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https://github.com/ReactionQuake3/reaction.git
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Fixed the fraglines for sniper head kills and twekaed bandaging a bit for
testing
This commit is contained in:
parent
47112a4cca
commit
04f749b173
3 changed files with 24 additions and 38 deletions
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@ -5,6 +5,10 @@
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// $Log$
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// $Log$
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// Revision 1.44 2002/03/18 13:32:53 jbravo
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// Fixed the fraglines for sniper head kills and twekaed bandaging a bit for
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// testing
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//
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// Revision 1.43 2002/03/18 12:25:10 jbravo
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// Revision 1.43 2002/03/18 12:25:10 jbravo
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// Live players dont get fraglines, except their own. Cleanups and some
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// Live players dont get fraglines, except their own. Cleanups and some
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// hacks to get bots to stop using knives only.
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// hacks to get bots to stop using knives only.
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@ -604,7 +608,9 @@ static void CG_Obituary_Head( entityState_t *ent ) {
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message2 = "'s akimbo Mark 23 pistols";
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message2 = "'s akimbo Mark 23 pistols";
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break;
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break;
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case MOD_SNIPER:
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case MOD_SNIPER:
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if (cg.refdef.fov_x < 90) {
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// JBravo: fixing these fraglines for players that dont have a sniper
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// if (cg.refdef.fov_x < 90) {
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if (cgs.clientinfo[target].curWeapon == WP_SSG3000) {
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if (gender == GENDER_NEUTER)
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if (gender == GENDER_NEUTER)
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message = "saw the sniper bullet go through its scope thanks to";
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message = "saw the sniper bullet go through its scope thanks to";
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else if (gender == GENDER_FEMALE)
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else if (gender == GENDER_FEMALE)
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@ -5,6 +5,10 @@
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// $Log$
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// $Log$
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// Revision 1.77 2002/03/18 13:32:53 jbravo
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// Fixed the fraglines for sniper head kills and twekaed bandaging a bit for
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// testing
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//
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// Revision 1.76 2002/03/18 04:37:10 jbravo
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// Revision 1.76 2002/03/18 04:37:10 jbravo
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// Removing locations from teamtalk on dead players.
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// Removing locations from teamtalk on dead players.
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//
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//
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@ -1993,14 +1997,13 @@ void Cmd_Bandage (gentity_t *ent)
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return;
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return;
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//Elder: added so you can't "rebandage"
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//Elder: added so you can't "rebandage"
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if ( (ent->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
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if ((ent->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
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trap_SendServerCommand( ent-g_entities, va("print \"You are already bandaging!\n\""));
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trap_SendServerCommand( ent-g_entities, va("print \"You are already bandaging!\n\""));
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return;
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return;
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}
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}
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if ( (ent->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_NEED) == RQ3_BANDAGE_NEED ||
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if ((ent->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_NEED) == RQ3_BANDAGE_NEED ||
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(ent->client->ps.stats[STAT_RQ3] & RQ3_LEGDAMAGE) == RQ3_LEGDAMAGE)
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(ent->client->ps.stats[STAT_RQ3] & RQ3_LEGDAMAGE) == RQ3_LEGDAMAGE) {
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{
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//Elder: remove zoom bits
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//Elder: remove zoom bits
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Cmd_Unzoom(ent);
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Cmd_Unzoom(ent);
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@ -2017,47 +2020,19 @@ void Cmd_Bandage (gentity_t *ent)
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ent->client->ps.weaponstate = WEAPON_DROPPING;
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ent->client->ps.weaponstate = WEAPON_DROPPING;
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//Elder: temp hack
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if (ent->client->ps.weapon == WP_KNIFE && !(ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_KNIFEMODE)) {
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/*
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if (ent->client->ps.weapon == WP_PISTOL ||
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ent->client->ps.weapon == WP_M3 ||
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ent->client->ps.weapon == WP_HANDCANNON ||
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ent->client->ps.weapon == WP_SSG3000 ||
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ent->client->ps.weapon == WP_M4 ||
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ent->client->ps.weapon == WP_MP5 ||
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ent->client->ps.weapon == WP_AKIMBO ||
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ent->client->ps.weapon == WP_GRENADE ||
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(ent->client->ps.weapon == WP_KNIFE && !(ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_KNIFEMODE)))
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{
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ent->client->ps.generic1 = ( ( ent->client->ps.generic1 & ANIM_TOGGLEBIT )
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^ ANIM_TOGGLEBIT ) | WP_ANIM_DISARM;
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}
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else */
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if (ent->client->ps.weapon == WP_KNIFE && !(ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_KNIFEMODE))
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{
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ent->client->ps.generic1 = ( ( ent->client->ps.generic1 & ANIM_TOGGLEBIT )
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ent->client->ps.generic1 = ( ( ent->client->ps.generic1 & ANIM_TOGGLEBIT )
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^ ANIM_TOGGLEBIT ) | WP_ANIM_THROWDISARM;
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^ ANIM_TOGGLEBIT ) | WP_ANIM_THROWDISARM;
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}
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} else {
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else
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{
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ent->client->ps.generic1 = ( ( ent->client->ps.generic1 & ANIM_TOGGLEBIT )
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ent->client->ps.generic1 = ( ( ent->client->ps.generic1 & ANIM_TOGGLEBIT )
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^ ANIM_TOGGLEBIT ) | WP_ANIM_DISARM;
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^ ANIM_TOGGLEBIT ) | WP_ANIM_DISARM;
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}
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}
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//Elder: always lower the player model -- removed
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/*
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ent->client->ps.torsoAnim = ( ( ent->client->ps.torsoAnim & ANIM_TOGGLEBIT )
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^ ANIM_TOGGLEBIT ) | TORSO_DROP;
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*/
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ent->client->ps.weaponTime += BLEED_BANDAGE_TIME;
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ent->client->ps.weaponTime += BLEED_BANDAGE_TIME;
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ent->client->bleedtick = 4;
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ent->client->bleedtick = 4;
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//Elder: added to track health to bleed off
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//Elder: added to track health to bleed off
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ent->client->bleedBandageCount = BLEED_BANDAGE;
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ent->client->bleedBandageCount = BLEED_BANDAGE;
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}
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} else {
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else
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{
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trap_SendServerCommand( ent-g_entities, va("print \"No need to bandage.\n\""));
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trap_SendServerCommand( ent-g_entities, va("print \"No need to bandage.\n\""));
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}
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}
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}
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}
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@ -5,6 +5,10 @@
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// $Log$
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// $Log$
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// Revision 1.55 2002/03/18 13:32:53 jbravo
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// Fixed the fraglines for sniper head kills and twekaed bandaging a bit for
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// testing
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//
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// Revision 1.54 2002/03/17 03:35:29 jbravo
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// Revision 1.54 2002/03/17 03:35:29 jbravo
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// More radio tewaks and cleanups.
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// More radio tewaks and cleanups.
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//
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//
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// Let's enforce that in-code because it's sometimes 7 or even 8
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// Let's enforce that in-code because it's sometimes 7 or even 8
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// Elder: LOL it's 3, dumb Elder!
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// Elder: LOL it's 3, dumb Elder!
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#define BLEED_BANDAGE 3
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#define BLEED_BANDAGE 3
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#define BLEED_BANDAGE_TIME 5400 // 27 x 2
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//#define BLEED_BANDAGE_TIME 5400 // 27 x 2
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#define BLEED_BANDAGE_TIME 5600 // 27 x 2
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// types of locations that can be hit
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// types of locations that can be hit
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#define LOC_HDAM 1 // head
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#define LOC_HDAM 1 // head
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