mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-29 15:22:29 +00:00
SERVER: Control crosshair via QuakeC
This commit is contained in:
parent
7e3113ec63
commit
b8763ca465
13 changed files with 204 additions and 57 deletions
|
@ -91,6 +91,7 @@ float scrollheight;
|
||||||
float HUD_Change_time;
|
float HUD_Change_time;
|
||||||
float Hitmark_time;
|
float Hitmark_time;
|
||||||
float crosshair_spread_time;
|
float crosshair_spread_time;
|
||||||
|
float crosshair_pulse_grenade;
|
||||||
float zoom_2_time;
|
float zoom_2_time;
|
||||||
float broadcast_time;
|
float broadcast_time;
|
||||||
float broadcast_type;
|
float broadcast_type;
|
||||||
|
|
|
@ -1145,7 +1145,18 @@ void() Draw_Crosshair =
|
||||||
drawline(2, [0, 0, 0], [g_width/2, g_height/2, 0], [0, 0, 1], 0.5);
|
drawline(2, [0, 0, 0], [g_width/2, g_height/2, 0], [0, 0, 1], 0.5);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!cvar("crosshair"))
|
hide_viewmodel = false;
|
||||||
|
if (getstatf(STAT_WEAPONZOOM) == 2 && zoom_2_time < time)
|
||||||
|
{
|
||||||
|
hide_viewmodel = true;
|
||||||
|
drawfill('0 0 0', [g_width/2 - g_height/2, g_height, 0], '0 0 0', 1, 0);
|
||||||
|
drawpic([(g_width/2 - g_height/2),0,0], "gfx/hud/scope_nb.tga", [g_height, g_height, 1], [1,1,1], 1);
|
||||||
|
drawfill([(g_width/2 + g_height/2),0,0], [g_width, g_height, 0], '0 0 0', 1, 0);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
float crosshair_value = cvar("crosshair");
|
||||||
|
if (!crosshair_value)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
if (!crosshair_opacity)
|
if (!crosshair_opacity)
|
||||||
|
@ -1185,15 +1196,6 @@ void() Draw_Crosshair =
|
||||||
else
|
else
|
||||||
crosshair_color = [1, 1, 1];
|
crosshair_color = [1, 1, 1];
|
||||||
|
|
||||||
hide_viewmodel = false;
|
|
||||||
if (getstatf(STAT_WEAPONZOOM) == 2 && zoom_2_time < time)
|
|
||||||
{
|
|
||||||
hide_viewmodel = true;
|
|
||||||
drawfill('0 0 0', [g_width/2 - g_height/2, g_height, 0], '0 0 0', 1, 0);
|
|
||||||
drawpic([(g_width/2 - g_height/2),0,0], "gfx/hud/scope_nb.tga", [g_height, g_height, 1], [1,1,1], 1);
|
|
||||||
drawfill([(g_width/2 + g_height/2),0,0], [g_width, g_height, 0], '0 0 0', 1, 0);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (getstatf(STAT_HEALTH) < 1)
|
if (getstatf(STAT_HEALTH) < 1)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
@ -1216,19 +1218,8 @@ void() Draw_Crosshair =
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (getstatf(STAT_WEAPONZOOM) != 1 && getstatf(STAT_WEAPONZOOM) != 2) {
|
// Standard crosshair (+)
|
||||||
// 'O' crosshair
|
if (crosshair_value == 1) {
|
||||||
if (getstatf(STAT_ACTIVEWEAPON) == W_M2 || getstatf(STAT_ACTIVEWEAPON) == W_FIW || getstatf(STAT_ACTIVEWEAPON) == W_TESLA || getstatf(STAT_ACTIVEWEAPON) == W_DG3) {
|
|
||||||
float circle_offset = stringwidth("O", 0, [12, 12])/2;
|
|
||||||
drawstring([g_width/2 - circle_offset, g_height/2 - circle_offset], "O", [12, 12], crosshair_color, 1, 0);
|
