mirror of
https://github.com/UberGames/RPG-X2.git
synced 2025-02-08 15:51:49 +00:00
Renamed weapons in weapon_t ...
... to more common names WP_0 to WP_15.
This commit is contained in:
parent
f7ff41879b
commit
0acb013a7a
40 changed files with 1071 additions and 1071 deletions
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@ -1368,7 +1368,7 @@ static void CG_DrawStatusBar( void )
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// Radar
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// By Sam "-=Jazz=-"Dickinson
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// http://www.telefragged.com/jazz
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if ( ( cg.snap->ps.weapon == WP_TRICORDER || cg.snap->ps.weapon == WP_COMPRESSION_RIFLE ) && cg_drawradar.integer != 0 && !cg.zoomed )
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if ( ( cg.snap->ps.weapon == WP_2 || cg.snap->ps.weapon == WP_6 ) && cg_drawradar.integer != 0 && !cg.zoomed )
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{
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vec4_t radColor;
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@ -3042,7 +3042,7 @@ static void CG_DrawCrosshair(void) {
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}
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//TiM: With the new crosshair rendering system, this should be no problem
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/*if ( cg.snap->ps.weapon == WP_NULL_HAND ) { //Teh hand has no crosshair
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/*if ( cg.snap->ps.weapon == WP_1 ) { //Teh hand has no crosshair
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return;
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}*/
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@ -3133,25 +3133,25 @@ static void CG_DrawCrosshair(void) {
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/*switch(cg.snap->ps.weapon)
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{
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default:
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case WP_PHASER: hShader = cgs.media.crosshair[0]; break;
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case WP_COMPRESSION_RIFLE: hShader = cgs.media.crosshair[1]; break;
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case WP_NULL_HAND: hShader = cgs.media.crosshair[4]; break;
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case WP_COFFEE: hShader = cgs.media.crosshair[2]; break;
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case WP_DISRUPTOR: hShader = cgs.media.crosshair[3]; break;
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case WP_GRENADE_LAUNCHER: hShader = cgs.media.crosshair[6]; break;
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case WP_TR116: hShader = cgs.media.crosshair[5]; break;
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case WP_QUANTUM_BURST: hShader = cgs.media.crosshair[7]; break;
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case WP_DERMAL_REGEN: hShader = cgs.media.crosshair[8]; break;
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case WP_VOYAGER_HYPO: hShader = cgs.media.crosshair[9]; break;
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case WP_TOOLKIT: hShader = cgs.media.crosshair[11]; break;
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case WP_MEDKIT: hShader = cgs.media.crosshair[10]; break;
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case WP_TRICORDER: hShader = cgs.media.crosshair[14]; break;
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case WP_PADD: hShader = cgs.media.crosshair[13]; break;
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case WP_5: hShader = cgs.media.crosshair[0]; break;
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case WP_6: hShader = cgs.media.crosshair[1]; break;
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case WP_1: hShader = cgs.media.crosshair[4]; break;
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case WP_4: hShader = cgs.media.crosshair[2]; break;
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case WP_10: hShader = cgs.media.crosshair[3]; break;
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case WP_8: hShader = cgs.media.crosshair[6]; break;
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case WP_7: hShader = cgs.media.crosshair[5]; break;
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case WP_9: hShader = cgs.media.crosshair[7]; break;
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case WP_13: hShader = cgs.media.crosshair[8]; break;
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case WP_12: hShader = cgs.media.crosshair[9]; break;
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case WP_14: hShader = cgs.media.crosshair[11]; break;
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case WP_11: hShader = cgs.media.crosshair[10]; break;
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case WP_2: hShader = cgs.media.crosshair[14]; break;
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case WP_3: hShader = cgs.media.crosshair[13]; break;
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case WP_NEUTRINO_PROBE: hShader = cgs.media.crosshair[12]; break;
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}*/
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//If admins scan non-players
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if ( cg.predictedPlayerState.weapon == WP_TRICORDER && cg.predictedPlayerState.eFlags & EF_FIRING ) {
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if ( cg.predictedPlayerState.weapon == WP_2 && cg.predictedPlayerState.eFlags & EF_FIRING ) {
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if (/*cg.predictedPlayerState.persistant[PERS_CLASS] == PC_ADMIN*/cg_showEntityNums.integer && cgs.clientinfo[cg.snap->ps.clientNum].isAdmin && cg.crosshairClientNum < ENTITYNUM_WORLD ) {
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vec4_t ccolor;
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/*color[0] = colorTable[CT_YELLOW][0];
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@ -3750,7 +3750,7 @@ static void CG_ScanForCrosshairEntity( void ) {
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//VectorMA( start, 8192, cg.refdef.viewaxis[0], end );
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if ( cg.snap->ps.weapon == WP_TR116 && cg.zoomed ) {
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if ( cg.snap->ps.weapon == WP_7 && cg.zoomed ) {
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CG_Trace( &trace, start, vec3_origin, vec3_origin, end,
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cg.snap->ps.clientNum, CONTENTS_BODY );
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@ -3763,7 +3763,7 @@ static void CG_ScanForCrosshairEntity( void ) {
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CG_Trace( &trace, start, vec3_origin, vec3_origin, end,
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cg.snap->ps.clientNum, MASK_SHOT ); //CONTENTS_SOLID|CONTENTS_BODY
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if ( cg.predictedPlayerState.weapon == WP_TRICORDER && cg.predictedPlayerState.eFlags & EF_FIRING
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if ( cg.predictedPlayerState.weapon == WP_2 && cg.predictedPlayerState.eFlags & EF_FIRING
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&& (cg_entities[trace.entityNum].currentState.eType == ET_TRIC_STRING || cg_entities[trace.entityNum].currentState.eType == ET_MOVER_STR) )
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{
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//Never mind if it's a valid useable ent
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@ -3843,7 +3843,7 @@ static void CG_DrawCrosshairNames( void ) {
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//If they're actively firing the tricorder
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if( ( (cg.snap->ps.eFlags & EF_FIRING) && !(cg.snap->ps.eFlags & EF_ALT_FIRING) )
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&& cg.snap->ps.weapon == WP_TRICORDER ) {
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&& cg.snap->ps.weapon == WP_2 ) {
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if(cg.crosshairClientNum != cg.predictedPlayerState.clientNum && cg.crosshairClientNum < MAX_CLIENTS ) { //ENTITYNUM_WORLD
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drawCrosshairName = qfalse;
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@ -3979,7 +3979,7 @@ static void CG_DrawCrosshairNames( void ) {
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Com_sprintf( namestr, sizeof( namestr), "%s: %s", "Name", name );
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if ( cent->currentState.weapon != WP_NULL_HAND /*&& cg_weapons[ cent->currentState.weapon ].item*/ )
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if ( cent->currentState.weapon != WP_1 /*&& cg_weapons[ cent->currentState.weapon ].item*/ )
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{
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if ( cg_weapons[ cent->currentState.weapon ].item->pickup_name ) {
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weap = cg_weapons[ cent->currentState.weapon ].item->pickup_name;
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@ -4463,7 +4463,7 @@ static void CG_DrawZoomMask( void )
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return;
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}*/
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//TiM: New system. :) Base zoom on current active weapon. :)
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if ( !(cg.snap->ps.weapon == WP_COMPRESSION_RIFLE || cg.snap->ps.weapon == WP_TR116) )
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if ( !(cg.snap->ps.weapon == WP_6 || cg.snap->ps.weapon == WP_7) )
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{
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cg.zoomed = qfalse;
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cg.zoomLocked = qfalse;
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@ -4497,7 +4497,7 @@ static void CG_DrawZoomMask( void )
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// Set fade color
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trap_R_SetColor( color1 );
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if ( cg.snap->ps.weapon == WP_TR116 ) {
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if ( cg.snap->ps.weapon == WP_7 ) {
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static int TR116LoopTime = 0;
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//Loop the whirring sight sound
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@ -4582,7 +4582,7 @@ static void CG_DrawZoomMask( void )
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*/
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//yellow
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if ( cg.snap->ps.weapon == WP_TR116 ) {
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if ( cg.snap->ps.weapon == WP_7 ) {
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color1[0] = 0.886f;
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color1[1] = 0.749f;
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color1[2] = 0.0f;
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@ -4596,7 +4596,7 @@ static void CG_DrawZoomMask( void )
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}
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// Convert zoom and view axis into some numbers to throw onto the screen
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if ( cg.snap->ps.weapon == WP_TR116 ) {
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if ( cg.snap->ps.weapon == WP_7 ) {
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x = 74;
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y = 340;
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}
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@ -4639,7 +4639,7 @@ static void CG_DrawZoomMask( void )
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}
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trap_R_SetColor( color1 );
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if ( cg.snap->ps.weapon == WP_TR116 ) {
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if ( cg.snap->ps.weapon == WP_7 ) {
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CG_DrawPic( start_x, start_y, width, height, cgs.media.zoomMask116Shader );
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}
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else {
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@ -349,22 +349,22 @@ static void CG_Item( centity_t *cent ) {
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// float scale;
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// RPG-X: Marcin: Custom angles for each weapon so they lie on the ground correctly. - 06/12/2008
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const vec3_t weaponangles[WP_NUM_WEAPONS] = {
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{ 0, 0, 0 }, // WP_NONE
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{ 0, 0, 0 }, // WP_NULL_HAND
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{ 52, 280, 18 }, // WP_TRICORDER
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{ 48, 26, 33 }, // WP_PADD
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{ 335, 210, 347 }, // WP_COFFEE
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{ 15, 160, 65 }, // WP_PHASER
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{ 5, 10, 70 }, // WP_COMPRESSION_RIFLE
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{ 5, 6, 70 }, // WP_TR116
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{ 5, 17, 70 }, // WP_GRENADE_LAUNCHER
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{ 350, 23, 70 }, // WP_QUANTUM_BURST
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{ 15, 187, 80 }, // WP_DISRUPTOR
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{ 0, 270, 86 }, // WP_MEDKIT
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{ 0, 247, 90 }, // WP_VOYAGER_HYPO
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{ 36, 190, 40 }, // WP_DERMAL_REGEN
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{ 0, 0, 105 }, // WP_TOOLKIT
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{ 0, 210, 90 } // WP_HYPERSPANNER
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{ 0, 0, 0 }, // WP_0
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{ 0, 0, 0 }, // WP_1
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{ 52, 280, 18 }, // WP_2
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{ 48, 26, 33 }, // WP_3
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{ 335, 210, 347 }, // WP_4
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{ 15, 160, 65 }, // WP_5
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{ 5, 10, 70 }, // WP_6
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{ 5, 6, 70 }, // WP_7
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{ 5, 17, 70 }, // WP_8
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{ 350, 23, 70 }, // WP_9
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{ 15, 187, 80 }, // WP_10
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{ 0, 270, 86 }, // WP_11
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{ 0, 247, 90 }, // WP_12
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{ 36, 190, 40 }, // WP_13
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{ 0, 0, 105 }, // WP_14
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{ 0, 210, 90 } // WP_15
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};
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es = ¢->currentState;
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@ -691,7 +691,7 @@ static void CG_Missile( centity_t *cent, qboolean altfire ) {
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VectorCopy( cent->lerpOrigin, ent.origin);
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VectorCopy( cent->lerpOrigin, ent.oldorigin);
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if ( cent->currentState.weapon == WP_QUANTUM_BURST ) {
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if ( cent->currentState.weapon == WP_9 ) {
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ent.reType = RT_SPRITE;
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ent.data.sprite.radius = 16;
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ent.data.sprite.rotation = 0;
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@ -716,7 +716,7 @@ static void CG_Missile( centity_t *cent, qboolean altfire ) {
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}
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// spin as it moves
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if ( s1->pos.trType != TR_STATIONARY && (cent->currentState.weapon != WP_DISRUPTOR) ) { //RPG-X-TiM: Stop from spinning O_o I got dizzy
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if ( s1->pos.trType != TR_STATIONARY && (cent->currentState.weapon != WP_10) ) { //RPG-X-TiM: Stop from spinning O_o I got dizzy
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//RotateAroundDirection( ent.axis, cg.time / 4 );
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RotateAroundDirection( ent.axis, cg.time * 0.25);
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} else {
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@ -387,8 +387,8 @@ static void CG_ItemPickup( int itemNum ) {
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case 1:
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// safe switching
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if ( (nNewWpn > nCurWpn) &&
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!(nNewWpn == WP_GRENADE_LAUNCHER) &&
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!(nNewWpn == WP_QUANTUM_BURST) )
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!(nNewWpn == WP_8) &&
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!(nNewWpn == WP_9) )
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{
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// switch to new wpn
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cg.weaponSelectTime = cg.time;
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case EV_GRENADE_EXPLODE:
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DEBUGNAME("EV_GRENADE_EXPLODE");
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CG_MissileHitWall( cent, WP_GRENADE_LAUNCHER, position, normal );
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CG_MissileHitWall( cent, WP_8, position, normal );
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break;
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case EV_GRENADE_SHRAPNEL_EXPLODE:
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@ -1644,11 +1644,11 @@ void CG_InitModRules( void )
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{
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if ( cgs.pModDisintegration )
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{//don't use up ammo in disintegration mode
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altAmmoUsage[WP_COMPRESSION_RIFLE] = 0;
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altAmmoUsage[WP_6] = 0;
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}
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if ( cgs.pModSpecialties )
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{//tripwires use more ammo
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altAmmoUsage[WP_GRENADE_LAUNCHER] = 3;
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altAmmoUsage[WP_8] = 3;
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}
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}
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@ -1723,7 +1723,7 @@ void CG_Init( int serverMessageNum, int serverCommandSequence ) {
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BG_LoadItemNames();
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cg.weaponSelect = WP_NULL_HAND;
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cg.weaponSelect = WP_1;
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cgs.redflag = cgs.blueflag = -1; // For compatibily, default to unset for
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// old servers
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@ -3969,7 +3969,7 @@ void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int eFlags, be
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if ( random() > 0.95f )
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{
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// Play a zap sound to go it.
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trap_S_StartSound (ent->origin, entNum, CHAN_AUTO, cg_weapons[WP_DERMAL_REGEN].altHitSound);
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trap_S_StartSound (ent->origin, entNum, CHAN_AUTO, cg_weapons[WP_13].altHitSound);
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}
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}
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}
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@ -4133,15 +4133,15 @@ void CG_AttachHolsters ( centity_t *cent, refEntity_t *parent, int weapon )
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holsterInner.shadowPlane = parent->shadowPlane;
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holsterInner.renderfx = parent->renderfx;
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holster.hModel = (weapon == WP_PHASER) ? cgs.media.phaserHolster : cgs.media.tricorderHolster;
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holsterInner.hModel = (weapon == WP_PHASER) ? cgs.media.phaserHolsterInner : cgs.media.tricorderHolsterInner;
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holster.hModel = (weapon == WP_5) ? cgs.media.phaserHolster : cgs.media.tricorderHolster;
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holsterInner.hModel = (weapon == WP_5) ? cgs.media.phaserHolsterInner : cgs.media.tricorderHolsterInner;
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if ( !holster.hModel ) {
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return;
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}
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CG_PositionEntityOnTag( &holster, parent, parent->hModel, (weapon == WP_PHASER) ? "tag_p_holster" : "tag_t_holster" );
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CG_PositionEntityOnTag( &holsterInner, &holster, holster.hModel, (weapon == WP_PHASER) ? "tag_phaser" : "tag_tricorder" );
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CG_PositionEntityOnTag( &holster, parent, parent->hModel, (weapon == WP_5) ? "tag_p_holster" : "tag_t_holster" );
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CG_PositionEntityOnTag( &holsterInner, &holster, holster.hModel, (weapon == WP_5) ? "tag_phaser" : "tag_tricorder" );
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CG_AddRefEntityWithPowerups( &holster, cent->currentState.powerups, cent->currentState.eFlags, ¢->beamData, cent->cloakTime, cent->decloakTime, qfalse );
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@ -4172,7 +4172,7 @@ void CG_AttachTools ( centity_t *cent, refEntity_t *parent, int weaponNum )
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return;
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}
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CG_PositionEntityOnTag( &tool, parent, parent->hModel, (weaponNum == WP_MEDKIT) ? "tag_torso" : "tag_lhand" );
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CG_PositionEntityOnTag( &tool, parent, parent->hModel, (weaponNum == WP_11) ? "tag_torso" : "tag_lhand" );
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if ( cent->currentState.weapon != weaponNum ) {
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CG_AddRefEntityWithPowerups( &tool, cent->currentState.powerups, cent->currentState.eFlags, ¢->beamData, cent->cloakTime, cent->decloakTime, qfalse );
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@ -4424,7 +4424,7 @@ void CG_Player( centity_t *cent ) {
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//append this flag if zooming thru the TR-116.
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//It'll render players over everything else. Not quite as good as the TV 116, but it'll do the job. :)
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if ( cg.snap->ps.weapon == WP_TR116 && cg.zoomed ) {
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if ( cg.snap->ps.weapon == WP_7 && cg.zoomed ) {
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renderfx |= RF_DEPTHHACK; //This flag makes making haxx for EF SO EASY!!!! O_O!!!!!
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}
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@ -4859,7 +4859,7 @@ void CG_Player( centity_t *cent ) {
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//=============================================================================
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//TR-116 EyeScope!! :)
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//
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if ( cent->currentState.weapon == WP_TR116 )
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if ( cent->currentState.weapon == WP_7 )
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{
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refEntity_t eyeScope;
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@ -4906,7 +4906,7 @@ void CG_Player( centity_t *cent ) {
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}
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//medical scanner
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if ( cgs.classData[ci->pClass].isMedic && cent->currentState.weapon == WP_TRICORDER )
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if ( cgs.classData[ci->pClass].isMedic && cent->currentState.weapon == WP_2 )
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{
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refEntity_t scanner;
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@ -4977,23 +4977,23 @@ void CG_Player( centity_t *cent ) {
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//should transmit each player's weapon list here, so we can make it dynamic now
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//if player has the phaser, bolt it
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if ( cent->currentState.time2 & 1 << WP_PHASER ) {
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CG_AttachHolsters( cent, &holsterTags, WP_PHASER );
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if ( cent->currentState.time2 & 1 << WP_5 ) {
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CG_AttachHolsters( cent, &holsterTags, WP_5 );
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}
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//if player has tricorder
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if ( cent->currentState.time2 & 1 << WP_TRICORDER ) {
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CG_AttachHolsters( cent, &holsterTags, WP_TRICORDER );
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if ( cent->currentState.time2 & 1 << WP_2 ) {
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CG_AttachHolsters( cent, &holsterTags, WP_2 );
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}
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//if player has medkit
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if ( cent->currentState.time2 & 1 << WP_MEDKIT ) {
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CG_AttachTools( cent, &torso, WP_MEDKIT );
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if ( cent->currentState.time2 & 1 << WP_11 ) {
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CG_AttachTools( cent, &torso, WP_11 );
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}
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//if player has toolkit
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if ( cent->currentState.time2 & 1 << WP_TOOLKIT ) {
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CG_AttachTools( cent, &torso, WP_TOOLKIT );
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if ( cent->currentState.time2 & 1 << WP_14 ) {
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CG_AttachTools( cent, &torso, WP_14 );
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}
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/*switch ( ci->pClass ) {
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@ -5002,7 +5002,7 @@ void CG_Player( centity_t *cent ) {
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case PC_SECURITY:
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case PC_SCIENCE:
|
||||
case PC_ADMIN:
|
||||
CG_AttachHolsters( cent, &holsterTags, WP_PHASER );
|
||||
CG_AttachHolsters( cent, &holsterTags, WP_5 );
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -5012,19 +5012,19 @@ void CG_Player( centity_t *cent ) {
|
|||
case PC_SCIENCE:
|
||||
case PC_MEDICAL:
|
||||
case PC_ADMIN:
|
||||
CG_AttachHolsters( cent, &holsterTags, WP_TRICORDER );
|
||||
CG_AttachHolsters( cent, &holsterTags, WP_2 );
|
||||
break;
|
||||
}
|
||||
|
||||
switch ( ci->pClass ) {
|
||||
case PC_ENGINEER:
|
||||
CG_AttachTools( cent, &torso, WP_TOOLKIT );
|
||||
CG_AttachTools( cent, &torso, WP_14 );
|
||||
break;
|
||||
}
|
||||
|
||||
switch ( ci->pClass ) {
|
||||
case PC_MEDICAL:
|
||||
CG_AttachTools( cent, &torso, WP_MEDKIT );
|
||||
CG_AttachTools( cent, &torso, WP_11 );
|
||||
break;
|
||||
}*/
|
||||
}
|
||||
|
|
|
@ -37,16 +37,16 @@ void CG_CheckAmmo( void ) {
|
|||
total = 0;
|
||||
|
||||
//TiM
|
||||
//for ( i = WP_PHASER ; i < WP_NUM_WEAPONS ; i++ ) {
|
||||
for ( i = WP_NULL_HAND ; i < WP_NUM_WEAPONS ; i++ ) {
|
||||
//for ( i = WP_5 ; i < WP_NUM_WEAPONS ; i++ ) {
|
||||
for ( i = WP_1 ; i < WP_NUM_WEAPONS ; i++ ) {
|
||||
if ( ! ( weapons & ( 1 << i ) ) ) {
|
||||
continue;
|
||||
}
|
||||
switch ( i ) {
|
||||
case WP_DISRUPTOR:
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_NULL_HAND:
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
case WP_10:
|
||||
case WP_8:
|
||||
case WP_1:
|
||||
case WP_6:
|
||||
total += cg.snap->ps.ammo[i] * 1000;
|
||||
break;
|
||||
default:
|
||||
|
|
|
@ -333,7 +333,7 @@ static void CG_TouchItem( centity_t *cent ) {
|
|||
// We don't predict touching our own flag
|
||||
if (item->giType == IT_TEAM)
|
||||
{ // NOTE: This code used to JUST check giTag. The problem is that the giTag for PW_REDFLAG
|
||||
// is the same as WP_QUANTUM_BURST. The giTag should be a SUBCHECK after giType.
|
||||
// is the same as WP_9. The giTag should be a SUBCHECK after giType.
|
||||
/*if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_RED &&
|
||||
item->giTag == PW_REDFLAG)
|
||||
return;*/
|
||||
|
|
|
@ -1104,7 +1104,7 @@ void CG_UpdateCameraShake( vec3_t origin, vec3_t angles )
|
|||
void CG_ZoomDown_f( void )
|
||||
{
|
||||
//if we're not holding a rifle or TR-116, don't draw
|
||||
if ( !( cg.snap->ps.weapon == WP_COMPRESSION_RIFLE || cg.snap->ps.weapon == WP_TR116 ) ) {
|
||||
if ( !( cg.snap->ps.weapon == WP_6 || cg.snap->ps.weapon == WP_7 ) ) {
|
||||
cg.zoomed = qfalse;
|
||||
cg.zoomLocked = qfalse;
|
||||
return;
|
||||
|
@ -1127,7 +1127,7 @@ void CG_ZoomDown_f( void )
|
|||
cg.zoomed = qtrue;
|
||||
cg_zoomFov.value = cg_fov.value;
|
||||
cg.zoomTime = cg.time;
|
||||
if ( cg.snap->ps.weapon == WP_TR116 ) {
|
||||
if ( cg.snap->ps.weapon == WP_7 ) {
|
||||
trap_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.zoomStart116 );
|
||||
}
|
||||
else {
|
||||
|
@ -1143,7 +1143,7 @@ void CG_ZoomDown_f( void )
|
|||
cg.zoomed = qfalse;
|
||||
cg.zoomTime = cg.time;
|
||||
|
||||
if ( cg.snap->ps.weapon == WP_TR116 ) {
|
||||
if ( cg.snap->ps.weapon == WP_7 ) {
|
||||
trap_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.zoomEnd116 );
|
||||
}
|
||||
else {
|
||||
|
|
|
@ -5,14 +5,14 @@
|
|||
#include "fx_local.h"
|
||||
|
||||
//RPG-X : TiM - Weapons Arrays
|
||||
static int RAweapons[8] = { WP_PADD,
|
||||
WP_TRICORDER,
|
||||
WP_COMPRESSION_RIFLE,
|
||||
WP_TR116,
|
||||
WP_VOYAGER_HYPO,
|
||||
WP_DERMAL_REGEN,
|
||||
WP_MEDKIT,
|
||||
WP_COFFEE
|
||||
static int RAweapons[8] = { WP_3,
|
||||
WP_2,
|
||||
WP_6,
|
||||
WP_7,
|
||||
WP_12,
|
||||
WP_13,
|
||||
WP_11,
|
||||
WP_4
|
||||
};
|
||||
|
||||
static char *RAweapFileName[8] = { "padd",
|
||||
|
@ -44,52 +44,52 @@ typedef struct wpnBarrelInfo_s
|
|||
|
||||
wpnBarrelInfo_t wpnBarrelData[] =
|
||||
{
|
||||
{WP_NULL_HAND, 0, 0},
|
||||
{WP_1, 0, 0},
|
||||
|
||||
{WP_TRICORDER, 0, 0},
|
||||
{WP_PADD, 0, 0},
|
||||
{WP_COFFEE, 0, 0},
|
||||
{WP_2, 0, 0},
|
||||
{WP_3, 0, 0},
|
||||
{WP_4, 0, 0},
|
||||
|
||||
{WP_PHASER, 0, 0},
|
||||
{WP_COMPRESSION_RIFLE, 0, 120},
|
||||
{WP_TR116, 1, 60},
|
||||
{WP_5, 0, 0},
|
||||
{WP_6, 0, 120},
|
||||
{WP_7, 1, 60},
|
||||
|
||||
{WP_GRENADE_LAUNCHER, 2, 150},
|
||||
{WP_QUANTUM_BURST, 1, 200},
|
||||
{WP_DISRUPTOR, 1, 130},
|
||||
{WP_8, 2, 150},
|
||||
{WP_9, 1, 200},
|
||||
{WP_10, 1, 130},
|
||||
|
||||
{WP_MEDKIT, 0, 0},
|
||||
{WP_VOYAGER_HYPO, 0, 0},
|
||||
{WP_DERMAL_REGEN, 0, 0},
|
||||
{WP_11, 0, 0},
|
||||
{WP_12, 0, 0},
|
||||
{WP_13, 0, 0},
|
||||
|
||||
{WP_TOOLKIT, 0, 0},
|
||||
{WP_HYPERSPANNER, 0, 0},
|
||||
{WP_14, 0, 0},
|
||||
{WP_15, 0, 0},
|
||||
|
||||
// make sure this is the last entry in this array, please
|
||||
{WP_NONE, 0, 0},
|
||||
{WP_0, 0, 0},
|
