Fixed the fraglines for sniper head kills and twekaed bandaging a bit for

testing
This commit is contained in:
Richard Allen 2002-03-18 13:32:53 +00:00
parent 47112a4cca
commit 04f749b173
3 changed files with 24 additions and 38 deletions

View file

@ -5,6 +5,10 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.44 2002/03/18 13:32:53 jbravo
// Fixed the fraglines for sniper head kills and twekaed bandaging a bit for
// testing
//
// Revision 1.43 2002/03/18 12:25:10 jbravo // Revision 1.43 2002/03/18 12:25:10 jbravo
// Live players dont get fraglines, except their own. Cleanups and some // Live players dont get fraglines, except their own. Cleanups and some
// hacks to get bots to stop using knives only. // hacks to get bots to stop using knives only.
@ -604,7 +608,9 @@ static void CG_Obituary_Head( entityState_t *ent ) {
message2 = "'s akimbo Mark 23 pistols"; message2 = "'s akimbo Mark 23 pistols";
break; break;
case MOD_SNIPER: case MOD_SNIPER:
if (cg.refdef.fov_x < 90) { // JBravo: fixing these fraglines for players that dont have a sniper
// if (cg.refdef.fov_x < 90) {
if (cgs.clientinfo[target].curWeapon == WP_SSG3000) {
if (gender == GENDER_NEUTER) if (gender == GENDER_NEUTER)
message = "saw the sniper bullet go through its scope thanks to"; message = "saw the sniper bullet go through its scope thanks to";
else if (gender == GENDER_FEMALE) else if (gender == GENDER_FEMALE)

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@ -5,6 +5,10 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.77 2002/03/18 13:32:53 jbravo
// Fixed the fraglines for sniper head kills and twekaed bandaging a bit for
// testing
//
// Revision 1.76 2002/03/18 04:37:10 jbravo // Revision 1.76 2002/03/18 04:37:10 jbravo
// Removing locations from teamtalk on dead players. // Removing locations from teamtalk on dead players.
// //
@ -1993,14 +1997,13 @@ void Cmd_Bandage (gentity_t *ent)
return; return;
//Elder: added so you can't "rebandage" //Elder: added so you can't "rebandage"
if ( (ent->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) { if ((ent->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
trap_SendServerCommand( ent-g_entities, va("print \"You are already bandaging!\n\"")); trap_SendServerCommand( ent-g_entities, va("print \"You are already bandaging!\n\""));
return; return;
} }
if ( (ent->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_NEED) == RQ3_BANDAGE_NEED || if ((ent->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_NEED) == RQ3_BANDAGE_NEED ||
(ent->client->ps.stats[STAT_RQ3] & RQ3_LEGDAMAGE) == RQ3_LEGDAMAGE) (ent->client->ps.stats[STAT_RQ3] & RQ3_LEGDAMAGE) == RQ3_LEGDAMAGE) {
{
//Elder: remove zoom bits //Elder: remove zoom bits
Cmd_Unzoom(ent); Cmd_Unzoom(ent);
@ -2017,47 +2020,19 @@ void Cmd_Bandage (gentity_t *ent)
ent->client->ps.weaponstate = WEAPON_DROPPING; ent->client->ps.weaponstate = WEAPON_DROPPING;
//Elder: temp hack if (ent->client->ps.weapon == WP_KNIFE && !(ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_KNIFEMODE)) {
/*
if (ent->client->ps.weapon == WP_PISTOL ||
ent->client->ps.weapon == WP_M3 ||
ent->client->ps.weapon == WP_HANDCANNON ||
ent->client->ps.weapon == WP_SSG3000 ||
ent->client->ps.weapon == WP_M4 ||
ent->client->ps.weapon == WP_MP5 ||
ent->client->ps.weapon == WP_AKIMBO ||
ent->client->ps.weapon == WP_GRENADE ||
(ent->client->ps.weapon == WP_KNIFE && !(ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_KNIFEMODE)))
{
ent->client->ps.generic1 = ( ( ent->client->ps.generic1 & ANIM_TOGGLEBIT )
^ ANIM_TOGGLEBIT ) | WP_ANIM_DISARM;
}
else */
if (ent->client->ps.weapon == WP_KNIFE && !(ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_KNIFEMODE))
{
ent->client->ps.generic1 = ( ( ent->client->ps.generic1 & ANIM_TOGGLEBIT ) ent->client->ps.generic1 = ( ( ent->client->ps.generic1 & ANIM_TOGGLEBIT )
^ ANIM_TOGGLEBIT ) | WP_ANIM_THROWDISARM; ^ ANIM_TOGGLEBIT ) | WP_ANIM_THROWDISARM;
} } else {
else
{
ent->client->ps.generic1 = ( ( ent->client->ps.generic1 & ANIM_TOGGLEBIT ) ent->client->ps.generic1 = ( ( ent->client->ps.generic1 & ANIM_TOGGLEBIT )
^ ANIM_TOGGLEBIT ) | WP_ANIM_DISARM; ^ ANIM_TOGGLEBIT ) | WP_ANIM_DISARM;
} }
//Elder: always lower the player model -- removed
/*
ent->client->ps.torsoAnim = ( ( ent->client->ps.torsoAnim & ANIM_TOGGLEBIT )
^ ANIM_TOGGLEBIT ) | TORSO_DROP;
*/
ent->client->ps.weaponTime += BLEED_BANDAGE_TIME; ent->client->ps.weaponTime += BLEED_BANDAGE_TIME;
ent->client->bleedtick = 4; ent->client->bleedtick = 4;
//Elder: added to track health to bleed off //Elder: added to track health to bleed off
ent->client->bleedBandageCount = BLEED_BANDAGE; ent->client->bleedBandageCount = BLEED_BANDAGE;
} } else {
else
{
trap_SendServerCommand( ent-g_entities, va("print \"No need to bandage.\n\"")); trap_SendServerCommand( ent-g_entities, va("print \"No need to bandage.\n\""));
} }
} }

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@ -5,6 +5,10 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.55 2002/03/18 13:32:53 jbravo
// Fixed the fraglines for sniper head kills and twekaed bandaging a bit for
// testing
//
// Revision 1.54 2002/03/17 03:35:29 jbravo // Revision 1.54 2002/03/17 03:35:29 jbravo
// More radio tewaks and cleanups. // More radio tewaks and cleanups.
// //
@ -106,7 +110,8 @@
// Let's enforce that in-code because it's sometimes 7 or even 8 // Let's enforce that in-code because it's sometimes 7 or even 8
// Elder: LOL it's 3, dumb Elder! // Elder: LOL it's 3, dumb Elder!
#define BLEED_BANDAGE 3 #define BLEED_BANDAGE 3
#define BLEED_BANDAGE_TIME 5400 // 27 x 2 //#define BLEED_BANDAGE_TIME 5400 // 27 x 2
#define BLEED_BANDAGE_TIME 5600 // 27 x 2
// types of locations that can be hit // types of locations that can be hit
#define LOC_HDAM 1 // head #define LOC_HDAM 1 // head