|
||||||
}
|
|
||||||
// '.' crosshair
|
|
||||||
else if (getstatf(STAT_ACTIVEWEAPON) == W_PANZER || getstatf(STAT_ACTIVEWEAPON) == W_LONGINUS) {
|
|
||||||
vector screenSize2 = [g_width, g_height];
|
|
||||||
drawfill(screenSize2 / 2 - [2, 2], [4, 4], crosshair_color, crosshair_opacity, 0); // dot
|
|
||||||
}
|
|
||||||
// Standard crosshair
|
|
||||||
else {
|
|
||||||
int x_value, y_value;
|
int x_value, y_value;
|
||||||
int crosshair_offset;
|
int crosshair_offset;
|
||||||
|
|
||||||
|
@ -1247,10 +1238,41 @@ void() Draw_Crosshair =
|
||||||
vector screenSize = [g_width, g_height];
|
vector screenSize = [g_width, g_height];
|
||||||
|
|
||||||
drawfill(screenSize / 2 - [crossSize.x, +crossSize.y * 2 + crosshair_offset_step], crossSize, crosshair_color, crosshair_opacity, 0); // top
|
drawfill(screenSize / 2 - [crossSize.x, +crossSize.y * 2 + crosshair_offset_step], crossSize, crosshair_color, crosshair_opacity, 0); // top
|
||||||
drawfill(screenSize / 2 - [crossSize.x, -crossSize.y * 1 - crosshair_offset_step], crossSize, crosshair_color, crosshair_opacity, 0); // bottom
|
drawfill(screenSize / 2 - [crossSize.x, -crossSize.y * 1 - crosshair_offset_step + 2], crossSize, crosshair_color, crosshair_opacity, 0); // bottom
|
||||||
drawfill(screenSize / 2 - [+crossSize.y * 2 + crosshair_offset_step, crossSize.x], [crossSize.y, crossSize.x], crosshair_color, crosshair_opacity, 0); // right
|
drawfill(screenSize / 2 - [+crossSize.y * 2 + crosshair_offset_step, crossSize.x], [crossSize.y, crossSize.x], crosshair_color, crosshair_opacity, 0); // right
|
||||||
drawfill(screenSize / 2 - [-crossSize.y * 1 - crosshair_offset_step, crossSize.x], [crossSize.y, crossSize.x], crosshair_color, crosshair_opacity, 0); // left
|
drawfill(screenSize / 2 - [-crossSize.y * 1 - crosshair_offset_step, crossSize.x], [crossSize.y, crossSize.x], crosshair_color, crosshair_opacity, 0); // left
|
||||||
}
|
}
|
||||||
|
// Area of Effect (o)
|
||||||
|
else if (crosshair_value == 2) {
|
||||||
|
float circle_offset = stringwidth("O", 0, [12, 12])/2;
|
||||||
|
drawstring([g_width/2 - circle_offset, g_height/2 - circle_offset], "O", [12, 12], crosshair_color, 1, 0);
|
||||||
|
}
|
||||||
|
// Dot crosshair (.)
|
||||||
|
else if (crosshair_value == 3) {
|
||||||
|
vector screenSize2 = [g_width, g_height];
|
||||||
|
drawfill(screenSize2 / 2 - [2, 2], [4, 4], crosshair_color, crosshair_opacity, 0); // dot
|
||||||
|
}
|
||||||
|
// Grenade crosshair
|
||||||
|
else if (crosshair_value == 4) {
|
||||||
|
if (crosshair_pulse_grenade) {
|
||||||
|
crosshair_offset_step = 0;
|
||||||
|
cur_spread = 12;
|
||||||
|
}
|
||||||
|
|
||||||
|
crosshair_pulse_grenade = false;
|
||||||
|
|
||||||
|
int crosshair_offset2;
|
||||||
|
crosshair_offset2 = 3 + cur_spread;
|
||||||
|
crosshair_offset_step += (crosshair_offset2 - crosshair_offset_step) * 0.05;
|
||||||
|
|
||||||
|
// Creds to heartologic for some actually good crosshair position stuff.