||||
};
|
||||
|
||||
//wpnBarrelInfo_t wpnBarrelData[] =
|
||||
//{
|
||||
// {WP_PHASER, 0, 0},
|
||||
// {WP_COMPRESSION_RIFLE, 0, 100},
|
||||
// {WP_NULL_HAND, 0, 0},
|
||||
// {WP_COFFEE, 0, 0},
|
||||
// {WP_DISRUPTOR, 1, 80},
|
||||
// {WP_GRENADE_LAUNCHER, 2, 140},
|
||||
// {WP_TR116, 1, 120},
|
||||
// {WP_QUANTUM_BURST, 1, 200},
|
||||
// {WP_DERMAL_REGEN, 0, 0},
|
||||
// {WP_VOYAGER_HYPO, 0, 0},
|
||||
// {WP_TOOLKIT, 0, 0},
|
||||
// {WP_MEDKIT, 0, 0},
|
||||
// {WP_TRICORDER, 0, 0},
|
||||
// {WP_PADD, 0, 0},
|
||||
// {WP_5, 0, 0},
|
||||
// {WP_6, 0, 100},
|
||||
// {WP_1, 0, 0},
|
||||
// {WP_4, 0, 0},
|
||||
// {WP_10, 1, 80},
|
||||
// {WP_8, 2, 140},
|
||||
// {WP_7, 1, 120},
|
||||
// {WP_9, 1, 200},
|
||||
// {WP_13, 0, 0},
|
||||
// {WP_12, 0, 0},
|
||||
// {WP_14, 0, 0},
|
||||
// {WP_11, 0, 0},
|
||||
// {WP_2, 0, 0},
|
||||
// {WP_3, 0, 0},
|
||||
// {WP_NEUTRINO_PROBE, 0, 0},
|
||||
// {WP_TR116, 0, 90},
|
||||
// {WP_7, 0, 90},
|
||||
//
|
||||
// // make sure this is the last entry in this array, please
|
||||
// {WP_NONE, 0},
|
||||
// {WP_0, 0},
|
||||
//};
|
||||
|
||||
void CG_RegisterWeapon( int weaponNum ) {
|
||||
|
@ -117,7 +117,7 @@ void CG_RegisterWeapon( int weaponNum ) {
|
|||
|
||||
for ( item = bg_itemlist + 1 ; item->classname ; item++ ) {
|
||||
if ( item->giType == IT_WEAPON && item->giTag == weaponNum ) {
|
||||
/*if ( weaponNum == WP_DISRUPTOR ) {
|
||||
/*if ( weaponNum == WP_10 ) {
|
||||
Com_Printf( S_COLOR_RED "Registering %s with pickup name of %s\n", bg_itemlist[10].classname, bg_itemlist[10].pickup_name );
|
||||
}*/
|
||||
weaponInfo->item = item;
|
||||
|
@ -156,7 +156,7 @@ void CG_RegisterWeapon( int weaponNum ) {
|
|||
strcat( path, "_flash.md3" );
|
||||
weaponInfo->flashModel = trap_R_RegisterModel( path );
|
||||
|
||||
for (barrelInfo = wpnBarrelData; barrelInfo->giTag != WP_NONE; barrelInfo++)
|
||||
for (barrelInfo = wpnBarrelData; barrelInfo->giTag != WP_0; barrelInfo++)
|
||||
{
|
||||
if (barrelInfo->giTag == weaponNum)
|
||||
{
|
||||
|
@ -186,7 +186,7 @@ void CG_RegisterWeapon( int weaponNum ) {
|
|||
}
|
||||
|
||||
switch ( weaponNum ) {
|
||||
case WP_PHASER:
|
||||
case WP_5:
|
||||
MAKERGB( weaponInfo->flashDlightColor, 0, 0, 0 );
|
||||
|
||||
weaponInfo->firingSound = trap_S_RegisterSound( SOUND_DIR "phaser/phaserfiring.wav" );
|
||||
|
@ -206,12 +206,12 @@ void CG_RegisterWeapon( int weaponNum ) {
|
|||
|
||||
break;
|
||||
|
||||
case WP_DERMAL_REGEN:
|
||||
case WP_13:
|
||||
weaponInfo->firingSound = trap_S_RegisterSound( SOUND_DIR "dermal_regen/dm_1.wav" );
|
||||
weaponInfo->altFiringSound = trap_S_RegisterSound( SOUND_DIR "dermal_regen/dm_2.wav" );
|
||||
break;
|
||||
|
||||
case WP_DISRUPTOR:
|
||||
case WP_10:
|
||||
//weaponInfo->missileTrailFunc = FX_StasisProjectileThink;
|
||||
weaponInfo->missileModel = trap_R_RegisterModel( "models/weapons2/alien_disruptor/disruptor_bolt.md3" );
|
||||
weaponInfo->missileDlight = 70;
|
||||
|
@ -237,7 +237,7 @@ void CG_RegisterWeapon( int weaponNum ) {
|
|||
|
||||
break;
|
||||
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_8:
|
||||
weaponInfo->missileModel = trap_R_RegisterModel( "models/weapons2/launcher/projectile.md3" );
|
||||
if(rpg_ctribgrenade.integer == 1)//RPG-X: - RedTechie Possible Hack! FIX | TiM: Heh, you're a possible hack :)
|
||||
{
|
||||
|
@ -272,7 +272,7 @@ void CG_RegisterWeapon( int weaponNum ) {
|
|||
cgs.media.borgEyeFlareShader = trap_R_RegisterShader( "gfx/misc/borgeyeflare" );
|
||||
break;
|
||||
|
||||
case WP_COFFEE:
|
||||
case WP_4:
|
||||
//MAKERGB( weaponInfo->flashDlightColor, 1, 0.6, 0.6 );
|
||||
|
||||
/*weaponInfo->flashSound = trap_S_RegisterSound( SOUND_DIR "scavenger/fire.wav" );
|
||||
|
@ -293,7 +293,7 @@ void CG_RegisterWeapon( int weaponNum ) {
|
|||
cgs.media.compressionMarkShader = trap_R_RegisterShader( "gfx/damage/burnmark1" );*/
|
||||
break;
|
||||
|
||||
case WP_QUANTUM_BURST:
|
||||
case WP_9:
|
||||
MAKERGB( weaponInfo->flashDlightColor, 0.6, 0.6, 1 ); //Bluish
|
||||
|
||||
weaponInfo->missileTrailFunc = FX_QuantumThink;
|
||||
|
@ -321,7 +321,7 @@ void CG_RegisterWeapon( int weaponNum ) {
|
|||
cgs.media.quantumBoom = trap_S_RegisterSound ( SOUND_DIR "explosions/explode5.wav" );
|
||||
break;
|
||||
|
||||
case WP_NULL_HAND:
|
||||
case WP_1:
|
||||
/*MAKERGB( weaponInfo->flashDlightColor, 0.6, 0.6, 1 );
|
||||
|
||||
weaponInfo->flashSound = trap_S_RegisterSound( SOUND_DIR "IMOD/fire.wav" );
|
||||
|
@ -334,7 +334,7 @@ void CG_RegisterWeapon( int weaponNum ) {
|
|||
cgs.media.imodExplosionShader = trap_R_RegisterShader( "imodExplosion" );*/
|
||||
break;
|
||||
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
case WP_6:
|
||||
if(!grp_berp.integer) {
|
||||
MAKERGB( weaponInfo->flashDlightColor, 0.59, 0.24, 0.25 );
|
||||
MAKERGB( weaponInfo->missileDlightColor, 0.59, 0.24, 0.25 );
|
||||
|
@ -369,7 +369,7 @@ void CG_RegisterWeapon( int weaponNum ) {
|
|||
|
||||
break;
|
||||
|
||||
/* case WP_TR116:
|
||||
/* case WP_7:
|
||||
MAKERGB( weaponInfo->flashDlightColor, 0.16, 0.16, 1 );
|
||||
weaponInfo->flashSound = trap_S_RegisterSound( "sound/weapons/hitonhead.wav" );
|
||||
weaponInfo->altFlashSnd = trap_S_RegisterSound( "sound/weapons/guncharge.wav" );
|
||||
|
@ -378,7 +378,7 @@ void CG_RegisterWeapon( int weaponNum ) {
|
|||
weaponInfo->mainHitSound = trap_S_RegisterSound( SOUND_DIR "prifle/impact.wav" );
|
||||
break;*/
|
||||
/*
|
||||
case WP_TR116: //OLD CODE (replaced for TR116)
|
||||
case WP_7: //OLD CODE (replaced for TR116)
|
||||
MAKERGB( weaponInfo->flashDlightColor, 0.6, 0.6, 1 );
|
||||
|
||||
weaponInfo->flashSound = trap_S_RegisterSound( SOUND_DIR "tetrion/fire.wav" );
|
||||
|
@ -398,43 +398,43 @@ void CG_RegisterWeapon( int weaponNum ) {
|
|||
cgs.media.bulletmarksShader = trap_R_RegisterShader( "textures/decals/bulletmark4" );
|
||||
break;
|
||||
*/
|
||||
case WP_VOYAGER_HYPO:
|
||||
case WP_12:
|
||||
weaponInfo->flashSound = weaponInfo->altFlashSnd = trap_S_RegisterSound( "sound/items/jetpuffmed.wav" );
|
||||
break;
|
||||
|
||||
case WP_TRICORDER:
|
||||
case WP_2:
|
||||
weaponInfo->firingSound= trap_S_RegisterSound( "sound/items/tricorderscan.wav" ); //altFlashSnd
|
||||
weaponInfo->altFiringSound = trap_S_RegisterSound( "sound/ambience/voyager/medictricorder.wav" ); //flashSound
|
||||
|
||||
//weaponInfo->isAnimSndBased = qtrue;
|
||||
break;
|
||||
|
||||
case WP_PADD:
|
||||
case WP_3:
|
||||
weaponInfo->firingSound = trap_S_RegisterSound( SOUND_DIR "padd/padd_1.wav" ); //flashSound
|
||||
weaponInfo->altFiringSound = trap_S_RegisterSound( SOUND_DIR "padd/padd_2.wav" ); //altFlashSnd
|
||||
|
||||
weaponInfo->isAnimSndBased = qtrue;
|
||||
break;
|
||||
|
||||
case WP_HYPERSPANNER:
|
||||
case WP_15:
|
||||
weaponInfo->firingSound = trap_S_RegisterSound( SOUND_DIR "hyperspanner/spanner_1.wav" );
|
||||
weaponInfo->altFiringSound = trap_S_RegisterSound( SOUND_DIR "hyperspanner/spanner_2.wav" );
|
||||
break;
|
||||
|
||||
case WP_TR116:
|
||||
case WP_7:
|
||||
weaponInfo->flashSound = trap_S_RegisterSound( SOUND_DIR "hitonhead.wav" );
|
||||
weaponInfo->altFlashSnd = weaponInfo->flashSound;
|
||||
//weaponInfo->altFlashSnd = trap_S_RegisterSound( "sound/weapons/guncharge.wav" );
|
||||
break;
|
||||
|
||||
//Toolkit
|
||||
case WP_TOOLKIT:
|
||||
case WP_14:
|
||||
weaponInfo->flashSound = trap_S_RegisterSound( SOUND_DIR "toolkit/toolkit_1.wav" );
|
||||
weaponInfo->altFlashSnd = trap_S_RegisterSound( SOUND_DIR "toolkit/toolkit_2.wav" );
|
||||
break;
|
||||
|
||||
//Medkit
|
||||
case WP_MEDKIT:
|
||||
case WP_11:
|
||||
weaponInfo->flashSound = trap_S_RegisterSound( SOUND_DIR "medkit/medkit_1.wav" );
|
||||
weaponInfo->altFlashSnd = trap_S_RegisterSound( SOUND_DIR "medkit/medkit_2.wav" );
|
||||
break;
|
||||
|
@ -478,7 +478,7 @@ void CG_RegisterItemVisuals( int itemNum ) {
|
|||
// since the seeker uses the scavenger rifes sounds, we must precache the scavenger rifle stuff if we hit the item seeker
|
||||
/* if ( item->giTag == PW_FLASHLIGHT)
|
||||
{
|
||||
CG_RegisterWeapon( WP_COFFEE );
|
||||
CG_RegisterWeapon( WP_4 );
|
||||
}*/
|
||||
|
||||
// hang onto the handles for holdable items in case they're useable (e.g. detpack)
|
||||
|
@ -649,21 +649,21 @@ void CG_LightningBolt( centity_t *cent, vec3_t origin )
|
|||
if ( cent->currentState.clientNum == cg.snap->ps.clientNum && !cg.renderingThirdPerson && !(cent->currentState.eFlags & EF_ITEMPLACEHOLDER ) ) //fuck decoys
|
||||
{
|
||||
// different checks for first person view
|
||||
if ( cg.snap->ps.weapon == WP_HYPERSPANNER ||
|
||||
cg.snap->ps.weapon == WP_PHASER ||
|
||||
cg.snap->ps.weapon == WP_DERMAL_REGEN ||
|
||||
(cg.snap->ps.eFlags & EF_ALT_FIRING && cg.snap->ps.weapon == WP_COMPRESSION_RIFLE )
|
||||
|| (!(cg.snap->ps.eFlags & EF_ALT_FIRING) && cg.snap->ps.weapon == WP_DISRUPTOR )
|
||||
if ( cg.snap->ps.weapon == WP_15 ||
|
||||
cg.snap->ps.weapon == WP_5 ||
|
||||
cg.snap->ps.weapon == WP_13 ||
|
||||
(cg.snap->ps.eFlags & EF_ALT_FIRING && cg.snap->ps.weapon == WP_6 )
|
||||
|| (!(cg.snap->ps.eFlags & EF_ALT_FIRING) && cg.snap->ps.weapon == WP_10 )
|
||||
)
|
||||
{ /*continue*/ }
|
||||
else
|
||||
return;
|
||||
} else {
|
||||
if ( cent->currentState.weapon == WP_HYPERSPANNER ||
|
||||
cent->currentState.weapon == WP_PHASER ||
|
||||
cent->currentState.weapon == WP_DERMAL_REGEN ||
|
||||
(cent->currentState.eFlags & EF_ALT_FIRING && (cent->currentState.weapon == WP_COMPRESSION_RIFLE) ) ||
|
||||
(!(cent->currentState.eFlags & EF_ALT_FIRING) && cent->currentState.weapon == WP_DISRUPTOR)
|
||||
if ( cent->currentState.weapon == WP_15 ||
|
||||
cent->currentState.weapon == WP_5 ||
|
||||
cent->currentState.weapon == WP_13 ||
|
||||
(cent->currentState.eFlags & EF_ALT_FIRING && (cent->currentState.weapon == WP_6) ) ||
|
||||
(!(cent->currentState.eFlags & EF_ALT_FIRING) && cent->currentState.weapon == WP_10)
|
||||
)
|
||||
{ /*continue*/ }
|
||||
else
|
||||
|
@ -731,7 +731,7 @@ void CG_LightningBolt( centity_t *cent, vec3_t origin )
|
|||
// Add in the effect
|
||||
switch ( cent->currentState.weapon )
|
||||
{
|
||||
case WP_PHASER:
|
||||
case WP_5:
|
||||
if (cg.snap->ps.rechargeTime == 0)
|
||||
{
|
||||
if ( cent->currentState.eFlags & EF_ALT_FIRING )
|
||||
|
@ -740,31 +740,31 @@ void CG_LightningBolt( centity_t *cent, vec3_t origin )
|
|||
FX_PhaserFire( origin, trace.endpos, trace.plane.normal, spark, impact, cent->pe.empty );
|
||||
}
|
||||
break;
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
case WP_6:
|
||||
if ( cent->currentState.eFlags & EF_ALT_FIRING )
|
||||
{
|
||||
FX_PrifleBeamFire( origin, trace.endpos, trace.plane.normal, spark, impact, cent->pe.empty );
|
||||
}
|
||||
break;
|
||||
case WP_HYPERSPANNER:
|
||||
case WP_15:
|
||||
if ( cent->currentState.eFlags & EF_ALT_FIRING )
|
||||
FX_ProbeBeam( origin, forward, cent->currentState.clientNum, qtrue );
|
||||
else
|
||||
FX_ProbeBeam( origin, forward, cent->currentState.clientNum, qfalse );
|
||||
break;
|
||||
|
||||
case WP_DERMAL_REGEN:
|
||||
case WP_13:
|
||||
if ( cent->currentState.eFlags & EF_ALT_FIRING )
|
||||
FX_RegenBeam( origin, forward, cent->currentState.clientNum, qtrue );
|
||||
else
|
||||
FX_RegenBeam( origin, forward, cent->currentState.clientNum, qfalse );
|
||||
break;
|
||||
|
||||
case WP_DISRUPTOR:
|
||||
case WP_10:
|
||||
if ( cent->currentState.eFlags & EF_FIRING && !(cent->currentState.eFlags & EF_ALT_FIRING) )
|
||||
FX_DisruptorBeamFire( origin, trace.endpos, trace.plane.normal, spark, impact, cent->pe.empty );
|
||||
|
||||
/* case WP_DERMAL_REGEN:
|
||||
/* case WP_13:
|
||||
if (!(cent->currentState.eFlags & EF_ALT_FIRING))
|
||||
{
|
||||
vec3_t org;
|
||||
|
@ -1095,7 +1095,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
|
|||
|
||||
// set custom shading for railgun refire rate
|
||||
/*if ( ps ) {
|
||||
if ( cg.predictedPlayerState.weapon == WP_NULL_HAND
|
||||
if ( cg.predictedPlayerState.weapon == WP_1
|
||||
&& cg.predictedPlayerState.weaponstate == WEAPON_FIRING ) {
|
||||
float f;
|
||||
|
||||
|
@ -1164,7 +1164,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
|
|||
if ( cent->currentState.eFlags & EF_ALT_FIRING )
|
||||
{
|
||||
// hark, I smell hackery afoot
|
||||
if ((weaponNum == WP_PHASER) && !(cg.predictedPlayerState.ammo[WP_PHASER]))
|
||||
if ((weaponNum == WP_5) && !(cg.predictedPlayerState.ammo[WP_5]))
|
||||
{
|
||||
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, cgs.media.phaserEmptySound );
|
||||
cent->pe.lightningFiring = qtrue;
|
||||
|
@ -1175,13 +1175,13 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
|
|||
cent->pe.lightningFiring = qtrue;
|
||||
}
|
||||
|
||||
if ( weaponNum == WP_TOOLKIT || weaponNum == WP_MEDKIT ) {
|
||||
if ( weaponNum == WP_14 || weaponNum == WP_11 ) {
|
||||
cent->pe.lightningFiring = qtrue;
|
||||
}
|
||||
}
|
||||
else if ( cent->currentState.eFlags & EF_FIRING )
|
||||
{
|
||||
if ((weaponNum == WP_PHASER) && !(cg.predictedPlayerState.ammo[WP_PHASER]))
|
||||
if ((weaponNum == WP_5) && !(cg.predictedPlayerState.ammo[WP_5]))
|
||||
{
|
||||
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, cgs.media.phaserEmptySound );
|
||||
cent->pe.lightningFiring = qtrue;
|
||||
|
@ -1193,7 +1193,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
|
|||
}
|
||||
|
||||
//TiM: Haxxor. I want the medkit + toolkit sounds to play only once when u hold them down
|
||||
if ( weaponNum == WP_TOOLKIT || weaponNum == WP_MEDKIT ) {
|
||||
if ( weaponNum == WP_14 || weaponNum == WP_11 ) {
|
||||
cent->pe.lightningFiring = qtrue;
|
||||
}
|
||||
}
|
||||
|
@ -1204,10 +1204,10 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
|
|||
//RPG-X : TiM - A little variety here :) Toolkit gets attached to player model's left hand, medkit on waist :)
|
||||
//Hack: I dunno why, but unless I specified thirdperson (ie (!ps) ), the viewmodel went crazy. :P
|
||||
if (!ps) {
|
||||
if (( weaponNum == WP_TOOLKIT ) ) { //Toolkit //cg.predictedPlayerState.weapon
|
||||
if (( weaponNum == WP_14 ) ) { //Toolkit //cg.predictedPlayerState.weapon
|
||||
CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_lhand");
|
||||
}
|
||||
else if (( weaponNum == WP_MEDKIT ) ) { //Medkit
|
||||
else if (( weaponNum == WP_11 ) ) { //Medkit
|
||||
CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_torso");
|
||||
}
|
||||
/*else {
|
||||
|
@ -1217,7 +1217,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
|
|||
gun.nonNormalizedAxes = qfalse;
|
||||
}
|
||||
|
||||
if ( weaponNum == WP_COFFEE ) {
|
||||
if ( weaponNum == WP_4 ) {
|
||||
if ( !ps ) {
|
||||
if ( !(!cg.renderingThirdPerson && cent->currentState.clientNum == cg.predictedPlayerState.clientNum) )
|
||||
CG_CoffeeSteam( &gun, weapon, qtrue );
|
||||
|
@ -1232,7 +1232,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
|
|||
// add the spinning barrel
|
||||
//
|
||||
//
|
||||
for (barrelInfo = wpnBarrelData; barrelInfo->giTag != WP_NONE; barrelInfo++)
|
||||
for (barrelInfo = wpnBarrelData; barrelInfo->giTag != WP_0; barrelInfo++)
|
||||
{
|
||||
if (barrelInfo->giTag == weaponNum)
|
||||
{
|
||||
|
@ -1254,7 +1254,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
|
|||
barrel.hModel = weapon->barrelModel[i];
|
||||
angles[YAW] = 0;
|
||||
angles[PITCH] = 0;
|
||||
if ( weaponNum == WP_TR116) {
|
||||
if ( weaponNum == WP_7) {
|
||||
angles[ROLL] = CG_MachinegunSpinAngle( cent );
|
||||
} else {
|
||||
angles[ROLL] = 0;//CG_MachinegunSpinAngle( cent );
|
||||
|
@ -1282,7 +1282,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
|
|||
}
|
||||
|
||||
//Com_Printf("eType: %i, eventParm: %i, weaponNum: %i\n", cent->currentState.eType, cent->currentState.eventParm, weaponNum);
|
||||
if ( weaponNum == WP_COMPRESSION_RIFLE
|
||||
if ( weaponNum == WP_6
|
||||
&&
|
||||
cent->currentState.powerups & ( 1 << PW_FLASHLIGHT )
|
||||
&&
|
||||
|
@ -1322,8 +1322,8 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
|
|||
}
|
||||
|
||||
// add the flash
|
||||
if ( ( weaponNum == WP_PHASER ||
|
||||
weaponNum == WP_DERMAL_REGEN)
|
||||
if ( ( weaponNum == WP_5 ||
|
||||
weaponNum == WP_13)
|
||||
&& ( nonPredictedCent->currentState.eFlags & EF_FIRING ) )
|
||||
{
|
||||
// continuous flash
|
||||
|
@ -1355,11 +1355,11 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
|
|||
AnglesToAxis( angles, flash.axis );
|
||||
|
||||
//TiM - Instead of briefly showing the flash, show it scaling down
|
||||
if (weaponNum != WP_PHASER &&
|
||||
weaponNum != WP_HYPERSPANNER &&
|
||||
weaponNum != WP_DERMAL_REGEN &&
|
||||
!(weaponNum == WP_COMPRESSION_RIFLE && (cent->currentState.eFlags & EF_ALT_FIRING) ) &&
|
||||
!(weaponNum == WP_DISRUPTOR && !(cent->currentState.eFlags & EF_ALT_FIRING) )
|
||||
if (weaponNum != WP_5 &&
|
||||
weaponNum != WP_15 &&
|
||||
weaponNum != WP_13 &&
|
||||
!(weaponNum == WP_6 && (cent->currentState.eFlags & EF_ALT_FIRING) ) &&
|
||||
!(weaponNum == WP_10 && !(cent->currentState.eFlags & EF_ALT_FIRING) )
|
||||
)
|
||||
{
|
||||
float scale;
|
||||
|
@ -1373,13 +1373,13 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
|
|||
|
||||
//TiM - quick hack
|
||||
//jiggle the scale of the phaser rifle on alt fire around
|
||||
if ( (weaponNum == WP_COMPRESSION_RIFLE && (cent->currentState.eFlags & EF_ALT_FIRING))
|
||||
if ( (weaponNum == WP_6 && (cent->currentState.eFlags & EF_ALT_FIRING))
|
||||
||
|
||||
( weaponNum == WP_DISRUPTOR && !(cent->currentState.eFlags & EF_ALT_FIRING)) )
|
||||
( weaponNum == WP_10 && !(cent->currentState.eFlags & EF_ALT_FIRING)) )
|
||||
{
|
||||
float min, max;
|
||||
|
||||
if ( weaponNum == WP_COMPRESSION_RIFLE )
|
||||
if ( weaponNum == WP_6 )
|
||||
{
|
||||
min = 1.3f;
|
||||
max = 1.6f;
|
||||
|
@ -1473,7 +1473,7 @@ void CG_AddViewWeapon( playerState_t *ps ) {
|
|||
return;
|
||||
}
|
||||
|
||||
if ( (cg.zoomed) && (ps->weapon == WP_COMPRESSION_RIFLE) ) { //RPG-X : TiM - People were saying that being able to see the gunsight on the rifle thru the gunsight in zoom mode was weird :P
|
||||
if ( (cg.zoomed) && (ps->weapon == WP_6) ) { //RPG-X : TiM - People were saying that being able to see the gunsight on the rifle thru the gunsight in zoom mode was weird :P
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1607,12 +1607,12 @@ CG_DrawWeaponSelect
|
|||
===================
|
||||
*/
|
||||
|
||||
static int weaponRows[6][3] = { { WP_NULL_HAND, 0, 0 },
|
||||
{ WP_TRICORDER, WP_PADD, WP_COFFEE },
|
||||
{ WP_PHASER, WP_COMPRESSION_RIFLE, WP_TR116 },
|
||||
{ WP_GRENADE_LAUNCHER, WP_QUANTUM_BURST, WP_DISRUPTOR },
|
||||
{ WP_MEDKIT, WP_VOYAGER_HYPO, WP_DERMAL_REGEN },
|
||||
{ WP_TOOLKIT, WP_HYPERSPANNER, 0 } };
|
||||
static int weaponRows[6][3] = { { WP_1, 0, 0 },
|
||||
{ WP_2, WP_3, WP_4 },
|
||||
{ WP_5, WP_6, WP_7 },
|
||||
{ WP_8, WP_9, WP_10 },
|
||||
{ WP_11, WP_12, WP_13 },
|
||||
{ WP_14, WP_15, 0 } };
|
||||
|
||||
void CG_DrawWeaponSelect( void ) {
|
||||
int i, rowCount, cellCount;
|
||||
|
@ -1723,19 +1723,19 @@ static qboolean CG_WeaponSelectable( int i ) {
|
|||
extern int altAmmoUsage[];
|
||||
/*
|
||||
{
|
||||
0, //WP_NONE,
|
||||
2, //WP_PHASER,
|
||||
10, //WP_COMPRESSION_RIFLE,
|
||||
3, //WP_NULL_HAND,
|
||||
5, //WP_COFFEE,
|
||||
1, //WP_DISRUPTOR,
|
||||
1, //WP_GRENADE_LAUNCHER,
|
||||
2, //WP_TR116,
|
||||
2, //WP_QUANTUM_BURST,
|
||||
5 //WP_DERMAL_REGEN,
|
||||
20, //WP_VOYAGER_HYPO,
|
||||
##, //WP_TOOLKIT,
|
||||
##, //WP_MEDKIT,
|
||||
0, //WP_0,
|
||||
2, //WP_5,
|
||||
10, //WP_6,
|
||||
3, //WP_1,
|
||||
5, //WP_4,
|
||||
1, //WP_10,
|
||||
1, //WP_8,
|
||||
2, //WP_7,
|
||||
2, //WP_9,
|
||||
5 //WP_13,
|
||||
20, //WP_12,
|
||||
##, //WP_14,
|
||||
##, //WP_11,
|
||||
|
||||
};
|
||||
*/
|
||||
|
@ -1798,7 +1798,7 @@ void CG_NextWeapon_f( void ) {
|
|||
|
||||
//TiM: Just for the record. Phenix. Enumerated value lists. Look them up. Use them!
|
||||
//Reading this code was really tricky when it didn't have to be >.<
|
||||
//ie 1 = WP_PHASER etc
|
||||
//ie 1 = WP_5 etc
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -1846,12 +1846,12 @@ CG_Weapon_f
|
|||
===============
|
||||
*/
|
||||
/*TiM : Here for reference
|
||||
static int weaponRows[6][3] = { WP_NULL_HAND, 0, 0,
|
||||
WP_TRICORDER, WP_PADD, WP_COFFEE,
|
||||
WP_PHASER, WP_COMPRESSION_RIFLE, WP_TR116,
|
||||
WP_GRENADE_LAUNCHER, WP_QUANTUM_BURST, WP_DISRUPTOR,
|
||||
WP_MEDKIT, WP_VOYAGER_HYPO, WP_DERMAL_REGEN,
|
||||
WP_TOOLKIT, WP_NEUTRINO_PROBE, 0 };*/
|
||||
static int weaponRows[6][3] = { WP_1, 0, 0,
|
||||
WP_2, WP_3, WP_4,
|
||||
WP_5, WP_6, WP_7,
|
||||
WP_8, WP_9, WP_10,
|
||||
WP_11, WP_12, WP_13,
|
||||
WP_14, WP_NEUTRINO_PROBE, 0 };*/
|
||||
|
||||
void CG_Weapon_f( void ) {
|
||||
int num;
|
||||
|
@ -1885,8 +1885,8 @@ void CG_Weapon_f( void ) {
|
|||
|
||||
//Hacky Override: 0 = Null hand no matter what.
|
||||
if (num == 0 ) {
|
||||
if ( bits & ( 1 << WP_NULL_HAND ) ) {
|
||||
cg.weaponSelect = WP_NULL_HAND;
|
||||
if ( bits & ( 1 << WP_1 ) ) {
|
||||
cg.weaponSelect = WP_1;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -1966,7 +1966,7 @@ void CG_Weapon_f( void ) {
|
|||
//weapons we have in sequential order, select the one that corresponds.
|
||||
|
||||
//Start at number 2, skipping null hand. He owns us all
|
||||
/*for ( i = WP_TRICORDER, weaponCount = 0; i < MAX_WEAPONS; i++ ) {
|
||||
/*for ( i = WP_2, weaponCount = 0; i < MAX_WEAPONS; i++ ) {
|
||||
//if we have that weapon
|
||||
if ( bits & ( 1 << i ) ) {
|
||||
weaponCount++;
|
||||
|
@ -2039,7 +2039,7 @@ void CG_FireWeapon( centity_t *cent, qboolean alt_fire ) {
|
|||
//const char *info2;
|
||||
|
||||
ent = ¢->currentState;
|
||||
if ( ent->weapon == WP_NONE || ent->weapon == WP_NULL_HAND ) {
|
||||
if ( ent->weapon == WP_0 || ent->weapon == WP_1 ) {
|
||||
return;
|
||||
}
|
||||
if ( ent->weapon >= WP_NUM_WEAPONS ) {
|
||||
|
@ -2053,12 +2053,12 @@ void CG_FireWeapon( centity_t *cent, qboolean alt_fire ) {
|
|||
cent->muzzleFlashTime = cg.time;
|
||||
|
||||
// lightning gun only does this this on initial press
|
||||
if ( ent->weapon == WP_PHASER /*||
|
||||
ent->weapon == WP_DERMAL_REGEN*/
|
||||
|| ent->weapon == WP_TOOLKIT
|
||||
|| ent->weapon == WP_MEDKIT
|
||||
|| (!(cent->currentState.eFlags & EF_ALT_FIRING) && ent->weapon == WP_DISRUPTOR )
|
||||
|| (cent->currentState.eFlags & EF_ALT_FIRING && ent->weapon == WP_COMPRESSION_RIFLE )
|
||||
if ( ent->weapon == WP_5 /*||
|
||||
ent->weapon == WP_13*/
|
||||
|| ent->weapon == WP_14
|
||||
|| ent->weapon == WP_11
|
||||
|| (!(cent->currentState.eFlags & EF_ALT_FIRING) && ent->weapon == WP_10 )
|
||||
|| (cent->currentState.eFlags & EF_ALT_FIRING && ent->weapon == WP_6 )
|
||||
)
|
||||
{
|
||||
if ( cent->pe.lightningFiring ) {
|
||||
|
@ -2078,7 +2078,7 @@ void CG_FireWeapon( centity_t *cent, qboolean alt_fire ) {
|
|||
if (alt_fire)
|
||||
{
|
||||
//RPG-X: RedTechie - Wrong place for show tris
|
||||
/*if( ent->weapon == WP_TR116 )
|
||||
/*if( ent->weapon == WP_7 )
|
||||
{
|
||||
if(tris_state == 1)
|
||||
tris_state = 0;
|
||||
|
@ -2093,11 +2093,11 @@ void CG_FireWeapon( centity_t *cent, qboolean alt_fire ) {
|
|||
//admin alt hypos no fire coz it grinds my teeth
|
||||
if ( cgs.clientinfo[cg.snap->ps.clientNum].isAdmin/*cgs.clientinfo[cent->currentState.clientNum].pClass == PC_ADMIN*/
|
||||
&&
|
||||
cent->currentState.weapon == WP_VOYAGER_HYPO ) {
|
||||
cent->currentState.weapon == WP_12 ) {
|
||||
return;
|
||||
}
|
||||
|
||||
if(ent->weapon == WP_GRENADE_LAUNCHER){
|
||||
if(ent->weapon == WP_8){
|
||||
if(rpg_tripmines != 1){
|
||||
trap_S_StartSound( NULL, ent->number, CHAN_WEAPON, weap->altFlashSnd );
|
||||
}
|
||||
|
@ -2110,7 +2110,7 @@ void CG_FireWeapon( centity_t *cent, qboolean alt_fire ) {
|
|||
{
|
||||
if ( weap->flashSound )
|
||||
{
|
||||
if(ent->weapon == WP_GRENADE_LAUNCHER){
|
||||
if(ent->weapon == WP_8){
|
||||
if((rpg_effectsgun == 1) || (rpg_tripmines == 1)){
|
||||
return;
|
||||
}else{
|
||||
|
@ -2136,7 +2136,7 @@ void CG_FireSeeker( centity_t *cent )
|
|||
weaponInfo_t *weap;
|
||||
|
||||
ent = ¢->currentState;
|
||||
weap = &cg_weapons[ WP_COFFEE ];
|
||||
weap = &cg_weapons[ WP_4 ];
|
||||
|
||||
trap_S_StartSound( NULL, ent->number, CHAN_WEAPON, weap->flashSound );
|
||||
}
|
||||
|
@ -2179,31 +2179,31 @@ void CG_MissileHitWall( centity_t *cent, int weapon, vec3_t origin, vec3_t dir )
|
|||
|
||||
switch ( weapon ) {
|
||||
default:
|
||||
case WP_PHASER:
|
||||
case WP_5:
|
||||
// no explosion at LG impact, it is added with the beam
|
||||
mark = cgs.media.holeMarkShader;
|
||||
radius = 12;
|
||||
break;
|
||||
case WP_DERMAL_REGEN:
|
||||
case WP_13:
|
||||
// no explosion at LG impact, it is added with the beam
|
||||
mark = cgs.media.holeMarkShader;
|
||||
radius = 12;
|
||||
break;
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_8:
|
||||
FX_GrenadeExplode( origin, dir );
|
||||
return;
|
||||
break;
|
||||
case WP_DISRUPTOR:
|
||||
case WP_10:
|
||||
FX_DisruptorWeaponHitWall( origin, dir, 2 ); //cent->currentState.time2
|
||||
return;
|
||||
break;
|
||||
case WP_NULL_HAND:
|
||||
case WP_1:
|
||||
/*mod = cgs.media.ringFlashModel;
|
||||
shader = cgs.media.imodExplosionShader;
|
||||
mark = cgs.media.energyMarkShader;
|
||||
radius = 24;*/
|
||||
break;
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
case WP_6:
|
||||
//mod = cgs.media.ringFlashModel;
|
||||
//shader = cgs.media.imodExplosionShader;
|
||||
//mark = cgs.media.energyMarkShader;
|
||||
|
@ -2211,11 +2211,11 @@ void CG_MissileHitWall( centity_t *cent, int weapon, vec3_t origin, vec3_t dir )
|
|||
FX_CompressionExplosion( cent->lerpOrigin, origin, dir, qfalse );
|
||||
return;
|
||||
break;
|
||||
case WP_TR116:
|
||||
case WP_7:
|
||||
//FX_TetrionAltHitWall( origin, dir );
|
||||
return;
|
||||
break;
|
||||
/* case WP_COFFEE:
|
||||
/* case WP_4:
|
||||
if (cent->currentState.eFlags & EF_ALT_FIRING)
|
||||
{
|
||||
FX_ScavengerAltExplode( origin, dir );
|
||||
|
@ -2226,7 +2226,7 @@ void CG_MissileHitWall( centity_t *cent, int weapon, vec3_t origin, vec3_t dir )
|
|||
}
|
||||
return;
|
||||
break;*/
|
||||
/* case WP_MEDKIT:
|
||||
/* case WP_11:
|
||||
if ( !( cent->currentState.eFlags & EF_ALT_FIRING ))
|
||||
{
|
||||
FX_BorgWeaponHitWall( origin, dir );
|
||||
|
@ -2234,7 +2234,7 @@ void CG_MissileHitWall( centity_t *cent, int weapon, vec3_t origin, vec3_t dir )
|
|||
return;
|
||||
break;*/
|
||||
|
||||
case WP_QUANTUM_BURST:
|
||||
case WP_9:
|
||||
if ( cent->currentState.eFlags & EF_ALT_FIRING )
|
||||
{
|
||||
FX_QuantumAltHitWall( origin, dir );
|
||||
|
@ -2303,7 +2303,7 @@ void CG_BounceEffect( centity_t *cent, int weapon, vec3_t origin, vec3_t normal
|
|||
|
||||
switch( weapon )
|
||||
{
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_8:
|
||||
info = CG_ConfigString( CS_SERVERINFO );
|
||||
rpg_tripmines = atoi( Info_ValueForKey( info, "rpg_invisibletripmines" ) );
|
||||
if(rpg_tripmines != 1){
|
||||
|
@ -2315,7 +2315,7 @@ void CG_BounceEffect( centity_t *cent, int weapon, vec3_t origin, vec3_t normal
|
|||
}
|
||||
break;
|
||||
|
||||
case WP_TR116:
|
||||
case WP_7:
|
||||
//trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, trap_S_RegisterSound ( va(SOUND_DIR "tetrion/ricochet%d.wav", irandom(1, 3)) ) );
|
||||
//FX_TetrionRicochet( origin, normal );
|
||||
break;
|
||||
|
@ -2491,12 +2491,12 @@ void CG_PlayShooterSound(centity_t *cent) {
|
|||
weap = &cg_weapons[cent->currentState.eventParm];
|
||||
|
||||
switch(cent->currentState.eventParm) {
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_QUANTUM_BURST:
|
||||
case WP_6:
|
||||
case WP_8:
|
||||
case WP_9:
|
||||
trap_S_StartSound(cent->currentState.origin, cent->currentState.number, CHAN_VOICE, weap->flashSound);
|
||||
break;
|
||||
case WP_DISRUPTOR:
|
||||
case WP_10:
|
||||
trap_S_StartSound(cent->currentState.origin, cent->currentState.number, CHAN_VOICE, weap->altFlashSnd);
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -147,7 +147,7 @@ void FX_CompressionExplosion( vec3_t start, vec3_t origin, vec3_t normal, qboole
|
|||
vec3_t hitpos;
|
||||
float scale, dscale;
|
||||
int i, j, numSparks;
|
||||
weaponInfo_t *weaponInfo = &cg_weapons[WP_COMPRESSION_RIFLE];
|
||||
weaponInfo_t *weaponInfo = &cg_weapons[WP_6];
|
||||
float distance;
|
||||
|
||||
vec3_t color = {0.7, 0.43, 0.44};
|
||||
|
|
|
@ -95,7 +95,7 @@ void FX_DisruptorWeaponHitWall( vec3_t origin, vec3_t dir, int size )
|
|||
{
|
||||
vec3_t vel, /*accel,*/ hitpos, direction, org;
|
||||
//int i, t;
|
||||
weaponInfo_t *weaponInfo = &cg_weapons[WP_DISRUPTOR];
|
||||
weaponInfo_t *weaponInfo = &cg_weapons[WP_10];
|
||||
|
||||
CG_InitLensFlare( origin,
|
||||
375, 375,
|
||||
|
|
|
@ -195,7 +195,7 @@ void FX_GrenadeShrapnelExplode( vec3_t origin, vec3_t norm )
|
|||
|
||||
qboolean GrenadeBeep(localEntity_t *le)
|
||||
{
|
||||
weaponInfo_t *weaponInfo = &cg_weapons[WP_GRENADE_LAUNCHER];
|
||||
weaponInfo_t *weaponInfo = &cg_weapons[WP_8];
|
||||
|
||||
trap_S_StartSound(le->refEntity.origin, ENTITYNUM_WORLD, CHAN_AUTO, weaponInfo->altHitSound);
|
||||
return qtrue;
|
||||
|
@ -254,7 +254,7 @@ void FX_fxfunc_Explosion( vec3_t start, vec3_t origin, vec3_t normal )
|
|||
// trace_t trace;
|
||||
float scale, dscale;
|
||||
int i, j, numSparks;
|
||||
//weaponInfo_t *weaponInfo = &cg_weapons[WP_COMPRESSION_RIFLE];
|
||||
//weaponInfo_t *weaponInfo = &cg_weapons[WP_6];
|
||||
//float scale, dscale;
|
||||
// int s;
|
||||
// vec3_t new_org;
|
||||
|
|
|
@ -111,7 +111,7 @@ void FX_QuantumHitWall( vec3_t origin, vec3_t normal )
|
|||
vec3_t vel;
|
||||
float scale;
|
||||
int i;
|
||||
weaponInfo_t *weaponInfo = &cg_weapons[WP_QUANTUM_BURST];
|
||||
weaponInfo_t *weaponInfo = &cg_weapons[WP_9];
|
||||
|
||||
CG_InitLensFlare( origin,
|
||||
400, 400,
|
||||
|
@ -191,7 +191,7 @@ void FX_QuantumAltHitWall( vec3_t origin, vec3_t normal )
|
|||
float scale;
|
||||
int i;
|
||||
vec3_t RGB={1.0, 0.6, 0.3}, RGB2={1.0, 0.3, 0.0};
|
||||
weaponInfo_t *weaponInfo = &cg_weapons[WP_QUANTUM_BURST];
|
||||
weaponInfo_t *weaponInfo = &cg_weapons[WP_9];
|
||||
|
||||
CG_InitLensFlare( origin,
|
||||
500, 500,
|
||||
|
|
|
@ -574,26 +574,26 @@ void BotUpdateInventory(bot_state_t *bs) {
|
|||
bs->inventory[INVENTORY_ARMOR] = bs->cur_ps.stats[STAT_ARMOR];
|
||||
|
||||
//weapons
|
||||
bs->inventory[INVENTORY_GRENADELAUNCHER] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_GRENADE_LAUNCHER)) != 0;
|
||||
bs->inventory[INVENTORY_STASIS] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_DISRUPTOR)) != 0;
|
||||
bs->inventory[INVENTORY_PHASER] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_PHASER)) != 0;
|
||||
bs->inventory[INVENTORY_DREADNOUGHT] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_DERMAL_REGEN)) != 0;
|
||||
bs->inventory[INVENTORY_IMOD] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_NULL_HAND)) != 0;
|
||||
bs->inventory[INVENTORY_COMPRESSION] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_COMPRESSION_RIFLE)) != 0;
|
||||
bs->inventory[INVENTORY_TETRION] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_TR116)) != 0;
|
||||
bs->inventory[INVENTORY_SCAVENGER] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_COFFEE)) != 0;
|
||||
bs->inventory[INVENTORY_QUANTUM] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_QUANTUM_BURST)) != 0;
|
||||
bs->inventory[INVENTORY_GRENADELAUNCHER] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_8)) != 0;
|
||||
bs->inventory[INVENTORY_STASIS] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_10)) != 0;
|
||||
bs->inventory[INVENTORY_PHASER] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_5)) != 0;
|
||||
bs->inventory[INVENTORY_DREADNOUGHT] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_13)) != 0;
|
||||
bs->inventory[INVENTORY_IMOD] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_1)) != 0;
|
||||
bs->inventory[INVENTORY_COMPRESSION] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_6)) != 0;
|
||||
bs->inventory[INVENTORY_TETRION] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_7)) != 0;
|
||||
bs->inventory[INVENTORY_SCAVENGER] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_4)) != 0;
|
||||
bs->inventory[INVENTORY_QUANTUM] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_9)) != 0;
|
||||
|
||||
//ammo
|
||||
bs->inventory[INVENTORY_GRENADES] = bs->cur_ps.ammo[WP_GRENADE_LAUNCHER];
|
||||
bs->inventory[INVENTORY_STASISAMMO] = bs->cur_ps.ammo[WP_DISRUPTOR];
|
||||
bs->inventory[INVENTORY_PHASERAMMO] = bs->cur_ps.ammo[WP_PHASER];
|
||||
bs->inventory[INVENTORY_DREADNOUGHTAMMO] = bs->cur_ps.ammo[WP_DERMAL_REGEN];
|
||||
bs->inventory[INVENTORY_IMODAMMO] = bs->cur_ps.ammo[WP_NULL_HAND];
|
||||
bs->inventory[INVENTORY_COMPRESSIONAMMO] = bs->cur_ps.ammo[WP_COMPRESSION_RIFLE];
|
||||
bs->inventory[INVENTORY_TETRIONAMMO] = bs->cur_ps.ammo[WP_TR116];
|
||||
bs->inventory[INVENTORY_SCAVENGERAMMO] = bs->cur_ps.ammo[WP_COFFEE];
|
||||
bs->inventory[INVENTORY_QUANTUMAMMO] = bs->cur_ps.ammo[WP_QUANTUM_BURST];
|
||||
bs->inventory[INVENTORY_GRENADES] = bs->cur_ps.ammo[WP_8];
|
||||
bs->inventory[INVENTORY_STASISAMMO] = bs->cur_ps.ammo[WP_10];
|
||||
bs->inventory[INVENTORY_PHASERAMMO] = bs->cur_ps.ammo[WP_5];
|
||||
bs->inventory[INVENTORY_DREADNOUGHTAMMO] = bs->cur_ps.ammo[WP_13];
|
||||
bs->inventory[INVENTORY_IMODAMMO] = bs->cur_ps.ammo[WP_1];
|
||||
bs->inventory[INVENTORY_COMPRESSIONAMMO] = bs->cur_ps.ammo[WP_6];
|
||||
bs->inventory[INVENTORY_TETRIONAMMO] = bs->cur_ps.ammo[WP_7];
|
||||
bs->inventory[INVENTORY_SCAVENGERAMMO] = bs->cur_ps.ammo[WP_4];
|
||||
bs->inventory[INVENTORY_QUANTUMAMMO] = bs->cur_ps.ammo[WP_9];
|
||||
|
||||
//powerups
|
||||
bs->inventory[INVENTORY_HEALTH] = bs->cur_ps.stats[STAT_HEALTH];
|
||||
|
@ -1248,7 +1248,7 @@ bot_moveresult_t BotAttackMove(bot_state_t *bs, int tfl) {
|
|||
}
|
||||
|
||||
//if using assimilator or alt-fire hypo...
