mirror of
https://github.com/UberGames/rpgxEF.git
synced 2024-11-13 00:24:06 +00:00
Reformating and cleanup (RPG-X)
- reformated code for better readablility - removed old /unused code
This commit is contained in:
parent
6d5adbaee0
commit
14a2f98330
2 changed files with 230 additions and 687 deletions
|
@ -98,9 +98,9 @@ gitem_t bg_itemlist[] =
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*/
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{
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"weapon_null_hand",
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"sound/silence.wav", /* "sound/weapons/w_pkup.wav", */
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"models/weapons2/hand/hand_w.md3", /* "models/weapons2/imod/imod2_w.md3", */ /* world */
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"models/weapons2/hand/hand.md3", /* "models/weapons2/imod/imod2.md3", */ /* view */
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"sound/silence.wav",
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"models/weapons2/hand/hand_w.md3", /* world */
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"models/weapons2/hand/hand.md3", /* view */
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"icons/w_icon_hand", /* icon */
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" ", /* pickup */
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AMMO_IMOD_CLIP,
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@ -180,15 +180,15 @@ gitem_t bg_itemlist[] =
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{
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"weapon_compressionrifle",
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"sound/weapons/w_pkup.wav",
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"models/weapons2/prifle/prifle_w.md3", //world
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"models/weapons2/prifle/prifle.md3", //view
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/* icon */ "icons/w_icon_rifle",
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/* pickup */ "Phaser Compression Rifle",
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"models/weapons2/prifle/prifle_w.md3", /* world */
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"models/weapons2/prifle/prifle.md3", /* view */
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"icons/w_icon_rifle", /* icon */
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"Phaser Compression Rifle", /* pickup */
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AMMO_COMPRESSION_CLIP,
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IT_WEAPON,
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WP_6,
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/* precache */ "",
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/* sounds */ ""
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"", /* precache */
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"" /* sounds */
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},
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/*QUAKED weapon_tetriondisruptor (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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@ -196,15 +196,15 @@ gitem_t bg_itemlist[] =
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{
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"weapon_tr116",
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"sound/weapons/w_pkup.wav",
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"models/weapons2/tr116/tr-116_w.md3",//world
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"models/weapons2/tr116/tr-116.md3", //view
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/* icon */ "icons/w_icon_tr116",
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/* pickup */ "TR-116",
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"models/weapons2/tr116/tr-116_w.md3", /* world*/
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"models/weapons2/tr116/tr-116.md3", /* view */
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"icons/w_icon_tr116", /* icon */
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"TR-116", /* pickup */
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AMMO_TETRION_CLIP,
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IT_WEAPON,
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WP_7,
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/* precache */ "",
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/* sounds */ ""
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"", /* precache */
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"" /* sounds */
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},
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/*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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@ -212,15 +212,15 @@ gitem_t bg_itemlist[] =
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{
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"weapon_grenadelauncher",
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"sound/weapons/w_pkup.wav",
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"models/weapons2/launcher/launcher_w.md3", //world
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"models/weapons2/launcher/launcher.md3", //view
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/* icon */ "icons/w_icon_grenade",
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/* pickup */ "Compound Grenade Launcher",
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"models/weapons2/launcher/launcher_w.md3", /* world */
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"models/weapons2/launcher/launcher.md3", /* view */
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"icons/w_icon_grenade", /* icon */
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"Compound Grenade Launcher", /* pickup */
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AMMO_GRENADE_CLIP,
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IT_WEAPON,
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WP_8,
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/* precache */ "",
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/* sounds */ "sound/weapons/glauncher/bounce1.wav sound/weapons/glauncher/bounce2.wav"
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"", /* precache */