|
||||||
|
vector crossSize2 = [1, 5];
|
||||||
|
vector screenSize3 = [g_width, g_height];
|
||||||
|
|
||||||
|
drawfill(screenSize3 / 2 - [crossSize2.x, +crossSize2.y * 2 + crosshair_offset_step], crossSize2, crosshair_color, crosshair_opacity, 0); // top
|
||||||
|
drawfill(screenSize3 / 2 - [crossSize2.x, -crossSize2.y * 1 - crosshair_offset_step + 2], crossSize2, crosshair_color, crosshair_opacity, 0); // bottom
|
||||||
|
drawfill(screenSize3 / 2 - [+crossSize2.y * 2 + crosshair_offset_step, crossSize2.x], [crossSize2.y, crossSize2.x], crosshair_color, crosshair_opacity, 0); // right
|
||||||
|
drawfill(screenSize3 / 2 - [-crossSize2.y * 1 - crosshair_offset_step, crossSize2.x], [crossSize2.y, crossSize2.x], crosshair_color, crosshair_opacity, 0); // left
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1556,8 +1578,6 @@ void(float width, float height) HUD_Draw =
|
||||||
|
|
||||||
if (!getstatf(STAT_SPECTATING) && (getstatf(STAT_HEALTH) > 1) && !score_show)
|
if (!getstatf(STAT_SPECTATING) && (getstatf(STAT_HEALTH) > 1) && !score_show)
|
||||||
{
|
{
|
||||||
|
|
||||||
if (vmodel.model == GetWeaponModel(getstatf(STAT_ACTIVEWEAPON), FALSE) && vmodel.model != "" || getstatf(STAT_WEAPONZOOM) == 2)
|
|
||||||
Draw_Crosshair();
|
Draw_Crosshair();
|
||||||
|
|
||||||
if (!cvar("waypoint_mode")) {
|
if (!cvar("waypoint_mode")) {
|
||||||
|
|
|
@ -1203,6 +1203,9 @@ noref void() CSQC_Parse_Event =
|
||||||
case EVENT_PLAYERUPDATE:
|
case EVENT_PLAYERUPDATE:
|
||||||
player_count = readbyte();
|
player_count = readbyte();
|
||||||
break;
|
break;
|
||||||
|
case EVENT_GRENADEPULSE:
|
||||||
|
crosshair_pulse_grenade = true;
|
||||||
|
break;
|
||||||
case EVENT_WEAPONUPDATE:
|
case EVENT_WEAPONUPDATE:
|
||||||
float wepnum = readbyte();
|
float wepnum = readbyte();
|
||||||
string wepname = readstring();
|
string wepname = readstring();
|
||||||
|
|
|
@ -321,6 +321,18 @@ void(float newtime, float newtype, entity change) PromptLevelChange =
|
||||||
#endif // FTE
|
#endif // FTE
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#ifdef FTE
|
||||||
|
void(entity who) grenade_pulse =
|
||||||
|
{
|
||||||
|
|
||||||
|
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
|
||||||
|
WriteByte(MSG_MULTICAST, EVENT_GRENADEPULSE);
|
||||||
|
msg_entity = who;
|
||||||
|
multicast('0 0 0', MULTICAST_ONE);
|
||||||
|
|
||||||
|
}
|
||||||
|
#endif // FTE
|
||||||
|
|
||||||
void(entity who) UpdatePunchangle =
|
void(entity who) UpdatePunchangle =
|
||||||
{
|
{
|
||||||
#ifdef FTE
|
#ifdef FTE
|
||||||
|
|
|
@ -266,6 +266,7 @@ string(float num)
|
||||||
// 2001-11-15 DarkPlaces general builtin functions by Lord Havoc end
|
// 2001-11-15 DarkPlaces general builtin functions by Lord Havoc end
|
||||||
void (string trackname) songegg = #500;
|
void (string trackname) songegg = #500;
|
||||||
void () nzp_maxammo = #501;
|
void () nzp_maxammo = #501;
|
||||||
|
void (entity who) grenade_pulse = #502;
|
||||||
|
|
||||||
//
|
//
|
||||||
// constants
|
// constants
|
||||||
|
|
|
@ -28,6 +28,7 @@
|
||||||
float backupWepSkin;
|
float backupWepSkin;
|
||||||
float sound_perk_delay;
|
float sound_perk_delay;
|
||||||
void() W_TakeOut;
|
void() W_TakeOut;
|
||||||
|
void(entity person) W_HideCrosshair;
|
||||||
|
|
||||||
//
|
//
|
||||||
// --------------------
|
// --------------------
|
||||||
|
@ -115,7 +116,7 @@ void GivePerk(optional float p) {
|
||||||
self.weaponskin = backupWepSkin;
|
self.weaponskin = backupWepSkin;
|
||||||
self.perk_delay = self.fire_delay;
|
self.perk_delay = self.fire_delay;
|
||||||
|
|
||||||
Weapon_PlayViewModelAnimation(ANIM_TAKE_OUT, SUB_Null, 0);
|
Weapon_PlayViewModelAnimation(ANIM_TAKE_OUT, ReturnWeaponModel, 0);
|
||||||
|
|
||||||
SetPerk(self, self.perks);
|
SetPerk(self, self.perks);
|
||||||
}
|
}
|
||||||
|
@ -144,6 +145,7 @@ void DrinkPerk(float perk) {
|
||||||
self.maxspeed *= GetWeaponWalkSpeed(self.perks, self.weapon);
|
self.maxspeed *= GetWeaponWalkSpeed(self.perks, self.weapon);
|
||||||
|
|
||||||
self.knife_delay = self.reload_delay2 = self.fire_delay2 = self.fire_delay = self.reload_delay = 3 + time;
|
self.knife_delay = self.reload_delay2 = self.fire_delay2 = self.fire_delay = self.reload_delay = 3 + time;
|
||||||
|
W_HideCrosshair(self);
|
||||||
Set_W_Frame (tempe.weapon_animduration, tempe.weapon2_animduration, 2.25, 0, PERK, GivePerk, tempe.weapon2model, true, S_RIGHT);
|
Set_W_Frame (tempe.weapon_animduration, tempe.weapon2_animduration, 2.25, 0, PERK, GivePerk, tempe.weapon2model, true, S_RIGHT);
|
||||||
self = tempe;
|
self = tempe;
|
||||||
sound(other, CHAN_ITEM, self.oldmodel, 1, ATTN_NORM);
|
sound(other, CHAN_ITEM, self.oldmodel, 1, ATTN_NORM);
|
||||||
|
@ -1185,6 +1187,7 @@ void PapUpgrade(entity pap, entity buyer) {
|
||||||
pap.weapon = self.weapon;
|
pap.weapon = self.weapon;
|
||||||
|
|
||||||
Weapon_RemoveWeapon(0);
|
Weapon_RemoveWeapon(0);
|
||||||
|
W_HideCrosshair(self);
|
||||||
Set_W_Frame (0, 39, 2.0, 0, 0, W_PlayTakeOut, "models/machines/v_pap.mdl", true, S_BOTH);
|
Set_W_Frame (0, 39, 2.0, 0, 0, W_PlayTakeOut, "models/machines/v_pap.mdl", true, S_BOTH);
|
||||||
self.weapon2model = "";
|
self.weapon2model = "";
|
||||||
UpdateV2model(self.weapon2model, 0);
|
UpdateV2model(self.weapon2model, 0);
|
||||||
|
|
|
@ -330,12 +330,13 @@ void () WallWeapon_TouchTrigger =
|
||||||
sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
|
sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
|
||||||
return;
|
return;
|
||||||
} else {
|
} else {
|
||||||
|
W_HideCrosshair(other);
|
||||||
addmoney(other, -self.cost2, FALSE);
|
addmoney(other, -self.cost2, FALSE);
|
||||||
other.ach_tracker_coll++;
|
other.ach_tracker_coll++;
|
||||||
entity tempz;
|
entity tempz;
|
||||||
tempz = self;
|
tempz = self;
|
||||||
self = other;
|
self = other;
|
||||||
Set_W_Frame(15, 30, 2.75, 0, 0, ReturnWeaponModel, "models/weapons/knife/v_bowie.mdl", false, S_BOTH);
|
Set_W_Frame(15, 30, 2.75, 0, 0, W_PlayTakeOut, "models/weapons/knife/v_bowie.mdl", false, S_BOTH);
|
||||||
self.bowie = 1;
|
self.bowie = 1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -49,6 +49,7 @@
|
||||||
|
|
||||||
void() W_AimOut;
|
void() W_AimOut;
|
||||||
void() ReturnWeaponModel;
|
void() ReturnWeaponModel;
|
||||||
|
void(entity person) W_HideCrosshair;
|
||||||
|
|
||||||
//
|
//
|
||||||
// Weapon_GetPlayerAmmoInSlot(person, slot)
|
// Weapon_GetPlayerAmmoInSlot(person, slot)
|
||||||
|
@ -180,7 +181,7 @@ void (float animation_type, void(optional float t) end_function, float playback_
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = self.knife_delay = time + duration;
|
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = self.knife_delay = time + duration + 0.2;
|
||||||
|
|
||||||
UpdateVmodel(self.weaponmodel, GetWepSkin(self.weapon));
|
UpdateVmodel(self.weaponmodel, GetWepSkin(self.weapon));
|
||||||
self.weapon2model = GetWeapon2Model(self.weapon);
|
self.weapon2model = GetWeapon2Model(self.weapon);
|
||||||
|
@ -242,6 +243,7 @@ void Weapon_SwapWeapons(float play_animation)
|
||||||
self.weapon = self.weapons[0].weapon_id;
|
self.weapon = self.weapons[0].weapon_id;
|
||||||
|
|
||||||
SwitchWeapon(self.weapon);
|
SwitchWeapon(self.weapon);
|
||||||
|
W_HideCrosshair(self);
|
||||||
Weapon_PlayViewModelAnimation(ANIM_TAKE_OUT, ReturnWeaponModel, 0);
|
Weapon_PlayViewModelAnimation(ANIM_TAKE_OUT, ReturnWeaponModel, 0);
|
||||||
|
|
||||||
#ifndef FTE
|
#ifndef FTE
|
||||||
|
@ -272,9 +274,9 @@ void Weapon_SetActiveInSlot(float slot, float play_first_raise)
|
||||||
SwitchWeapon(self.weapon);
|
SwitchWeapon(self.weapon);
|
||||||
|
|
||||||
if (GetFrame(self.weapon, FIRST_TAKE_START) != 0 && play_first_raise == true)
|
if (GetFrame(self.weapon, FIRST_TAKE_START) != 0 && play_first_raise == true)
|
||||||
Weapon_PlayViewModelAnimation(ANIM_FIRST_TAKE, SUB_Null, 0);
|
Weapon_PlayViewModelAnimation(ANIM_FIRST_TAKE, ReturnWeaponModel, 0);
|
||||||
else
|
else
|
||||||
Weapon_PlayViewModelAnimation(ANIM_TAKE_OUT, SUB_Null, 0);
|
Weapon_PlayViewModelAnimation(ANIM_TAKE_OUT, ReturnWeaponModel, 0);
|
||||||
|
|
||||||
#ifndef FTE
|
#ifndef FTE
|
||||||
|
|
||||||
|
@ -328,6 +330,8 @@ void Weapon_AssignWeapon(float weapon_slot, float weapon_id, float weapon_mag, f
|
||||||
//
|
//
|
||||||
void Weapon_GiveWeapon(float weapon_id, float weapon_mag, float weapon_reserve)
|
void Weapon_GiveWeapon(float weapon_id, float weapon_mag, float weapon_reserve)
|
||||||
{
|
{
|
||||||
|
W_HideCrosshair(self);
|
||||||
|
|
||||||
float should_leave = false;
|
float should_leave = false;
|
||||||
|
|
||||||
// Find next available weapon slot
|
// Find next available weapon slot
|
||||||
|
|
|
@ -163,6 +163,8 @@ void() W_PrimeBetty =
|
||||||
if (self.sprinting)
|
if (self.sprinting)
|
||||||
W_SprintStop();
|
W_SprintStop();
|
||||||
|
|
||||||
|
W_HideCrosshair(self);
|
||||||
|
|
||||||
// Play the "prime" animation for the betty viewmodel.
|
// Play the "prime" animation for the betty viewmodel.
|
||||||
Set_W_Frame (0, 18, 1, 0, GRENADE, Betty_CheckForRelease, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT);
|
Set_W_Frame (0, 18, 1, 0, GRENADE, Betty_CheckForRelease, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT);
|
||||||
|
|
||||||
|
|
|
@ -25,6 +25,8 @@
|
||||||
|
|
||||||
*/
|
*/
|
||||||
|
|
||||||
|
void(entity person) W_ShowCrosshair;
|
||||||
|
|
||||||
void() ContinueRun =
|
void() ContinueRun =
|
||||||
{
|
{
|
||||||
float startframe;
|
float startframe;
|
||||||
|
@ -157,6 +159,8 @@ void () W_Frame_Update =
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
if (self.callfuncat != self.weaponframe)
|
||||||
|
W_ShowCrosshair(self);
|
||||||
self.weaponframe_end = self.weaponframe = GetFrame(self.weapon,BASE_FRAME);
|
self.weaponframe_end = self.weaponframe = GetFrame(self.weapon,BASE_FRAME);
|
||||||
self.new_anim_stop = FALSE;
|
self.new_anim_stop = FALSE;
|
||||||
self.weapon_anim_type = 0;
|
self.weapon_anim_type = 0;
|
||||||
|
|
|
@ -36,6 +36,48 @@ void() AI_RevertEnemySolidState
|
||||||
float() push_away_zombies;
|
float() push_away_zombies;
|
||||||
#endif // FTE
|
#endif // FTE
|
||||||
|
|
||||||
|
//
|
||||||
|
// W_HideCrosshair(person)
|
||||||
|
// Toggles off the crosshair for provided client.