|
||||
if ( bs->weaponnum == WP_TOOLKIT || bs->weaponnum == (WP_VOYAGER_HYPO+WP_NUM_WEAPONS) )
|
||||
if ( bs->weaponnum == WP_14 || bs->weaponnum == (WP_12+WP_NUM_WEAPONS) )
|
||||
{//get real close
|
||||
attack_dist = 16;
|
||||
attack_range = 16;
|
||||
|
@ -1647,34 +1647,34 @@ void BotAimAtEnemy(bot_state_t *bs) {
|
|||
trap_BotGetWeaponInfo(bs->ws, bs->weaponnum, &wi);
|
||||
//get the weapon specific aim accuracy and or aim skill
|
||||
|
||||
if (wi.number == WP_GRENADE_LAUNCHER) {
|
||||
if (wi.number == WP_8) {
|
||||
aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_GRENADELAUNCHER, 0, 1);
|
||||
aim_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_SKILL_GRENADELAUNCHER, 0, 1);
|
||||
}
|
||||
if (wi.number == WP_DISRUPTOR) {
|
||||
if (wi.number == WP_10) {
|
||||
aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_STASIS, 0, 1);
|
||||
aim_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_SKILL_STASIS, 0, 1);
|
||||
}
|
||||
if (wi.number == WP_PHASER) {
|
||||
if (wi.number == WP_5) {
|
||||
aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_PHASER, 0, 1);
|
||||
}
|
||||
if (wi.number == WP_NULL_HAND) {
|
||||
if (wi.number == WP_1) {
|
||||
aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_IMOD, 0, 1);
|
||||
}
|
||||
if (wi.number == WP_COMPRESSION_RIFLE) {
|
||||
if (wi.number == WP_6) {
|
||||
aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_COMPRESSION, 0, 1);
|
||||
}
|
||||
if (wi.number == WP_TR116) {
|
||||
if (wi.number == WP_7) {
|
||||
aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_TETRION, 0, 1);
|
||||
}
|
||||
if (wi.number == WP_DERMAL_REGEN) {
|
||||
if (wi.number == WP_13) {
|
||||
aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_DREADNOUGHT, 0, 1);
|
||||
}
|
||||
if (wi.number == WP_QUANTUM_BURST) {
|
||||
if (wi.number == WP_9) {
|
||||
aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_QUANTUM, 0, 1);
|
||||
aim_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_SKILL_QUANTUM, 0, 1);
|
||||
}
|
||||
if (wi.number == WP_COFFEE) {
|
||||
if (wi.number == WP_4) {
|
||||
aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_SCAVENGER, 0, 1);
|
||||
}
|
||||
|
||||
|
@ -1822,8 +1822,8 @@ void BotAimAtEnemy(bot_state_t *bs) {
|
|||
//if the bot is skilled anough
|
||||
if (aim_skill > 0.5) {
|
||||
//do prediction shots around corners
|
||||
if (wi.number == WP_DISRUPTOR ||
|
||||
wi.number == WP_GRENADE_LAUNCHER)
|
||||
if (wi.number == WP_10 ||
|
||||
wi.number == WP_8)
|
||||
{
|
||||
//create the chase goal
|
||||
goal.entitynum = bs->client;
|
||||
|
@ -1854,8 +1854,8 @@ void BotAimAtEnemy(bot_state_t *bs) {
|
|||
//get aim direction
|
||||
VectorSubtract(bestorigin, bs->eye, dir);
|
||||
// kef -- fixme. i'm guessing this is listing all of the instant-hit weapons?
|
||||
if (wi.number == WP_PHASER ||
|
||||
wi.number == WP_NULL_HAND) {
|
||||
if (wi.number == WP_5 ||
|
||||
wi.number == WP_1) {
|
||||
//distance towards the enemy
|
||||
dist = VectorLength(dir);
|
||||
if (dist > 150) dist = 150;
|
||||
|
|
110
game/bg_misc.c
110
game/bg_misc.c
|
@ -32,29 +32,29 @@ char races[256];
|
|||
*/
|
||||
int Max_Ammo[WP_NUM_WEAPONS] =
|
||||
{
|
||||
0, // WP_NONE,
|
||||
0, // WP_0,
|
||||
|
||||
5, // WP_NULL_HAND
|
||||
5, // WP_1
|
||||
|
||||
5, // WP_TRICORDER,
|
||||
5, // WP_PADD,
|
||||
5, // WP_COFFEE,
|
||||
5, // WP_2,
|
||||
5, // WP_3,
|
||||
5, // WP_4,
|
||||
|
||||
5, // WP_PHASER, !! this should match PHASER_AMMO_MAX defined in bg_public
|
||||
5, // WP_COMPRESSION_RIFLE,
|
||||
5, // WP_TR116,
|
||||
5, // WP_GRENADE_LAUNCHER,
|
||||
5, // WP_QUANTUM_BURST,
|
||||
5, // WP_DISRUPTOR,
|
||||
5, // WP_5, !! this should match PHASER_AMMO_MAX defined in bg_public
|
||||
5, // WP_6,
|
||||
5, // WP_7,
|
||||
5, // WP_8,
|
||||
5, // WP_9,
|
||||
5, // WP_10,
|
||||
|
||||
5, // WP_MEDKIT,
|
||||
5, // WP_VOYAGER_HYPO,
|
||||
5, // WP_DERMAL_REGEN
|
||||
5, // WP_11,
|
||||
5, // WP_12,
|
||||
5, // WP_13
|
||||
|
||||
5, // WP_TOOLKIT,
|
||||
5, // WP_14,
|
||||
5, // WP_NEUTRINO_PROBE,
|
||||
|
||||
//64 // WP_TR116
|
||||
//64 // WP_7
|
||||
};
|
||||
|
||||
/*QUAKED item_***** ( 0 0 0 ) (-16 -16 -16) (16 16 16) suspended
|
||||
|
@ -93,7 +93,7 @@ gitem_t bg_itemlist[] =
|
|||
* WEAPONS
|
||||
*/
|
||||
|
||||
/* WP_NULL_HAND */
|
||||
/* WP_1 */
|
||||
/*QUAKED weapon_imod (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
||||
*/
|
||||
{
|
||||
|
@ -105,7 +105,7 @@ gitem_t bg_itemlist[] =
|
|||
" ", /* pickup */
|
||||
AMMO_IMOD_CLIP,
|
||||
IT_WEAPON,
|
||||
WP_NULL_HAND,
|
||||
WP_1,
|
||||
"", /* precache */
|
||||
"" /* sounds */
|
||||
},
|
||||
|
@ -122,7 +122,7 @@ gitem_t bg_itemlist[] =
|
|||
"Tricorder", /* pickup */
|
||||
AMMO_PHASER_CLIP,
|
||||
IT_WEAPON,
|
||||
WP_TRICORDER,
|
||||
WP_2,
|
||||
"", /* precache */
|
||||
"" /* sounds */
|
||||
},
|
||||
|
@ -138,7 +138,7 @@ gitem_t bg_itemlist[] =
|
|||
"Padd", /* pickup */
|
||||
AMMO_PHASER_CLIP,
|
||||
IT_WEAPON,
|
||||
WP_PADD,
|
||||
WP_3,
|
||||
"", /* precache */
|
||||
"", /* sounds */
|
||||
},
|
||||
|
@ -154,7 +154,7 @@ gitem_t bg_itemlist[] =
|
|||
"Coffee, Black", /* pickup */
|
||||
AMMO_SCAVENGER_CLIP,
|
||||
IT_WEAPON,
|
||||
WP_COFFEE,
|
||||
WP_4,
|
||||
"", /* precache */
|
||||
"" /* sounds */
|
||||
},
|
||||
|
@ -170,7 +170,7 @@ gitem_t bg_itemlist[] =
|
|||
"Phaser", /* pickup */
|
||||
AMMO_PHASER_CLIP,
|
||||
IT_WEAPON,
|
||||
WP_PHASER,
|
||||
WP_5,
|
||||
"", /* precache */
|
||||
"" /* sounds */
|
||||
},
|
||||
|
@ -186,7 +186,7 @@ gitem_t bg_itemlist[] =
|
|||
/* pickup */ "Phaser Compression Rifle",
|
||||
AMMO_COMPRESSION_CLIP,
|
||||
IT_WEAPON,
|
||||
WP_COMPRESSION_RIFLE,
|
||||
WP_6,
|
||||
/* precache */ "",
|
||||
/* sounds */ ""
|
||||
},
|
||||
|
@ -202,7 +202,7 @@ gitem_t bg_itemlist[] =
|
|||
/* pickup */ "TR-116",
|
||||
AMMO_TETRION_CLIP,
|
||||
IT_WEAPON,
|
||||
WP_TR116,
|
||||
WP_7,
|
||||
/* precache */ "",
|
||||
/* sounds */ ""
|
||||
},
|
||||
|
@ -218,7 +218,7 @@ gitem_t bg_itemlist[] =
|
|||
/* pickup */ "Compound Grenade Launcher",
|
||||
AMMO_GRENADE_CLIP,
|
||||
IT_WEAPON,
|
||||
WP_GRENADE_LAUNCHER,
|
||||
WP_8,
|
||||
/* precache */ "",
|
||||
/* sounds */ "sound/weapons/glauncher/bounce1.wav sound/weapons/glauncher/bounce2.wav"
|
||||
},
|
||||
|
@ -234,7 +234,7 @@ gitem_t bg_itemlist[] =
|
|||
/* pickup */ "Photon Burst",
|
||||
AMMO_QUANTUM_CLIP,
|
||||
IT_WEAPON,
|
||||
WP_QUANTUM_BURST,
|
||||
WP_9,
|
||||
/* precache */ "",
|
||||
/* sounds */ ""
|
||||
},
|
||||
|
@ -250,7 +250,7 @@ gitem_t bg_itemlist[] =
|
|||
/* pickup */ "Disruptor",
|
||||
AMMO_STASIS_CLIP,
|
||||
IT_WEAPON,
|
||||
WP_DISRUPTOR,
|
||||
WP_10,
|
||||
/* precache */ "",
|
||||
/* sounds */ ""
|
||||
},
|
||||
|
@ -266,7 +266,7 @@ gitem_t bg_itemlist[] =
|
|||
/* pickup */ "Medkit",
|
||||
AMMO_PHASER_CLIP,
|
||||
IT_WEAPON,
|
||||
WP_MEDKIT,
|
||||
WP_11,
|
||||
/* precache */ "",
|
||||
/* sounds */ ""
|
||||
},
|
||||
|
@ -282,7 +282,7 @@ gitem_t bg_itemlist[] =
|
|||
/* pickup */ "Hypo",
|
||||
AMMO_PHASER_CLIP,
|
||||
IT_WEAPON,
|
||||
WP_VOYAGER_HYPO,
|
||||
WP_12,
|
||||
/* precache */ "",
|
||||
/* sounds */ ""
|
||||
},
|
||||
|
@ -298,7 +298,7 @@ gitem_t bg_itemlist[] =
|
|||
/* pickup */ "Dermal Regenerator",
|
||||
AMMO_DREADNOUGHT_CLIP,
|
||||
IT_WEAPON,
|
||||
WP_DERMAL_REGEN,
|
||||
WP_13,
|
||||
/* precache */ "",
|
||||
/* sounds */ ""
|
||||
},
|
||||
|
@ -314,7 +314,7 @@ gitem_t bg_itemlist[] =
|
|||
/* pickup */ "Toolkit",
|
||||
AMMO_PHASER_CLIP,
|
||||
IT_WEAPON,
|
||||
WP_TOOLKIT,
|
||||
WP_14,
|
||||
/* precache */ "",
|
||||
/* sounds */ ""
|
||||
},
|
||||
|
@ -330,7 +330,7 @@ gitem_t bg_itemlist[] =
|
|||
/* pickup */ "Hyperspanner",
|
||||
AMMO_PHASER_CLIP,
|
||||
IT_WEAPON,
|
||||
WP_HYPERSPANNER,
|
||||
WP_15,
|
||||
/* precache */ "",
|
||||
/* sounds */ ""
|
||||
},
|
||||
|
@ -351,7 +351,7 @@ gitem_t bg_itemlist[] =
|
|||
/* pickup */ "Phaser Compression Rifle Ammo",
|
||||
AMMO_COMPRESSION_CLIP,
|
||||
IT_AMMO,
|
||||
WP_COMPRESSION_RIFLE,
|
||||
WP_6,
|
||||
/* precache */ "",
|
||||
/* sounds */ ""
|
||||
},
|
||||
|
@ -368,7 +368,7 @@ gitem_t bg_itemlist[] =
|
|||
/* pickup */ "I-MOD Ammo",
|
||||
AMMO_IMOD_CLIP,
|
||||
IT_AMMO,
|
||||
WP_NULL_HAND,
|
||||
WP_1,
|
||||
/* precache */ "",
|
||||
/* sounds */ ""
|
||||
},
|
||||
|
@ -385,7 +385,7 @@ gitem_t bg_itemlist[] =
|
|||
/* pickup */ "Scavenger Weapon Ammo",
|
||||
AMMO_SCAVENGER_CLIP,
|
||||
IT_AMMO,
|
||||
WP_COFFEE,
|
||||
WP_4,
|
||||
/* precache */ "",
|
||||
/* sounds */ ""
|
||||
},
|
||||
|
@ -402,7 +402,7 @@ gitem_t bg_itemlist[] =
|
|||
/* pickup */ "Stasis Weapon Ammo",
|
||||
AMMO_STASIS_CLIP,
|
||||
IT_AMMO,
|
||||
WP_DISRUPTOR,
|
||||
WP_10,
|
||||
/* precache */ "",
|
||||
/* sounds */ ""
|
||||
},
|
||||
|
@ -419,7 +419,7 @@ gitem_t bg_itemlist[] =
|
|||
/* pickup */ "Compound Grenade Launcher Ammo",
|
||||
AMMO_GRENADE_CLIP,
|
||||
IT_AMMO,
|
||||
WP_GRENADE_LAUNCHER,
|
||||
WP_8,
|
||||
/* precache */ "",
|
||||
/* sounds */ ""
|
||||
},
|
||||
|
@ -436,7 +436,7 @@ gitem_t bg_itemlist[] =
|
|||
/* pickup */ "Tetryon Pulse Disruptor Ammo",
|
||||
AMMO_TETRION_CLIP,
|
||||
IT_AMMO,
|
||||
WP_TR116,
|
||||
WP_7,
|
||||
/* precache */ "",
|
||||
/* sounds */ ""
|
||||
},
|
||||
|
@ -453,7 +453,7 @@ gitem_t bg_itemlist[] =
|
|||
/* pickup */ "Photon Burst Ammo",
|
||||
AMMO_QUANTUM_CLIP,
|
||||
IT_AMMO,
|
||||
WP_QUANTUM_BURST,
|
||||
WP_9,
|
||||
/* precache */ "",
|
||||
/* sounds */ ""
|
||||
},
|
||||
|
@ -470,7 +470,7 @@ gitem_t bg_itemlist[] =
|
|||
/* pickup */ "Dermal Regenerator Ammo",
|
||||
AMMO_DREADNOUGHT_CLIP,
|
||||
IT_AMMO,
|
||||
WP_DERMAL_REGEN,
|
||||
WP_13,
|
||||
/* precache */ "",
|
||||
/* sounds */ ""
|
||||
},
|
||||
|
@ -939,21 +939,21 @@ giveItem_t bg_giveItem[] = {
|
|||
{ "ammo", TYPE_AMMO, 0 },
|
||||
{ "transporter", TYPE_HOLDABLE, HI_TRANSPORTER },
|
||||
{ "forcefield", TYPE_HOLDABLE, HI_SHIELD },
|
||||
{ "phaser", TYPE_WEAPON, WP_PHASER },
|
||||
{ "phaser_rifle", TYPE_WEAPON, WP_COMPRESSION_RIFLE },
|
||||
{ "coffee", TYPE_WEAPON, WP_COFFEE },
|
||||
{ "disruptor", TYPE_WEAPON, WP_DISRUPTOR },
|
||||
{ "coffee", TYPE_WEAPON, WP_COFFEE },
|
||||
{ "admin_gun", TYPE_WEAPON, WP_GRENADE_LAUNCHER },
|
||||
{ "tr-116", TYPE_WEAPON, WP_TR116 },
|
||||
{ "photon_burst", TYPE_WEAPON, WP_QUANTUM_BURST },
|
||||
{ "dermal_regen", TYPE_WEAPON, WP_DERMAL_REGEN },
|
||||
{ "hypospray", TYPE_WEAPON, WP_VOYAGER_HYPO },
|
||||
{ "toolkit", TYPE_WEAPON, WP_TOOLKIT },
|
||||
{ "medkit", TYPE_WEAPON, WP_MEDKIT },
|
||||
{ "tricorder", TYPE_WEAPON, WP_TRICORDER },
|
||||
{ "padd", TYPE_WEAPON, WP_PADD },
|
||||
{ "hyperspanner", TYPE_WEAPON, WP_HYPERSPANNER },
|
||||
{ "phaser", TYPE_WEAPON, WP_5 },
|
||||
{ "phaser_rifle", TYPE_WEAPON, WP_6 },
|
||||
{ "coffee", TYPE_WEAPON, WP_4 },
|
||||
{ "disruptor", TYPE_WEAPON, WP_10 },
|
||||
{ "coffee", TYPE_WEAPON, WP_4 },
|
||||
{ "admin_gun", TYPE_WEAPON, WP_8 },
|
||||
{ "tr-116", TYPE_WEAPON, WP_7 },
|
||||
{ "photon_burst", TYPE_WEAPON, WP_9 },
|
||||
{ "dermal_regen", TYPE_WEAPON, WP_13 },
|
||||
{ "hypospray", TYPE_WEAPON, WP_12 },
|
||||
{ "toolkit", TYPE_WEAPON, WP_14 },
|
||||
{ "medkit", TYPE_WEAPON, WP_11 },
|
||||
{ "tricorder", TYPE_WEAPON, WP_2 },
|
||||
{ "padd", TYPE_WEAPON, WP_3 },
|
||||
{ "hyperspanner", TYPE_WEAPON, WP_15 },
|
||||
{ "cloak", TYPE_POWERUP, 0 },
|
||||
{ "flight", TYPE_POWERUP, 0 },
|
||||
{ "god", TYPE_POWERUP, 0 }
|
||||
|
|
310
game/bg_pmove.c
310
game/bg_pmove.c
|
@ -108,10 +108,10 @@ extern vmCvar_t rpg_altTricorderDelay;
|
|||
*/
|
||||
qboolean PM_Holding2HandedWeapon ( void ) {
|
||||
switch (pm->ps->weapon) {
|
||||
case WP_TR116:
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_QUANTUM_BURST:
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
case WP_7:
|
||||
case WP_8:
|
||||
case WP_9:
|
||||
case WP_6:
|
||||
return qtrue;
|
||||
}
|
||||
return qfalse;
|
||||
|
@ -178,11 +178,11 @@ qboolean PM_PlayerIdling ( int torsoAnim, int legsAnim ) {
|
|||
*/
|
||||
qboolean PM_HoldingLoopableWeapon ( void ) {
|
||||
switch (pm->ps->weapon) {
|
||||
case WP_DERMAL_REGEN:
|
||||
case WP_TRICORDER:
|
||||
case WP_PADD:
|
||||
case WP_MEDKIT:
|
||||
case WP_COFFEE:
|
||||
case WP_13:
|
||||
case WP_2:
|
||||
case WP_3:
|
||||
case WP_11:
|
||||
case WP_4:
|
||||
return qtrue;
|
||||
}
|
||||
return qfalse;
|
||||
|
@ -197,11 +197,11 @@ qboolean PM_HoldingLoopableWeapon ( void ) {
|
|||
*/
|
||||
qboolean PM_HoldingSpillableWeapon( void ) {
|
||||
switch ( pm->ps->weapon ) {
|
||||
case WP_COFFEE:
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
case WP_QUANTUM_BURST:
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_TR116:
|
||||
case WP_4:
|
||||
case WP_6:
|
||||
case WP_9:
|
||||
case WP_8:
|
||||
case WP_7:
|
||||
return qtrue;
|
||||
}
|
||||
return qfalse;
|
||||
|
@ -274,9 +274,9 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
case ANIM_CROUCH:
|
||||
//2 handed weapon - "heavy"
|
||||
switch (weapon) {
|
||||
case WP_TR116:
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_QUANTUM_BURST:
|
||||
case WP_7:
|
||||
case WP_8:
|
||||
case WP_9:
|
||||
if ( ps->pm_flags & ANIM_ALERT2 && upper )
|
||||
return TORSO_WEAPONREADY2;
|
||||
else if (upper)
|
||||
|
@ -285,8 +285,8 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
return LEGS_KNEEL1;
|
||||
break;
|
||||
//2 handed weapon - "light"
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
//case WP_TR116:
|
||||
case WP_6:
|
||||
//case WP_7:
|
||||
if ( ps->pm_flags & ANIM_ALERT && upper )
|
||||
return BOTH_STAND2;
|
||||
else if (upper)
|
||||
|
@ -295,14 +295,14 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
return LEGS_KNEEL1;
|
||||
break;
|
||||
//1 handed weapon - "phaser"
|
||||
case WP_PHASER:
|
||||
case WP_DISRUPTOR:
|
||||
case WP_5:
|
||||
case WP_10:
|
||||
if ( upper )
|
||||
return TORSO_WEAPONPOSE1;
|
||||
else
|
||||
return BOTH_CROUCH1IDLE;
|
||||
break;
|
||||
case WP_COFFEE:
|
||||
case WP_4:
|
||||
if (upper)
|
||||
return TORSO_COFFEE;
|
||||
//break;
|
||||
|
@ -317,10 +317,10 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
case ANIM_IDLE:
|
||||
//2 handed weapon - "heavy"
|
||||
switch (weapon) {
|
||||
//case WP_TR116:
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_QUANTUM_BURST:
|
||||
case WP_TR116:
|
||||
//case WP_7:
|
||||
case WP_8:
|
||||
case WP_9:
|
||||
case WP_7:
|
||||
if (injured)
|
||||
return BOTH_INJURED4;
|
||||
else
|
||||
|
@ -339,7 +339,7 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
}
|
||||
break;
|
||||
//2 handed weapon - "light"
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
case WP_6:
|
||||
if (injured)
|
||||
return BOTH_INJURED4;
|
||||
else
|
||||
|
@ -358,8 +358,8 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
}
|
||||
break;
|
||||
//1 handed weapon - "phaser"
|
||||
case WP_PHASER:
|
||||
case WP_DISRUPTOR:
|
||||
case WP_5:
|
||||
case WP_10:
|
||||
if (injured)
|
||||
return BOTH_INJURED4;
|
||||
else {
|
||||
|
@ -372,7 +372,7 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
}
|
||||
break;
|
||||
//Generic tools - "everything else"
|
||||
case WP_COFFEE:
|
||||
case WP_4:
|
||||
if (upper)
|
||||
return TORSO_COFFEE;
|
||||
else
|
||||
|
@ -391,17 +391,17 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
case ANIM_ATTACK:
|
||||
//2 handed weapon - "heavy"
|
||||
switch (weapon) {
|
||||
//case WP_TR116:
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_QUANTUM_BURST:
|
||||
case WP_TR116:
|
||||
//case WP_7:
|
||||
case WP_8:
|
||||
case WP_9:
|
||||
case WP_7:
|
||||
if ( ps->pm_flags & ANIM_ALERT2 )
|
||||
return BOTH_ATTACK2;
|
||||
else
|
||||
return BOTH_ATTACK3;
|
||||
break;
|
||||
//2 handed weapon - "light"
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
case WP_6:
|
||||
if ( ps->pm_flags & ANIM_ALERT2 )
|
||||
return BOTH_ATTACK2;
|
||||
else
|
||||
|
@ -413,24 +413,24 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
}
|
||||
break;
|
||||
//1 handed weapon - "phaser"
|
||||
case WP_PHASER:
|
||||
case WP_DISRUPTOR:
|
||||
case WP_HYPERSPANNER:
|
||||
case WP_DERMAL_REGEN:
|
||||
case WP_5:
|
||||
case WP_10:
|
||||
case WP_15:
|
||||
case WP_13:
|
||||
if (upper)
|
||||
return TORSO_WEAPONREADY1;
|
||||
else
|
||||
return BOTH_STAND1;
|
||||
break;
|
||||
//Other Tools "padd"
|
||||
case WP_PADD:
|
||||
case WP_3:
|
||||
if (upper)
|
||||
return TORSO_PADD1;
|
||||
else
|
||||
return BOTH_STAND1;
|
||||
break;
|
||||
//Other Tools "tricorder"
|
||||
case WP_TRICORDER:
|
||||
case WP_2:
|
||||
if (upper)
|
||||
{
|
||||
if ( !pm->medic )
|
||||
|
@ -442,26 +442,26 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
return BOTH_STAND1;
|
||||
break;
|
||||
//Other: "Medkit"
|
||||
case WP_MEDKIT:
|
||||
case WP_11:
|
||||
if (upper)
|
||||
return TORSO_ACTIVATEMEDKIT1;
|
||||
else
|
||||
return BOTH_STAND1;
|
||||
break;
|
||||
//Other: "Hypo
|
||||
case WP_VOYAGER_HYPO:
|
||||
case WP_12:
|
||||
if (upper)
|
||||
//return TORSO_HYPOSPRAY1;
|
||||
return TORSO_HYPO1;
|
||||
else
|
||||
return BOTH_STAND1;
|
||||
//Other: "Toolkit"
|
||||
/*case WP_TOOLKIT:
|
||||
/*case WP_14:
|
||||
//Return nothing.