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"sound/weapons/glauncher/bounce1.wav sound/weapons/glauncher/bounce2.wav" /* sounds */
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},
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/*QUAKED weapon_quantumburst (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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@ -228,15 +228,15 @@ gitem_t bg_itemlist[] =
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{
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"weapon_quantumburst",
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"sound/weapons/w_pkup.wav",
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"models/weapons2/q_burst/q_burst_w.md3", //world
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"models/weapons2/q_burst/q_burst.md3", //view
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/* icon */ "icons/w_icon_quantum",
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/* pickup */ "Photon Burst",
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"models/weapons2/q_burst/q_burst_w.md3", /* world */
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"models/weapons2/q_burst/q_burst.md3", /* view */
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"icons/w_icon_quantum", /* icon */
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"Photon Burst", /* pickup */
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AMMO_QUANTUM_CLIP,
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IT_WEAPON,
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WP_9,
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/* precache */ "",
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/* sounds */ ""
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"", /* precache */
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"" /* sounds */
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},
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/*QUAKED weapon_stasisweapon (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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@ -244,15 +244,15 @@ gitem_t bg_itemlist[] =
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{
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"weapon_disruptor",
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"sound/weapons/w_pkup.wav",
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"models/weapons2/alien_disruptor/disruptor_w.md3", //world
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"models/weapons2/alien_disruptor/disruptor.md3", //view
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/* icon */ "icons/w_icon_disruptor",
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/* pickup */ "Disruptor",
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"models/weapons2/alien_disruptor/disruptor_w.md3", /* world */
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"models/weapons2/alien_disruptor/disruptor.md3", /* view */
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"icons/w_icon_disruptor", /* icon */
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"Disruptor", /* pickup */
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AMMO_STASIS_CLIP,
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IT_WEAPON,
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WP_10,
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/* precache */ "",
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/* sounds */ ""
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"", /* precache */
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"" /* sounds */
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},
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/*QUAKED weapon_borg_weapon (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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@ -260,15 +260,15 @@ gitem_t bg_itemlist[] =
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{
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"weapon_medkit",
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"sound/weapons/w_pkup.wav",
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"models/weapons2/medkit/medkit_w.md3", //world
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"models/weapons2/medkit/medkit.md3", //view
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/* icon */ "icons/w_icon_medkit",
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/* pickup */ "Medkit",
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"models/weapons2/medkit/medkit_w.md3", /* world */
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"models/weapons2/medkit/medkit.md3", /* view */
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"icons/w_icon_medkit", /* icon */
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"Medkit", /* pickup */
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AMMO_PHASER_CLIP,
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IT_WEAPON,
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WP_11,
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/* precache */ "",
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/* sounds */ ""
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"", /* precache */
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"" /* sounds */
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},
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/*QUAKED weapon_voyager_hypo (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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@ -276,15 +276,15 @@ gitem_t bg_itemlist[] =
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{
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"weapon_voyager_hypo",
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"sound/weapons/w_pkup.wav",
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"models/weapons2/hypospray/hypospray_w.md3", //world
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"models/weapons2/hypospray/hypospray.md3", //view
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/* icon */ "icons/w_icon_hypo",
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/* pickup */ "Hypo",
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"models/weapons2/hypospray/hypospray_w.md3", /* world */
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"models/weapons2/hypospray/hypospray.md3", /* view */