|
||||||
|
// This is considered "nasty" by use of stuffcmd,
|
||||||
|
// however non-FTE has no way of better controlling
|
||||||
|
// cvars for individual clients.
|
||||||
|
//
|
||||||
|
void(entity person) W_HideCrosshair =
|
||||||
|
{
|
||||||
|
if (person == world)
|
||||||
|
return;
|
||||||
|
|
||||||
|
stuffcmd(person, "crosshair 0\n");
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// W_ShowCrosshair(person)
|
||||||
|
// Toggles on the crosshair for provided client.
|
||||||
|
// This is considered "nasty" by use of stuffcmd,
|
||||||
|
// however non-FTE has no way of better controlling
|
||||||
|
// cvars for individual clients.
|
||||||
|
//
|
||||||
|
void(entity person) W_ShowCrosshair =
|
||||||
|
{
|
||||||
|
if (person == world)
|
||||||
|
return;
|
||||||
|
|
||||||
|
// Grab the type of crosshair
|
||||||
|
float crosshair_type;
|
||||||
|
|
||||||
|
// Grenades have a special crosshair type that can pulse.
|
||||||
|
if (person.grenade_delay) {
|
||||||
|
crosshair_type = 4;
|
||||||
|
} else
|
||||||
|
crosshair_type = WepDef_GetWeaponCrosshairType(person.weapon);
|
||||||
|
|
||||||
|
string crosshair_string = "crosshair ";
|
||||||
|
crosshair_string = strzone(strcat(crosshair_string, ftos(crosshair_type)));
|
||||||
|
stuffcmd(person, strcat(crosshair_string, "\n"));
|
||||||
|
strunzone(crosshair_string);
|
||||||
|
}
|
||||||
|
|
||||||
void() ReturnWeaponModel =
|
void() ReturnWeaponModel =
|
||||||
{
|
{
|
||||||
self.weaponmodel = GetWeaponModel(self.weapon, 0);
|
self.weaponmodel = GetWeaponModel(self.weapon, 0);
|
||||||
|
@ -58,10 +100,12 @@ void() ReturnWeaponModel =
|
||||||
if (self.sprinting == TRUE)
|
if (self.sprinting == TRUE)
|
||||||
W_SprintStart();
|
W_SprintStart();
|
||||||
|
|
||||||
|
W_ShowCrosshair(self);
|
||||||
}
|
}
|
||||||
|
|
||||||
void() W_PlayTakeOut =
|
void() W_PlayTakeOut =
|
||||||
{
|
{
|
||||||
|
W_HideCrosshair(self);
|
||||||
Weapon_PlayViewModelAnimation(ANIM_TAKE_OUT, ReturnWeaponModel, 0);
|
Weapon_PlayViewModelAnimation(ANIM_TAKE_OUT, ReturnWeaponModel, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -198,18 +242,24 @@ void() W_PutOut =
|
||||||
if (self.weapons[1].weapon_id == 0 || self.downed)
|
if (self.weapons[1].weapon_id == 0 || self.downed)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
float duration = getWeaponDelay(self.weapon, PUTOUT);
|
||||||
|
|
||||||
W_AimOut();
|
W_AimOut();
|
||||||
|
W_HideCrosshair(self);
|
||||||
|
|
||||||
if (self.weapon_count != 1 && !self.new_anim_stop)
|
if (self.weapon_count != 1 && !self.new_anim_stop)
|
||||||
Weapon_PlayViewModelAnimation(ANIM_PUT_AWAY, W_PutOutHack, 0);
|
Weapon_PlayViewModelAnimation(ANIM_PUT_AWAY, W_PutOutHack, duration);
|
||||||
}
|
}
|
||||||
|
|
||||||
void() W_TakeOut =
|
void() W_TakeOut =
|
||||||
{
|
{
|
||||||
self.isBuying = false;
|
self.isBuying = false;
|
||||||
|
|
||||||
|
float duration = getWeaponDelay(self.weapon, TAKEOUT);
|
||||||
|
|
||||||
W_AimOut();
|
W_AimOut();
|
||||||
Weapon_PlayViewModelAnimation(ANIM_TAKE_OUT, SUB_Null, 0);
|
W_HideCrosshair(self);