|
||||
//A bit hacky, but the engine accepts it :P
|
||||
break;*/
|
||||
//Other Tools "everything else"
|
||||
/*case WP_NULL_HAND:
|
||||
/*case WP_1:
|
||||
switch(rand()%13)
|
||||
{
|
||||
case 0: return TORSO_HANDGESTURE1;
|
||||
|
@ -479,7 +479,7 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
case 12: return TORSO_HANDGESTURE13;
|
||||
}
|
||||
break;*/
|
||||
case WP_COFFEE:
|
||||
case WP_4:
|
||||
if (upper)
|
||||
return TORSO_COFFEE;
|
||||
//break;
|
||||
|
@ -507,17 +507,17 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
|
||||
//2 handed weapons
|
||||
switch (weapon) {
|
||||
//case WP_TR116:
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_QUANTUM_BURST:
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
case WP_TR116:
|
||||
//case WP_7:
|
||||
case WP_8:
|
||||
case WP_9:
|
||||
case WP_6:
|
||||
case WP_7:
|
||||
if (upper)
|
||||
return BOTH_RUN2;
|
||||
else
|
||||
return BOTH_RUN1;
|
||||
break;
|
||||
case WP_COFFEE:
|
||||
case WP_4:
|
||||
if (upper)
|
||||
return TORSO_COFFEE;
|
||||
//break;
|
||||
|
@ -531,11 +531,11 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
case ANIM_RUNB:
|
||||
//2 handed weapons
|
||||
switch (weapon) {
|
||||
//case WP_TR116:
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_QUANTUM_BURST:
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
case WP_TR116:
|
||||
//case WP_7:
|
||||
case WP_8:
|
||||
case WP_9:
|
||||
case WP_6:
|
||||
case WP_7:
|
||||
if (upper)
|
||||
return BOTH_WALK2;
|
||||
else
|
||||
|
@ -545,7 +545,7 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
return LEGS_RUNBACK2;
|
||||
break;
|
||||
//EVERYTHING ELSE
|
||||
case WP_COFFEE:
|
||||
case WP_4:
|
||||
if (upper)
|
||||
return TORSO_COFFEE;
|
||||
//break;
|
||||
|
@ -568,11 +568,11 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
|
||||
//2 handed weapons
|
||||
switch (weapon) {
|
||||
//case WP_TR116:
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_QUANTUM_BURST:
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
case WP_TR116:
|
||||
//case WP_7:
|
||||
case WP_8:
|
||||
case WP_9:
|
||||
case WP_6:
|
||||
case WP_7:
|
||||
if ( ps->pm_flags & ANIM_ALERT )
|
||||
return BOTH_WALK2;
|
||||
else if ( ps->pm_flags & ANIM_ALERT2 )
|
||||
|
@ -586,11 +586,11 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
return BOTH_WALK4;
|
||||
break;
|
||||
//Other Tools "everything else"
|
||||
case WP_COFFEE:
|
||||
case WP_4:
|
||||
if (upper)
|
||||
return TORSO_COFFEE;
|
||||
case WP_PHASER:
|
||||
case WP_DISRUPTOR:
|
||||
case WP_5:
|
||||
case WP_10:
|
||||
if ( ps->pm_flags & ANIM_ALERT )
|
||||
{
|
||||
if ( upper )
|
||||
|
@ -612,11 +612,11 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
case ANIM_WALKB:
|
||||
//2 handed weapons
|
||||
switch (weapon) {
|
||||
//case WP_TR116:
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_QUANTUM_BURST:
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
case WP_TR116:
|
||||
//case WP_7:
|
||||
case WP_8:
|
||||
case WP_9:
|
||||
case WP_6:
|
||||
case WP_7:
|
||||
if ( ps->pm_flags & ANIM_ALERT )
|
||||
{
|
||||
if ( upper )
|
||||
|
@ -639,12 +639,12 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
return LEGS_WALKBACK1;
|
||||
}
|
||||
break;
|
||||
case WP_COFFEE:
|
||||
case WP_4:
|
||||
if (upper)
|
||||
return TORSO_COFFEE;
|
||||
//break;
|
||||
case WP_PHASER:
|
||||
case WP_DISRUPTOR:
|
||||
case WP_5:
|
||||
case WP_10:
|
||||
if ( ps->pm_flags & ANIM_ALERT && upper)
|
||||
return TORSO_WEAPONIDLE1;
|
||||
else if ( ps->pm_flags & ANIM_ALERT2 && upper )
|
||||
|
@ -664,16 +664,16 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
case ANIM_CROUCHWALK:
|
||||
//2 handed weapons
|
||||
switch (weapon) {
|
||||
//case WP_TR116:
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
case WP_TR116:
|
||||
//case WP_7:
|
||||
case WP_6:
|
||||
case WP_7:
|
||||
if ( upper )
|
||||
return TORSO_WEAPONREADY2;
|
||||
else
|
||||
return BOTH_CROUCH1WALK;
|
||||
break;
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_QUANTUM_BURST:
|
||||
case WP_8:
|
||||
case WP_9:
|
||||
if ( ps->pm_flags & ANIM_ALERT2 && upper )
|
||||
return TORSO_WEAPONREADY2;
|
||||
else if ( upper )
|
||||
|
@ -681,12 +681,12 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
else
|
||||
return BOTH_CROUCH1WALK;
|
||||
break;
|
||||
case WP_COFFEE:
|
||||
case WP_4:
|
||||
if (upper)
|
||||
return TORSO_COFFEE;
|
||||
//break;
|
||||
case WP_PHASER:
|
||||
case WP_DISRUPTOR:
|
||||
case WP_5:
|
||||
case WP_10:
|
||||
if ( ps->pm_flags & ANIM_ALERT && upper )
|
||||
return TORSO_WEAPONIDLE1;
|
||||
else if ( ps->pm_flags & ANIM_ALERT2 && upper )
|
||||
|
@ -702,11 +702,11 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
case ANIM_CROUCHWALKB:
|
||||
//2 handed weapons
|
||||
switch (weapon) {
|
||||
//case WP_TR116:
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_QUANTUM_BURST:
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
case WP_TR116:
|
||||
//case WP_7:
|
||||
case WP_8:
|
||||
case WP_9:
|
||||
case WP_6:
|
||||
case WP_7:
|
||||
if ( ps->pm_flags & ANIM_ALERT2 )
|
||||
return TORSO_WEAPONREADY2;
|
||||
else if ( upper )
|
||||
|
@ -714,12 +714,12 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
else
|
||||
return BOTH_CROUCH1WALK;
|
||||
break;
|
||||
case WP_COFFEE:
|
||||
case WP_4:
|
||||
if (upper)
|
||||
return TORSO_COFFEE;
|
||||
//break;
|
||||
case WP_PHASER:
|
||||
case WP_DISRUPTOR:
|
||||
case WP_5:
|
||||
case WP_10:
|
||||
if ( ps->pm_flags & ANIM_ALERT && upper )
|
||||
return TORSO_WEAPONIDLE1;
|
||||
else if ( ps->pm_flags & ANIM_ALERT2 && upper )
|
||||
|
@ -2816,7 +2816,7 @@ PM_BeginWeaponChange
|
|||
static void PM_BeginWeaponChange( int weapon ) {
|
||||
playerState_t *ps = pm->ps;
|
||||
|
||||
if ( weapon <= WP_NONE || weapon >= WP_NUM_WEAPONS ) {
|
||||
if ( weapon <= WP_0 || weapon >= WP_NUM_WEAPONS ) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -2848,12 +2848,12 @@ static void PM_FinishWeaponChange( void ) {
|
|||
playerState_t *ps = pm->ps;
|
||||
|
||||
weapon = pm->cmd.weapon;
|
||||
if ( weapon < WP_NONE || weapon >= WP_NUM_WEAPONS ) {
|
||||
weapon = WP_NONE;
|
||||
if ( weapon < WP_0 || weapon >= WP_NUM_WEAPONS ) {
|
||||
weapon = WP_0;
|
||||
}
|
||||
|
||||
if ( !( ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
|
||||
weapon = WP_NONE;
|
||||
weapon = WP_0;
|
||||
}
|
||||
|
||||
ps->weapon = weapon;
|
||||
|
@ -2877,8 +2877,8 @@ static void PM_TorsoAnimation( void )
|
|||
|
||||
if ( pm->ps->weaponstate == WEAPON_READY )
|
||||
{
|
||||
/*if ( pm->ps->weapon == WP_PHASER || //RPG-X - TiM: Making the default pose anim better
|
||||
pm->ps->weapon == WP_DISRUPTOR )
|
||||
/*if ( pm->ps->weapon == WP_5 || //RPG-X - TiM: Making the default pose anim better
|
||||
pm->ps->weapon == WP_10 )
|
||||
{
|
||||
PM_ContinueTorsoAnim( TORSO_WEAPONIDLE1 );
|
||||
}
|
||||
|
@ -2905,16 +2905,16 @@ static void PM_TorsoAnimation( void )
|
|||
//! alt ammo usage
|
||||
int altAmmoUsage[WP_NUM_WEAPONS] =
|
||||
{
|
||||
0, //!<WP_NONE,
|
||||
1, //!<WP_PHASER,
|
||||
8, //!<WP_COMPRESSION_RIFLE,
|
||||
3, //!<WP_NULL_HAND,
|
||||
5, //!<WP_COFFEE,
|
||||
1, //!<WP_DISRUPTOR,
|
||||
1, //!<WP_GRENADE_LAUNCHER,
|
||||
2, //!<WP_TR116,
|
||||
2, //!<WP_QUANTUM_BURST,
|
||||
5 //!<WP_DERMAL_REGEN,
|
||||
0, //!<WP_0,
|
||||
1, //!<WP_5,
|
||||
8, //!<WP_6,
|
||||
3, //!<WP_1,
|
||||
5, //!<WP_4,
|
||||
1, //!<WP_10,
|
||||
1, //!<WP_8,
|
||||
2, //!<WP_7,
|
||||
2, //!<WP_9,
|
||||
5 //!<WP_13,
|
||||
};
|
||||
|
||||
/*
|
||||
|
@ -2942,10 +2942,10 @@ static void PM_Weapon( void ) {
|
|||
|
||||
//Check for phaser ammo recharge
|
||||
//RPG-X: Marcin: don't! - 30/12/2008
|
||||
if ( 0 ) //( (ps->rechargeTime <= 0) && ( ps->ammo[WP_PHASER] < PHASER_AMMO_MAX) )
|
||||
if ( 0 ) //( (ps->rechargeTime <= 0) && ( ps->ammo[WP_5] < PHASER_AMMO_MAX) )
|
||||
{
|
||||
ps->rechargeTime = PHASER_RECHARGE_TIME;
|
||||
ps->ammo[WP_PHASER]++;
|
||||
ps->ammo[WP_5]++;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -2954,7 +2954,7 @@ static void PM_Weapon( void ) {
|
|||
|
||||
// check for dead player
|
||||
if ( ps->stats[STAT_HEALTH] <= 0 ) {
|
||||
ps->weapon = WP_NONE;
|
||||
ps->weapon = WP_0;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -3032,8 +3032,8 @@ static void PM_Weapon( void ) {
|
|||
if ( ps->weaponstate == WEAPON_RAISING )
|
||||
{
|
||||
ps->weaponstate = WEAPON_READY;
|
||||
/*if ( ps->weapon == WP_PHASER || //RPG-X - TiM: Making the default pose anim better
|
||||
ps->weapon == WP_DISRUPTOR )
|
||||
/*if ( ps->weapon == WP_5 || //RPG-X - TiM: Making the default pose anim better
|
||||
ps->weapon == WP_10 )
|
||||
{
|
||||
PM_StartTorsoAnim( TORSO_WEAPONREADY2 );
|
||||
}
|
||||
|
@ -3074,7 +3074,7 @@ static void PM_Weapon( void ) {
|
|||
|
||||
/*
|
||||
RPG-X | Phenix | 27/02/2005
|
||||
if ( ps->weapon == WP_PHASER ) // phaser out of ammo is special case
|
||||
if ( ps->weapon == WP_5 ) // phaser out of ammo is special case
|
||||
{
|
||||
ps->ammo[ps->weapon] = 0;
|
||||
}
|
||||
|
@ -3101,7 +3101,7 @@ static void PM_Weapon( void ) {
|
|||
// check for out of ammo
|
||||
if ( ! ps->ammo[ ps->weapon ] )
|
||||
{
|
||||
if ( ps->weapon == WP_PHASER ) // phaser out of ammo is special case
|
||||
if ( ps->weapon == WP_5 ) // phaser out of ammo is special case
|
||||
{
|
||||
ps->ammo[ps->weapon] = 0;
|
||||
}
|
||||
|
@ -3122,8 +3122,8 @@ static void PM_Weapon( void ) {
|
|||
}
|
||||
|
||||
// *don't* start the animation if out of ammo
|
||||
/*if ( ps->weapon == WP_PHASER || //RPG-X - TiM: Making the default pose anim better
|
||||
ps->weapon == WP_DISRUPTOR )
|
||||
/*if ( ps->weapon == WP_5 || //RPG-X - TiM: Making the default pose anim better
|
||||
ps->weapon == WP_10 )
|
||||
{
|
||||
PM_StartTorsoAnim( TORSO_ATTACK2 );
|
||||
}
|
||||
|
@ -3132,13 +3132,13 @@ static void PM_Weapon( void ) {
|
|||
PM_StartTorsoAnim( BOTH_ATTACK1 );
|
||||
}*/
|
||||
|
||||
if ( ps->weapon != WP_TOOLKIT && ps->weapon != WP_COFFEE && ps->weapon != WP_NULL_HAND )
|
||||
if ( ps->weapon != WP_14 && ps->weapon != WP_4 && ps->weapon != WP_1 )
|
||||
{
|
||||
//Little hack. I like the idle poses for these when it crouches :)
|
||||
if ( ( ( ps->weapon == WP_PHASER )
|
||||
|| ( ps->weapon == WP_COMPRESSION_RIFLE )
|
||||
|| ( ps->weapon == WP_DISRUPTOR )
|
||||
|| ( ps->weapon == WP_TR116 ) )
|
||||
if ( ( ( ps->weapon == WP_5 )
|
||||
|| ( ps->weapon == WP_6 )
|
||||
|| ( ps->weapon == WP_10 )
|
||||
|| ( ps->weapon == WP_7 ) )
|
||||
&& ( ps->pm_flags & PMF_DUCKED /*&& !pm->xyspeed*/ ) )
|
||||
{
|
||||
PM_ForceTorsoAnim( PM_GetAnim( ANIM_CROUCH, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
|
||||
|
@ -3183,36 +3183,36 @@ static void PM_Weapon( void ) {
|
|||
}
|
||||
switch( ps->weapon ) {
|
||||
default:
|
||||
case WP_PHASER:
|
||||
case WP_5:
|
||||
addTime = 100;
|
||||
//If the phaser has been fired, delay the next recharge time
|
||||
ps->rechargeTime = PHASER_RECHARGE_TIME;
|
||||
break;
|
||||
case WP_DERMAL_REGEN:
|
||||
case WP_13:
|
||||
addTime = 0; //500
|
||||
break;
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_8:
|
||||
addTime = 600;//RPG-X: RedTechie use to be 700
|
||||
break;
|
||||
case WP_DISRUPTOR:
|
||||
case WP_10:
|
||||
addTime = DISRUPTOR_DELAY;
|
||||
break;
|
||||
case WP_COFFEE:
|
||||
case WP_4:
|
||||
addTime = 0; //700
|
||||
break;
|
||||
case WP_QUANTUM_BURST:
|
||||
case WP_9:
|
||||
addTime = ALT_PHOTON_DELAY;
|
||||
break;
|
||||
case WP_NULL_HAND:
|
||||
case WP_1:
|
||||
addTime = 460; //700
|
||||
break;
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
case WP_6:
|
||||
addTime = 100;
|
||||
break;
|
||||
case WP_TR116:
|
||||
case WP_7:
|
||||
addTime = 500; //RPG-X: RedTechie - Use to be 1200
|
||||
break;
|
||||
case WP_VOYAGER_HYPO:
|
||||
case WP_12:
|
||||
//RPG-X: RedTechie - Admins get faster alt fire for steam effects
|
||||
if(/*ps->persistant[PERS_CLASS] == PC_ADMIN*/ pm->admin){
|
||||
addTime = 80;
|
||||
|
@ -3220,26 +3220,26 @@ static void PM_Weapon( void ) {
|
|||
addTime = 1000;
|
||||
}
|
||||
break;
|
||||
case WP_TOOLKIT:
|
||||
case WP_14:
|
||||
addTime = 2000;
|
||||
break;
|
||||
case WP_MEDKIT:
|
||||
case WP_11:
|
||||
addTime = 0; //1000
|
||||
break;
|
||||
case WP_TRICORDER:
|
||||
case WP_2:
|
||||
if(pm->admin /*ps->persistant[PERS_CLASS] == PC_ADMIN*/){
|
||||
addTime = ALT_TRICORDER_DELAY;
|
||||
}else{
|
||||
addTime = 0;
|
||||
}
|
||||
break;
|
||||
case WP_PADD:
|
||||
case WP_3:
|
||||
addTime = 0; //500
|
||||
break;
|
||||
case WP_HYPERSPANNER:
|
||||
case WP_15:
|
||||
addTime = 0; //1000
|
||||
break;
|
||||
/* case WP_TR116:
|
||||
/* case WP_7:
|
||||
addTime = 500; //RPG-X: RedTechie - Use to be 1200
|
||||
break;*/
|
||||
}
|
||||
|
@ -3256,54 +3256,54 @@ static void PM_Weapon( void ) {
|
|||
}
|
||||
switch( ps->weapon ) {
|
||||
default:
|
||||
case WP_PHASER:
|
||||
case WP_5:
|
||||
addTime = 100;
|
||||
//If the phaser has been fired, delay the next recharge time
|
||||
ps->rechargeTime = PHASER_RECHARGE_TIME;
|
||||
break;
|
||||
case WP_DERMAL_REGEN:
|
||||
case WP_13:
|
||||
addTime = 1000; //1000
|
||||
break;
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_8:
|
||||
addTime = 460;//RPG-X: RedTechie use to be 700
|
||||
break;
|
||||
case WP_NULL_HAND:
|
||||
case WP_1:
|
||||
addTime = 460;
|
||||
break;
|
||||
case WP_DISRUPTOR:
|
||||
case WP_10:
|
||||
addTime = 100;
|
||||
break;
|
||||
case WP_COFFEE:
|
||||
case WP_4:
|
||||
addTime = 0; //100
|
||||
break;
|
||||
case WP_QUANTUM_BURST:
|
||||
case WP_9:
|
||||
addTime = PHOTON_DELAY;
|
||||
break;
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
case WP_6:
|
||||
addTime = RIFLE_DELAY;
|
||||
break;
|
||||
case WP_TR116:
|
||||
case WP_7:
|
||||
addTime = TR116_DELAY; //RPG-X: RedTechie - Use to be 1200
|
||||
break;
|
||||
case WP_VOYAGER_HYPO:
|
||||
case WP_12:
|
||||
addTime = 1000;
|
||||
break;
|
||||
case WP_TOOLKIT:
|
||||
case WP_14:
|
||||
addTime = 2000; //1000
|
||||
break;
|
||||
case WP_MEDKIT:
|
||||
case WP_11:
|
||||
addTime = 0; //1000
|
||||
break;
|
||||
case WP_TRICORDER:
|
||||
case WP_2:
|
||||
addTime = ALT_TRICORDER_DELAY; //1000
|
||||
break;
|
||||
case WP_PADD:
|
||||
case WP_3:
|
||||
addTime = 0; //500
|
||||
break;
|
||||
case WP_HYPERSPANNER:
|
||||
case WP_15:
|
||||
addTime = 0; //1000
|
||||
break;
|
||||
/* case WP_TR116:
|
||||
/* case WP_7:
|
||||
addTime = 500; //RPG-X: RedTechie - Use to be 1200
|
||||
break;*/
|
||||
}
|
||||
|
@ -3560,9 +3560,9 @@ void PmoveSingle (pmove_t *pmove) {
|
|||
ps->pm_type != PM_INTERMISSION &&
|
||||
ps->pm_type != PM_CCAM &&
|
||||
( (pm->cmd.buttons & BUTTON_ATTACK) || (pm->cmd.buttons & BUTTON_ALT_ATTACK) ) &&
|
||||
(ps->ammo[ ps->weapon ] || ps->weapon == WP_PHASER))
|
||||
(ps->ammo[ ps->weapon ] || ps->weapon == WP_5))
|
||||
{
|
||||
if (((ps->weapon == WP_PHASER) && (!ps->ammo[ ps->weapon ])) || (!(pm->cmd.buttons & BUTTON_ALT_ATTACK)))
|
||||
if (((ps->weapon == WP_5) && (!ps->ammo[ ps->weapon ])) || (!(pm->cmd.buttons & BUTTON_ALT_ATTACK)))
|
||||
{
|
||||
ps->eFlags &= ~EF_ALT_FIRING;
|
||||
}
|
||||
|
@ -3571,7 +3571,7 @@ void PmoveSingle (pmove_t *pmove) {
|
|||
ps->eFlags |= EF_ALT_FIRING;
|
||||
}
|
||||
|
||||
/*if ( ps->weapon == WP_DISRUPTOR )
|
||||
/*if ( ps->weapon == WP_10 )
|
||||
{//tech can't use alt attack
|
||||
pm->cmd.buttons &=~BUTTON_ALT_ATTACK;
|
||||
pm->cmd.buttons |= BUTTON_ATTACK;
|
||||
|
|
|
@ -603,51 +603,51 @@ typedef enum {
|
|||
//TiM: GAH! I've had it! I've gone through and renamed the weapons to what they're
|
||||
//called in RPG-X. Having to remember which is what is starting to wear out my sanity lol. :P
|
||||
typedef enum {
|
||||
WP_NONE, // 1
|
||||
WP_0, // WP_NULL // 1
|
||||
|
||||
WP_NULL_HAND, // 2 // 3/10/00 kef -- used to be WP_RAILGUN // 1/1/06 TiM: used to be WP_NULL_HAND
|
||||
WP_1, // WP_NULL_HAND // 2 // 3/10/00 kef -- used to be WP_RAILGUN // 1/1/06 TiM: used to be WP_1
|
||||
|
||||
WP_TRICORDER, // 4
|
||||
WP_PADD, // 8
|
||||
WP_COFFEE, // 16 // 3/13/00 kef -- used to be WP_PLASMAGUN // 1/1/06 TiM: used to be WP_COFFEE
|
||||
WP_2, // WP_TRICORDER // 4
|
||||
WP_3, // WP_PADD // 8
|
||||
WP_4, // WP_COFFEE // 16 // 3/13/00 kef -- used to be WP_PLASMAGUN // 1/1/06 TiM: used to be WP_4
|
||||
|
||||
WP_PHASER, // 32 // 3/13/00 kef -- used to be WP_LIGHTNING
|
||||
WP_COMPRESSION_RIFLE, // 64 // 3/13/00 kef -- added
|
||||
WP_TR116, // 128 // 3/13/00 kef -- added // 1/1/06 TiM: used to be WP_TR116
|
||||
WP_5, // WP_PHASER // 32 // 3/13/00 kef -- used to be WP_LIGHTNING
|
||||
WP_6, // WP_COMPRESSION_RIFLE // 64 // 3/13/00 kef -- added
|
||||
WP_7, // WP_TR116 // 128 // 3/13/00 kef -- added // 1/1/06 TiM: used to be WP_7
|
||||
|
||||
WP_GRENADE_LAUNCHER, // 256 // 3/10/00 kef -- used to be...heh...WP_GRENADE_LAUNCHER // TiM: Hahaha I get it! hehe ;P
|
||||
WP_QUANTUM_BURST, // 512 // 3/13/00 kef -- added
|
||||
WP_DISRUPTOR, // 1024 // 3/13/00 kef -- used to be WP_ROCKET_LAUNCHER // 1/1/06 TiM: used to be WP_DISRUPTOR
|
||||
WP_8, // WP_GRENADE_LAUNCHER // 256 // 3/10/00 kef -- used to be...heh...WP_8 // TiM: Hahaha I get it! hehe ;P
|
||||
WP_9, // WP_9 // 512 // 3/13/00 kef -- added
|
||||
WP_10, // WP_DISRUPTOR // 1024 // 3/13/00 kef -- used to be WP_ROCKET_LAUNCHER // 1/1/06 TiM: used to be WP_10
|
||||
|
||||
WP_MEDKIT, // 2048 // 10/12/00 jtd -- added for MP patch/gold - merges single player projectile and taser // 1/1/06 TiM: used to be WP_MEDKIT
|
||||
WP_VOYAGER_HYPO, // 4096 // 10/6/00 mcg -- added for MP patch/gold
|
||||
WP_DERMAL_REGEN, // 8192 // 3/13/00 kef -- added // 1/1/06 TiM: used to be WP_DERMAL_REGEN
|
||||
WP_11, // WP_MEDKIT // 2048 // 10/12/00 jtd -- added for MP patch/gold - merges single player projectile and taser // 1/1/06 TiM: used to be WP_11
|
||||
WP_12, // WP_VOYAGER_HYPO // 4096 // 10/6/00 mcg -- added for MP patch/gold
|
||||
WP_13, // WP_DERMAL_REGEN // 8192 // 3/13/00 kef -- added // 1/1/06 TiM: used to be WP_13
|
||||
|
||||
WP_TOOLKIT, // 16384 // 10/12/00 jtd -- added for MP patch/gold // 1/1/06 TiM: used to be WP_TOOLKIT
|
||||
WP_HYPERSPANNER, // 32768 // 1/1/06 TiM: used to be WP_NEUTRINO_PROBE
|
||||
WP_14, // WP_TOOLKIT // 16384 // 10/12/00 jtd -- added for MP patch/gold // 1/1/06 TiM: used to be WP_14
|
||||
WP_15, // WP_HYPERSPANNER // 32768 // 1/1/06 TiM: used to be WP_NEUTRINO_PROBE
|
||||
|
||||
WP_NUM_WEAPONS
|
||||
} weapon_t;
|
||||
|
||||
/*typedef enum {
|
||||
WP_NONE,
|
||||
WP_0,
|
||||
|
||||
WP_PHASER, // 3/13/00 kef -- used to be WP_LIGHTNING
|
||||
WP_COMPRESSION_RIFLE, // 3/13/00 kef -- added
|
||||
WP_NULL_HAND, // 3/10/00 kef -- used to be WP_RAILGUN
|
||||
WP_COFFEE, // 3/13/00 kef -- used to be WP_PLASMAGUN
|
||||
WP_DISRUPTOR, // 3/13/00 kef -- used to be WP_ROCKET_LAUNCHER
|
||||
WP_GRENADE_LAUNCHER, // 3/10/00 kef -- used to be...heh...WP_GRENADE_LAUNCHER
|
||||
WP_TR116, // 3/13/00 kef -- added
|
||||
WP_QUANTUM_BURST, // 3/13/00 kef -- added
|
||||
WP_DERMAL_REGEN, // 3/13/00 kef -- added
|
||||
WP_VOYAGER_HYPO, // 10/6/00 mcg -- added for MP patch/gold
|
||||
WP_TOOLKIT, // 10/12/00 jtd -- added for MP patch/gold
|
||||
WP_MEDKIT, // 10/12/00 jtd -- added for MP patch/gold - merges single player projectile and taser
|
||||
WP_TRICORDER, //
|
||||
WP_PADD, //
|
||||
WP_5, // 3/13/00 kef -- used to be WP_LIGHTNING
|
||||
WP_6, // 3/13/00 kef -- added
|
||||
WP_1, // 3/10/00 kef -- used to be WP_RAILGUN
|
||||
WP_4, // 3/13/00 kef -- used to be WP_PLASMAGUN
|
||||
WP_10, // 3/13/00 kef -- used to be WP_ROCKET_LAUNCHER
|
||||
WP_8, // 3/10/00 kef -- used to be...heh...WP_8
|
||||
WP_7, // 3/13/00 kef -- added
|
||||
WP_9, // 3/13/00 kef -- added
|
||||
WP_13, // 3/13/00 kef -- added
|
||||
WP_12, // 10/6/00 mcg -- added for MP patch/gold
|
||||
WP_14, // 10/12/00 jtd -- added for MP patch/gold
|
||||
WP_11, // 10/12/00 jtd -- added for MP patch/gold - merges single player projectile and taser
|
||||
WP_2, //
|
||||
WP_3, //
|
||||
WP_NEUTRINO_PROBE, //
|
||||
WP_TR116, // Phenix's Weapon ;)
|
||||
WP_7, // Phenix's Weapon ;)
|
||||
|
||||
WP_NUM_WEAPONS
|
||||
} weapon_t;*/
|
||||
|
|
|
@ -1464,7 +1464,7 @@ void ShieldTouch(gentity_t *self, gentity_t *other, trace_t *trace)
|
|||
//RPG-X: RedTechie - Fixed free ent if medic revive on
|
||||
if(rpg_medicsrevive.integer == 1){
|
||||
if(other->health <= 1){
|
||||
other->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_NONE );
|
||||
other->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_0 );
|
||||
other->client->ps.stats[STAT_HOLDABLE_ITEM] = HI_NONE;
|
||||
other->client->ps.stats[STAT_HEALTH] = other->health = 1;
|
||||
player_die (other, other, other, 1, MOD_FORCEFIELD);
|
||||
|
@ -2252,8 +2252,8 @@ qboolean PlaceDecoy(gentity_t *ent)
|
|||
decoy->timestamp = level.time;
|
||||
|
||||
//--------------------------- WEAPON ADJUST
|
||||
//if (decoy->s.weapon==WP_PHASER /*|| decoy->s.weapon==WP_DERMAL_REGEN*/)
|
||||
// decoy->s.weapon = WP_NULL_HAND;
|
||||
//if (decoy->s.weapon==WP_5 /*|| decoy->s.weapon==WP_13*/)
|
||||
// decoy->s.weapon = WP_1;
|
||||
|
||||
// The Phaser and Dreadnought (Arc Welder) weapons are rendered on the
|
||||
// client side differently, and cannot be used by the decoy
|
||||
|
@ -2601,7 +2601,7 @@ void ThrowWeapon( gentity_t *ent, char *txt )
|
|||
return;
|
||||
}
|
||||
|
||||
if ( ps->weapon == WP_NULL_HAND || ( ucmd->buttons & BUTTON_ATTACK )) {
|
||||
if ( ps->weapon == WP_1 || ( ucmd->buttons & BUTTON_ATTACK )) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -2614,7 +2614,7 @@ void ThrowWeapon( gentity_t *ent, char *txt )
|
|||
ps->ammo[ ps->weapon ] -= 1;
|
||||
if (ps->ammo[ ps->weapon ] <= 0) {
|
||||
ps->stats[STAT_WEAPONS] &= ~( 1 << ps->weapon );
|
||||
ps->weapon = WP_NULL_HAND;
|
||||
ps->weapon = WP_1;
|
||||
for ( i = WP_NUM_WEAPONS - 1 ; i > 0 ; i-- ) {
|
||||
if ( ps->stats[STAT_WEAPONS] & ( 1 << i ) ) {
|
||||
ps->weapon = i;
|
||||
|
|
|
@ -235,8 +235,8 @@ static gentity_t *SpawnModelOnVictoryPad( gentity_t *pad, vec3_t offset, gentity
|
|||
eState->torsoAnim = BOTH_STAND1;
|
||||
|
||||
// fix up some weapon holding / shooting issues
|
||||
if (eState->weapon==WP_PHASER || eState->weapon==WP_DERMAL_REGEN || eState->weapon == WP_NONE )
|
||||
eState->weapon = WP_COMPRESSION_RIFLE;
|
||||
if (eState->weapon==WP_5 || eState->weapon==WP_13 || eState->weapon == WP_0 )
|
||||
eState->weapon = WP_6;
|
||||
|
||||
eState->event = 0;
|
||||
eShared->svFlags = ent->r.svFlags;
|
||||
|
|
|
@ -76,7 +76,7 @@ void breakable_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker,
|
|||
te = G_TempEntity( org, EV_MISSILE_MISS );
|
||||
VectorSet( dir, 0, 0, 1 );
|
||||
te->s.eventParm = DirToByte( dir );
|
||||
te->s.weapon = WP_GRENADE_LAUNCHER;
|
||||
te->s.weapon = WP_8;
|
||||
|
||||
//G_Sound( self, G_SoundIndex("sound/weapons/explosions/cargoexplode.wav") );
|
||||
}
|
||||
|
|
284
game/g_client.c
284
game/g_client.c
|
@ -2675,13 +2675,13 @@ void ClientWeaponsForClass ( gclient_t *client, pclass_t pclass )
|
|||
int i;
|
||||
int Bits;
|
||||
|
||||
Bits = ( 1 << WP_NULL_HAND);
|
||||
Bits = ( 1 << WP_1);
|
||||
Bits |= g_classData[pclass].weaponsFlags;
|
||||
|
||||
for ( i = WP_NULL_HAND; i < MAX_WEAPONS; i++ ) {
|
||||
for ( i = WP_1; i < MAX_WEAPONS; i++ ) {
|
||||
//if we want no weapons and aren't an admin, skip this particular weapon
|
||||
if ( rpg_noweapons.integer != 0 && !g_classData[pclass].isAdmin/*pclass != PC_ADMIN*/ ) {
|
||||
if ( i >= WP_PHASER && i <= WP_DISRUPTOR ) {
|
||||
if ( i >= WP_5 && i <= WP_10 ) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
@ -2700,8 +2700,8 @@ void ClientWeaponsForClass ( gclient_t *client, pclass_t pclass )
|
|||
//case PC_DEMO:
|
||||
//case PC_MEDIC:
|
||||
//case PC_TECH:
|
||||
// client->ps.stats[STAT_WEAPONS] = ( 1 << WP_PHASER );
|
||||
// client->ps.ammo[WP_PHASER] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] = ( 1 << WP_5 );
|
||||
// client->ps.ammo[WP_5] = PHASER_AMMO_MAX;
|
||||
// break;*/
|
||||
//case PC_ADMIN:
|
||||
//case PC_SECURITY:
|
||||
|
@ -2712,7 +2712,7 @@ void ClientWeaponsForClass ( gclient_t *client, pclass_t pclass )
|
|||
//case PC_SCIENCE:
|
||||
//case PC_ALIEN:
|
||||
// //TiM: Hardcoded, regardless, no way out of this, all players get the null hand
|
||||
// Bits = ( 1 << WP_NULL_HAND); //Null Hand
|
||||
// Bits = ( 1 << WP_1); //Null Hand
|
||||
|
||||
// switch ( pclass )
|
||||
// {
|
||||
|
@ -2746,10 +2746,10 @@ void ClientWeaponsForClass ( gclient_t *client, pclass_t pclass )
|
|||
// }
|
||||
//
|
||||
// //TiM - Totally re-uberhancified using programming's modern convieniences like for loops and bit shifts. :)
|
||||
// for ( i = WP_NULL_HAND; i < MAX_WEAPONS; i++ ) {
|
||||
// for ( i = WP_1; i < MAX_WEAPONS; i++ ) {
|
||||
// //if we want no weapons and aren't an admin, skip this particular weapon
|
||||
// if ( rpg_noweapons.integer != 0 && pclass != PC_ADMIN ) {
|
||||
// if ( i >= WP_PHASER && i <= WP_DISRUPTOR ) {
|
||||
// if ( i >= WP_5 && i <= WP_10 ) {
|
||||
// continue;
|
||||
// }
|
||||
// }
|
||||
|
@ -2767,57 +2767,57 @@ void ClientWeaponsForClass ( gclient_t *client, pclass_t pclass )
|
|||
// //Tricorder
|
||||
// if ( Bits & 1 )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_TRICORDER );
|
||||
// client->ps.ammo[WP_TRICORDER] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_2 );
|
||||
// client->ps.ammo[WP_2] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
//
|
||||
// //PADD
|
||||
// if ( Bits & 2 )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PADD );
|
||||
// client->ps.ammo[WP_PADD] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_3 );
|
||||
// client->ps.ammo[WP_3] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
|
||||
// //Phaser
|
||||
// if ( Bits & 4 )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PHASER );
|
||||
// client->ps.ammo[WP_PHASER] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_5 );
|
||||
// client->ps.ammo[WP_5] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
|
||||
// //Phaser Rifle
|
||||
// if ( Bits & 8 )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_COMPRESSION_RIFLE );
|
||||
// client->ps.ammo[WP_COMPRESSION_RIFLE] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_6 );
|
||||
// client->ps.ammo[WP_6] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
|
||||
// //Alien Disruptor
|
||||
// if ( Bits & 16 )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_DISRUPTOR );
|
||||
// client->ps.ammo[WP_DISRUPTOR] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_10 );
|
||||
// client->ps.ammo[WP_10] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
|
||||
// //Hypospray
|
||||
// if ( Bits & 32 )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_VOYAGER_HYPO );
|
||||
// client->ps.ammo[WP_VOYAGER_HYPO] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_12 );
|
||||
// client->ps.ammo[WP_12] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
|
||||
// //Dermal Regenerator
|
||||
// if ( Bits & 64 )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_DERMAL_REGEN );
|
||||
// client->ps.ammo[WP_DERMAL_REGEN] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_13 );
|
||||
// client->ps.ammo[WP_13] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
|
||||
// //Med Kit
|
||||
// if ( Bits & 128 )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_MEDKIT );
|
||||
// client->ps.ammo[WP_MEDKIT] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_11 );
|
||||
// client->ps.ammo[WP_11] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
|
||||
// //Neutrino Probe
|
||||
|
@ -2830,43 +2830,43 @@ void ClientWeaponsForClass ( gclient_t *client, pclass_t pclass )
|
|||
// //Engineering Tool Kit
|
||||
// if ( Bits & 512 )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_TOOLKIT );
|
||||
// client->ps.ammo[WP_TOOLKIT] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_14 );
|
||||
// client->ps.ammo[WP_14] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
|
||||
