/weapons/boltaction/boltback.wav", 1, ATTN_NORM); } else if (curweaponframe == 20) { - sound (self ,5, "sounds/weapons/kar/clipin.wav", 1, ATTN_NORM); + sound (self ,5, "sounds/weapons/boltaction/clipin.wav", 1, ATTN_NORM); } else if (curweaponframe == 25) { - sound (self ,5, "sounds/weapons/kar/boltforward.wav", 1, ATTN_NORM); + sound (self ,5, "sounds/weapons/boltaction/boltforward.wav", 1, ATTN_NORM); } else if (curweaponframe == 26) { - sound (self ,5, "sounds/weapons/kar/clipoff.wav", 1, ATTN_NORM); + sound (self ,5, "sounds/weapons/boltaction/clipoff.wav", 1, ATTN_NORM); } else if (curweaponframe == 27) { - sound (self ,5, "sounds/weapons/kar/boltdown.wav", 1, ATTN_NORM); + sound (self ,5, "sounds/weapons/boltaction/boltdown.wav", 1, ATTN_NORM); } break; case W_THOMPSON: @@ -3010,16 +3114,18 @@ void (float wep, float anim_style, float dualwep, float curweaponframe) PlayWeap break; case W_KAR_SCOPE: case W_HEADCRACKER: + case W_SPRING: + case W_PULVERIZER: if (curweaponframe == 15) { - sound (self ,5, "sounds/weapons/kar/boltup.wav", 1, ATTN_NORM); + sound (self ,5, "sounds/weapons/boltaction/boltup.wav", 1, ATTN_NORM); } else if (curweaponframe == 16) { - sound (self ,5, "sounds/weapons/kar/boltback.wav", 1, ATTN_NORM); + sound (self ,5, "sounds/weapons/boltaction/boltback.wav", 1, ATTN_NORM); } else if (curweaponframe == 20) { - sound (self ,5, "sounds/weapons/kar/insert.wav", 1, ATTN_NORM); + sound (self ,5, "sounds/weapons/boltaction/insert.wav", 1, ATTN_NORM); } else if (curweaponframe == 25) { - sound (self ,5, "sounds/weapons/kar/boltforward.wav", 1, ATTN_NORM); + sound (self ,5, "sounds/weapons/boltaction/boltforward.wav", 1, ATTN_NORM); } else if (curweaponframe == 27) { - sound (self ,5, "sounds/weapons/kar/boltdown.wav", 1, ATTN_NORM); + sound (self ,5, "sounds/weapons/boltaction/boltdown.wav", 1, ATTN_NORM); } break; case W_M1: @@ -3193,14 +3299,16 @@ void(float weptype) precache_extra = case W_KAR_SCOPE: case W_KAR: case W_ARMAGEDDON: - precache_sound ("sounds/weapons/kar/boltup.wav"); - precache_sound ("sounds/weapons/kar/boltback.wav"); - precache_sound ("sounds/weapons/kar/boltforward.wav"); - precache_sound ("sounds/weapons/kar/boltdown.wav"); - precache_sound ("sounds/weapons/kar/clipin.wav"); - precache_sound ("sounds/weapons/kar/clipoff.wav"); - precache_sound ("sounds/weapons/kar/shoot.wav"); - precache_sound ("sounds/weapons/kar/insert.wav"); + case W_SPRING: + case W_PULVERIZER: + precache_sound ("sounds/weapons/boltaction/boltup.wav"); + precache_sound ("sounds/weapons/boltaction/boltback.wav"); + precache_sound ("sounds/weapons/boltaction/boltforward.wav"); + precache_sound ("sounds/weapons/boltaction/boltdown.wav"); + precache_sound ("sounds/weapons/boltaction/clipin.wav"); + precache_sound ("sounds/weapons/boltaction/clipoff.wav"); + precache_sound ("sounds/weapons/boltaction/shoot.wav"); + precache_sound ("sounds/weapons/boltaction/insert.wav"); precache_model ("models/weapons/kar/v_karscope.mdl"); break; case W_THOMPSON: @@ -3394,9 +3502,11 @@ float(float wep) getWeaponRecoilReturn = return 750; break; case W_KAR: + case W_SPRING: return 750; break; case W_ARMAGEDDON: + case W_PULVERIZER: return 750; break; case W_THOMPSON: @@ -3551,6 +3661,8 @@ float(float weapon, float stance) CrossHairWeapon = case W_HEADCRACKER: case W_KAR: case W_ARMAGEDDON: + 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: