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https://git.code.sf.net/p/quake/prozac-qfcc
synced 2025-03-01 15:21:27 +00:00
Can fire assault cannon anywhere now, but off of ground
gives a bit of a recoil. scuba underwater reduces this.
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2 changed files with 9 additions and 12 deletions
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@ -582,7 +582,7 @@ void() player_nail4 =[ $nailatt2, player_nail1 ]
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// Cannon powering up
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void() player_assaultcannonup1 =[$nailatt1, player_assaultcannonup2 ]
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{
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if ((!self.button0) || (self.ammo_shells < 1) || intermission_running || !(self.flags & FL_ONGROUND))
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if ((!self.button0) || (self.ammo_shells < 1) || intermission_running)
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{
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// Let him/her walk again
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// if (!self.is_haxxxoring) //- OfN already checked on TeamFortress_SetSpeed() {
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@ -627,7 +627,7 @@ void() player_assaultcannonup1 =[$nailatt1, player_assaultcannonup2 ]
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// Cannon powering up 2
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void() player_assaultcannonup2 =[$nailatt1, player_assaultcannonup1 ]
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{
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if ((!self.button0) || (self.ammo_shells < 1) || intermission_running || !(self.flags & FL_ONGROUND))
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if ((!self.button0) || (self.ammo_shells < 1) || intermission_running)
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{
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// Let him/her walk again
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// if (!self.is_haxxxoring) //- OfN already checked on TeamFortress_SetSpeed() {
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17
weapons.qc
17
weapons.qc
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@ -1447,6 +1447,13 @@ void(float num) W_FireAssaultCannon =
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dir = aim (self, 100000);
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deathmsg = DMSG_ASSAULTCANNON;
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FireBullets (num, dir, '0.01 0.01 0' * num);
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if (!(self.flags & FL_ONGROUND)) {
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if (!self.waterlevel || (self.tf_items & NIT_SCUBA))
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self.velocity -= 10 * num * dir;
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else
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self.velocity -= 25 * num * dir;
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}
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};
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/*
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@ -4175,16 +4182,6 @@ void() W_WeaponFrame =
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TeamFortress_SetSpeed(self);
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}
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} else if (self.current_weapon == WEAP_ASSAULT_CANNON) {
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// Only fire the Assault Cannon if the player is on the ground
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// WK Or if you are a Scuba Commando Underwater!
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if (self.flags & FL_ONGROUND || ((self.tf_items & NIT_SCUBA) && self.waterlevel)) {
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SuperDamageSound ();
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W_Attack ();
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} else {
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sprint(self, PRINT_MEDIUM, "You cannot fire the assault cannon without\nyour feet on the ground...\n");
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stuffcmd (self, "-attack;\n"); // so that they don't get flooded
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}
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} else {
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SuperDamageSound ();
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W_Attack ();
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