// //IMOD
|
||||
// if ( Bits & 1024 )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_NULL_HAND );
|
||||
// client->ps.ammo[WP_NULL_HAND] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_1 );
|
||||
// client->ps.ammo[WP_1] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
|
||||
// //Scavenger Rifle
|
||||
// if ( Bits & 2048 )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_COFFEE );
|
||||
// client->ps.ammo[WP_COFFEE] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_4 );
|
||||
// client->ps.ammo[WP_4] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
|
||||
// //Photon Torpedo Launcher
|
||||
// if ( Bits & 4096 )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_QUANTUM_BURST );
|
||||
// client->ps.ammo[WP_QUANTUM_BURST] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_9 );
|
||||
// client->ps.ammo[WP_9] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
|
||||
// //TR-116
|
||||
// if ( Bits & 8192 )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_TR116 );
|
||||
// client->ps.ammo[WP_TR116] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_7 );
|
||||
// client->ps.ammo[WP_7] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
|
||||
// //Admin Gun
|
||||
// if ( Bits & 16384 )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GRENADE_LAUNCHER );
|
||||
// client->ps.ammo[WP_GRENADE_LAUNCHER] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_8 );
|
||||
// client->ps.ammo[WP_8] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
//
|
||||
//
|
||||
|
@ -2881,8 +2881,8 @@ void ClientWeaponsForClass ( gclient_t *client, pclass_t pclass )
|
|||
// || rpg_adminflags.integer & 8 && pclass == PC_ADMIN
|
||||
// || rpg_scienceflags.integer & 8 && pclass == PC_SCIENCE )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PHASER );
|
||||
// client->ps.ammo[WP_PHASER] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_5 );
|
||||
// client->ps.ammo[WP_5] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
// if ( rpg_alienflags.integer & 16 && pclass == PC_ALIEN
|
||||
// || rpg_securityflags.integer & 16 && pclass == PC_SECURITY
|
||||
|
@ -2893,8 +2893,8 @@ void ClientWeaponsForClass ( gclient_t *client, pclass_t pclass )
|
|||
// || rpg_adminflags.integer & 16 && pclass == PC_ADMIN
|
||||
// || rpg_scienceflags.integer & 16 && pclass == PC_SCIENCE )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_COMPRESSION_RIFLE );
|
||||
// client->ps.ammo[WP_COMPRESSION_RIFLE] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_6 );
|
||||
// client->ps.ammo[WP_6] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
// if ( rpg_alienflags.integer & 32 && pclass == PC_ALIEN
|
||||
// || rpg_securityflags.integer & 32 && pclass == PC_SECURITY
|
||||
|
@ -2905,8 +2905,8 @@ void ClientWeaponsForClass ( gclient_t *client, pclass_t pclass )
|
|||
// || rpg_adminflags.integer & 32 && pclass == PC_ADMIN
|
||||
// || rpg_scienceflags.integer & 32 && pclass == PC_SCIENCE )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_NULL_HAND );
|
||||
// client->ps.ammo[WP_NULL_HAND] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_1 );
|
||||
// client->ps.ammo[WP_1] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
// if ( rpg_alienflags.integer & 64 && pclass == PC_ALIEN
|
||||
// || rpg_securityflags.integer & 64 && pclass == PC_SECURITY
|
||||
|
@ -2917,8 +2917,8 @@ void ClientWeaponsForClass ( gclient_t *client, pclass_t pclass )
|
|||
// || rpg_adminflags.integer & 64 && pclass == PC_ADMIN
|
||||
// || rpg_scienceflags.integer & 64 && pclass == PC_SCIENCE )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_DISRUPTOR ); //STASIS
|
||||
// client->ps.ammo[WP_DISRUPTOR] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_10 ); //STASIS
|
||||
// client->ps.ammo[WP_10] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
// if ( rpg_alienflags.integer & 128 && pclass == PC_ALIEN
|
||||
// || rpg_securityflags.integer & 128 && pclass == PC_SECURITY
|
||||
|
@ -2929,8 +2929,8 @@ void ClientWeaponsForClass ( gclient_t *client, pclass_t pclass )
|
|||
// || rpg_adminflags.integer & 128 && pclass == PC_ADMIN
|
||||
// || rpg_scienceflags.integer & 128 && pclass == PC_SCIENCE )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_DERMAL_REGEN );
|
||||
// client->ps.ammo[WP_DERMAL_REGEN] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_13 );
|
||||
// client->ps.ammo[WP_13] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
// if ( rpg_alienflags.integer & 256 && pclass == PC_ALIEN
|
||||
// || rpg_securityflags.integer & 256 && pclass == PC_SECURITY
|
||||
|
@ -2941,8 +2941,8 @@ void ClientWeaponsForClass ( gclient_t *client, pclass_t pclass )
|
|||
// || rpg_adminflags.integer & 256 && pclass == PC_ADMIN
|
||||
// || rpg_scienceflags.integer & 256 && pclass == PC_SCIENCE )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_VOYAGER_HYPO );
|
||||
// client->ps.ammo[WP_VOYAGER_HYPO] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_12 );
|
||||
// client->ps.ammo[WP_12] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
// if ( rpg_alienflags.integer & 512 && pclass == PC_ALIEN
|
||||
// || rpg_securityflags.integer & 512 && pclass == PC_SECURITY
|
||||
|
@ -2953,8 +2953,8 @@ void ClientWeaponsForClass ( gclient_t *client, pclass_t pclass )
|
|||
// || rpg_adminflags.integer & 512 && pclass == PC_ADMIN
|
||||
// || rpg_scienceflags.integer & 512 && pclass == PC_SCIENCE )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_TOOLKIT );
|
||||
// client->ps.ammo[WP_TOOLKIT] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_14 );
|
||||
// client->ps.ammo[WP_14] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
// if ( rpg_alienflags.integer & 1024 && pclass == PC_ALIEN
|
||||
// || rpg_securityflags.integer & 1024 && pclass == PC_SECURITY
|
||||
|
@ -2965,8 +2965,8 @@ void ClientWeaponsForClass ( gclient_t *client, pclass_t pclass )
|
|||
// || rpg_adminflags.integer & 1024 && pclass == PC_ADMIN
|
||||
// || rpg_scienceflags.integer & 1024 && pclass == PC_SCIENCE )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_MEDKIT );
|
||||
// client->ps.ammo[WP_MEDKIT] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_11 );
|
||||
// client->ps.ammo[WP_11] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
// if ( rpg_alienflags.integer & 2048 && pclass == PC_ALIEN
|
||||
// || rpg_securityflags.integer & 2048 && pclass == PC_SECURITY
|
||||
|
@ -2977,8 +2977,8 @@ void ClientWeaponsForClass ( gclient_t *client, pclass_t pclass )
|
|||
// || rpg_adminflags.integer & 2048 && pclass == PC_ADMIN
|
||||
// || rpg_scienceflags.integer & 2048 && pclass == PC_SCIENCE )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_TRICORDER );
|
||||
// client->ps.ammo[WP_TRICORDER] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_2 );
|
||||
// client->ps.ammo[WP_2] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
// if ( rpg_alienflags.integer & 4096 && pclass == PC_ALIEN
|
||||
// || rpg_securityflags.integer & 4096 && pclass == PC_SECURITY
|
||||
|
@ -3001,8 +3001,8 @@ void ClientWeaponsForClass ( gclient_t *client, pclass_t pclass )
|
|||
// || rpg_adminflags.integer & 8192 && pclass == PC_ADMIN
|
||||
// || rpg_scienceflags.integer & 8192 && pclass == PC_SCIENCE )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_TR116 );
|
||||
// client->ps.ammo[WP_TR116] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_7 );
|
||||
// client->ps.ammo[WP_7] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
|
||||
//
|
||||
|
@ -3012,57 +3012,57 @@ void ClientWeaponsForClass ( gclient_t *client, pclass_t pclass )
|
|||
// //Tricorder
|
||||
// if ( Bits & 1 )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_TRICORDER );
|
||||
// client->ps.ammo[WP_TRICORDER] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_2 );
|
||||
// client->ps.ammo[WP_2] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
//
|
||||
// //PADD
|
||||
// if ( Bits & 2 )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PADD );
|
||||
// client->ps.ammo[WP_PADD] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_3 );
|
||||
// client->ps.ammo[WP_3] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
|
||||
// //Phaser
|
||||
// if ( Bits & 4 && pclass == PC_ADMIN)
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PHASER );
|
||||
// client->ps.ammo[WP_PHASER] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_5 );
|
||||
// client->ps.ammo[WP_5] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
|
||||
// //Phaser Rifle
|
||||
// if ( Bits & 8 && pclass == PC_ADMIN)
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_COMPRESSION_RIFLE );
|
||||
// client->ps.ammo[WP_COMPRESSION_RIFLE] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_6 );
|
||||
// client->ps.ammo[WP_6] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
|
||||
// //Alien Disruptor
|
||||
// if ( Bits & 16 && pclass == PC_ADMIN)
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_DISRUPTOR );
|
||||
// client->ps.ammo[WP_DISRUPTOR] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_10 );
|
||||
// client->ps.ammo[WP_10] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
|
||||
// //Hypospray
|
||||
// if ( Bits & 32 )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_VOYAGER_HYPO );
|
||||
// client->ps.ammo[WP_VOYAGER_HYPO] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_12 );
|
||||
// client->ps.ammo[WP_12] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
|
||||
// //Dermal Regenerator
|
||||
// if ( Bits & 64 )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_DERMAL_REGEN );
|
||||
// client->ps.ammo[WP_DERMAL_REGEN] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_13 );
|
||||
// client->ps.ammo[WP_13] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
|
||||
// //Med Kit
|
||||
// if ( Bits & 128 )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_MEDKIT );
|
||||
// client->ps.ammo[WP_MEDKIT] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_11 );
|
||||
// client->ps.ammo[WP_11] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
|
||||
// //Neutrino Probe
|
||||
|
@ -3075,128 +3075,128 @@ void ClientWeaponsForClass ( gclient_t *client, pclass_t pclass )
|
|||
// //Engineering Tool Kit
|
||||
// if ( Bits & 512 )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_TOOLKIT );
|
||||
// client->ps.ammo[WP_TOOLKIT] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_14 );
|
||||
// client->ps.ammo[WP_14] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
|
||||
// //IMOD
|
||||
// if ( Bits & 1024 && pclass == PC_ADMIN)
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_NULL_HAND );
|
||||
// client->ps.ammo[WP_NULL_HAND] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_1 );
|
||||
// client->ps.ammo[WP_1] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
|
||||
// //Scavenger Rifle
|
||||
// if ( Bits & 2048 && pclass == PC_ADMIN)
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_COFFEE );
|
||||
// client->ps.ammo[WP_COFFEE] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_4 );
|
||||
// client->ps.ammo[WP_4] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
|
||||
// //Photon Torpedo Launcher
|
||||
// if ( Bits & 4096 && pclass == PC_ADMIN)
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_QUANTUM_BURST );
|
||||
// client->ps.ammo[WP_QUANTUM_BURST] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_9 );
|
||||
// client->ps.ammo[WP_9] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
|
||||
// //TR-116
|
||||
// if ( Bits & 8192 && pclass == PC_ADMIN)
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_TR116 );
|
||||
// client->ps.ammo[WP_TR116] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_7 );
|
||||
// client->ps.ammo[WP_7] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
|
||||
// //Admin Gun
|
||||
// if ( Bits & 16384 && pclass == PC_ADMIN)
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GRENADE_LAUNCHER );
|
||||
// client->ps.ammo[WP_GRENADE_LAUNCHER] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_8 );
|
||||
// client->ps.ammo[WP_8] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
// }
|
||||
// break;
|
||||
///*case PC_ACTIONHERO:
|
||||
// client->ps.stats[STAT_WEAPONS] = ( 1 << WP_PHASER );
|
||||
// client->ps.ammo[WP_PHASER] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_COMPRESSION_RIFLE );
|
||||
// client->ps.ammo[WP_COMPRESSION_RIFLE] = Max_Ammo[WP_COMPRESSION_RIFLE];
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_NULL_HAND );
|
||||
// client->ps.ammo[WP_NULL_HAND] = Max_Ammo[WP_NULL_HAND];
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_COFFEE );
|
||||
// client->ps.ammo[WP_COFFEE] = Max_Ammo[WP_COFFEE];
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_DISRUPTOR );
|
||||
// client->ps.ammo[WP_DISRUPTOR] = Max_Ammo[WP_DISRUPTOR];
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GRENADE_LAUNCHER );
|
||||
// client->ps.ammo[WP_GRENADE_LAUNCHER] = Max_Ammo[WP_GRENADE_LAUNCHER];
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_TR116 );
|
||||
// client->ps.ammo[WP_TR116] = Max_Ammo[WP_TR116];
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_QUANTUM_BURST );
|
||||
// client->ps.ammo[WP_QUANTUM_BURST] = Max_Ammo[WP_QUANTUM_BURST];
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_DERMAL_REGEN );
|
||||
// client->ps.ammo[WP_DERMAL_REGEN] = Max_Ammo[WP_DERMAL_REGEN];
|
||||
// client->ps.stats[STAT_WEAPONS] = ( 1 << WP_5 );
|
||||
// client->ps.ammo[WP_5] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_6 );
|
||||
// client->ps.ammo[WP_6] = Max_Ammo[WP_6];
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_1 );
|
||||
// client->ps.ammo[WP_1] = Max_Ammo[WP_1];
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_4 );
|
||||
// client->ps.ammo[WP_4] = Max_Ammo[WP_4];
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_10 );
|
||||
// client->ps.ammo[WP_10] = Max_Ammo[WP_10];
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_8 );
|
||||
// client->ps.ammo[WP_8] = Max_Ammo[WP_8];
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_7 );
|
||||
// client->ps.ammo[WP_7] = Max_Ammo[WP_7];
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_9 );
|
||||
// client->ps.ammo[WP_9] = Max_Ammo[WP_9];
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_13 );
|
||||
// client->ps.ammo[WP_13] = Max_Ammo[WP_13];
|
||||
// break;
|
||||
//case PC_BORG:
|
||||
// // assimilator
|
||||
// client->ps.stats[STAT_WEAPONS] = ( 1 << WP_TOOLKIT );
|
||||
// client->ps.ammo[WP_TOOLKIT] = Max_Ammo[WP_TOOLKIT];
|
||||
// client->ps.stats[STAT_WEAPONS] = ( 1 << WP_14 );
|
||||
// client->ps.ammo[WP_14] = Max_Ammo[WP_14];
|
||||
// if ( client->ps.clientNum != borgQueenClientNum )
|
||||
// {
|
||||
// // projectile/shock weapon
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_MEDKIT );
|
||||
// client->ps.ammo[WP_MEDKIT] = Max_Ammo[WP_MEDKIT];
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_11 );
|
||||
// client->ps.ammo[WP_11] = Max_Ammo[WP_11];
|
||||
// }
|
||||
// break;*/
|
||||
//case PC_NOCLASS:
|
||||
//default:
|
||||
// if ( rpg_rpg.integer != 0 )
|
||||
// {
|
||||
// //client->ps.stats[STAT_WEAPONS] = ( 1 << WP_PADD );
|
||||
// //client->ps.ammo[WP_PADD] = PHASER_AMMO_MAX;
|
||||
// //client->ps.stats[STAT_WEAPONS] = ( 1 << WP_3 );
|
||||
// //client->ps.ammo[WP_3] = PHASER_AMMO_MAX;
|
||||
|
||||
// client->ps.stats[STAT_WEAPONS] = ( 1 << WP_NULL_HAND );
|
||||
// client->ps.ammo[WP_NULL_HAND] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] = ( 1 << WP_1 );
|
||||
// client->ps.ammo[WP_1] = PHASER_AMMO_MAX;
|
||||
// if ( rpg_noweapons.integer == 0 )
|
||||
// {
|
||||
// if ( rpg_rpg.integer == 2 )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PHASER );
|
||||
// client->ps.ammo[WP_PHASER] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_TRICORDER );
|
||||
// client->ps.ammo[WP_TRICORDER] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_5 );
|
||||
// client->ps.ammo[WP_5] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_2 );
|
||||
// client->ps.ammo[WP_2] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
// if ( rpg_rpg.integer == 3 )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_VOYAGER_HYPO );
|
||||
// client->ps.ammo[WP_VOYAGER_HYPO] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_TRICORDER );
|
||||
// client->ps.ammo[WP_TRICORDER] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_12 );
|
||||
// client->ps.ammo[WP_12] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_2 );
|
||||
// client->ps.ammo[WP_2] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
// if ( rpg_rpg.integer == 4 )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PHASER );
|
||||
// client->ps.ammo[WP_PHASER] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_VOYAGER_HYPO );
|
||||
// client->ps.ammo[WP_VOYAGER_HYPO] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_TRICORDER );
|
||||
// client->ps.ammo[WP_TRICORDER] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_5 );
|
||||
// client->ps.ammo[WP_5] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_12 );
|
||||
// client->ps.ammo[WP_12] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_2 );
|
||||
// client->ps.ammo[WP_2] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
// if ( rpg_rpg.integer == 5 )
|
||||
// {
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PHASER );
|
||||
// client->ps.ammo[WP_PHASER] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_COMPRESSION_RIFLE );
|
||||
// client->ps.ammo[WP_COMPRESSION_RIFLE] = 200;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_VOYAGER_HYPO );
|
||||
// client->ps.ammo[WP_VOYAGER_HYPO] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_TRICORDER );
|
||||
// client->ps.ammo[WP_TRICORDER] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_5 );
|
||||
// client->ps.ammo[WP_5] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_6 );
|
||||
// client->ps.ammo[WP_6] = 200;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_12 );
|
||||
// client->ps.ammo[WP_12] = PHASER_AMMO_MAX;
|
||||
// client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_2 );
|
||||
// client->ps.ammo[WP_2] = PHASER_AMMO_MAX;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// else
|
||||
// { //TiM: Tricorder... I think
|
||||
// client->ps.stats[STAT_WEAPONS] = ( 1 << WP_TRICORDER );
|
||||
// client->ps.ammo[WP_TRICORDER] = PHASER_AMMO_MAX; //13
|
||||
// client->ps.stats[STAT_WEAPONS] = ( 1 << WP_2 );
|
||||
// client->ps.ammo[WP_2] = PHASER_AMMO_MAX; //13
|
||||
// }
|
||||
// break;
|
||||
//}
|
||||
|
@ -3617,8 +3617,8 @@ void ClientSpawn(gentity_t *ent, int rpgx_spawn, qboolean fromDeath ) {
|
|||
|
||||
if ( g_pModDisintegration.integer != 0 )
|
||||
{//this is instagib
|
||||
client->ps.stats[STAT_WEAPONS] = ( 1 << WP_COMPRESSION_RIFLE );
|
||||
client->ps.ammo[WP_COMPRESSION_RIFLE] = Max_Ammo[WP_COMPRESSION_RIFLE];
|
||||
client->ps.stats[STAT_WEAPONS] = ( 1 << WP_6 );
|
||||
client->ps.ammo[WP_6] = Max_Ammo[WP_6];
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -3707,7 +3707,7 @@ void ClientSpawn(gentity_t *ent, int rpgx_spawn, qboolean fromDeath ) {
|
|||
trap_LinkEntity (ent);
|
||||
|
||||
// force the base weapon up
|
||||
client->ps.weapon = WP_NULL_HAND; //TiM: WP_PHASER
|
||||
client->ps.weapon = WP_1; //TiM: WP_5
|
||||
client->ps.weaponstate = WEAPON_READY;
|
||||
|
||||
}
|
||||
|
@ -3755,7 +3755,7 @@ void ClientSpawn(gentity_t *ent, int rpgx_spawn, qboolean fromDeath ) {
|
|||
}*/
|
||||
|
||||
//TiM - Always default to the null hand
|
||||
client->ps.weapon = WP_NULL_HAND;
|
||||
client->ps.weapon = WP_1;
|
||||
//}
|
||||
}
|
||||
|
||||
|
@ -3984,8 +3984,8 @@ void ClientSpawn(gentity_t *ent, int rpgx_spawn, qboolean fromDeath ) {
|
|||
body->s.weapon = ent->s.weapon;
|
||||
|
||||
// fix up some weapon holding / shooting issues
|
||||
//if (body->s.weapon==WP_PHASER || body->s.weapon==WP_DERMAL_REGEN || body->s.weapon == WP_NONE )
|
||||
// body->s.weapon = WP_COMPRESSION_RIFLE;
|
||||
//if (body->s.weapon==WP_5 || body->s.weapon==WP_13 || body->s.weapon == WP_0 )
|
||||
// body->s.weapon = WP_6;
|
||||
|
||||
body->s.event = 0;
|
||||
body->r.svFlags = ent->r.svFlags;
|
||||
|
@ -4056,8 +4056,8 @@ gentity_t *SpawnBeamOutPlayer( gentity_t *ent ) {
|
|||
body->s.torsoAnim= ent->client->ps.stats[TORSOANIM];
|
||||
|
||||
//--------------------------- WEAPON ADJUST
|
||||
if (body->s.weapon==WP_PHASER || body->s.weapon==WP_DERMAL_REGEN)
|
||||
body->s.weapon = WP_COMPRESSION_RIFLE;
|
||||
if (body->s.weapon==WP_5 || body->s.weapon==WP_13)
|
||||
body->s.weapon = WP_6;
|
||||
|
||||
return body;
|
||||
}
|
||||
|
|
144
game/g_cmds.c
144
game/g_cmds.c
|
@ -520,7 +520,7 @@ static void Cmd_Give_f( gentity_t *ent ) {
|
|||
case TYPE_ALL:
|
||||
targEnt->health = ps->stats[STAT_MAX_HEALTH];
|
||||
|
||||
ps->stats[STAT_WEAPONS] = (1 << WP_NUM_WEAPONS) - 1 - ( 1 << WP_NONE );
|
||||
ps->stats[STAT_WEAPONS] = (1 << WP_NUM_WEAPONS) - 1 - ( 1 << WP_0 );
|
||||
|
||||
//RPG-X: J2J - Added so you dont just get empty weapons
|
||||
for ( i = MAX_WEAPONS - 1; i > -1; i-- ) { /* RPG-X | Marcin | 30/12/2008 */ // GSIO: Changed from i++ to i--
|
||||
|
@ -534,7 +534,7 @@ static void Cmd_Give_f( gentity_t *ent ) {
|
|||
targEnt->health = ps->stats[STAT_MAX_HEALTH];
|
||||
break;
|
||||
case TYPE_WEAPONS:
|
||||
ps->stats[STAT_WEAPONS] = (1 << WP_NUM_WEAPONS) - 1 - ( 1 << WP_NONE );
|
||||
ps->stats[STAT_WEAPONS] = (1 << WP_NUM_WEAPONS) - 1 - ( 1 << WP_0 );
|
||||
|
||||
//RPG-X: J2J - Added so you dont just get empty weapons
|
||||
for ( i = MAX_WEAPONS -1; i > -1 ; i-- ) { // GSIO: changed from i++ to i--
|
||||
|
@ -680,7 +680,7 @@ static void Cmd_Give_f( gentity_t *ent ) {
|
|||
//
|
||||
// if (give_all || Q_stricmp(name, "weapons") == 0)
|
||||
// {
|
||||
// ent->client->ps.stats[STAT_WEAPONS] = (1 << WP_NUM_WEAPONS) - 1 - ( 1 << WP_NONE );
|
||||
// ent->client->ps.stats[STAT_WEAPONS] = (1 << WP_NUM_WEAPONS) - 1 - ( 1 << WP_0 );
|
||||
// //RPG-X: J2J - Added so you dont just get empty weapons
|
||||
// for ( i = 0 ; i < MAX_WEAPONS ; i++ ) {
|
||||
// ent->client->ps.ammo[i] = 999;
|
||||
|
@ -731,96 +731,96 @@ static void Cmd_Give_f( gentity_t *ent ) {
|
|||
//
|
||||
// if ( Q_stricmp(name, ItemNames[2]) == 0)
|
||||
// {
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PHASER);
|
||||
// ent->client->ps.ammo[WP_PHASER] = 999;
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_5);
|
||||
// ent->client->ps.ammo[WP_5] = 999;
|
||||
//
|
||||
// if (!give_all)
|
||||
// return;
|
||||
// }
|
||||
// if (Q_stricmp(name, ItemNames[3]) == 0)
|
||||
// {
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_COMPRESSION_RIFLE);
|
||||
// ent->client->ps.ammo[WP_COMPRESSION_RIFLE] = 999;
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_6);
|
||||
// ent->client->ps.ammo[WP_6] = 999;
|
||||
//
|
||||
// if (!give_all)
|
||||
// return;
|
||||
// }
|
||||
// if (Q_stricmp(name, ItemNames[4]) == 0)
|
||||
// {
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_NULL_HAND);
|
||||
// ent->client->ps.ammo[WP_NULL_HAND] = 999;
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_1);
|
||||
// ent->client->ps.ammo[WP_1] = 999;
|
||||
//
|
||||
// if (!give_all)
|
||||
// return;
|
||||
// }
|
||||
// if (Q_stricmp(name, ItemNames[5]) == 0)
|
||||
// {
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_COFFEE);
|
||||
// ent->client->ps.ammo[WP_COFFEE] = 999;
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_4);
|
||||
// ent->client->ps.ammo[WP_4] = 999;
|
||||
//
|
||||
// if (!give_all)
|
||||
// return;
|
||||
// }
|
||||
// if (Q_stricmp(name, ItemNames[6]) == 0)
|
||||
// {
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_DISRUPTOR);
|
||||
// ent->client->ps.ammo[WP_DISRUPTOR] = 999;
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_10);
|
||||
// ent->client->ps.ammo[WP_10] = 999;
|
||||
//
|
||||
// if (!give_all)
|
||||
// return;
|
||||
// }
|
||||
// if (Q_stricmp(name, ItemNames[7]) == 0)
|
||||
// {
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GRENADE_LAUNCHER);
|
||||
// ent->client->ps.ammo[WP_GRENADE_LAUNCHER] = 999;
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_8);
|
||||
// ent->client->ps.ammo[WP_8] = 999;
|
||||
//
|
||||
// if (!give_all)
|
||||
// return;
|
||||
// }
|
||||
// if (Q_stricmp(name, ItemNames[8]) == 0)
|
||||
// {
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_TR116);
|
||||
// ent->client->ps.ammo[WP_TR116] = 999;
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_7);
|
||||
// ent->client->ps.ammo[WP_7] = 999;
|
||||
//
|
||||
// if (!give_all)
|
||||
// return;
|
||||
// }
|
||||
// if (Q_stricmp(name, ItemNames[9]) == 0)
|
||||
// {
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_QUANTUM_BURST);
|
||||
// ent->client->ps.ammo[WP_QUANTUM_BURST] = 999;
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_9);
|
||||
// ent->client->ps.ammo[WP_9] = 999;
|
||||
//
|
||||
// if (!give_all)
|
||||
// return;
|
||||
// }
|
||||
// if (Q_stricmp(name, ItemNames[10]) == 0)
|
||||
// {
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_DERMAL_REGEN);
|
||||
// ent->client->ps.ammo[WP_DERMAL_REGEN] = 999;
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_13);
|
||||
// ent->client->ps.ammo[WP_13] = 999;
|
||||
//
|
||||
// if (!give_all)
|
||||
// return;
|
||||
// }
|
||||
// if (Q_stricmp(name, ItemNames[11]) == 0)
|
||||
// {
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_VOYAGER_HYPO);
|
||||
// ent->client->ps.ammo[WP_VOYAGER_HYPO] = 999;
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_12);
|
||||
// ent->client->ps.ammo[WP_12] = 999;
|
||||
//
|
||||
// if (!give_all)
|
||||
// return;
|
||||
// }
|
||||
// if (Q_stricmp(name, ItemNames[12]) == 0)
|
||||
// {
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_TOOLKIT);
|
||||
// ent->client->ps.ammo[WP_TOOLKIT] = 999;
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_14);
|
||||
// ent->client->ps.ammo[WP_14] = 999;
|
||||
//
|
||||
// if (!give_all)
|
||||
// return;
|
||||
// }
|
||||
// if (Q_stricmp(name, ItemNames[13]) == 0)
|
||||
// {
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_MEDKIT);
|
||||
// ent->client->ps.ammo[WP_MEDKIT] = 999;
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_11);
|
||||
// ent->client->ps.ammo[WP_11] = 999;
|
||||
//
|
||||
// if (!give_all)
|
||||
//
|
||||
|
@ -828,16 +828,16 @@ static void Cmd_Give_f( gentity_t *ent ) {
|
|||
// }
|
||||
// if (Q_stricmp(name, ItemNames[14]) == 0)
|
||||
// {
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_TRICORDER);
|
||||
// ent->client->ps.ammo[WP_TRICORDER] = 999;
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_2);
|
||||
// ent->client->ps.ammo[WP_2] = 999;
|
||||
//
|
||||
// if (!give_all)
|
||||
// return;
|
||||
// }
|
||||
// if (Q_stricmp(name, ItemNames[15]) == 0)
|
||||
// {
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PADD);
|
||||
// ent->client->ps.ammo[WP_PADD] = 999;
|
||||
// ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_3);
|
||||
// ent->client->ps.ammo[WP_3] = 999;
|
||||
//
|
||||
// if (!give_all)
|
||||
// return;
|
||||
|
@ -923,7 +923,7 @@ void Cmd_Give_f (gentity_t *ent)
|
|||
|
||||
if (give_all || Q_stricmp(name, "weapons") == 0)
|
||||
{
|
||||
ent->client->ps.stats[STAT_WEAPONS] = (1 << WP_NUM_WEAPONS) - 1 - ( 1 << WP_NONE );
|
||||
ent->client->ps.stats[STAT_WEAPONS] = (1 << WP_NUM_WEAPONS) - 1 - ( 1 << WP_0 );
|
||||
if (!give_all)
|
||||
return;
|
||||
}
|
||||
|
@ -1174,7 +1174,7 @@ static void Cmd_Kill_f( gentity_t *ent )
|
|||
|
||||
//RPG-X: Medics revive Support for suiciding
|
||||
if(rpg_medicsrevive.integer != 0 ){
|
||||
ps->stats[STAT_WEAPONS] = ( 1 << WP_NONE );
|
||||
ps->stats[STAT_WEAPONS] = ( 1 << WP_0 );
|
||||
ps->stats[STAT_HOLDABLE_ITEM] = HI_NONE;
|
||||
ps->stats[STAT_HEALTH] = ent->health = 1;
|
||||
player_die (ent, ent, ent, 1, meansOfDeath ); //MOD_SUICIDE
|
||||
|
@ -1235,7 +1235,7 @@ in the RPG-X forum lol.