|
||||||
|
Weapon_PlayViewModelAnimation(ANIM_TAKE_OUT, ReturnWeaponModel, duration);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -255,6 +305,8 @@ void() ContinueReload = //Special reloads
|
||||||
if (self.weapon == W_GUT && self.weapons[0].weapon_magazine == 10)
|
if (self.weapon == W_GUT && self.weapons[0].weapon_magazine == 10)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
W_HideCrosshair(self);
|
||||||
|
|
||||||
float delay = 0;
|
float delay = 0;
|
||||||
string modelname = GetWeaponModel(self.weapon, 0);
|
string modelname = GetWeaponModel(self.weapon, 0);
|
||||||
float startframe = 0;
|
float startframe = 0;
|
||||||
|
@ -359,6 +411,7 @@ void(float side) W_Reload =
|
||||||
|
|
||||||
W_AimOut();
|
W_AimOut();
|
||||||
W_SprintStop();
|
W_SprintStop();
|
||||||
|
W_HideCrosshair(self);
|
||||||
|
|
||||||
float endframe, startframe, reloadcancelframe, delay;
|
float endframe, startframe, reloadcancelframe, delay;
|
||||||
string modelname = "";
|
string modelname = "";
|
||||||
|
@ -726,7 +779,7 @@ void() LungeKnifeHit =
|
||||||
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hitbod.wav", 1, ATTN_NORM);
|
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hitbod.wav", 1, ATTN_NORM);
|
||||||
|
|
||||||
// Calculate melee damage
|
// Calculate melee damage
|
||||||
f_damage = WepDefp_CalculateMeleeDamage(self.weapon, self.bowie);
|
f_damage = WepDef_CalculateMeleeDamage(self.weapon, self.bowie);
|
||||||
|
|
||||||
if (trace_ent.classname == "ai_zombie_head")
|
if (trace_ent.classname == "ai_zombie_head")
|
||||||
{
|
{
|
||||||
|
@ -1179,6 +1232,8 @@ void () W_Knife =
|
||||||
W_SprintStop();
|
W_SprintStop();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
W_HideCrosshair(self);
|
||||||
|
|
||||||
backupSkin = self.weaponskin;
|
backupSkin = self.weaponskin;
|
||||||
self.weaponskin = 0;
|
self.weaponskin = 0;
|
||||||
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife.wav", 1, ATTN_NORM);
|
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife.wav", 1, ATTN_NORM);
|
||||||
|
@ -1356,6 +1411,8 @@ void() W_ThrowGrenade =
|
||||||
float endframe;
|
float endframe;
|
||||||
local entity nade;
|
local entity nade;
|
||||||
|
|
||||||
|
W_HideCrosshair(self);
|
||||||
|
|
||||||
if (self.pri_grenade_state == 0) {
|
if (self.pri_grenade_state == 0) {
|
||||||
nade = spawn ();
|
nade = spawn ();
|
||||||
nade.owner = self;
|
nade.owner = self;
|
||||||
|
@ -1425,7 +1482,18 @@ void() checkHold =
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
if (self.isBuying == false) {
|
||||||
|
W_ShowCrosshair(self);
|
||||||
self.isBuying = true;
|
self.isBuying = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Pulse the grenade crosshair every 1 second
|
||||||
|
float difference = rint(self.grenade_delay - time);
|
||||||
|
if (difference != self.beingrevived) {
|
||||||
|
self.beingrevived = difference;
|
||||||
|
grenade_pulse(self);
|
||||||
|
}
|
||||||
|
|
||||||
Set_W_Frame (2, 2, 0, 0, GRENADE, checkHold, "models/weapons/grenade/v_grenade.mdl", true, S_RIGHT);
|
