diff --git a/cgame/cg_draw.c b/cgame/cg_draw.c index a1d39e4..24eb8d1 100644 --- a/cgame/cg_draw.c +++ b/cgame/cg_draw.c @@ -1368,7 +1368,7 @@ static void CG_DrawStatusBar( void ) // Radar // By Sam "-=Jazz=-"Dickinson // http://www.telefragged.com/jazz - if ( ( cg.snap->ps.weapon == WP_TRICORDER || cg.snap->ps.weapon == WP_COMPRESSION_RIFLE ) && cg_drawradar.integer != 0 && !cg.zoomed ) + if ( ( cg.snap->ps.weapon == WP_2 || cg.snap->ps.weapon == WP_6 ) && cg_drawradar.integer != 0 && !cg.zoomed ) { vec4_t radColor; @@ -3042,7 +3042,7 @@ static void CG_DrawCrosshair(void) { } //TiM: With the new crosshair rendering system, this should be no problem - /*if ( cg.snap->ps.weapon == WP_NULL_HAND ) { //Teh hand has no crosshair + /*if ( cg.snap->ps.weapon == WP_1 ) { //Teh hand has no crosshair return; }*/ @@ -3133,25 +3133,25 @@ static void CG_DrawCrosshair(void) { /*switch(cg.snap->ps.weapon) { default: - case WP_PHASER: hShader = cgs.media.crosshair[0]; break; - case WP_COMPRESSION_RIFLE: hShader = cgs.media.crosshair[1]; break; - case WP_NULL_HAND: hShader = cgs.media.crosshair[4]; break; - case WP_COFFEE: hShader = cgs.media.crosshair[2]; break; - case WP_DISRUPTOR: hShader = cgs.media.crosshair[3]; break; - case WP_GRENADE_LAUNCHER: hShader = cgs.media.crosshair[6]; break; - case WP_TR116: hShader = cgs.media.crosshair[5]; break; - case WP_QUANTUM_BURST: hShader = cgs.media.crosshair[7]; break; - case WP_DERMAL_REGEN: hShader = cgs.media.crosshair[8]; break; - case WP_VOYAGER_HYPO: hShader = cgs.media.crosshair[9]; break; - case WP_TOOLKIT: hShader = cgs.media.crosshair[11]; break; - case WP_MEDKIT: hShader = cgs.media.crosshair[10]; break; - case WP_TRICORDER: hShader = cgs.media.crosshair[14]; break; - case WP_PADD: hShader = cgs.media.crosshair[13]; break; + case WP_5: hShader = cgs.media.crosshair[0]; break; + case WP_6: hShader = cgs.media.crosshair[1]; break; + case WP_1: hShader = cgs.media.crosshair[4]; break; + case WP_4: hShader = cgs.media.crosshair[2]; break; + case WP_10: hShader = cgs.media.crosshair[3]; break; + case WP_8: hShader = cgs.media.crosshair[6]; break; + case WP_7: hShader = cgs.media.crosshair[5]; break; + case WP_9: hShader = cgs.media.crosshair[7]; break; + case WP_13: hShader = cgs.media.crosshair[8]; break; + case WP_12: hShader = cgs.media.crosshair[9]; break; + case WP_14: hShader = cgs.media.crosshair[11]; break; + case WP_11: hShader = cgs.media.crosshair[10]; break; + case WP_2: hShader = cgs.media.crosshair[14]; break; + case WP_3: hShader = cgs.media.crosshair[13]; break; case WP_NEUTRINO_PROBE: hShader = cgs.media.crosshair[12]; break; }*/ //If admins scan non-players - if ( cg.predictedPlayerState.weapon == WP_TRICORDER && cg.predictedPlayerState.eFlags & EF_FIRING ) { + if ( cg.predictedPlayerState.weapon == WP_2 && cg.predictedPlayerState.eFlags & EF_FIRING ) { if (/*cg.predictedPlayerState.persistant[PERS_CLASS] == PC_ADMIN*/cg_showEntityNums.integer && cgs.clientinfo[cg.snap->ps.clientNum].isAdmin && cg.crosshairClientNum < ENTITYNUM_WORLD ) { vec4_t ccolor; /*color[0] = colorTable[CT_YELLOW][0]; @@ -3750,7 +3750,7 @@ static void CG_ScanForCrosshairEntity( void ) { //VectorMA( start, 8192, cg.refdef.viewaxis[0], end ); - if ( cg.snap->ps.weapon == WP_TR116 && cg.zoomed ) { + if ( cg.snap->ps.weapon == WP_7 && cg.zoomed ) { CG_Trace( &trace, start, vec3_origin, vec3_origin, end, cg.snap->ps.clientNum, CONTENTS_BODY ); @@ -3763,7 +3763,7 @@ static void CG_ScanForCrosshairEntity( void ) { CG_Trace( &trace, start, vec3_origin, vec3_origin, end, cg.snap->ps.clientNum, MASK_SHOT ); //CONTENTS_SOLID|CONTENTS_BODY - if ( cg.predictedPlayerState.weapon == WP_TRICORDER && cg.predictedPlayerState.eFlags & EF_FIRING + if ( cg.predictedPlayerState.weapon == WP_2 && cg.predictedPlayerState.eFlags & EF_FIRING && (cg_entities[trace.entityNum].currentState.eType == ET_TRIC_STRING || cg_entities[trace.entityNum].currentState.eType == ET_MOVER_STR) ) { //Never mind if it's a valid useable ent @@ -3843,7 +3843,7 @@ static void CG_DrawCrosshairNames( void ) { //If they're actively firing the tricorder if( ( (cg.snap->ps.eFlags & EF_FIRING) && !(cg.snap->ps.eFlags & EF_ALT_FIRING) ) - && cg.snap->ps.weapon == WP_TRICORDER ) { + && cg.snap->ps.weapon == WP_2 ) { if(cg.crosshairClientNum != cg.predictedPlayerState.clientNum && cg.crosshairClientNum < MAX_CLIENTS ) { //ENTITYNUM_WORLD drawCrosshairName = qfalse; @@ -3979,7 +3979,7 @@ static void CG_DrawCrosshairNames( void ) { Com_sprintf( namestr, sizeof( namestr), "%s: %s", "Name", name ); - if ( cent->currentState.weapon != WP_NULL_HAND /*&& cg_weapons[ cent->currentState.weapon ].item*/ ) + if ( cent->currentState.weapon != WP_1 /*&& cg_weapons[ cent->currentState.weapon ].item*/ ) { if ( cg_weapons[ cent->currentState.weapon ].item->pickup_name ) { weap = cg_weapons[ cent->currentState.weapon ].item->pickup_name; @@ -4463,7 +4463,7 @@ static void CG_DrawZoomMask( void ) return; }*/ //TiM: New system. :) Base zoom on current active weapon. :) - 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; @@ -4497,7 +4497,7 @@ static void CG_DrawZoomMask( void ) // Set fade color trap_R_SetColor( color1 ); - if ( cg.snap->ps.weapon == WP_TR116 ) { + if ( cg.snap->ps.weapon == WP_7 ) { static int TR116LoopTime = 0; //Loop the whirring sight sound @@ -4582,7 +4582,7 @@ static void CG_DrawZoomMask( void ) */ //yellow - if ( cg.snap->ps.weapon == WP_TR116 ) { + if ( cg.snap->ps.weapon == WP_7 ) { color1[0] = 0.886f; color1[1] = 0.749f; color1[2] = 0.0f; @@ -4596,7 +4596,7 @@ static void CG_DrawZoomMask( void ) } // Convert zoom and view axis into some numbers to throw onto the screen - if ( cg.snap->ps.weapon == WP_TR116 ) { + if ( cg.snap->ps.weapon == WP_7 ) { x = 74; y = 340; } @@ -4639,7 +4639,7 @@ static void CG_DrawZoomMask( void ) } trap_R_SetColor( color1 ); - if ( cg.snap->ps.weapon == WP_TR116 ) { + if ( cg.snap->ps.weapon == WP_7 ) { CG_DrawPic( start_x, start_y, width, height, cgs.media.zoomMask116Shader ); } else { diff --git a/cgame/cg_ents.c b/cgame/cg_ents.c index b0d809d..b5aba67 100644 --- a/cgame/cg_ents.c +++ b/cgame/cg_ents.c @@ -349,22 +349,22 @@ static void CG_Item( centity_t *cent ) { // float scale; // RPG-X: Marcin: Custom angles for each weapon so they lie on the ground correctly. - 06/12/2008 const vec3_t weaponangles[WP_NUM_WEAPONS] = { - { 0, 0, 0 }, // WP_NONE - { 0, 0, 0 }, // WP_NULL_HAND - { 52, 280, 18 }, // WP_TRICORDER - { 48, 26, 33 }, // WP_PADD - { 335, 210, 347 }, // WP_COFFEE - { 15, 160, 65 }, // WP_PHASER - { 5, 10, 70 }, // WP_COMPRESSION_RIFLE - { 5, 6, 70 }, // WP_TR116 - { 5, 17, 70 }, // WP_GRENADE_LAUNCHER - { 350, 23, 70 }, // WP_QUANTUM_BURST - { 15, 187, 80 }, // WP_DISRUPTOR - { 0, 270, 86 }, // WP_MEDKIT - { 0, 247, 90 }, // WP_VOYAGER_HYPO - { 36, 190, 