|
|||
|
||||
//RPG-X: Medics revive Support for suiciding
|
||||
if(rpg_medicsrevive.integer == 1){
|
||||
ent->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_NONE );
|
||||
ent->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_0 );
|
||||
ent->client->ps.stats[STAT_HOLDABLE_ITEM] = HI_NONE;
|
||||
ent->client->ps.stats[STAT_HEALTH] = ent->health = 1;
|
||||
player_die (ent, ent, ent, 1, MOD_CUSTOM_DIE );
|
||||
|
@ -2014,7 +2014,7 @@ qboolean SetClass( gentity_t *ent, char *s, char *teamName, qboolean SaveToCvar
|
|||
if(g_classData[pclass].isn00b/*pclass == PC_N00B*/){
|
||||
|
||||
ClientSpawn(ent, 1, qfalse);
|
||||
ps->stats[STAT_WEAPONS] = ( 1 << WP_NONE );
|
||||
ps->stats[STAT_WEAPONS] = ( 1 << WP_0 );
|
||||
ps->stats[STAT_HOLDABLE_ITEM] = HI_NONE;
|
||||
|
||||
//Take some admin powerups away and give some n00b powerps ;)
|
||||
|
@ -3385,7 +3385,7 @@ Give an item to any player on the sevrer using ID
|
|||
//
|
||||
// if (give_all || Q_stricmp(name, "weapons") == 0)
|
||||
// {
|
||||
// target->client->ps.stats[STAT_WEAPONS] = (1 << WP_NUM_WEAPONS) - 1 - ( 1 << WP_NONE );
|
||||
// target->client->ps.stats[STAT_WEAPONS] = (1 << WP_NUM_WEAPONS) - 1 - ( 1 << WP_0 );
|
||||
// if (!give_all)
|
||||
// return;
|
||||
// }
|
||||
|
@ -3416,96 +3416,96 @@ Give an item to any player on the sevrer using ID
|
|||
//
|
||||
// if (give_all || Q_stricmp(name, ItemNames[2]) == 0)
|
||||
// {
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PHASER);
|
||||
// target->client->ps.ammo[WP_PHASER] = -1;
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_5);
|
||||
// target->client->ps.ammo[WP_5] = -1;
|
||||
//
|
||||
// if (!give_all)
|
||||
// return;
|
||||
// }
|
||||
// if (give_all || Q_stricmp(name, ItemNames[3]) == 0)
|
||||
// {
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_COMPRESSION_RIFLE);
|
||||
// target->client->ps.ammo[WP_COMPRESSION_RIFLE] = -1;
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_6);
|
||||
// target->client->ps.ammo[WP_6] = -1;
|
||||
//
|
||||
// if (!give_all)
|
||||
// return;
|
||||
// }
|
||||
// if (give_all || Q_stricmp(name, ItemNames[4]) == 0)
|
||||
// {
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_NULL_HAND);
|
||||
// target->client->ps.ammo[WP_NULL_HAND] = -1;
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_1);
|
||||
// target->client->ps.ammo[WP_1] = -1;
|
||||
//
|
||||
// if (!give_all)
|
||||
// return;
|
||||
// }
|
||||
// if (give_all || Q_stricmp(name, ItemNames[5]) == 0)
|
||||
// {
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_COFFEE);
|
||||
// target->client->ps.ammo[WP_COFFEE] = -1;
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_4);
|
||||
// target->client->ps.ammo[WP_4] = -1;
|
||||
//
|
||||
// if (!give_all)
|
||||
// return;
|
||||
// }
|
||||
// if (give_all || Q_stricmp(name, ItemNames[6]) == 0)
|
||||
// {
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_DISRUPTOR);
|
||||
// target->client->ps.ammo[WP_DISRUPTOR] = -1;
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_10);
|
||||
// target->client->ps.ammo[WP_10] = -1;
|
||||
//
|
||||
// if (!give_all)
|
||||
// return;
|
||||
// }
|
||||
// if (give_all || Q_stricmp(name, ItemNames[7]) == 0)
|
||||
// {
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GRENADE_LAUNCHER);
|
||||
// target->client->ps.ammo[WP_GRENADE_LAUNCHER] = -1;
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_8);
|
||||
// target->client->ps.ammo[WP_8] = -1;
|
||||
//
|
||||
// if (!give_all)
|
||||
// return;
|
||||
// }
|
||||
// if (give_all || Q_stricmp(name, ItemNames[8]) == 0)
|
||||
// {
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_TR116);
|
||||
// target->client->ps.ammo[WP_TR116] = -1;
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_7);
|
||||
// target->client->ps.ammo[WP_7] = -1;
|
||||
//
|
||||
// if (!give_all)
|
||||
// return;
|
||||
// }
|
||||
// if (give_all || Q_stricmp(name, ItemNames[9]) == 0)
|
||||
// {
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_QUANTUM_BURST);
|
||||
// target->client->ps.ammo[WP_QUANTUM_BURST] = -1;
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_9);
|
||||
// target->client->ps.ammo[WP_9] = -1;
|
||||
//
|
||||
// if (!give_all)
|
||||
// return;
|
||||
// }
|
||||
// if (give_all || Q_stricmp(name, ItemNames[10]) == 0)
|
||||
// {
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_DERMAL_REGEN);
|
||||
// target->client->ps.ammo[WP_DERMAL_REGEN] = -1;
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_13);
|
||||
// target->client->ps.ammo[WP_13] = -1;
|
||||
//
|
||||
// if (!give_all)
|
||||
// return;
|
||||
// }
|
||||
// if (give_all || Q_stricmp(name, ItemNames[11]) == 0)
|
||||
// {
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_VOYAGER_HYPO);
|
||||
// target->client->ps.ammo[WP_VOYAGER_HYPO] = -1;
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_12);
|
||||
// target->client->ps.ammo[WP_12] = -1;
|
||||
//
|
||||
// if (!give_all)
|
||||
// return;
|
||||
// }
|
||||
// if (give_all || Q_stricmp(name, ItemNames[12]) == 0)
|
||||
// {
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_TOOLKIT);
|
||||
// target->client->ps.ammo[WP_TOOLKIT] = -1;
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_14);
|
||||
// target->client->ps.ammo[WP_14] = -1;
|
||||
//
|
||||
// if (!give_all)
|
||||
// return;
|
||||
// }
|
||||
// if (give_all || Q_stricmp(name, ItemNames[13]) == 0)
|
||||
// {
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_MEDKIT);
|
||||
// target->client->ps.ammo[WP_MEDKIT] = -1;
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_11);
|
||||
// target->client->ps.ammo[WP_11] = -1;
|
||||
//
|
||||
// if (!give_all)
|
||||
//
|
||||
|
@ -3513,16 +3513,16 @@ Give an item to any player on the sevrer using ID
|
|||
// }
|
||||
// if (give_all || Q_stricmp(name, ItemNames[14]) == 0)
|
||||
// {
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_TRICORDER);
|
||||
// target->client->ps.ammo[WP_TRICORDER] = -1;
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_2);
|
||||
// target->client->ps.ammo[WP_2] = -1;
|
||||
//
|
||||
// if (!give_all)
|
||||
// return;
|
||||
// }
|
||||
// if (give_all || Q_stricmp(name, ItemNames[15]) == 0)
|
||||
// {
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PADD);
|
||||
// target->client->ps.ammo[WP_PADD] = -1;
|
||||
// target->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_3);
|
||||
// target->client->ps.ammo[WP_3] = -1;
|
||||
//
|
||||
// if (!give_all)
|
||||
// return;
|
||||
|
@ -4288,7 +4288,7 @@ void Cmd_ForceKill_f( gentity_t *ent ) {
|
|||
|
||||
//RPG-X: Medics revive Support for suiciding
|
||||
if(rpg_medicsrevive.integer == 1){
|
||||
ps->stats[STAT_WEAPONS] = ( 1 << WP_NONE );
|
||||
ps->stats[STAT_WEAPONS] = ( 1 << WP_0 );
|
||||
ps->stats[STAT_HOLDABLE_ITEM] = HI_NONE;
|
||||
ps->stats[STAT_HEALTH] = target->health = 1;
|
||||
player_die (target, target, target, 100000, MOD_FORCEDSUICIDE);
|
||||
|
@ -4325,7 +4325,7 @@ void Cmd_ForceKill_f( gentity_t *ent ) {
|
|||
|
||||
//RPG-X: Medics revive Support for suiciding
|
||||
if(rpg_medicsrevive.integer == 1){
|
||||
ps->stats[STAT_WEAPONS] = ( 1 << WP_NONE );
|
||||
ps->stats[STAT_WEAPONS] = ( 1 << WP_0 );
|
||||
ps->stats[STAT_HOLDABLE_ITEM] = HI_NONE;
|
||||
ps->stats[STAT_HEALTH] = target->health = 1;
|
||||
player_die (target, target, target, 100000, MOD_FORCEDSUICIDE);
|
||||
|
@ -4459,7 +4459,7 @@ for(i = 0; i < level.numConnectedClients; i++)
|
|||
OtherPlayer->flags &= ~FL_GODMODE; //Bypass godmode (?)
|
||||
//RPG-X: Medics revive Support for suiciding
|
||||
if(rpg_medicsrevive.integer == 1){
|
||||
oPs->stats[STAT_WEAPONS] = ( 1 << WP_NONE );
|
||||
oPs->stats[STAT_WEAPONS] = ( 1 << WP_0 );
|
||||
oPs->stats[STAT_HOLDABLE_ITEM] = HI_NONE;
|
||||
oPs->stats[STAT_HEALTH] = OtherPlayer->health = 1;
|
||||
player_die(OtherPlayer,OtherPlayer,OtherPlayer,100000, MOD_FORCEDSUICIDE);
|
||||
|
@ -4479,7 +4479,7 @@ for(i = 0; i < level.numConnectedClients; i++)
|
|||
ent->flags &= ~FL_GODMODE; //Bypass godmode (?)
|
||||
//RPG-X: Medics revive Support for suiciding
|
||||
if(rpg_medicsrevive.integer == 1){
|
||||
ePs->stats[STAT_WEAPONS] = ( 1 << WP_NONE );
|
||||
ePs->stats[STAT_WEAPONS] = ( 1 << WP_0 );
|
||||
ePs->stats[STAT_HOLDABLE_ITEM] = HI_NONE;
|
||||
ePs->stats[STAT_HEALTH] = ent->health = 1;
|
||||
player_die(ent,ent,ent,100000, MOD_FORCEDSUICIDE);
|
||||
|
@ -8550,15 +8550,15 @@ static void Cmd_remodulate_f(gentity_t *ent) {
|
|||
|
||||
switch(i) {
|
||||
case 1:
|
||||
level.borgAdaptHits[WP_PHASER] = 0;
|
||||
level.borgAdaptHits[WP_5] = 0;
|
||||
trap_SendServerCommand(-1, va("print \"Phasers have been remodulated.\n\""));
|
||||
break;
|
||||
case 2:
|
||||
level.borgAdaptHits[WP_COMPRESSION_RIFLE] = 0;
|
||||
level.borgAdaptHits[WP_6] = 0;
|
||||
trap_SendServerCommand(-1, va("print \"Compression Rifles have been remodulated.\n\""));
|
||||
break;
|
||||
case 3:
|
||||
level.borgAdaptHits[WP_DISRUPTOR] = 0;
|
||||
level.borgAdaptHits[WP_10] = 0;
|
||||
trap_SendServerCommand(-1, va("print \"Disruptors have been remodulated.\n\""));
|
||||
break;
|
||||
default:
|
||||
|
@ -9545,7 +9545,7 @@ static void Cmd_spawnTentity_f(gentity_t *ent) {
|
|||
if(numArgs < 3) {
|
||||
G_FreeEntity(newEnt);
|
||||
trap_SendServerCommand(clientNum, "print \"Insufficent number of arguments for target_give!\n\"");
|
||||
trap_SendServerCommand(clientNum, "print \"Usage: spawnTEnt target_give targetname items (example for items: WP_PHASER | WP_TOOLKIT)\n\"");
|
||||
trap_SendServerCommand(clientNum, "print \"Usage: spawnTEnt target_give targetname items (example for items: WP_5 | WP_14)\n\"");
|
||||
return;
|
||||
}
|
||||
trap_Argv(2, arg, sizeof(arg));
|
||||
|
|
|
@ -133,7 +133,7 @@ void TossClientItems( gentity_t *self, qboolean dis_con ) {
|
|||
// weapon that isn't the mg or gauntlet. Without this, a client
|
||||
// can pick up a weapon, be killed, and not drop the weapon because
|
||||
// their weapon change hasn't completed yet and they are still holding the MG.
|
||||
if ( weapon == WP_MEDKIT || weapon == WP_TOOLKIT || weapon == WP_PHASER || weapon == WP_DERMAL_REGEN || weapon == WP_HYPERSPANNER || weapon == WP_PADD || weapon == WP_TRICORDER || weapon == WP_VOYAGER_HYPO )
|
||||
if ( weapon == WP_11 || weapon == WP_14 || weapon == WP_5 || weapon == WP_13 || weapon == WP_15 || weapon == WP_3 || weapon == WP_2 || weapon == WP_12 )
|
||||
{
|
||||
if ( ps->weaponstate == WEAPON_DROPPING )
|
||||
{
|
||||
|
@ -141,11 +141,11 @@ void TossClientItems( gentity_t *self, qboolean dis_con ) {
|
|||
}
|
||||
if ( !( ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) )
|
||||
{
|
||||
weapon = WP_NONE;
|
||||
weapon = WP_0;
|
||||
}
|
||||
}
|
||||
|
||||
if ( weapon > WP_TOOLKIT && weapon > WP_MEDKIT && weapon > WP_PHASER && weapon != WP_DERMAL_REGEN && weapon != WP_HYPERSPANNER && weapon != WP_PADD && weapon != WP_TRICORDER && weapon != WP_VOYAGER_HYPO && ps->ammo[ weapon ] )
|
||||
if ( weapon > WP_14 && weapon > WP_11 && weapon > WP_5 && weapon != WP_13 && weapon != WP_15 && weapon != WP_3 && weapon != WP_2 && weapon != WP_12 && ps->ammo[ weapon ] )
|
||||
{
|
||||
// find the item type for this weapon
|
||||
item = BG_FindItemForWeapon( weapon );
|
||||
|
@ -499,9 +499,9 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
|
|||
|
||||
self->takedamage = qfalse;
|
||||
|
||||
ps->weapon = WP_NONE;
|
||||
ps->weapon = WP_0;
|
||||
ps->weaponstate = WEAPON_READY;
|
||||
//self->s.weapon = WP_NONE;
|
||||
//self->s.weapon = WP_0;
|
||||
//memset(ps->powerups, 0, sizeof(ps->powerups)); //TiM - BOOKMARK
|
||||
//self->s.powerups = 0;
|
||||
self->r.contents = CONTENTS_CORPSE;
|
||||
|
@ -930,7 +930,7 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
|
|||
|
||||
self->takedamage = qtrue; // can still be gibbed
|
||||
|
||||
self->s.weapon = WP_NONE;
|
||||
self->s.weapon = WP_0;
|
||||
self->s.powerups = 0;
|
||||
self->r.contents = CONTENTS_CORPSE;
|
||||
|
||||
|
@ -1282,47 +1282,47 @@ qboolean G_CheckBorgAdaptation( gentity_t *targ, int mod )
|
|||
// Trek weapons
|
||||
case MOD_PHASER:
|
||||
case MOD_PHASER_ALT:
|
||||
weapon = WP_PHASER;
|
||||
weapon = WP_5;
|
||||
break;
|
||||
case MOD_CRIFLE:
|
||||
case MOD_CRIFLE_SPLASH:
|
||||
case MOD_CRIFLE_ALT:
|
||||
case MOD_CRIFLE_ALT_SPLASH:
|
||||
weapon = WP_COMPRESSION_RIFLE;
|
||||
weapon = WP_6;
|
||||
break;
|
||||
case MOD_SCAVENGER:
|
||||
case MOD_SCAVENGER_ALT:
|
||||
case MOD_SCAVENGER_ALT_SPLASH:
|
||||
case MOD_SEEKER:
|
||||
weapon = WP_COFFEE;
|
||||
weapon = WP_4;
|
||||
break;
|
||||
case MOD_STASIS:
|
||||
case MOD_STASIS_ALT:
|
||||
weapon = WP_DISRUPTOR;
|
||||
weapon = WP_10;
|
||||
break;
|
||||
case MOD_GRENADE:
|
||||
case MOD_GRENADE_ALT:
|
||||
case MOD_GRENADE_SPLASH:
|
||||
case MOD_GRENADE_ALT_SPLASH:
|
||||
weapon = WP_GRENADE_LAUNCHER;
|
||||
weapon = WP_8;
|
||||
break;
|
||||
case MOD_TETRION:
|
||||
case MOD_TETRION_ALT:
|
||||
weapon = WP_TR116;
|
||||
weapon = WP_7;
|
||||
break;
|
||||
case MOD_DREADNOUGHT:
|
||||
case MOD_DREADNOUGHT_ALT:
|
||||
weapon = WP_DERMAL_REGEN;
|
||||
weapon = WP_13;
|
||||
break;
|
||||
case MOD_QUANTUM:
|
||||
case MOD_QUANTUM_SPLASH:
|
||||
case MOD_QUANTUM_ALT:
|
||||
case MOD_QUANTUM_ALT_SPLASH:
|
||||
weapon = WP_QUANTUM_BURST;
|
||||
weapon = WP_9;
|
||||
break;
|
||||
case MOD_IMOD:
|
||||
case MOD_IMOD_ALT:
|
||||
weapon = WP_PADD;
|
||||
weapon = WP_3;
|
||||
break;
|
||||
case MOD_ASSIMILATE:
|
||||
case MOD_BORG:
|
||||
|
@ -1337,28 +1337,28 @@ qboolean G_CheckBorgAdaptation( gentity_t *targ, int mod )
|
|||
return qtrue;
|
||||
}*/
|
||||
switch(weapon) {
|
||||
case WP_PHASER:
|
||||
if(level.borgAdaptHits[WP_PHASER] > rpg_adaptPhaserHits.integer)
|
||||
case WP_5:
|
||||
if(level.borgAdaptHits[WP_5] > rpg_adaptPhaserHits.integer)
|
||||
return qtrue;
|
||||
break;
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
if(level.borgAdaptHits[WP_COMPRESSION_RIFLE] > rpg_adaptCrifleHits.integer)
|
||||
case WP_6:
|
||||
if(level.borgAdaptHits[WP_6] > rpg_adaptCrifleHits.integer)
|
||||
return qtrue;
|
||||
break;
|
||||
case WP_DISRUPTOR:
|
||||
if(level.borgAdaptHits[WP_DISRUPTOR] > rpg_adaptDisruptorHits.integer)
|
||||
case WP_10:
|
||||
if(level.borgAdaptHits[WP_10] > rpg_adaptDisruptorHits.integer)
|
||||
return qtrue;
|
||||
break;
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
if(level.borgAdaptHits[WP_GRENADE_LAUNCHER] > rpg_adaptGrenadeLauncherHits.integer)
|
||||
case WP_8:
|
||||
if(level.borgAdaptHits[WP_8] > rpg_adaptGrenadeLauncherHits.integer)
|
||||
return qtrue;
|
||||
break;
|
||||
case WP_TR116:
|
||||
if(level.borgAdaptHits[WP_TR116] > rpg_adaptTR116Hits.integer)
|
||||
case WP_7:
|
||||
if(level.borgAdaptHits[WP_7] > rpg_adaptTR116Hits.integer)
|
||||
return qtrue;
|
||||
break;
|
||||
case WP_QUANTUM_BURST:
|
||||
if(level.borgAdaptHits[WP_QUANTUM_BURST] > rpg_adaptPhotonHits.integer)
|
||||
case WP_9:
|
||||
if(level.borgAdaptHits[WP_9] > rpg_adaptPhotonHits.integer)
|
||||
return qtrue;
|
||||
break;
|
||||
default:
|
||||
|
@ -1893,7 +1893,7 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
|
|||
if(targ->health == 1 ){ //TiM : Added Client to try and fix this stupid crashy bug
|
||||
//ClientSpawn(targ, 1);
|
||||
//if ( client ) {
|
||||
client->ps.stats[STAT_WEAPONS] = ( 1 << WP_NONE ); //?!!!!!
|
||||
client->ps.stats[STAT_WEAPONS] = ( 1 << WP_0 ); //?!!!!!
|
||||
client->ps.stats[STAT_HOLDABLE_ITEM] = HI_NONE;
|
||||
targ->health = 1;
|
||||
player_die( targ, inflictor, attacker, take, mod );
|
||||
|
|
|
@ -435,7 +435,7 @@ int Pickup_Weapon (gentity_t *ent, gentity_t *other) {
|
|||
|
||||
// RPG-X: Marcin: print PADD message - 06/12/2008
|
||||
|
||||
if ( ent->item->giTag == WP_PADD ) {
|
||||
if ( ent->item->giTag == WP_3 ) {
|
||||
msg = Padd_Get( ent, other );
|
||||
if (msg) {
|
||||
trap_SendServerCommand( other-g_entities, va("print \"" S_COLOR_CYAN "(padd)" S_COLOR_WHITE " %s\n\"", msg) );
|
||||
|
@ -649,7 +649,7 @@ void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace) {
|
|||
return;
|
||||
}
|
||||
|
||||
if ( ent->item->giTag == WP_PADD ) {
|
||||
if ( ent->item->giTag == WP_3 ) {
|
||||
Padd_Remove( ent );
|
||||
}
|
||||
|
||||
|
@ -750,7 +750,7 @@ gentity_t *LaunchItem( gitem_t *item, gentity_t *who, vec3_t origin, vec3_t velo
|
|||
// if the item has been droped, and if so, make it pick-up-able
|
||||
// cdr
|
||||
|
||||
if ( item->giTag == WP_PADD ) {
|
||||
if ( item->giTag == WP_3 ) {
|
||||
//Q_strncpyz(item->paddMsg, txt, sizeof(item->paddMsg));
|
||||
Padd_Add(dropped, who, txt);
|
||||
}
|
||||
|
@ -1111,24 +1111,24 @@ ClearRegisteredItems
|
|||
void ClearRegisteredItems( void ) {
|
||||
memset( itemRegistered, 0, sizeof( itemRegistered ) );
|
||||
// players always start with the base weapon
|
||||
RegisterItem( BG_FindItemForWeapon( WP_PHASER ) );
|
||||
RegisterItem( BG_FindItemForWeapon( WP_COMPRESSION_RIFLE ) ); //this is for the podium at the end, make sure we have the model
|
||||
RegisterItem( BG_FindItemForWeapon( WP_5 ) );
|
||||
RegisterItem( BG_FindItemForWeapon( WP_6 ) ); //this is for the podium at the end, make sure we have the model
|
||||
|
||||
RegisterItem( BG_FindItemForWeapon( WP_NULL_HAND ) );
|
||||
// RegisterItem( BG_FindItemForWeapon( WP_COFFEE ) );
|
||||
RegisterItem( BG_FindItemForWeapon( WP_DISRUPTOR ) );
|
||||
// RegisterItem( BG_FindItemForWeapon( WP_GRENADE_LAUNCHER ) );
|
||||
// RegisterItem( BG_FindItemForWeapon( WP_TR116 ) );
|
||||
// RegisterItem( BG_FindItemForWeapon( WP_QUANTUM_BURST ) );
|
||||
RegisterItem( BG_FindItemForWeapon( WP_DERMAL_REGEN ) );
|
||||
RegisterItem( BG_FindItemForWeapon( WP_VOYAGER_HYPO ) );
|
||||
RegisterItem( BG_FindItemForWeapon( WP_TOOLKIT ) );
|
||||
RegisterItem( BG_FindItemForWeapon( WP_MEDKIT ) );
|
||||
RegisterItem( BG_FindItemForWeapon( WP_TRICORDER ) );
|
||||
RegisterItem( BG_FindItemForWeapon( WP_1 ) );
|
||||
// RegisterItem( BG_FindItemForWeapon( WP_4 ) );
|
||||
RegisterItem( BG_FindItemForWeapon( WP_10 ) );
|
||||
// RegisterItem( BG_FindItemForWeapon( WP_8 ) );
|
||||
// RegisterItem( BG_FindItemForWeapon( WP_7 ) );
|
||||
// RegisterItem( BG_FindItemForWeapon( WP_9 ) );
|
||||
RegisterItem( BG_FindItemForWeapon( WP_13 ) );
|
||||
RegisterItem( BG_FindItemForWeapon( WP_12 ) );
|
||||
RegisterItem( BG_FindItemForWeapon( WP_14 ) );
|
||||
RegisterItem( BG_FindItemForWeapon( WP_11 ) );
|
||||
RegisterItem( BG_FindItemForWeapon( WP_2 ) );
|
||||
|
||||
RegisterItem( BG_FindItemForWeapon( WP_PADD ) );
|
||||
RegisterItem( BG_FindItemForWeapon( WP_HYPERSPANNER ) );
|
||||
RegisterItem( BG_FindItemForWeapon( WP_TR116 ) );
|
||||
RegisterItem( BG_FindItemForWeapon( WP_3 ) );
|
||||
RegisterItem( BG_FindItemForWeapon( WP_15 ) );
|
||||
RegisterItem( BG_FindItemForWeapon( WP_7 ) );
|
||||
|
||||
// okay! Now, based on what game mods we have one, we need to register even more stuff by default:
|
||||
if ( g_pModSpecialties.integer )
|
||||
|
@ -1279,16 +1279,16 @@ gitem_t *G_CheckReplaceItem( gentity_t *ent, gitem_t *item )
|
|||
{//replace tetryon and scav rifles with I-Mods
|
||||
switch ( item->giTag )
|
||||
{
|
||||
case WP_COFFEE:
|
||||
case WP_TR116:
|
||||
case WP_4:
|
||||
case WP_7:
|
||||
switch( item->giType )
|
||||
{
|
||||
case IT_WEAPON:
|
||||
newitem = BG_FindItemForWeapon( WP_NULL_HAND );
|
||||
newitem = BG_FindItemForWeapon( WP_1 );
|
||||
ent->classname = "weapon_imod";
|
||||
break;
|
||||
case IT_AMMO:
|
||||
newitem = BG_FindItemForAmmo( WP_NULL_HAND );
|
||||
newitem = BG_FindItemForAmmo( WP_1 );
|
||||
ent->classname = "ammo_imod";
|
||||
break;
|
||||
default:
|
||||
|
|
92
game/g_log.c
92
game/g_log.c
|
@ -121,43 +121,43 @@ int G_WeaponLogItems[MAX_CLIENTS][PW_NUM_POWERUPS];
|
|||
// MOD-weapon mapping array.
|
||||
int weaponFromMOD[MOD_MAX] =
|
||||
{
|
||||
WP_NONE, // MOD_UNKNOWN,
|
||||
WP_0, // MOD_UNKNOWN,
|
||||
|
||||
WP_NONE, // MOD_WATER,
|
||||
WP_NONE, // MOD_SLIME,
|
||||
WP_NONE, // MOD_LAVA,
|
||||
WP_NONE, // MOD_CRUSH,
|
||||
WP_NONE, // MOD_TELEFRAG,
|
||||
WP_NONE, // MOD_FALLING,
|
||||
WP_NONE, // MOD_SUICIDE,
|
||||
WP_NONE, // MOD_TARGET_LASER,
|
||||
WP_NONE, // MOD_TRIGGER_HURT,
|
||||
WP_0, // MOD_WATER,
|
||||
WP_0, // MOD_SLIME,
|
||||
WP_0, // MOD_LAVA,
|
||||
WP_0, // MOD_CRUSH,
|
||||
WP_0, // MOD_TELEFRAG,
|
||||
WP_0, // MOD_FALLING,
|
||||
WP_0, // MOD_SUICIDE,
|
||||
WP_0, // MOD_TARGET_LASER,
|
||||
WP_0, // MOD_TRIGGER_HURT,
|
||||
|
||||
WP_PHASER, // MOD_PHASER,
|
||||
WP_PHASER, // MOD_PHASER_ALT,
|
||||
WP_COMPRESSION_RIFLE, // MOD_CRIFLE,
|
||||
WP_COMPRESSION_RIFLE, // MOD_CRIFLE_SPLASH,
|
||||
WP_COMPRESSION_RIFLE, // MOD_CRIFLE_ALT,
|
||||
WP_COMPRESSION_RIFLE, // MOD_CRIFLE_ALT_SPLASH,
|
||||
WP_NULL_HAND, // MOD_IMOD,
|
||||
WP_NULL_HAND, // MOD_IMOD_ALT,
|
||||
WP_COFFEE, // MOD_SCAVENGER,
|
||||
WP_COFFEE, // MOD_SCAVENGER_ALT,
|
||||
WP_COFFEE, // MOD_SCAVENGER_ALT_SPLASH,
|
||||
WP_DISRUPTOR, // MOD_STASIS,
|
||||
WP_DISRUPTOR, // MOD_STASIS_ALT,
|
||||
WP_GRENADE_LAUNCHER, // MOD_GRENADE,
|
||||
WP_GRENADE_LAUNCHER, // MOD_GRENADE_ALT,
|
||||
WP_GRENADE_LAUNCHER, // MOD_GRENADE_SPLASH,
|
||||
WP_GRENADE_LAUNCHER, // MOD_GRENADE_ALT_SPLASH,
|
||||
WP_TR116, // MOD_TETRION,
|
||||
WP_TR116, // MOD_TETRION_ALT,
|
||||
WP_DERMAL_REGEN, // MOD_DREADNOUGHT,
|
||||
WP_DERMAL_REGEN, // MOD_DREADNOUGHT_ALT,
|
||||
WP_QUANTUM_BURST, // MOD_QUANTUM,
|
||||
WP_QUANTUM_BURST, // MOD_QUANTUM_SPLASH,
|
||||
WP_QUANTUM_BURST, // MOD_QUANTUM_ALT,
|
||||
WP_QUANTUM_BURST, // MOD_QUANTUM_ALT_SPLASH,
|
||||
WP_5, // MOD_PHASER,
|
||||
WP_5, // MOD_PHASER_ALT,
|
||||
WP_6, // MOD_CRIFLE,
|
||||
WP_6, // MOD_CRIFLE_SPLASH,
|
||||
WP_6, // MOD_CRIFLE_ALT,
|
||||
WP_6, // MOD_CRIFLE_ALT_SPLASH,
|
||||
WP_1, // MOD_IMOD,
|
||||
WP_1, // MOD_IMOD_ALT,
|
||||
WP_4, // MOD_SCAVENGER,
|
||||
WP_4, // MOD_SCAVENGER_ALT,
|
||||
WP_4, // MOD_SCAVENGER_ALT_SPLASH,
|
||||
WP_10, // MOD_STASIS,
|
||||
WP_10, // MOD_STASIS_ALT,
|
||||
WP_8, // MOD_GRENADE,
|
||||
WP_8, // MOD_GRENADE_ALT,
|
||||
WP_8, // MOD_GRENADE_SPLASH,
|
||||
WP_8, // MOD_GRENADE_ALT_SPLASH,
|
||||
WP_7, // MOD_TETRION,
|
||||
WP_7, // MOD_TETRION_ALT,
|
||||
WP_13, // MOD_DREADNOUGHT,
|
||||
WP_13, // MOD_DREADNOUGHT_ALT,
|
||||
WP_9, // MOD_QUANTUM,
|
||||
WP_9, // MOD_QUANTUM_SPLASH,
|
||||
WP_9, // MOD_QUANTUM_ALT,
|
||||
WP_9, // MOD_QUANTUM_ALT_SPLASH,
|
||||
|
||||
// careful!! don't assume that any given map entry refers to a weapon index. see
|
||||
//GetFavoriteWeaponForClient() as an example of what can go wrong.