Set_W_Frame (2, 2, 0, 0, GRENADE, checkHold, "models/weapons/grenade/v_grenade.mdl", true, S_RIGHT);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1440,11 +1508,12 @@ void() W_Grenade =
|
||||||
if (self.sprinting)
|
if (self.sprinting)
|
||||||
W_SprintStop();
|
W_SprintStop();
|
||||||
|
|
||||||
|
W_HideCrosshair(self);
|
||||||
Set_W_Frame (0, 2, 0.6, 0, GRENADE, checkHold, "models/weapons/grenade/v_grenade.mdl", true, S_RIGHT);
|
Set_W_Frame (0, 2, 0.6, 0, GRENADE, checkHold, "models/weapons/grenade/v_grenade.mdl", true, S_RIGHT);
|
||||||
sound (self, CHAN_WEAPON, "sounds/weapons/grenade/prime.wav", 1, ATTN_NORM);
|
sound (self, CHAN_WEAPON, "sounds/weapons/grenade/prime.wav", 1, ATTN_NORM);
|
||||||
self.primary_grenades -= 1;
|
self.primary_grenades -= 1;
|
||||||
self.reload_delay2 = self.fire_delay2 = self.throw_delay = self.reload_delay = self.fire_delay = time + 6;
|
self.reload_delay2 = self.fire_delay2 = self.throw_delay = self.reload_delay = self.fire_delay = time + 6;
|
||||||
self.grenade_delay = time + 5.6;
|
self.grenade_delay = time + 5;
|
||||||
self.seminade = true;
|
self.seminade = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -55,6 +55,7 @@ const float EVENT_REVIVEOFF = 38;
|
||||||
const float EVENT_REVIVECHANGE = 39;
|
const float EVENT_REVIVECHANGE = 39;
|
||||||
const float EVENT_WEAPONRECOIL = 40;
|
const float EVENT_WEAPONRECOIL = 40;
|
||||||
const float EVENT_SONGPLAY = 41;
|
const float EVENT_SONGPLAY = 41;
|
||||||
|
const float EVENT_GRENADEPULSE = 42;
|
||||||
|
|
||||||
// Define our FTE platform
|
// Define our FTE platform
|
||||||
#ifndef STANDARD
|
#ifndef STANDARD
|
||||||
|
|
|
@ -4517,7 +4517,7 @@ float(float wep) GetWeaponZoomAmount =
|
||||||
// Returns the amount of melee damage the Player can
|
// Returns the amount of melee damage the Player can
|
||||||
// do given their weapon and Bowie Knife status.
|
// do given their weapon and Bowie Knife status.
|
||||||
//
|
//
|
||||||
float(float weapon, float has_bowie) WepDefp_CalculateMeleeDamage =
|
float(float weapon, float has_bowie) WepDef_CalculateMeleeDamage =
|
||||||
{
|
{
|
||||||
switch(weapon) {
|
switch(weapon) {
|
||||||
case W_BK:
|
case W_BK:
|
||||||
|
@ -4618,3 +4618,29 @@ float(string weapon) WepDef_GetWeaponIDFromName =
|
||||||
}
|
}
|
||||||
return W_COLT;
|
return W_COLT;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// WepDef_GetWeaponCrosshairType(weapon)
|
||||||
|
// Returns the type of crosshair used by active
|
||||||
|
// weapon.
|
||||||
|
// 0. No crosshair
|
||||||
|
// 1. Standard crosshair (+)
|
||||||
|
// 2. Area of Effect (o)
|
||||||
|
// 3. Dot crosshair (.) (unused).
|
||||||
|
// 4 is reserved for the grenade, do not use.
|
||||||
|
//
|
||||||
|
float WepDef_GetWeaponCrosshairType(float weapon)
|
||||||
|
{
|
||||||
|
switch(weapon) {
|
||||||
|
case W_M2:
|
||||||
|
case W_FIW:
|
||||||
|
case W_TESLA:
|
||||||
|
case W_DG3:
|
||||||
|
return 2;
|
||||||
|
case W_PANZER:
|
||||||
|
case W_LONGINUS:
|
||||||
|
return 0;
|
||||||
|
default:
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in a new issue