40 }, // WP_DERMAL_REGEN - { 0, 0, 105 }, // WP_TOOLKIT - { 0, 210, 90 } // WP_HYPERSPANNER + { 0, 0, 0 }, // WP_0 + { 0, 0, 0 }, // WP_1 + { 52, 280, 18 }, // WP_2 + { 48, 26, 33 }, // WP_3 + { 335, 210, 347 }, // WP_4 + { 15, 160, 65 }, // WP_5 + { 5, 10, 70 }, // WP_6 + { 5, 6, 70 }, // WP_7 + { 5, 17, 70 }, // WP_8 + { 350, 23, 70 }, // WP_9 + { 15, 187, 80 }, // WP_10 + { 0, 270, 86 }, // WP_11 + { 0, 247, 90 }, // WP_12 + { 36, 190, 40 }, // WP_13 + { 0, 0, 105 }, // WP_14 + { 0, 210, 90 } // WP_15 }; es = ¢->currentState; @@ -691,7 +691,7 @@ static void CG_Missile( centity_t *cent, qboolean altfire ) { VectorCopy( cent->lerpOrigin, ent.origin); VectorCopy( cent->lerpOrigin, ent.oldorigin); - if ( cent->currentState.weapon == WP_QUANTUM_BURST ) { + if ( cent->currentState.weapon == WP_9 ) { ent.reType = RT_SPRITE; ent.data.sprite.radius = 16; ent.data.sprite.rotation = 0; @@ -716,7 +716,7 @@ static void CG_Missile( centity_t *cent, qboolean altfire ) { } // spin as it moves - if ( s1->pos.trType != TR_STATIONARY && (cent->currentState.weapon != WP_DISRUPTOR) ) { //RPG-X-TiM: Stop from spinning O_o I got dizzy + if ( s1->pos.trType != TR_STATIONARY && (cent->currentState.weapon != WP_10) ) { //RPG-X-TiM: Stop from spinning O_o I got dizzy //RotateAroundDirection( ent.axis, cg.time / 4 ); RotateAroundDirection( ent.axis, cg.time * 0.25); } else { diff --git a/cgame/cg_event.c b/cgame/cg_event.c index a32f745..fdbdcf8 100644 --- a/cgame/cg_event.c +++ b/cgame/cg_event.c @@ -387,8 +387,8 @@ static void CG_ItemPickup( int itemNum ) { case 1: // safe switching if ( (nNewWpn > nCurWpn) && - !(nNewWpn == WP_GRENADE_LAUNCHER) && - !(nNewWpn == WP_QUANTUM_BURST) ) + !(nNewWpn == WP_8) && + !(nNewWpn == WP_9) ) { // switch to new wpn cg.weaponSelectTime = cg.time; @@ -1077,7 +1077,7 @@ case EV_SHAKE_SOUND: case EV_GRENADE_EXPLODE: DEBUGNAME("EV_GRENADE_EXPLODE"); - CG_MissileHitWall( cent, WP_GRENADE_LAUNCHER, position, normal ); + CG_MissileHitWall( cent, WP_8, position, normal ); break; case EV_GRENADE_SHRAPNEL_EXPLODE: diff --git a/cgame/cg_main.c b/cgame/cg_main.c index 944a5d2..2a780c4 100644 --- a/cgame/cg_main.c +++ b/cgame/cg_main.c @@ -1644,11 +1644,11 @@ void CG_InitModRules( void ) { if ( cgs.pModDisintegration ) {//don't use up ammo in disintegration mode - altAmmoUsage[WP_COMPRESSION_RIFLE] = 0; + altAmmoUsage[WP_6] = 0; } if ( cgs.pModSpecialties ) {//tripwires use more ammo - altAmmoUsage[WP_GRENADE_LAUNCHER] = 3; + altAmmoUsage[WP_8] = 3; } } @@ -1723,7 +1723,7 @@ void CG_Init( int serverMessageNum, int serverCommandSequence ) { BG_LoadItemNames(); - cg.weaponSelect = WP_NULL_HAND; + cg.weaponSelect = WP_1; cgs.redflag = cgs.blueflag = -1; // For compatibily, default to unset for // old servers diff --git a/cgame/cg_players.c b/cgame/cg_players.c index 493b964..e880c82 100644 --- a/cgame/cg_players.c +++ b/cgame/cg_players.c @@ -3969,7 +3969,7 @@ void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int eFlags, be if ( random() > 0.95f ) { // Play a zap sound to go it. - trap_S_StartSound (ent->origin, entNum, CHAN_AUTO, cg_weapons[WP_DERMAL_REGEN].altHitSound); + trap_S_StartSound (ent->origin, entNum, CHAN_AUTO, cg_weapons[WP_13].altHitSound); } } } @@ -4133,15 +4133,15 @@ void CG_AttachHolsters ( centity_t *cent, refEntity_t *parent, int weapon ) holsterInner.shadowPlane = parent->shadowPlane; holsterInner.renderfx = parent->renderfx; - holster.hModel = (weapon == WP_PHASER) ? cgs.media.phaserHolster : cgs.media.tricorderHolster; - holsterInner.hModel = (weapon == WP_PHASER) ? cgs.media.phaserHolsterInner : cgs.media.tricorderHolsterInner; + holster.hModel = (weapon == WP_5) ? cgs.media.phaserHolster : cgs.media.tricorderHolster; + holsterInner.hModel = (weapon == WP_5) ? cgs.media.phaserHolsterInner : cgs.media.tricorderHolsterInner; if ( !holster.hModel ) { return; } - CG_PositionEntityOnTag( &holster, parent, parent->hModel, (weapon == WP_PHASER) ? "tag_p_holster" : "tag_t_holster" ); - CG_PositionEntityOnTag( &holsterInner, &holster, holster.hModel, (weapon == WP_PHASER) ? "tag_phaser" : "tag_tricorder" ); + CG_PositionEntityOnTag( &holster, parent, parent->hModel, (weapon == WP_5) ? "tag_p_holster" : "tag_t_holster" ); + CG_PositionEntityOnTag( &holsterInner, &holster, holster.hModel, (weapon == WP_5) ? "tag_phaser" : "tag_tricorder" ); CG_AddRefEntityWithPowerups( &holster, cent->currentState.powerups, cent->currentState.eFlags, ¢->beamData, cent->cloakTime, cent->decloakTime, qfalse ); @@ -4172,7 +4172,7 @@ void CG_AttachTools ( centity_t *cent, refEntity_t *parent, int weaponNum ) return; } - CG_PositionEntityOnTag( &tool, parent, parent->hModel, (weaponNum == WP_MEDKIT) ? "tag_torso" : "tag_lhand" ); + CG_PositionEntityOnTag( &tool, parent, parent->hModel, (weaponNum == WP_11) ? "tag_torso" : "tag_lhand" ); if ( cent->currentState.weapon != weaponNum ) { CG_AddRefEntityWithPowerups( &tool, cent->currentState.powerups, cent->currentState.eFlags, ¢->beamData, cent->cloakTime, cent->decloakTime, qfalse ); @@ -4424,7 +4424,7 @@ void CG_Player( centity_t *cent ) { //append this flag if zooming thru the TR-116. //It'll render players over everything else. Not quite as good as the TV 116, but it'll do the job. :) - if ( cg.snap->ps.weapon == WP_TR116 && cg.zoomed ) { + if ( cg.snap->ps.weapon == WP_7 && cg.zoomed ) { renderfx |= RF_DEPTHHACK; //This flag makes making haxx for EF SO EASY!!!! O_O!!!!! } @@ -4859,7 +4859,7 @@ void CG_Player( centity_t *cent ) { //============================================================================= //TR-116 EyeScope!! :) // - if ( cent->currentState.weapon == WP_TR116 ) + if ( cent->currentState.weapon == WP_7 ) { refEntity_t eyeScope; @@ -4906,7 +4906,7 @@ void CG_Player( centity_t *cent ) { } //medical scanner - if ( cgs.classData[ci->pClass].isMedic && cent->currentState.weapon == WP_TRICORDER ) + if ( cgs.classData[ci->pClass].isMedic && cent->currentState.weapon == WP_2 ) { refEntity_t scanner; @@ -4977,23 +4977,23 @@ void CG_Player( centity_t *cent ) { //should transmit each player's weapon list here, so we can make it dynamic now //if player has the phaser, bolt it - if ( cent->currentState.time2 & 1 << WP_PHASER ) { - CG_AttachHolsters( cent, &holsterTags, WP_PHASER ); + if ( cent->currentState.time2 & 1 << WP_5 ) { + CG_AttachHolsters( cent, &holsterTags, WP_5 ); } //if player has tricorder - if ( cent->currentState.time2 & 1 << WP_TRICORDER ) { - CG_AttachHolsters( cent, &holsterTags, WP_TRICORDER ); + if ( cent->currentState.time2 & 1 << WP_2 ) { + CG_AttachHolsters( cent, &holsterTags, WP_2 ); } //if player has medkit - if ( cent->currentState.time2 & 1 << WP_MEDKIT ) { - CG_AttachTools( cent, &torso, WP_MEDKIT ); + if ( cent->currentState.time2 & 1 << WP_11 ) { + CG_AttachTools( cent, &torso, WP_11 ); } //if player has toolkit - if ( cent->currentState.time2 & 1 << WP_TOOLKIT ) { - CG_AttachTools( cent, &torso, WP_TOOLKIT ); + if ( cent->currentState.time2 & 1 << WP_14 ) { + CG_AttachTools( cent, &torso, WP_14 ); } /*switch ( ci->pClass ) { @@ -5002,7 +5002,7 @@ void CG_Player( centity_t *cent ) { case PC_SECURITY: 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; }*/ } diff --git a/cgame/cg_playerstate.c b/cgame/cg_playerstate.c index 9184585..9b18fc4 100644 --- a/cgame/cg_playerstate.c +++ b/cgame/cg_playerstate.c @@ -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: diff --git a/cgame/cg_predict.c b/cgame/cg_predict.c index 214b261..46fbda9 100644 --- a/cgame/cg_predict.c +++ b/cgame/cg_predict.c @@ -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;*/ diff --git a/cgame/cg_view.c b/cgame/cg_view.c index a7eb4de..76fc859 100644 --- a/cgame/cg_view.c +++ b/cgame/cg_view.c @@ -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 { diff --git a/cgame/cg_weapons.c b/cgame/cg_weapons.c index a3edf13..d793c28 100644 --- a/cgame/cg_weapons.c +++ b/cgame/cg_weapons.c @@ -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; } diff --git a/cgame/fx_compression.c b/cgame/fx_compression.c index 553933c..e607083 100644 --- a/cgame/fx_compression.c +++ b/cgame/fx_compression.c @@ -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}; diff --git a/cgame/fx_disruptor.c b/cgame/fx_disruptor.c index 3bad743..3d640fe 100644 --- a/cgame/fx_disruptor.c +++ b/cgame/fx_disruptor.c @@ -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, diff --git a/cgame/fx_grenade.c b/cgame/fx_grenade.c index a03d984..023b5eb 100644 --- a/cgame/fx_grenade.c +++ b/cgame/fx_grenade.c @@ -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; diff --git a/cgame/fx_quantum.c b/cgame/fx_quantum.c index 616ded4..601ff7c 100644 --- a/cgame/fx_quantum.c +++ b/cgame/fx_quantum.c @@ -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, diff --git a/game/ai_dmq3.c b/game/ai_dmq3.c index b15abd0..168bdba 100644 --- a/game/ai_dmq3.c +++ b/game/ai_dmq3.c @@ -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; diff --git a/game/bg_misc.c b/game/bg_misc.c index 49b6a1d..07cdade 100644 --- a/game/bg_misc.c +++ b/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 } diff --git a/game/bg_pmove.c b/game/bg_pmove.c index 14f0e75..8c809d5 100644 --- a/game/bg_pmove.c +++ b/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, //!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; diff --git a/game/bg_public.h b/game/bg_public.h index 67b8d7d..2c20e38 100644 --- a/game/bg_public.h +++ b/game/bg_public.h @@ -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;*/ diff --git a/game/g_active.c b/game/g_active.c index b6dc3cb..61df102 100644 --- a/game/g_active.c +++ b/game/g_active.c @@ -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; diff --git a/game/g_arenas.c b/game/g_arenas.c index 35ae74f..c01c630 100644 --- a/game/g_arenas.c +++ b/game/g_arenas.c @@ -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; diff --git a/game/g_breakable.c b/game/g_breakable.c index 8b35518..8ea245e 100644 --- a/game/g_breakable.c +++ b/game/g_breakable.c @@ -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") ); } diff --git a/game/g_client.c b/game/g_client.c index 4b451b9..df44584 100644 --- a/game/g_client.c +++ b/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; } diff --git a/game/g_cmds.c b/game/g_cmds.c index 5fffef9..9fba57a 100644 --- a/game/g_cmds.c +++ b/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)); diff --git a/game/g_combat.c b/game/g_combat.c index e53fca3..fbf12c9 100644 --- a/game/g_combat.c +++ b/game/g_combat.c @@ -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 ); diff --git a/game/g_items.c b/game/g_items.c index c68ef8a..116cfc7 100644 --- a/game/g_items.c +++ b/game/g_items.c @@ -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: diff --git a/game/g_log.c b/game/g_log.c index 39f505a..797a01b 100644 --- a/game/g_log.c +++ b/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( weapon0) ) { @@ -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; weaponnMostKills) { diff --git a/game/g_main.c b/game/g_main.c index b01feef..feff870 100644 --- a/game/g_main.c +++ b/game/g_main.c @@ -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 ) { diff --git a/game/g_misc.c b/game/g_misc.c index 6a38c97..0e4367d 100644 --- a/game/g_misc.c +++ b/game/g_misc.c @@ -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 ); } diff --git a/game/g_missile.c b/game/g_missile.c index d7be6bd..38adfbf 100644 --- a/game/g_missile.c +++ b/game/g_missile.c @@ -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; } diff --git a/game/g_target.c b/game/g_target.c index 322090c..87702c0 100644 --- a/game/g_target.c +++ b/game/g_target.c @@ -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 ) { diff --git a/game/g_turrets.c b/game/g_turrets.c index 83f98a9..f51ee07 100644 --- a/game/g_turrets.c +++ b/game/g_turrets.c @@ -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 } } diff --git a/game/g_weapon.c b/game/g_weapon.c index 3f216d0..126d21f 100644 --- a/game/g_weapon.c +++ b/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; diff --git a/stefgame.suo b/stefgame.suo index 2d05a6a..6d75670 100644 Binary files a/stefgame.suo and b/stefgame.suo differ diff --git a/ui/ui_controls2.c b/ui/ui_controls2.c index 0edbd42..77f4bcb 100644 --- a/ui/ui_controls2.c +++ b/ui/ui_controls2.c @@ -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: diff --git a/ui/ui_emotes.c b/ui/ui_emotes.c index 8bbf5f3..a11000b 100644 --- a/ui/ui_emotes.c +++ b/ui/ui_emotes.c @@ -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 ); } /* diff --git a/ui/ui_ingame.c b/ui/ui_ingame.c index 98363e4..cf2a8f3 100644 --- a/ui/ui_ingame.c +++ b/ui/ui_ingame.c @@ -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; diff --git a/ui/ui_main.c b/ui/ui_main.c index fc25679..b47b427 100644 --- a/ui/ui_main.c +++ b/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; diff --git a/ui/ui_menu.c b/ui/ui_menu.c index ae4f084..add2f1b 100644 --- a/ui/ui_menu.c +++ b/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 diff --git a/ui/ui_playermodel.c b/ui/ui_playermodel.c index b311a28..7873bdd 100644 --- a/ui/ui_playermodel.c +++ b/ui/ui_playermodel.c @@ -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 ); } diff --git a/ui/ui_players.c b/ui/ui_players.c index 2b0e339..5ef5e3c 100644 --- a/ui/ui_players.c +++ b/ui/ui_players.c @@ -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; } diff --git a/ui/ui_playersettings.c b/ui/ui_playersettings.c index d04a337..753ec57 100644 --- a/ui/ui_playersettings.c +++ b/ui/ui_playersettings.c @@ -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") );