|
||||
|
@ -166,15 +166,15 @@ int weaponFromMOD[MOD_MAX] =
|
|||
PW_FLASHLIGHT, // MOD_SEEKER
|
||||
|
||||
//expansion pack
|
||||
WP_VOYAGER_HYPO, // MOD_KNOCKOUT,
|
||||
WP_TOOLKIT, // MOD_ASSIMILATE,
|
||||
WP_MEDKIT, // MOD_BORG,
|
||||
WP_MEDKIT, // MOD_BORG_ALT
|
||||
WP_12, // MOD_KNOCKOUT,
|
||||
WP_14, // MOD_ASSIMILATE,
|
||||
WP_11, // MOD_BORG,
|
||||
WP_11, // MOD_BORG_ALT
|
||||
|
||||
WP_NONE, // MOD_RESPAWN,
|
||||
WP_NONE, // MOD_EXPLOSION,
|
||||
WP_NONE, // MOD_FORCEFIELD
|
||||
WP_NONE, // MOD_FORCEDSUICIDE
|
||||
WP_0, // MOD_RESPAWN,
|
||||
WP_0, // MOD_EXPLOSION,
|
||||
WP_0, // MOD_FORCEFIELD
|
||||
WP_0, // MOD_FORCEDSUICIDE
|
||||
};
|
||||
|
||||
char *weaponNameFromIndex[WP_NUM_WEAPONS] =
|
||||
|
@ -1170,7 +1170,7 @@ qboolean CalculateTactician(gentity_t *ent, int *kills)
|
|||
killsWithWeapon[weapon] += G_WeaponLogKills[person][i]; // Store Num Kills With Weapon
|
||||
}
|
||||
|
||||
weapon=WP_PHASER; // Start At Phaser
|
||||
weapon=WP_5; // Start At Phaser
|
||||
// keep looking through weapons if weapon is not on map, or if it is and we used it
|
||||
while( weapon<WP_NUM_WEAPONS && (!wasPickedUpBySomeone[weapon] || killsWithWeapon[weapon]>0) )
|
||||
{
|
||||
|
@ -1746,7 +1746,7 @@ int GetWorstEnemyForClient(int nClient)
|
|||
|
||||
int GetFavoriteWeaponForClient(int nClient)
|
||||
{
|
||||
int i = 0, nMostKills = 0, fav=0, weapon=WP_PHASER;
|
||||
int i = 0, nMostKills = 0, fav=0, weapon=WP_5;
|
||||
int killsWithWeapon[WP_NUM_WEAPONS];
|
||||
|
||||
|
||||
|
@ -1765,7 +1765,7 @@ int GetFavoriteWeaponForClient(int nClient)
|
|||
// now look through our list of kills per weapon and pick the biggest
|
||||
//----------------------------------------------------------------
|
||||
nMostKills=0;
|
||||
for (weapon=WP_PHASER; weapon<WP_NUM_WEAPONS; weapon++)
|
||||
for (weapon=WP_5; weapon<WP_NUM_WEAPONS; weapon++)
|
||||
{
|
||||
if (killsWithWeapon[weapon]>nMostKills)
|
||||
{
|
||||
|
|
|
@ -750,24 +750,24 @@ void QDECL G_Error( const char *fmt, ... ) {
|
|||
|
||||
stringID_table_t WeaponTable[] = {
|
||||
|
||||
{ ENUM2STRING(WP_TRICORDER) },
|
||||
{ ENUM2STRING(WP_PADD) },
|
||||
{ ENUM2STRING(WP_COFFEE) },
|
||||
{ ENUM2STRING(WP_2) },
|
||||
{ ENUM2STRING(WP_3) },
|
||||
{ ENUM2STRING(WP_4) },
|
||||
|
||||
{ ENUM2STRING(WP_PHASER) },
|
||||
{ ENUM2STRING(WP_COMPRESSION_RIFLE) },
|
||||
{ ENUM2STRING(WP_TR116) },
|
||||
{ ENUM2STRING(WP_5) },
|
||||
{ ENUM2STRING(WP_6) },
|
||||
{ ENUM2STRING(WP_7) },
|
||||
|
||||
{ ENUM2STRING(WP_GRENADE_LAUNCHER) },
|
||||
{ ENUM2STRING(WP_QUANTUM_BURST) },
|
||||
{ ENUM2STRING(WP_DISRUPTOR) },
|
||||
{ ENUM2STRING(WP_8) },
|
||||
{ ENUM2STRING(WP_9) },
|
||||
{ ENUM2STRING(WP_10) },
|
||||
|
||||
{ ENUM2STRING(WP_MEDKIT) },
|
||||
{ ENUM2STRING(WP_VOYAGER_HYPO) },
|
||||
{ ENUM2STRING(WP_DERMAL_REGEN) },
|
||||
{ ENUM2STRING(WP_11) },
|
||||
{ ENUM2STRING(WP_12) },
|
||||
{ ENUM2STRING(WP_13) },
|
||||
|
||||
{ ENUM2STRING(WP_TOOLKIT) },
|
||||
{ ENUM2STRING(WP_HYPERSPANNER) },
|
||||
{ ENUM2STRING(WP_14) },
|
||||
{ ENUM2STRING(WP_15) },
|
||||
{ NULL, -1 }
|
||||
};
|
||||
|
||||
|
@ -2653,11 +2653,11 @@ void G_InitModRules( void )
|
|||
|
||||
if ( g_pModDisintegration.integer != 0 )
|
||||
{//don't use up ammo in disintegration mode
|
||||
altAmmoUsage[WP_COMPRESSION_RIFLE] = 0;
|
||||
altAmmoUsage[WP_6] = 0;
|
||||
}
|
||||
if ( g_pModSpecialties.integer != 0 )
|
||||
{//tripwires use more ammo
|
||||
altAmmoUsage[WP_GRENADE_LAUNCHER] = 3;
|
||||
altAmmoUsage[WP_8] = 3;
|
||||
}
|
||||
if ( g_pModAssimilation.integer != 0 )
|
||||
{
|
||||
|
|
|
@ -473,19 +473,19 @@ void Use_Shooter( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
|
|||
VectorNormalize( dir );
|
||||
|
||||
switch ( ent->s.weapon ) {
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_8:
|
||||
fire_grenade( ent, ent->s.origin, dir );
|
||||
break;
|
||||
case WP_DISRUPTOR:
|
||||
case WP_10:
|
||||
fire_rocket( ent, ent->s.origin, dir );
|
||||
break;
|
||||
case WP_COFFEE:
|
||||
case WP_4:
|
||||
fire_plasma( ent, ent->s.origin, dir );
|
||||
break;
|
||||
case WP_QUANTUM_BURST:
|
||||
case WP_9:
|
||||
fire_quantum( ent, ent->s.origin, dir );
|
||||
break;
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
case WP_6:
|
||||
fire_comprifle( ent, ent->s.origin, dir );
|
||||
break;
|
||||
}
|
||||
|
@ -526,7 +526,7 @@ Fires at either the target or the current direction.
|
|||
"random" the number of degrees of deviance from the taget. (1.0 default)
|
||||
*/
|
||||
void SP_shooter_rocket( gentity_t *ent ) {
|
||||
InitShooter( ent, WP_DISRUPTOR );
|
||||
InitShooter( ent, WP_10 );
|
||||
}
|
||||
|
||||
/*QUAKED shooter_plasma (1 0 0) (-16 -16 -16) (16 16 16)
|
||||
|
@ -534,7 +534,7 @@ Fires at either the target or the current direction.
|
|||
"random" is the number of degrees of deviance from the taget. (1.0 default)
|
||||
*/
|
||||
void SP_shooter_plasma( gentity_t *ent ) {
|
||||
InitShooter( ent, WP_COMPRESSION_RIFLE ); //TiM : WP_COFFEE
|
||||
InitShooter( ent, WP_6 ); //TiM : WP_4
|
||||
}
|
||||
|
||||
/*QUAKED shooter_grenade (1 0 0) (-16 -16 -16) (16 16 16)
|
||||
|
@ -542,7 +542,7 @@ Fires at either the target or the current direction.
|
|||
"random" is the number of degrees of deviance from the taget. (1.0 default)
|
||||
*/
|
||||
void SP_shooter_grenade( gentity_t *ent ) {
|
||||
InitShooter( ent, WP_GRENADE_LAUNCHER);
|
||||
InitShooter( ent, WP_8);
|
||||
}
|
||||
|
||||
/*QUAKED shooter_torpedo (1 0 0) (-16 -16 -16) (16 16 16)
|
||||
|
@ -550,5 +550,5 @@ Fires at either the target or the current direction.
|
|||
"random" is the number of degrees of deviance from the taget. (1.0 default)
|
||||
*/
|
||||
void SP_shooter_torpedo( gentity_t *ent ) {
|
||||
InitShooter( ent, WP_QUANTUM_BURST );
|
||||
InitShooter( ent, WP_9 );
|
||||
}
|
||||
|
|
|
@ -489,7 +489,7 @@ gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t dir) {
|
|||
bolt->think = G_ExplodeMissile;
|
||||
bolt->s.eType = ET_MISSILE;
|
||||
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
|
||||
bolt->s.weapon = WP_COFFEE;
|
||||
bolt->s.weapon = WP_4;
|
||||
bolt->r.ownerNum = self->s.number;
|
||||
bolt->parent = self;
|
||||
bolt->damage = 20;
|
||||
|
@ -522,7 +522,7 @@ gentity_t *fire_comprifle(gentity_t *self, vec3_t start, vec3_t dir) {
|
|||
bolt->think = G_ExplodeMissile;
|
||||
bolt->s.eType = ET_MISSILE;
|
||||
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
|
||||
bolt->s.weapon = WP_COMPRESSION_RIFLE;
|
||||
bolt->s.weapon = WP_6;
|
||||
bolt->r.ownerNum = self->s.number;
|
||||
bolt->parent = self;
|
||||
bolt->damage = 20;
|
||||
|
@ -541,7 +541,7 @@ gentity_t *fire_comprifle(gentity_t *self, vec3_t start, vec3_t dir) {
|
|||
|
||||
VectorCopy (start, bolt->r.currentOrigin);
|
||||
|
||||
G_AddEvent(self, EV_SHOOTER_SOUND, WP_COMPRESSION_RIFLE);
|
||||
G_AddEvent(self, EV_SHOOTER_SOUND, WP_6);
|
||||
|
||||
return bolt;
|
||||
}
|
||||
|
@ -566,7 +566,7 @@ gentity_t *fire_quantum (gentity_t *self, vec3_t start, vec3_t dir) {
|
|||
bolt->think = G_ExplodeMissile;
|
||||
bolt->s.eType = ET_MISSILE;
|
||||
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
|
||||
bolt->s.weapon = WP_QUANTUM_BURST;
|
||||
bolt->s.weapon = WP_9;
|
||||
bolt->r.ownerNum = self->s.number;
|
||||
bolt->parent = self;
|
||||
bolt->damage = 20;
|
||||
|
@ -585,7 +585,7 @@ gentity_t *fire_quantum (gentity_t *self, vec3_t start, vec3_t dir) {
|
|||
|
||||
VectorCopy (start, bolt->r.currentOrigin);
|
||||
|
||||
G_AddEvent(self, EV_SHOOTER_SOUND, WP_QUANTUM_BURST);
|
||||
G_AddEvent(self, EV_SHOOTER_SOUND, WP_9);
|
||||
|
||||
return bolt;
|
||||
}
|
||||
|
@ -608,7 +608,7 @@ gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t dir) {
|
|||
bolt->think = G_ExplodeMissile;
|
||||
bolt->s.eType = ET_MISSILE;
|
||||
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
|
||||
bolt->s.weapon = WP_GRENADE_LAUNCHER;
|
||||
bolt->s.weapon = WP_8;
|
||||
bolt->s.eFlags = EF_BOUNCE_HALF;
|
||||
bolt->r.ownerNum = self->s.number;
|
||||
bolt->parent = self;
|
||||
|
@ -628,7 +628,7 @@ gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t dir) {
|
|||
|
||||
VectorCopy (start, bolt->r.currentOrigin);
|
||||
|
||||
G_AddEvent(self, EV_SHOOTER_SOUND, WP_GRENADE_LAUNCHER);
|
||||
G_AddEvent(self, EV_SHOOTER_SOUND, WP_8);
|
||||
|
||||
return bolt;
|
||||
}
|
||||
|
@ -653,7 +653,7 @@ gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir) {
|
|||
bolt->think = G_ExplodeMissile;
|
||||
bolt->s.eType = ET_MISSILE;
|
||||
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
|
||||
bolt->s.weapon = WP_DISRUPTOR;
|
||||
bolt->s.weapon = WP_10;
|
||||
bolt->r.ownerNum = self->s.number;
|
||||
bolt->parent = self;
|
||||
bolt->damage = 100;
|
||||
|
@ -671,7 +671,7 @@ gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir) {
|
|||
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
|
||||
VectorCopy (start, bolt->r.currentOrigin);
|
||||
|
||||
G_AddEvent(self, EV_SHOOTER_SOUND, WP_DISRUPTOR);
|
||||
G_AddEvent(self, EV_SHOOTER_SOUND, WP_10);
|
||||
|
||||
return bolt;
|
||||
}
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
Gives all the weapons specified here in the list.
|
||||
|
||||
"items" - separated by ' | ', specify the items
|
||||
EG "WP_PHASER | WP_TOOLKIT" etc
|
||||
EG "WP_5 | WP_14" etc
|
||||
(Don't forget the spaces!)
|
||||
*/
|
||||
void Use_Target_Give( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
|
||||
|
|
|
@ -64,7 +64,7 @@ void turret_die ( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, in
|
|||
te = G_TempEntity( self->r.currentOrigin, EV_MISSILE_MISS );
|
||||
VectorSet( dir, 0, 0, 1 );
|
||||
te->s.eventParm = DirToByte( dir );
|
||||
te->s.weapon = WP_GRENADE_LAUNCHER;
|
||||
te->s.weapon = WP_8;
|
||||
|
||||
//G_Sound(activator, G_SoundIndex("sound/weapons/explosions/explode11.wav"));
|
||||
}
|
||||
|
@ -91,7 +91,7 @@ void turret_fire ( gentity_t *ent, vec3_t start, vec3_t dir )
|
|||
|
||||
bolt->s.eType = ET_MISSILE;
|
||||
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
|
||||
bolt->s.weapon = WP_DISRUPTOR;
|
||||
bolt->s.weapon = WP_10;
|
||||
bolt->r.ownerNum = ent->s.number;
|
||||
bolt->parent = ent;
|
||||
bolt->damage = ent->damage;
|
||||
|
@ -131,7 +131,7 @@ void fturret_fire ( gentity_t *ent, vec3_t start, vec3_t dir )
|
|||
bolt->nextthink = level.time + 10000;
|
||||
bolt->think = G_FreeEntity;
|
||||
bolt->s.eType = ET_MISSILE;
|
||||
bolt->s.weapon = WP_COFFEE;
|
||||
bolt->s.weapon = WP_4;
|
||||
bolt->r.ownerNum = ent->s.number;
|
||||
bolt->damage = ent->damage;
|
||||
bolt->methodOfDeath = MOD_SCAVENGER; // ?
|
||||
|
@ -789,17 +789,17 @@ void SP_misc_turret (gentity_t *base)
|
|||
if ( atoi( base->team ) == TEAM_BLUE )
|
||||
{
|
||||
//temp gfx and sounds
|
||||
RegisterItem( BG_FindItemForWeapon( WP_DISRUPTOR ) ); //precache the weapon
|
||||
RegisterItem( BG_FindItemForWeapon( WP_10 ) ); //precache the weapon
|
||||
}
|
||||
else
|
||||
{
|
||||
//temp gfx and sounds
|
||||
RegisterItem( BG_FindItemForWeapon( WP_COFFEE ) ); //precache the weapon
|
||||
RegisterItem( BG_FindItemForWeapon( WP_4 ) ); //precache the weapon
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
RegisterItem( BG_FindItemForWeapon( WP_COFFEE ) ); //precache the weapon
|
||||
RegisterItem( BG_FindItemForWeapon( WP_4 ) ); //precache the weapon
|
||||
}
|
||||
}
|
||||
|
||||
|
|
190
game/g_weapon.c
190
game/g_weapon.c
|
@ -172,7 +172,7 @@ void WP_FirePhaser( gentity_t *ent, qboolean alt_fire )
|
|||
trEnts[0] = tr.entityNum;
|
||||
trEntFraction[0] = tr.fraction;
|
||||
}
|
||||
if ( alt_fire && ent->client->ps.ammo[WP_PHASER])
|
||||
if ( alt_fire && ent->client->ps.ammo[WP_5])
|
||||
{ // Use the ending point of the thin trace to do two more traces, one on either side, for actual damaging effect.
|
||||
vec3_t vUp = {0,0,1}, vRight, start2, end2;
|
||||
float halfBeamWidth = PHASER_ALT_RADIUS;
|
||||
|
@ -223,14 +223,14 @@ void WP_FirePhaser( gentity_t *ent, qboolean alt_fire )
|
|||
damage -= (int)(trEntFraction[i]*5.0);
|
||||
}
|
||||
|
||||
if (!ent->client->ps.ammo[WP_PHASER])
|
||||
if (!ent->client->ps.ammo[WP_5])
|
||||
{
|
||||
damage *= .35; // weak out-of-ammo phaser
|
||||
}
|
||||
|
||||
if (damage > 0)
|
||||
{
|
||||
if ( alt_fire /*|| ent->client->ps.ammo[WP_PHASER]*/) //RPG-X: RedTechie - Im stupid i dident see this this is why it kept doing alt fire
|
||||
if ( alt_fire /*|| ent->client->ps.ammo[WP_5]*/) //RPG-X: RedTechie - Im stupid i dident see this this is why it kept doing alt fire
|
||||
{
|
||||
G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage,
|
||||
DAMAGE_NO_KNOCKBACK | DAMAGE_NOT_ARMOR_PIERCING, MOD_PHASER_ALT );
|
||||
|
@ -271,7 +271,7 @@ void FirePrifleBullet( gentity_t *ent, vec3_t start, vec3_t dir )
|
|||
bolt->think = G_FreeEntity;
|
||||
bolt->s.eType = ET_MISSILE;
|
||||
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
|
||||
bolt->s.weapon = WP_COMPRESSION_RIFLE;
|
||||
bolt->s.weapon = WP_6;
|
||||
bolt->r.ownerNum = ent->s.number;
|
||||
bolt->parent = ent;
|
||||
|
||||
|
@ -330,7 +330,7 @@ void WP_FireCompressionRifle ( gentity_t *ent, qboolean alt_fire )
|
|||
VectorMA( temp_org, offset, up, temp_org );
|
||||
FirePrifleBullet( ent, temp_org, dir ); //temp_org
|
||||
|
||||
G_LogWeaponFire(ent->s.number, WP_COMPRESSION_RIFLE);
|
||||
G_LogWeaponFire(ent->s.number, WP_6);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -553,8 +553,8 @@ void IMODHit(qboolean alt_fire, gentity_t *traceEnt, gentity_t *ent, vec3_t d_di
|
|||
tent->s.weapon = ent->s.weapon;
|
||||
}
|
||||
|
||||
G_LogWeaponFire(ent->s.number, WP_NULL_HAND);
|
||||
//G_LogWeaponFire(ent->s.number, WP_NULL_HAND);
|
||||
G_LogWeaponFire(ent->s.number, WP_1);
|
||||
//G_LogWeaponFire(ent->s.number, WP_1);
|
||||
}*/
|
||||
|
||||
/*
|
||||
|
@ -585,8 +585,8 @@ void FireScavengerBullet( gentity_t *ent, vec3_t start, vec3_t dir )
|
|||
bolt->think = G_FreeEntity;
|
||||
bolt->s.eType = ET_MISSILE;
|
||||
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
|
||||
//bolt->s.weapon = WP_COFFEE;
|
||||
bolt->s.weapon = WP_DISRUPTOR; //TiM
|
||||
//bolt->s.weapon = WP_4;
|
||||
bolt->s.weapon = WP_10; //TiM
|
||||
bolt->r.ownerNum = ent->s.number;
|
||||
bolt->parent = ent;
|
||||
|
||||
|
@ -629,7 +629,7 @@ void FireScavengerBullet( gentity_t *ent, vec3_t start, vec3_t dir )
|
|||
grenade->nextthink = level.time + 9000;
|
||||
grenade->think = G_FreeEntity;
|
||||
grenade->s.eType = ET_ALT_MISSILE;
|
||||
grenade->s.weapon = WP_COFFEE;
|
||||
grenade->s.weapon = WP_4;
|
||||
grenade->r.ownerNum = ent->s.number;
|
||||
grenade->parent = ent;
|
||||
grenade->damage = SCAV_ALT_DAMAGE*DMG_VAR*s_quadFactor;
|
||||
|
@ -695,7 +695,7 @@ void FireScavengerBullet( gentity_t *ent, vec3_t start, vec3_t dir )
|
|||
FireScavengerBullet( ent, temp_org, dir );
|
||||
}
|
||||
|
||||
G_LogWeaponFire(ent->s.number, WP_COFFEE);
|
||||
G_LogWeaponFire(ent->s.number, WP_4);
|
||||
}*/
|
||||
|
||||
/*
|
||||
|
@ -734,7 +734,7 @@ void FireDisruptorMissile( gentity_t *ent, vec3_t origin, vec3_t dir, int size )
|
|||
|
||||
bolt->s.eType = ET_MISSILE;
|
||||
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
|
||||
bolt->s.weapon = WP_DISRUPTOR;
|
||||
bolt->s.weapon = WP_10;
|
||||
bolt->r.ownerNum = ent->s.number;
|
||||
bolt->parent = ent;
|
||||
if ( rpg_stasisdmg.integer != 0 )
|
||||
|
@ -962,7 +962,7 @@ void WP_FireDisruptor( gentity_t *ent, qboolean alt_fire )
|
|||
WP_FireDisruptorMain( ent );
|
||||
}
|
||||
|
||||
G_LogWeaponFire(ent->s.number, WP_DISRUPTOR);
|
||||
G_LogWeaponFire(ent->s.number, WP_10);
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -1202,7 +1202,7 @@ void WP_FireGrenade( gentity_t *ent, qboolean alt_fire )
|
|||
|
||||
//RPG-X: RedTechie - Moved here to stop entities from being sucked up
|
||||
grenade->r.svFlags = SVF_USE_CURRENT_ORIGIN;
|
||||
grenade->s.weapon = WP_GRENADE_LAUNCHER;
|
||||
grenade->s.weapon = WP_8;
|
||||
grenade->r.ownerNum = ent->s.number;
|
||||
grenade->parent = ent;
|
||||
|
||||
|
@ -1362,7 +1362,7 @@ void WP_FireGrenade( gentity_t *ent, qboolean alt_fire )
|
|||
|
||||
//RPG-X: RedTechie - Moved here to stop entities from being sucked up
|
||||
grenade->r.svFlags = SVF_USE_CURRENT_ORIGIN;
|
||||
grenade->s.weapon = WP_GRENADE_LAUNCHER;
|
||||
grenade->s.weapon = WP_8;
|
||||
grenade->r.ownerNum = ent->s.number;
|
||||
grenade->parent = ent;
|
||||
|
||||
|
@ -1382,7 +1382,7 @@ void WP_FireGrenade( gentity_t *ent, qboolean alt_fire )
|
|||
}
|
||||
}
|
||||
|
||||
G_LogWeaponFire(ent->s.number, WP_GRENADE_LAUNCHER);
|
||||
G_LogWeaponFire(ent->s.number, WP_8);
|
||||
}else{
|
||||
G_LogPrintf("RPG-X WARNING: Max entities about to be hit! Restart the server ASAP or suffer a server crash!\n");
|
||||
trap_SendServerCommand( -1, va("print \"^1RPG-X WARNING: Max entities about to be hit! Restart the server ASAP or suffer a server crash!\n\""));
|
||||
|
@ -1534,7 +1534,7 @@ void FireTetrionProjectile( gentity_t *ent, vec3_t start, vec3_t dir )
|
|||
VectorSet(bolt->r.mins, -TETRION_ALT_SIZE, -TETRION_ALT_SIZE, -TETRION_ALT_SIZE);
|
||||
VectorSet(bolt->r.maxs, TETRION_ALT_SIZE, TETRION_ALT_SIZE, TETRION_ALT_SIZE);
|
||||
|
||||
bolt->s.weapon = WP_TR116;
|
||||
bolt->s.weapon = WP_7;
|
||||
bolt->r.ownerNum = ent->s.number;
|
||||
bolt->parent = ent;
|
||||
bolt->damage = 300; //RPG-X: RedTechie - Use to be TETRION_ALT_DAMAGE*DMG_VAR*s_quadFactor;
|
||||
|
@ -1643,7 +1643,7 @@ void WP_FireTetrionDisruptor( gentity_t *ent, qboolean alt_fire )
|
|||
//FireTetrionProjectile( ent, start, dir );
|
||||
}
|
||||
|
||||
G_LogWeaponFire(ent->s.number, WP_TR116);
|
||||
G_LogWeaponFire(ent->s.number, WP_7);
|
||||
//ent->last_tr116_fire = level.time; //RPG-X: J2J update last fire time
|
||||
}
|
||||
|
||||
|
@ -1676,7 +1676,7 @@ void FireQuantumBurst( gentity_t *ent, vec3_t start, vec3_t dir )
|
|||
|
||||
bolt->s.eType = ET_MISSILE;
|
||||
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
|
||||
bolt->s.weapon = WP_QUANTUM_BURST;
|
||||
bolt->s.weapon = WP_9;
|
||||
bolt->r.ownerNum = ent->s.number;
|
||||
bolt->parent = ent;
|
||||
|
||||
|
@ -1851,7 +1851,7 @@ void FireQuantumBurstAlt( gentity_t *ent, vec3_t start, vec3_t dir )
|
|||
|
||||
bolt->s.eType = ET_ALT_MISSILE;
|
||||
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
|
||||
bolt->s.weapon = WP_QUANTUM_BURST;
|
||||
bolt->s.weapon = WP_9;
|
||||
bolt->r.ownerNum = ent->s.number;
|
||||
bolt->parent = ent;
|
||||
bolt->s.eFlags |= EF_ALT_FIRING;
|
||||
|
@ -1897,7 +1897,7 @@ void WP_FireQuantumBurst( gentity_t *ent, qboolean alt_fire )
|
|||
FireQuantumBurst( ent, start, dir );
|
||||
}
|
||||
|
||||
G_LogWeaponFire(ent->s.number, WP_QUANTUM_BURST);
|
||||
G_LogWeaponFire(ent->s.number, WP_9);
|
||||
}
|
||||
|
||||
|
||||
|
@ -2242,7 +2242,7 @@ void WP_FireDreadnoughtBurst( gentity_t *ent )
|
|||
|
||||
bolt->s.eType = ET_ALT_MISSILE;
|
||||
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
|
||||
bolt->s.weapon = WP_DERMAL_REGEN;
|
||||
bolt->s.weapon = WP_13;
|
||||
bolt->r.ownerNum = ent->s.number;
|
||||
bolt->parent = ent;
|
||||
bolt->damage = DREADNOUGHT_ALTDAMAGE*DMG_VAR*s_quadFactor;
|
||||
|
@ -2282,7 +2282,7 @@ void WP_FireDreadnought( gentity_t *ent, qboolean alt_fire )
|
|||
WP_FireDreadnoughtBeam( ent );
|
||||
}
|
||||
|
||||
G_LogWeaponFire(ent->s.number, WP_DERMAL_REGEN);
|
||||
G_LogWeaponFire(ent->s.number, WP_13);
|
||||
}
|
||||
|
||||
|
||||
|
@ -2341,7 +2341,7 @@ void WP_FireBorgProjectile( gentity_t *ent, vec3_t start )
|
|||
bolt->think = G_FreeEntity;
|
||||
bolt->s.eType = ET_MISSILE;
|
||||
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
|
||||
bolt->s.weapon = WP_MEDKIT;
|
||||
bolt->s.weapon = WP_11;
|
||||
bolt->r.ownerNum = ent->s.number;
|
||||
bolt->parent = ent;
|
||||
|
||||
|
@ -2376,7 +2376,7 @@ void WP_FireBorgWeapon( gentity_t *ent, qboolean alt_fire )
|
|||
WP_FireBorgProjectile( ent, muzzle );
|
||||
}
|
||||
|
||||
G_LogWeaponFire( ent->s.number, WP_MEDKIT );
|
||||
G_LogWeaponFire( ent->s.number, WP_11 );
|
||||
}
|
||||
|
||||
|
||||
|
@ -2466,66 +2466,66 @@ set muzzle location relative to pivoting eye
|
|||
// Muzzle point table...
|
||||
vec3_t WP_MuzzlePoint[WP_NUM_WEAPONS] =
|
||||
{// Fwd, right, up.
|
||||
{0, 0, 0 }, // WP_NONE,
|
||||
{29, 2, -4 }, // WP_PHASER,
|
||||
{25, 7, -10 }, // WP_COMPRESSION_RIFLE,
|
||||
{25, 4, -5 }, // WP_NULL_HAND,
|
||||
{10, 14, -8 }, // WP_COFFEE,
|
||||
{25, 5, -8 }, // WP_DISRUPTOR,
|
||||
{25, 5, -10 }, // WP_GRENADE_LAUNCHER,
|
||||
{0, 0, 0 }, // WP_TR116, //{22, 4.5, -8 }, //TiM : Visual FX aren't necessary now, so just screw it
|
||||
{5, 6, -6 }, // WP_QUANTUM_BURST,
|
||||
{29, 2, -4 }, // WP_DERMAL_REGEN,
|
||||
{29, 2, -4 }, // WP_VOYAGER_HYPO,
|
||||
{29, 2, -4 }, // WP_TOOLKIT
|
||||
{27, 8, -10 }, // WP_MEDKIT
|
||||
{29, 2, -4 }, // WP_TRICORDER,
|
||||
{29, 2, -4 }, // WP_PADD,
|
||||
{0, 0, 0 }, // WP_0,
|
||||
{29, 2, -4 }, // WP_5,
|
||||
{25, 7, -10 }, // WP_6,
|
||||
{25, 4, -5 }, // WP_1,
|
||||
{10, 14, -8 }, // WP_4,
|
||||
{25, 5, -8 }, // WP_10,
|
||||
{25, 5, -10 }, // WP_8,
|
||||
{0, 0, 0 }, // WP_7, //{22, 4.5, -8 }, //TiM : Visual FX aren't necessary now, so just screw it
|
||||
{5, 6, -6 }, // WP_9,
|
||||
{29, 2, -4 }, // WP_13,
|
||||
{29, 2, -4 }, // WP_12,
|
||||
{29, 2, -4 }, // WP_14
|
||||
{27, 8, -10 }, // WP_11
|
||||
{29, 2, -4 }, // WP_2,
|
||||
{29, 2, -4 }, // WP_3,
|
||||
{29, 2, -4 }, // WP_NEUTRINO_PROBE,
|
||||
// {25, 7, -10 }, // WP_TR116
|
||||
// {25, 7, -10 }, // WP_7
|
||||
};
|
||||
|
||||
|
||||
float WP_ShotSize[WP_NUM_WEAPONS] =
|
||||
{
|
||||
0, // WP_NONE,
|
||||
0, // WP_PHASER,
|
||||
0, // WP_COMPRESSION_RIFLE,
|
||||
0, // WP_NULL_HAND,
|
||||
SCAV_SIZE, // WP_COFFEE,
|
||||
STASIS_MAIN_MISSILE_BIG*3, // WP_DISRUPTOR,
|
||||
GRENADE_SIZE, // WP_GRENADE_LAUNCHER,
|
||||
6, // WP_TR116,
|
||||
QUANTUM_SIZE, // WP_QUANTUM_BURST,
|
||||
0, // WP_DERMAL_REGEN,
|
||||
0, // WP_VOYAGER_HYPO,
|
||||
0, // WP_TOOLKIT
|
||||
0, // WP_MEDKIT
|
||||
0, // WP_TRICORDER,
|
||||
0, // WP_PADD,
|
||||
0, // WP_0,
|
||||
0, // WP_5,
|
||||
0, // WP_6,
|
||||
0, // WP_1,
|
||||
SCAV_SIZE, // WP_4,
|
||||
STASIS_MAIN_MISSILE_BIG*3, // WP_10,
|
||||
GRENADE_SIZE, // WP_8,
|
||||
6, // WP_7,
|
||||
QUANTUM_SIZE, // WP_9,
|
||||
0, // WP_13,
|
||||
0, // WP_12,
|
||||
0, // WP_14
|
||||
0, // WP_11
|
||||
0, // WP_2,
|
||||
0, // WP_3,
|
||||
0, // WP_NEUTRINO_PROBE,
|
||||
// 0, // WP_TR116
|
||||
// 0, // WP_7
|
||||
};
|
||||
|
||||
float WP_ShotAltSize[WP_NUM_WEAPONS] =
|
||||
{
|
||||
0, // WP_NONE,
|
||||
PHASER_ALT_RADIUS, // WP_PHASER,
|
||||
0, // WP_COMPRESSION_RIFLE,
|
||||
0, // WP_NULL_HAND,
|
||||
SCAV_ALT_SIZE, // WP_COFFEE,
|
||||
STASIS_MAIN_MISSILE_BIG*3, // WP_DISRUPTOR,
|
||||
GRENADE_SIZE, // WP_GRENADE_LAUNCHER,
|
||||
TETRION_ALT_SIZE, // WP_TR116,
|
||||
QUANTUM_SIZE, // WP_QUANTUM_BURST,
|
||||
0, // WP_DERMAL_REGEN,
|
||||
0, // WP_VOYAGER_HYPO,
|
||||
0, // WP_TOOLKIT
|
||||
0, // WP_MEDKIT
|
||||
0, // WP_TRICORDER
|
||||
0, // WP_PADD,
|
||||
0, // WP_0,
|
||||
PHASER_ALT_RADIUS, // WP_5,
|
||||
0, // WP_6,
|
||||
0, // WP_1,
|
||||
SCAV_ALT_SIZE, // WP_4,
|
||||
STASIS_MAIN_MISSILE_BIG*3, // WP_10,
|
||||
GRENADE_SIZE, // WP_8,
|
||||
TETRION_ALT_SIZE, // WP_7,
|
||||
QUANTUM_SIZE, // WP_9,
|
||||
0, // WP_13,
|
||||
0, // WP_12,
|
||||
0, // WP_14
|
||||
0, // WP_11
|
||||
0, // WP_2
|
||||
0, // WP_3,
|
||||
0, // WP_NEUTRINO_PROBE,
|
||||
// 0, // WP_TR116
|
||||
// 0, // WP_7
|
||||
};
|
||||
|
||||
|
||||
|
@ -2540,7 +2540,7 @@ void CalcMuzzlePoint ( gentity_t *ent, vec3_t fwd, vec3_t rt, vec3_t vup, vec3_t
|
|||
VectorCopy( ent->s.pos.trBase, muzzlePoint );
|
||||
|
||||
#if 1
|
||||
if (weapontype > WP_NONE && weapontype < WP_NUM_WEAPONS)
|
||||
if (weapontype > WP_0 && weapontype < WP_NUM_WEAPONS)
|
||||
{ // Use the table to generate the muzzlepoint;
|
||||
{ // Crouching. Use the add-to-Z method to adjust vertically.