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"icons/w_icon_hypo", /* icon */
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"Hypo", /* pickup */
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AMMO_PHASER_CLIP,
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IT_WEAPON,
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WP_12,
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/* precache */ "",
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/* sounds */ ""
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"", /* precache */
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"" /* sounds */
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},
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/*QUAKED weapon_dreadnought (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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@ -294,13 +294,13 @@ gitem_t bg_itemlist[] =
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"sound/weapons/w_pkup.wav",
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"models/weapons2/dermal_regen/dermal_regen_w.md3",
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"models/weapons2/dermal_regen/dermal_regen.md3",
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/* icon */ "icons/w_icon_dermalregen",
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/* pickup */ "Dermal Regenerator",
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"icons/w_icon_dermalregen",
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"Dermal Regenerator",
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AMMO_DREADNOUGHT_CLIP,
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IT_WEAPON,
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WP_13,
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/* precache */ "",
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/* sounds */ ""
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"", /* precache */
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"" /* sounds */
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},
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/*QUAKED weapon_borg_assimilator (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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@ -308,15 +308,15 @@ gitem_t bg_itemlist[] =
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{
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"weapon_toolkit",
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"sound/weapons/w_pkup.wav",
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"models/weapons2/toolkit/toolkit_w.md3", //world
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"models/weapons2/toolkit/toolkit.md3", //view
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/* icon */ "icons/w_icon_toolkit",
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/* pickup */ "Toolkit",
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"models/weapons2/toolkit/toolkit_w.md3", /* world */
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"models/weapons2/toolkit/toolkit.md3", /* view */
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"icons/w_icon_toolkit", /* icon */
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"Toolkit", /* pickup */
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AMMO_PHASER_CLIP,
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IT_WEAPON,
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WP_14,
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/* precache */ "",
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/* sounds */ ""
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"", /* precache */
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"" /* sounds */
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},
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/*QUAKED weapon_engtool (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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@ -324,15 +324,15 @@ gitem_t bg_itemlist[] =
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{
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"weapon_hyperspanner",
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"sound/weapons/w_pkup.wav",
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"models/weapons2/hyperspanner/hyperspanner_w.md3", //world
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"models/weapons2/hyperspanner/hyperspanner.md3", //view
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/* icon */ "icons/w_icon_hyperspanner",
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/* pickup */ "Hyperspanner",
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"models/weapons2/hyperspanner/hyperspanner_w.md3", /* world */
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"models/weapons2/hyperspanner/hyperspanner.md3", /* view */
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"icons/w_icon_hyperspanner", /* icon */
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"Hyperspanner", /* pickup */
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AMMO_PHASER_CLIP,
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IT_WEAPON,
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WP_15,
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/* precache */ "",
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/* sounds */ ""
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"", /* precache */
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"" /* sounds */
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},
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//
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@ -345,15 +345,15 @@ gitem_t bg_itemlist[] =
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{
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"ammo_compressionrifle",
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"sound/player/pickupenergy.wav",
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"models/powerups/trek/prifle_ammo.md3", //world
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"models/powerups/trek/prifle_ammo.md3", /* world */
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NULL,
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/* icon */ "icons/dm_phaser_sm",
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/* pickup */ "Phaser Compression Rifle Ammo",