|
||||
VectorMA(muzzlePoint, WP_MuzzlePoint[weapontype][0], fwd, muzzlePoint);
|
||||
|
@ -2714,7 +2714,7 @@ void WP_SprayVoyagerHypo( gentity_t *ent, qboolean alt_fire )
|
|||
|
||||
trap_Trace ( &tr, muzzle, mins, maxs, end, ent->s.number, MASK_OPAQUE|CONTENTS_BODY|CONTENTS_ITEM|CONTENTS_CORPSE );//MASK_SHOT
|
||||
|
||||
if(rpg_effectsgun.integer == 1 && IsAdmin(ent) && alt_fire == qtrue && ent->s.weapon == WP_VOYAGER_HYPO){
|
||||
if(rpg_effectsgun.integer == 1 && IsAdmin(ent) && alt_fire == qtrue && ent->s.weapon == WP_12){
|
||||
if(RPGEntityCount != ENTITYNUM_MAX_NORMAL-20){
|
||||
//if ( tr.entityNum >= ENTITYNUM_WORLD ) TiM - Meh. NOTHING stops t3h l33tzor spray
|
||||
//{
|
||||
|
@ -2753,7 +2753,7 @@ void WP_SprayVoyagerHypo( gentity_t *ent, qboolean alt_fire )
|
|||
tr_entPs->torsoTimer = 0;
|
||||
tr_entPs->legsTimer = 0;
|
||||
|
||||
//tr_entPs->stats[STAT_WEAPONS] = ( 1 << WP_NONE );
|
||||
//tr_entPs->stats[STAT_WEAPONS] = ( 1 << WP_0 );
|
||||
//tr_entPs->stats[STAT_HOLDABLE_ITEM] = HI_NONE;
|
||||
}
|
||||
//RPG-X: RedTechie - Regular functions still work
|
||||
|
@ -2773,7 +2773,7 @@ void WP_SprayVoyagerHypo( gentity_t *ent, qboolean alt_fire )
|
|||
{
|
||||
tr_ent->health = 0;
|
||||
player_die( tr_ent, ent, ent, 100, MOD_KNOCKOUT );
|
||||
G_LogWeaponFire( ent->s.number, WP_VOYAGER_HYPO );
|
||||
G_LogWeaponFire( ent->s.number, WP_12 );
|
||||
}
|
||||
else if ( OnSameTeam(tr_ent, ent) )
|
||||
{
|
||||
|
@ -2899,8 +2899,8 @@ void FireWeapon( gentity_t *ent, qboolean alt_fire )
|
|||
qboolean bFastWeapon = qfalse;
|
||||
weapon_t fastWeapons[NUM_FAST_WEAPONS] =
|
||||
{
|
||||
WP_PHASER,
|
||||
//WP_TR116
|
||||
WP_5,
|
||||
//WP_7
|
||||
};
|
||||
|
||||
/*if (ent->client->ps.powerups[PW_QUAD] ) {
|
||||
|
@ -2951,59 +2951,59 @@ void FireWeapon( gentity_t *ent, qboolean alt_fire )
|
|||
{
|
||||
// Player weapons
|
||||
//-----------------
|
||||
case WP_PHASER:
|
||||
case WP_5:
|
||||
WP_FirePhaser( ent, alt_fire );
|
||||
break;
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
case WP_6:
|
||||
WP_FireCompressionRifle( ent, alt_fire );
|
||||
break;
|
||||
case WP_NULL_HAND:
|
||||
case WP_1:
|
||||
//WP_FireIMOD(ent, alt_fire);
|
||||
//G_Printf( "BANG!\n" );
|
||||
if ( IsAdmin( ent ) && alt_fire )
|
||||
WP_FireGrenade( ent, qfalse );
|
||||
break;
|
||||
case WP_COFFEE:
|
||||
case WP_4:
|
||||
//WP_FireScavenger( ent, alt_fire );
|
||||
break;
|
||||
case WP_DISRUPTOR:
|
||||
case WP_10:
|
||||
WP_FireDisruptor( ent, alt_fire );
|
||||
break;
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_8:
|
||||
WP_FireGrenade( ent, alt_fire );
|
||||
break;
|
||||
case WP_TR116:
|
||||
case WP_7:
|
||||
WP_FireTetrionDisruptor( ent, alt_fire );
|
||||
break;
|
||||
case WP_DERMAL_REGEN:
|
||||
case WP_13:
|
||||
WP_SprayVoyagerHypo( ent, alt_fire );
|
||||
// WP_FireDreadnought( ent, alt_fire );
|
||||
break;
|
||||
case WP_QUANTUM_BURST:
|
||||
case WP_9:
|
||||
WP_FireQuantumBurst( ent, alt_fire );
|
||||
break;
|
||||
case WP_TRICORDER:
|
||||
case WP_2:
|
||||
WP_TricorderScan( ent, alt_fire );
|
||||
break;
|
||||
case WP_PADD:
|
||||
case WP_3:
|
||||
break;
|
||||
case WP_HYPERSPANNER:
|
||||
case WP_15:
|
||||
//RPG-X:RedTechie - TODO make the thing do something!
|
||||
//WP_FxGun( ent, alt_fire );
|
||||
//WP_NEUTRINO_PROBE( ent, alt_fire );
|
||||
WP_FireHyperspanner(ent, alt_fire);
|
||||
break;
|
||||
// case WP_TR116:
|
||||
// case WP_7:
|
||||
// WP_FireCompressionRifle( ent, alt_fire );
|
||||
// WP_FireTR116( ent, alt_fire );
|
||||
break;
|
||||
case WP_VOYAGER_HYPO:
|
||||
case WP_12:
|
||||
WP_SprayVoyagerHypo( ent, alt_fire );
|
||||
break;
|
||||
case WP_TOOLKIT:
|
||||
case WP_14:
|
||||
// WP_Assimilate( ent, alt_fire );
|
||||
break;
|
||||
case WP_MEDKIT:
|
||||
case WP_11:
|
||||
// WP_FireBorgWeapon( ent, alt_fire );
|
||||
break;
|
||||
|
||||
|
|
BIN
stefgame.suo
BIN
stefgame.suo
Binary file not shown.
|
@ -865,43 +865,43 @@ static void Controls_UpdateModel( int anim )
|
|||
break;
|
||||
|
||||
case ANIM_WEAPON1:
|
||||
s_controls.playerWeapon = WP_TRICORDER;
|
||||
s_controls.playerWeapon = WP_2;
|
||||
break;
|
||||
|
||||
case ANIM_WEAPON2:
|
||||
s_controls.playerWeapon = WP_PHASER;
|
||||
s_controls.playerWeapon = WP_5;
|
||||
break;
|
||||
|
||||
case ANIM_WEAPON3:
|
||||
s_controls.playerWeapon = WP_GRENADE_LAUNCHER;
|
||||
s_controls.playerWeapon = WP_8;
|
||||
break;
|
||||
|
||||
case ANIM_WEAPON4:
|
||||
s_controls.playerWeapon = WP_VOYAGER_HYPO;
|
||||
s_controls.playerWeapon = WP_12;
|
||||
break;
|
||||
|
||||
case ANIM_WEAPON5:
|
||||
s_controls.playerWeapon = WP_HYPERSPANNER;
|
||||
s_controls.playerWeapon = WP_15;
|
||||
break;
|
||||
|
||||
/*case ANIM_WEAPON6:
|
||||
s_controls.playerWeapon = WP_GRENADE_LAUNCHER;
|
||||
s_controls.playerWeapon = WP_8;
|
||||
break;
|
||||
|
||||
case ANIM_WEAPON7:
|
||||
s_controls.playerWeapon = WP_TR116;
|
||||
s_controls.playerWeapon = WP_7;
|
||||
break;
|
||||
|
||||
case ANIM_WEAPON8:
|
||||
s_controls.playerWeapon = WP_VOYAGER_HYPO;
|
||||
s_controls.playerWeapon = WP_12;
|
||||
break;
|
||||
|
||||
case ANIM_WEAPON9:
|
||||
s_controls.playerWeapon = WP_DERMAL_REGEN;
|
||||
s_controls.playerWeapon = WP_13;
|
||||
break;*/
|
||||
|
||||
case ANIM_WEAPON10:
|
||||
s_controls.playerWeapon = WP_NULL_HAND;
|
||||
s_controls.playerWeapon = WP_1;
|
||||
break;
|
||||
|
||||
case ANIM_ATTACK:
|
||||
|
@ -916,7 +916,7 @@ static void Controls_UpdateModel( int anim )
|
|||
case ANIM_DIE:
|
||||
s_controls.playerLegs = BOTH_DEATH1;
|
||||
s_controls.playerTorso = BOTH_DEATH1;
|
||||
s_controls.playerWeapon = WP_NONE;
|
||||
s_controls.playerWeapon = WP_0;
|
||||
break;
|
||||
|
||||
case ANIM_CHAT:
|
||||
|
|
|
@ -188,7 +188,7 @@ static void PlayerEmotes_InitModel( void )
|
|||
BOTH_STAND1,
|
||||
s_playerEmotes.viewAngles,
|
||||
s_playerEmotes.moveAngles,
|
||||
WP_NONE,
|
||||
WP_0,
|
||||
trap_Cvar_VariableValue( "height" ),
|
||||
trap_Cvar_VariableValue( "weight" ),
|
||||
qfalse );
|
||||
|
@ -217,7 +217,7 @@ static void PlayerEmotes_DrawPlayer( void ) //*self )
|
|||
|
||||
s_playerEmotes.viewAngles[YAW] = uis.lastYaw; //yaw
|
||||
|
||||
UI_PlayerInfo_SetInfo( &s_playerEmotes.playerInfo, BOTH_STAND1, BOTH_STAND1, s_playerEmotes.viewAngles, vec3_origin, WP_NONE, trap_Cvar_VariableValue( "height" ), trap_Cvar_VariableValue( "weight" ), qfalse );
|
||||
UI_PlayerInfo_SetInfo( &s_playerEmotes.playerInfo, BOTH_STAND1, BOTH_STAND1, s_playerEmotes.viewAngles, vec3_origin, WP_0, trap_Cvar_VariableValue( "height" ), trap_Cvar_VariableValue( "weight" ), qfalse );
|
||||
|
||||
//reload the menu just in case
|
||||
PlayerEmotes_FillEmotesArray( s_playerEmotes.currentMenu );
|
||||
|
@ -282,7 +282,7 @@ static void Player_DoEmote( int emoteNum ) {
|
|||
s_playerEmotes.playerInfo.torsoAnimationTimer = torsoTimer;
|
||||
|
||||
s_playerEmotes.viewAngles[YAW] = uis.lastYaw;
|
||||
UI_PlayerInfo_SetInfo( &s_playerEmotes.playerInfo, legsAnim, torsoAnim, s_playerEmotes.viewAngles, vec3_origin, WP_NONE, trap_Cvar_VariableValue( "height" ), trap_Cvar_VariableValue( "weight" ), qfalse );
|
||||
UI_PlayerInfo_SetInfo( &s_playerEmotes.playerInfo, legsAnim, torsoAnim, s_playerEmotes.viewAngles, vec3_origin, WP_0, trap_Cvar_VariableValue( "height" ), trap_Cvar_VariableValue( "weight" ), qfalse );
|
||||
}
|
||||
|
||||
/*
|
||||
|
|
|
@ -151,7 +151,7 @@ static void IngamePlayer_DrawPlayer( void *self )
|
|||
|
||||
s_ingame.playerinfo.randomEmote = qtrue;
|
||||
|
||||
UI_PlayerInfo_SetInfo( &s_ingame.playerinfo, BOTH_STAND1, BOTH_STAND1, viewangles, origin, WP_NONE, trap_Cvar_VariableValue( "height" ), trap_Cvar_VariableValue( "weight" ), qfalse );
|
||||
UI_PlayerInfo_SetInfo( &s_ingame.playerinfo, BOTH_STAND1, BOTH_STAND1, viewangles, origin, WP_0, trap_Cvar_VariableValue( "height" ), trap_Cvar_VariableValue( "weight" ), qfalse );
|
||||
}
|
||||
|
||||
b = &s_ingame.playermdl;
|
||||
|
|
96
ui/ui_main.c
96
ui/ui_main.c
|
@ -521,31 +521,31 @@ int UI_GetAnim ( int anim, int weapon, qboolean upper )
|
|||
case ANIM_CROUCH:
|
||||
//2 handed weapon - "heavy"
|
||||
switch (weapon) {
|
||||
case WP_TR116:
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_QUANTUM_BURST:
|
||||
case WP_7:
|
||||
case WP_8:
|
||||
case WP_9:
|
||||
if (upper)
|
||||
return BOTH_STAND2;
|
||||
else
|
||||
return LEGS_KNEEL1;
|
||||
break;
|
||||
//2 handed weapon - "light"
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
//case WP_TR116:
|
||||
case WP_6:
|
||||
//case WP_7:
|
||||
if (upper)
|
||||
return TORSO_WEAPONREADY2;
|
||||
else
|
||||
return LEGS_KNEEL1;
|
||||
break;
|
||||
//1 handed weapon - "phaser"
|
||||
case WP_PHASER:
|
||||
case WP_DISRUPTOR:
|
||||
case WP_5:
|
||||
case WP_10:
|
||||
if ( upper )
|
||||
return TORSO_WEAPONPOSE1;
|
||||
else
|
||||
return BOTH_CROUCH1IDLE;
|
||||
break;
|
||||
case WP_COFFEE:
|
||||
case WP_4:
|
||||
if (upper)
|
||||
return TORSO_COFFEE;
|
||||
//break;
|
||||
|
@ -560,26 +560,26 @@ int UI_GetAnim ( int anim, int weapon, qboolean upper )
|
|||
case ANIM_IDLE:
|
||||
//2 handed weapon - "heavy"
|
||||
switch (weapon) {
|
||||
//case WP_TR116:
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_QUANTUM_BURST:
|
||||
case WP_TR116:
|
||||
//case WP_7:
|
||||
case WP_8:
|
||||
case WP_9:
|
||||
case WP_7:
|
||||
return BOTH_STAND4;
|
||||
break;
|
||||
//2 handed weapon - "light"
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
case WP_6:
|
||||
return BOTH_STAND4;
|
||||
break;
|
||||
//1 handed weapon - "phaser"
|
||||
case WP_PHASER:
|
||||
case WP_DISRUPTOR:
|
||||
case WP_5:
|
||||
case WP_10:
|
||||
if (upper)
|
||||
return BOTH_STAND1; //TORSO_WEAPONIDLE1
|
||||
else
|
||||
return BOTH_STAND1;
|
||||
break;
|
||||
//Generic tools - "everything else"
|
||||
case WP_COFFEE:
|
||||
case WP_4:
|
||||
if (upper)
|
||||
return TORSO_COFFEE;
|
||||
else
|
||||
|
@ -595,61 +595,61 @@ int UI_GetAnim ( int anim, int weapon, qboolean upper )
|
|||
case ANIM_ATTACK:
|
||||
//2 handed weapon - "heavy"
|
||||
switch (weapon) {
|
||||
//case WP_TR116:
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_QUANTUM_BURST:
|
||||
case WP_TR116:
|
||||
//case WP_7:
|
||||
case WP_8:
|
||||
case WP_9:
|
||||
case WP_7:
|
||||
return BOTH_ATTACK3;
|
||||
break;
|
||||
//2 handed weapon - "light"
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
case WP_6:
|
||||
if (upper)
|
||||
return BOTH_ATTACK2;
|
||||
else
|
||||
return BOTH_ATTACK3;
|
||||
break;
|
||||
//1 handed weapon - "phaser"
|
||||
case WP_PHASER:
|
||||
case WP_DISRUPTOR:
|
||||
case WP_5:
|
||||
case WP_10:
|
||||
if (upper)
|
||||
return TORSO_WEAPONREADY1;
|
||||
else
|
||||
return BOTH_STAND1;
|
||||
break;
|
||||
//Other Tools "padd"
|
||||
case WP_PADD:
|
||||
case WP_3:
|
||||
if (upper)
|
||||
return TORSO_PADD1;
|
||||
else
|
||||
return BOTH_STAND1;
|
||||
break;
|
||||
//Other Tools "tricorder"
|
||||
case WP_TRICORDER:
|
||||
case WP_2:
|
||||
if (upper)
|
||||
return TORSO_TRICORDER1;
|
||||
else
|
||||
return BOTH_STAND1;
|
||||
break;
|
||||
//Other: "Medkit"
|
||||
case WP_MEDKIT:
|
||||
case WP_11:
|
||||
if (upper)
|
||||
return TORSO_ACTIVATEMEDKIT1;
|
||||
else
|
||||
return BOTH_STAND1;
|
||||
break;
|
||||
//Other: "Hypo
|
||||
case WP_VOYAGER_HYPO:
|
||||
case WP_12:
|
||||
if (upper)
|
||||
return TORSO_HYPOSPRAY1;
|
||||
else
|
||||
return BOTH_STAND1;
|
||||
//Other: "Toolkit"
|
||||
/*case WP_TOOLKIT:
|
||||
/*case WP_14:
|
||||
//Return nothing.
|
||||
//A bit hacky, but the engine accepts it :P
|
||||
break;*/
|
||||
//Other Tools "everything else"
|
||||
/*case WP_NULL_HAND:
|
||||
/*case WP_1:
|
||||
switch(rand()%13)
|
||||
{
|
||||
case 0: return TORSO_HANDGESTURE1;
|
||||
|
@ -667,7 +667,7 @@ int UI_GetAnim ( int anim, int weapon, qboolean upper )
|
|||
case 12: return TORSO_HANDGESTURE13;
|
||||
}
|
||||
break;*/
|
||||
case WP_COFFEE:
|
||||
case WP_4:
|
||||
if (upper)
|
||||
return TORSO_COFFEE;
|
||||
//break;
|
||||
|
@ -688,17 +688,17 @@ int UI_GetAnim ( int anim, int weapon, qboolean upper )
|
|||
case ANIM_RUN:
|
||||
//2 handed weapons
|
||||
switch (weapon) {
|
||||
//case WP_TR116:
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_QUANTUM_BURST:
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
case WP_TR116:
|
||||
//case WP_7:
|
||||
case WP_8:
|
||||
case WP_9:
|
||||
case WP_6:
|
||||
case WP_7:
|
||||
if (upper)
|
||||
return BOTH_RUN2;
|
||||
else
|
||||
return BOTH_RUN1;
|
||||
break;
|
||||
case WP_COFFEE:
|
||||
case WP_4:
|
||||
if (upper)
|
||||
return TORSO_COFFEE;
|
||||
//break;
|
||||
|
@ -712,15 +712,15 @@ int UI_GetAnim ( int anim, int weapon, qboolean upper )
|
|||
case ANIM_WALK:
|
||||
//2 handed weapons
|
||||
switch (weapon) {
|
||||
//case WP_TR116:
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_QUANTUM_BURST:
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
case WP_TR116:
|
||||
//case WP_7:
|
||||
case WP_8:
|
||||
case WP_9:
|
||||
case WP_6:
|
||||
case WP_7:
|
||||
return BOTH_WALK4;
|
||||
break;
|
||||
//Other Tools "everything else"
|
||||
case WP_COFFEE:
|
||||
case WP_4:
|
||||
if (upper)
|
||||
return TORSO_COFFEE;
|
||||
//break;
|
||||
|
@ -735,17 +735,17 @@ int UI_GetAnim ( int anim, int weapon, qboolean upper )
|
|||
//2 handed weapons
|
||||
switch (weapon)
|
||||
{
|
||||
//case WP_TR116:
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_QUANTUM_BURST:
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
case WP_TR116:
|
||||
//case WP_7:
|
||||
case WP_8:
|
||||
case WP_9:
|
||||
case WP_6:
|
||||
case WP_7:
|
||||
if ( upper )
|
||||
return BOTH_WALK4;
|
||||
else
|
||||
return LEGS_WALKBACK1;
|
||||
break;
|
||||
case WP_COFFEE:
|
||||
case WP_4:
|
||||
if (upper)
|
||||
return TORSO_COFFEE;
|
||||
//break;
|
||||
|
|
16
ui/ui_menu.c
16
ui/ui_menu.c
|
@ -1762,7 +1762,7 @@ static void Player_DrawPlayer( void ) //*self )
|
|||
viewangles[PITCH] = 0;
|
||||
viewangles[ROLL] = 0;
|
||||
|
||||
UI_PlayerInfo_SetInfo( &s_main.playerinfo, BOTH_STAND1, BOTH_STAND1, viewangles, vec3_origin, WP_NULL_HAND, trap_Cvar_VariableValue( "height" ), trap_Cvar_VariableValue( "weight" ), qfalse );
|
||||
UI_PlayerInfo_SetInfo( &s_main.playerinfo, BOTH_STAND1, BOTH_STAND1, viewangles, vec3_origin, WP_1, trap_Cvar_VariableValue( "height" ), trap_Cvar_VariableValue( "weight" ), qfalse );
|
||||
|
||||
//Player_UpdateModel( ANIM_IDLE ); //ADDDED
|
||||
//UI_PlayerInfo_SetInfo( &s_main.playerinfo, LEGS_IDLE, TORSO_STAND2, viewangles, vec3_origin, s_main.playerWeapon, qfalse );
|
||||
|
@ -1815,7 +1815,7 @@ static void Player_InitModel( void )
|
|||
s_main.playerViewangles[ROLL] = 0;
|
||||
s_main.playerMoveangles[YAW] = 0; //s_main.playerViewangles[YAW];
|
||||
s_main.playerLegs = BOTH_STAND1;
|
||||
s_main.playerWeapon = WP_NONE;
|
||||
s_main.playerWeapon = WP_0;
|
||||
s_main.playerTorso = BOTH_STAND1; //TORSO_STAND2
|
||||
|
||||
s_main.playerinfo.randomEmote = qtrue; //play some random anims hehe
|
||||
|
@ -1839,12 +1839,12 @@ END MOFICIATION
|
|||
|
||||
static weapongraphics_s weapon_graphics[UI_NUM_WEAPONS] = //was WP_NUM_WEAPONS, but we added some more for vv
|
||||
{
|
||||
{ 0, -15, -25 }, // WP_PHASER
|
||||
{ 0, 7, -20 }, // WP_COMPRESSION_RIFLE
|
||||
{ 0, 15, -10 }, // WP_NULL_HAND
|
||||
{ 0, 8, -15 }, // WP_COFFEE
|
||||
{ 0, 25, 0 }, // WP_DISRUPTOR
|
||||
{ 0, 18, -17 }, // WP_GRENADE_LAUNCHER
|
||||
{ 0, -15, -25 }, // WP_5
|
||||
{ 0, 7, -20 }, // WP_6
|
||||
{ 0, 15, -10 }, // WP_1
|
||||
{ 0, 8, -15 }, // WP_4
|
||||
{ 0, 25, 0 }, // WP_10
|
||||
{ 0, 18, -17 }, // WP_8
|
||||
{ 0, 5, -25 }, // WP_TETRYON_DISRUPTOR
|
||||
{ 0, 20, -10 }, // WP_PHOTON_BURST
|
||||
{ 0, 5, -19 } // WP_ARCWELDER
|
||||
|
|
|
@ -812,7 +812,7 @@ static void PlayerModel_UpdateModel( void )
|
|||
VectorClear( moveangles );
|
||||
|
||||
UI_PlayerInfo_SetModel( &s_playermodel.playerinfo, s_playermodel.modelData );
|
||||
UI_PlayerInfo_SetInfo( &s_playermodel.playerinfo, BOTH_WALK1, BOTH_WALK1, viewangles, moveangles, WP_NONE, trap_Cvar_VariableValue( "height" ), trap_Cvar_VariableValue( "weight" ), qfalse );
|
||||
UI_PlayerInfo_SetInfo( &s_playermodel.playerinfo, BOTH_WALK1, BOTH_WALK1, viewangles, moveangles, WP_0, trap_Cvar_VariableValue( "height" ), trap_Cvar_VariableValue( "weight" ), qfalse );
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -49,7 +49,7 @@ tryagain:
|
|||
pi->barrelModel = 0;
|
||||
pi->flashModel = 0;
|
||||
|
||||
if ( weaponNum == WP_NONE ) {
|
||||
if ( weaponNum == WP_0 ) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -68,13 +68,13 @@ tryagain:
|
|||
|
||||
if( pi->weaponModel == 0 )
|
||||
{
|
||||
if( weaponNum == WP_PHASER )
|
||||
if( weaponNum == WP_5 )
|
||||
{
|
||||
|
||||
weaponNum = WP_NONE;
|
||||
weaponNum = WP_0;
|
||||
goto tryagain;
|
||||
}
|
||||
weaponNum = WP_PHASER;
|
||||
weaponNum = WP_5;
|
||||
goto tryagain;
|
||||
}
|
||||
|
||||
|
@ -84,39 +84,39 @@ tryagain:
|
|||
pi->flashModel = trap_R_RegisterModel( path );
|
||||
|
||||
switch( weaponNum ) {
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_8:
|
||||
MAKERGB( pi->flashDlightColor, 0.6, 0.6, 1 );
|
||||
break;
|
||||
|
||||
case WP_DISRUPTOR:
|
||||
case WP_10:
|
||||
MAKERGB( pi->flashDlightColor, 0.6, 0.6, 1 );
|
||||
break;
|
||||
|
||||
case WP_PHASER:
|
||||
case WP_5:
|
||||
MAKERGB( pi->flashDlightColor, 0, 0, 0 );
|
||||
break;
|
||||
|
||||
case WP_DERMAL_REGEN:
|
||||
case WP_13:
|
||||
MAKERGB( pi->flashDlightColor, 0.6, 0.6, 1 );
|
||||
break;
|
||||
|
||||
case WP_NULL_HAND:
|
||||
case WP_1:
|
||||
//MAKERGB( pi->flashDlightColor, 0.6, 0.6, 1 );
|
||||
break;
|
||||
|
||||
case WP_COMPRESSION_RIFLE:
|
||||
case WP_6:
|
||||
MAKERGB( pi->flashDlightColor, 0.16, 0.16, 1 );
|
||||
break;
|
||||
|
||||
case WP_TR116:
|
||||
case WP_7:
|
||||
MAKERGB( pi->flashDlightColor, 0.6, 0.6, 1 );
|
||||
break;
|
||||
|
||||
case WP_COFFEE:
|
||||
case WP_4:
|
||||
MAKERGB( pi->flashDlightColor, 1, 0.6, 0.6 );
|
||||
break;
|
||||
|
||||
case WP_QUANTUM_BURST:
|
||||
case WP_9:
|
||||
MAKERGB( pi->flashDlightColor, 0.6, 0.6, 1 );
|
||||
break;
|
||||
|
||||
|
@ -215,11 +215,11 @@ static void UI_TorsoSequencing( playerInfo_t *pi ) {
|
|||
}*/
|
||||
|
||||
if( currentAnim == UI_GetAnim( ANIM_ATTACK, pi->currentWeapon, qtrue ) ) { //BOTH_ATTACK1 22 = ANIM_ATTACK
|
||||
//if ( pi->currentWeapon == WP_NONE || pi->currentWeapon == WP_PHASER )
|
||||
if ( pi->currentWeapon != WP_COMPRESSION_RIFLE
|
||||
&& pi->currentWeapon != WP_TR116
|
||||
&& pi->currentWeapon != WP_GRENADE_LAUNCHER
|
||||
&& pi->currentWeapon != WP_QUANTUM_BURST )
|
||||
//if ( pi->currentWeapon == WP_0 || pi->currentWeapon == WP_5 )
|
||||
if ( pi->currentWeapon != WP_6
|
||||
&& pi->currentWeapon != WP_7
|
||||
&& pi->currentWeapon != WP_8
|
||||
&& pi->currentWeapon != WP_9 )
|
||||
{
|
||||
UI_SetTorsoAnim( pi, BOTH_STAND1 ); //TORSO_STAND
|
||||
}
|
||||
|
@ -905,7 +905,7 @@ void UI_DrawPlayer( float x, float y, float w, float h, vec3_t pOrigin, playerIn
|
|||
//
|
||||
// add the gun
|
||||
//
|
||||
if ( pi->currentWeapon != WP_NONE ) {
|
||||
if ( pi->currentWeapon != WP_0 ) {
|
||||
memset( &gun, 0, sizeof(gun) );
|
||||
gun.hModel = pi->weaponModel;
|
||||
VectorCopy( origin, gun.lightingOrigin );
|
||||
|
@ -1862,7 +1862,7 @@ void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model ) {
|
|||
memset( pi, 0, sizeof(*pi) );
|
||||
UI_RegisterClientModelname( pi, model );
|
||||
Q_strncpyz( pi->modelName, model, sizeof( pi->modelName ) );
|
||||
pi->weapon = WP_NONE;
|
||||
pi->weapon = WP_0;
|
||||
pi->currentWeapon = pi->weapon;
|
||||
pi->lastWeapon = pi->weapon;
|
||||
pi->pendingWeapon = -1;
|
||||
|
@ -1933,7 +1933,7 @@ void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_
|
|||
pi->pendingWeapon = -1;
|
||||
pi->weaponTimer = 0;
|
||||
}
|
||||
else if ( weaponNumber != WP_NONE ) {
|
||||
else if ( weaponNumber != WP_0 ) {
|
||||
pi->pendingWeapon = weaponNumber;
|
||||
pi->weaponTimer = dp_realtime + UI_TIMER_WEAPON_DELAY;
|
||||
}
|
||||
|
@ -1942,7 +1942,7 @@ void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_
|
|||
|
||||
if ( torsoAnim == BOTH_DEATH1 || legsAnim == BOTH_DEATH1 ) {
|
||||
torsoAnim = legsAnim = BOTH_DEATH1;
|
||||
pi->weapon = pi->currentWeapon = WP_NONE;
|
||||
pi->weapon = pi->currentWeapon = WP_0;
|
||||
UI_PlayerInfo_SetWeapon( pi, pi->weapon );
|
||||
|
||||
jumpHeight = 0;
|
||||
|
@ -1970,7 +1970,7 @@ void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_
|
|||
//if ( torsoAnim == TORSO_STAND || torsoAnim == TORSO_STAND2) //TiM: TORSO_STAND2
|
||||
if ( torsoAnim == UI_GetAnim( ANIM_IDLE, pi->currentWeapon, qtrue ) )
|
||||
{
|
||||
/*if ( weaponNum == WP_NONE || weaponNum == WP_PHASER )
|
||||
/*if ( weaponNum == WP_0 || weaponNum == WP_5 )
|
||||
{
|
||||
torsoAnim = TORSO_STAND2;
|
||||
}
|
||||
|
@ -1979,7 +1979,7 @@ void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_
|
|||
torsoAnim = TORSO_STAND2;
|
||||
}*/
|
||||
|
||||
/*if ( weaponNum == WP_COMPRESSION_RIFLE || weaponNum == WP_TR116 )
|
||||
/*if ( weaponNum == WP_6 || weaponNum == WP_7 )
|
||||
{
|
||||
torsoAnim = TORSO_STAND;
|
||||
}
|
||||
|
@ -1994,7 +1994,7 @@ void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_
|
|||
//if ( torsoAnim == TORSO_ATTACK || torsoAnim == TORSO_ATTACK2 )
|
||||
if ( torsoAnim == UI_GetAnim( ANIM_ATTACK, pi->currentWeapon, qtrue ) )
|
||||
{
|
||||
/*if ( weaponNum == WP_NONE || weaponNum == WP_PHASER )
|
||||
/*if ( weaponNum == WP_0 || weaponNum == WP_5 )
|
||||
{
|
||||
torsoAnim = TORSO_ATTACK2;
|
||||
}
|
||||
|
@ -2003,7 +2003,7 @@ void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_
|
|||
torsoAnim = TORSO_ATTACK;
|
||||
}*/
|
||||
|
||||
/*if ( weaponNum == WP_COMPRESSION_RIFLE || weaponNum == WP_TR116 )
|
||||
/*if ( weaponNum == WP_6 || weaponNum == WP_7 )
|
||||
{
|
||||
torsoAnim = TORSO_ATTACK;
|
||||
}
|
||||
|
|
|
@ -464,7 +464,7 @@ static void PlayerSettings_DrawPlayer( void *self )
|
|||
/*s_playersettings.playerinfo.height = s_playersettings.height.curvalue;
|
||||
s_playersettings.playerinfo.weight = s_playersettings.weight.curvalue;*/
|
||||
|
||||
UI_PlayerInfo_SetInfo( &s_playersettings.playerinfo, BOTH_WALK1, BOTH_WALK1, viewangles, vec3_origin, WP_NONE, s_playersettings.height.curvalue, s_playersettings.weight.curvalue, qfalse );
|
||||
UI_PlayerInfo_SetInfo( &s_playersettings.playerinfo, BOTH_WALK1, BOTH_WALK1, viewangles, vec3_origin, WP_0, s_playersettings.height.curvalue, s_playersettings.weight.curvalue, qfalse );
|
||||
|
||||
b = (menubitmap_s*) self;
|
||||
UI_DrawPlayer( (float)b->generic.x, (float)b->generic.y, (float)b->width, (float)b->height, origin, &s_playersettings.playerinfo, (int)(uis.realtime/1.5) );
|
||||
|
@ -699,7 +699,7 @@ static void PlayerSettings_SetMenuItems( void )
|
|||
viewangles[ROLL] = 0;
|
||||
|
||||
UI_PlayerInfo_SetModel( &s_playersettings.playerinfo, UI_Cvar_VariableString( "model" ) );
|
||||
UI_PlayerInfo_SetInfo( &s_playersettings.playerinfo, LEGS_IDLE, TORSO_STAND2, viewangles, vec3_origin, WP_COMPRESSION_RIFLE, qfalse );
|
||||
UI_PlayerInfo_SetInfo( &s_playersettings.playerinfo, LEGS_IDLE, TORSO_STAND2, viewangles, vec3_origin, WP_6, qfalse );
|
||||
|
||||
// handicap
|
||||
h = Com_Clamp( 5, 100, trap_Cvar_VariableValue("handicap") );
|
||||
|
|
Loading…
Reference in a new issue