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"icons/dm_phaser_sm", /* icon */
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"Phaser Compression Rifle Ammo", /* pickup */
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AMMO_COMPRESSION_CLIP,
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IT_AMMO,
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WP_6,
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/* precache */ "",
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/* sounds */ ""
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"", /* precache */
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"" /* sounds */
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},
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/*QUAKED ammo_imod (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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@ -362,15 +362,15 @@ gitem_t bg_itemlist[] =
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{
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"ammo_imod",
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"sound/player/pickupenergy.wav",
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"models/powerups/trek/imod_ammo.md3", //world
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"models/powerups/trek/imod_ammo.md3", /* world */
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NULL,
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/* icon */ "icons/dm_imod",
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/* pickup */ "I-MOD Ammo",
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"icons/dm_imod", /* icon */
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"I-MOD Ammo", /* pickup */
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AMMO_IMOD_CLIP,
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IT_AMMO,
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WP_1,
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/* precache */ "",
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/* sounds */ ""
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"", /* precache */
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"" /* sounds */
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},
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/*QUAKED ammo_scavenger (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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@ -379,15 +379,15 @@ gitem_t bg_itemlist[] =
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{
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"ammo_scavenger",
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"sound/player/pickupenergy.wav",
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"models/powerups/trek/scavenger_ammo.md3", //world
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"models/powerups/trek/scavenger_ammo.md3", /* world */
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NULL,
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/* icon */ "icons/dm_scav",
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/* pickup */ "Scavenger Weapon Ammo",
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"icons/dm_scav", /* icon */
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"Scavenger Weapon Ammo", /* pickup */
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AMMO_SCAVENGER_CLIP,
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IT_AMMO,
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WP_4,
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/* precache */ "",
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/* sounds */ ""
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"", /* precache */
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"" /* sounds */
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},
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/*QUAKED ammo_stasis (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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@ -396,15 +396,15 @@ gitem_t bg_itemlist[] =
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{
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"ammo_stasis",
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"sound/player/pickupenergy.wav",
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"models/powerups/trek/stasis_ammo.md3", //world
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"models/powerups/trek/stasis_ammo.md3", /* world */
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NULL,
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/* icon */ "icons/dm_stasis_sm",
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/* pickup */ "Stasis Weapon Ammo",
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"icons/dm_stasis_sm", /* sounds */
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"Stasis Weapon Ammo", /* pickup */
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AMMO_STASIS_CLIP,
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IT_AMMO,
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WP_10,
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/* precache */ "",
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/* sounds */ ""
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"", /* precache */
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"" /* sounds */
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},
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/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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@ -413,15 +413,15 @@ gitem_t bg_itemlist[] =
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{
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"ammo_grenades",
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"sound/player/pickupenergy.wav",
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"models/powerups/trek/glauncher_ammo.md3", //world
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"models/powerups/trek/glauncher_ammo.md3", /* world */
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NULL,
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/* icon */ "icons/dm_glauncher_sm",
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/* pickup */ "Compound Grenade Launcher Ammo",
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"icons/dm_glauncher_sm", /* icon */
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"Compound Grenade Launcher Ammo", /* pickup */
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AMMO_GRENADE_CLIP,
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IT_AMMO,
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WP_8,
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/* precache */ "",
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/* sounds */ ""
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"", /* precache */
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"" /* sounds */
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},
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/*QUAKED ammo_tetriondisruptor (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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@ -430,15 +430,15 @@ gitem_t bg_itemlist[] =
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{
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"ammo_tetriondisruptor",
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"sound/player/pickupenergy.wav",
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"models/powerups/trek/tetrion_ammo.md3", //world
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"models/powerups/trek/tetrion_ammo.md3", /* world */
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NULL,
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/* icon */ "icons/dm_tetrion_sm",
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/* pickup */ "Tetryon Pulse Disruptor Ammo",
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"icons/dm_tetrion_sm", /* icon */
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"Tetryon Pulse Disruptor Ammo", /* pickup */
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AMMO_TETRION_CLIP,
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IT_AMMO,
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WP_7,
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/* precache */ "",
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/* sounds */ ""
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"", /* precache */
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"" /* sounds */
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},
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/*QUAKED ammo_quantumburst (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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@ -447,15 +447,15 @@ gitem_t bg_itemlist[] =
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{
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"ammo_quantumburst",
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"sound/player/pickupenergy.wav",
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"models/powerups/trek/torpedo.md3", //world
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"models/powerups/trek/torpedo.md3", /* world */
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NULL,
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/* icon */ "icons/dm_torpedo_sm",
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/* pickup */ "Photon Burst Ammo",
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"icons/dm_torpedo_sm", /* icon */
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"Photon Burst Ammo", /* pickup */
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AMMO_QUANTUM_CLIP,
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IT_AMMO,
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WP_9,
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/* precache */ "",
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/* sounds */ ""
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"", /* precache */
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"" /* sounds */
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},
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/*QUAKED ammo_dreadnought (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
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@ -464,15 +464,15 @@ gitem_t bg_itemlist[] =
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{
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"ammo_dreadnought",
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"sound/player/pickupenergy.wav",
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"models/powerups/trek/arc_ammo.md3", //world
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"models/powerups/trek/arc_ammo.md3", /* world */
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NULL,
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/* icon */ "icons/dm_a_arc_sm",
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/* pickup */ "Dermal Regenerator Ammo",
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"icons/dm_a_arc_sm", /* icon */
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"Dermal Regenerator Ammo", /* pickup */
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AMMO_DREADNOUGHT_CLIP,
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IT_AMMO,
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WP_13,
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/* precache */ "",
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/* sounds */ ""
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"", /* precache */
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"" /* sounds */
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},
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//
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@ -485,15 +485,15 @@ gitem_t bg_itemlist[] =
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{
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"item_armor_shard",
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"sound/player/pickupenergy.wav",
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"models/powerups/trek/armor_shard.md3", //world
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"models/powerups/trek/armor_shard.md3", /* world */
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NULL,
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/* icon */ "icons/icon_shards",
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/* pickup */ "Incremental Shield Boost",
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"icons/icon_shards", /* icon */
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"Incremental Shield Boost", /* pickup */
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5,
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IT_ARMOR,
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0,
|
||||
/* precache */ "",
|
||||
/* sounds */ ""
|
||||
"", /* precache */
|
||||
"" /* sounds */
|
||||
},
|
||||
|
||||
/*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
||||
|
@ -502,15 +502,15 @@ gitem_t bg_itemlist[] =
|
|||
{
|
||||
"item_armor_combat",
|
||||
"sound/player/pickupenergy.wav",
|
||||
"models/powerups/trek/armor.md3", //world
|
||||
"models/powerups/trek/armor.md3", /* world */
|
||||
NULL,
|
||||
/* icon */ "icons/dm_armor_sm",
|
||||
/* pickup */ "Personal Deflector Screen",
|
||||
"icons/dm_armor_sm", /* icon */
|
||||
"Personal Deflector Screen", /* pickup */
|
||||
50,
|
||||
IT_ARMOR,
|
||||
0,
|
||||
/* precache */ "",
|
||||
/* sounds */ ""
|
||||
"", /* precache */
|
||||
"" /* sounds */
|
||||
},
|
||||
|
||||
/*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
||||
|
@ -519,15 +519,15 @@ gitem_t bg_itemlist[] =
|
|||
{
|
||||
"item_armor_body",
|
||||
"sound/player/suitenergy.wav",
|
||||
"models/powerups/trek/armor2.md3", //world
|
||||
"models/powerups/trek/armor2.md3", /* world */
|
||||
NULL,
|
||||
/* icon */ "icons/dm_superarmor_sm",
|
||||
/* pickup */ "Isokinetic Deflector Screen",
|
||||
"icons/dm_superarmor_sm", /* icon */
|
||||
"Isokinetic Deflector Screen", /* pickup */
|
||||
100,
|
||||
IT_ARMOR,
|
||||
0,
|
||||
/* precache */ "",
|
||||
/* sounds */ ""
|
||||
"", /* precache */
|
||||
"" /* sounds */
|
||||
},
|
||||
|
||||
//
|
||||
|
@ -540,15 +540,15 @@ gitem_t bg_itemlist[] =
|
|||
{
|
||||
"item_hypo_small",
|
||||
"sound/player/pickuphealth.wav",
|
||||
"models/powerups/trek/hypo_single.md3", //world
|
||||
"models/powerups/trek/hypo_single.md3", /* world */
|
||||
NULL,
|
||||
/* icon */ "icons/dm_health_sm",
|
||||
/* pickup */ "Booster Hypospray",
|
||||
"icons/dm_health_sm", /* icon */
|
||||
"Booster Hypospray", /* pickup */
|
||||
5,
|
||||
IT_HEALTH,
|
||||
0,
|
||||
/* precache */ "",
|
||||
/* sounds */ ""
|
||||
"", /* precache */
|
||||
"" /* sounds */
|
||||
},
|
||||
|
||||
/*QUAKED item_hypo (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
||||
|
@ -557,15 +557,15 @@ gitem_t bg_itemlist[] =
|
|||
{
|
||||
"item_hypo",
|
||||
"sound/player/suithealth.wav",
|
||||
"models/powerups/trek/hypo_double.md3", //world
|
||||
"models/powerups/trek/hypo_double.md3", /* world */
|
||||
NULL,
|
||||
/* icon */ "icons/dm_health2_sm",
|
||||
/* pickup */ "Emergency Hypospray",
|
||||
"icons/dm_health2_sm", /* icon */
|
||||
"Emergency Hypospray", /* pickup */
|
||||
25,
|
||||
IT_HEALTH,
|
||||
0,
|
||||
/* precache */ "",
|
||||
/* sounds */ ""
|
||||
"", /* precache */
|
||||
"" /* sounds */
|
||||
},
|
||||
|
||||
//
|
||||
|
@ -579,15 +579,15 @@ kind of resides in your inventory. when you use it _again_ it activates and anyo
|
|||
{
|
||||
"holdable_transporter",
|
||||
"sound/items/holdable.wav",
|
||||
"models/powerups/trek/transporter.md3", //world
|
||||
"models/powerups/trek/transporter.md3", /* world */
|
||||
NULL,
|
||||
/* icon */ "icons/dm_transport_sm",
|
||||
/* pickup */ "Personal Transporter Device",
|
||||
"icons/dm_transport_sm", /* icon */
|
||||
"Personal Transporter Device", /* pickup */
|
||||
60,
|
||||
IT_HOLDABLE,
|
||||
HI_TRANSPORTER,
|
||||
/* precache */ "",
|
||||
/* sounds */ ""
|
||||
"", /* precache */
|
||||
"" /* sounds */
|
||||
},
|
||||
|
||||
/*QUAKED holdable_medkit (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
||||
|
@ -596,15 +596,15 @@ pick it up and it stays in your inventory until used, at which time it sets your
|
|||
{
|
||||
"holdable_medkit",
|
||||
"sound/items/holdable.wav",
|
||||
"models/powerups/trek/med_kit.md3", //world
|
||||
"models/powerups/trek/med_kit.md3", /* world */
|
||||
NULL,
|
||||
/* icon */ "icons/dm_health3_sm",
|
||||
/* pickup */ "Portable Medkit",
|
||||
"icons/dm_health3_sm", /* icon */
|
||||
"Portable Medkit", /* pickup */
|
||||
60,
|
||||
IT_HOLDABLE,
|
||||
HI_MEDKIT,
|
||||
/* precache */ "",
|
||||
/* sounds */ "sound/items/use_medkit.wav"
|
||||
"", /* precache */
|
||||
"sound/items/use_medkit.wav" /* sounds */
|
||||
},
|
||||
|
||||
//
|
||||
|
@ -617,15 +617,15 @@ for 30 seconds you run at %150 of your normal speed and your firing delays are 3
|
|||
{
|
||||
"item_haste",
|
||||
"sound/items/haste.wav",
|
||||
"models/powerups/trek/haste.md3", //world
|
||||
"models/powerups/trek/haste.md3", /* world */
|
||||
NULL,
|
||||
/* icon */ "icons/dm_haste",
|
||||
/* pickup */ "Temporal Accelerator",
|
||||
"icons/dm_haste", /* icon */
|
||||
"Temporal Accelerator", /* pickup */
|
||||
30,
|
||||
IT_POWERUP,
|
||||
PW_HASTE,
|
||||
/* precache */ "",
|
||||
/* sounds */ ""
|
||||
"", /* precache */
|
||||
"" /* sounds */
|
||||
},
|
||||
|
||||
/*QUAKED item_invis (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
||||
|
@ -634,15 +634,15 @@ for 30 seconds you run at %150 of your normal speed and your firing delays are 3
|
|||
{
|
||||
"item_invis",
|
||||
"sound/items/invisibility.wav",
|
||||
"models/powerups/trek/invisible.md3", //world
|
||||
"models/powerups/trek/invisible.md3", /* world */
|
||||
NULL,
|
||||
/* icon */ "icons/dm_invisibility",
|
||||
/* pickup */ "Personal Cloaking Device",
|
||||
"icons/dm_invisibility", /* icon */
|
||||
"Personal Cloaking Device", /* pickup */
|
||||
20,
|
||||
IT_POWERUP,
|
||||
PW_INVIS,
|
||||
/* precache */ "",
|
||||
/* sounds */ ""
|
||||
"", /* precache */
|
||||
"" /* sounds */
|
||||
},
|
||||
|
||||
/*QUAKED item_flight (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
||||
|
@ -651,15 +651,15 @@ for 30 seconds you run at %150 of your normal speed and your firing delays are 3
|
|||
{
|
||||
"item_flight",
|
||||
"sound/items/flight.wav",
|
||||
"models/powerups/trek/flight.md3", //world
|
||||
"models/powerups/trek/flight.md3", /* world */
|
||||
NULL,
|
||||
/* icon */ "icons/dm_flight",
|
||||
/* pickup */ "Anti-Gravity Pack",
|
||||
"icons/dm_flight", /* icon */
|
||||
"Anti-Gravity Pack", /* pickup */
|
||||
30,
|
||||
IT_POWERUP,
|
||||
PW_FLIGHT,
|
||||
/* precache */ "",
|
||||
/* sounds */ "sound/items/flight.wav"
|
||||
"", /* precache */
|
||||
"sound/items/flight.wav" /* sounds */
|
||||
},
|
||||
|
||||
/*QUAKED holdable_detpack (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
||||
|
@ -668,15 +668,15 @@ BLAMMO!
|
|||
{
|
||||
"holdable_detpack",
|
||||
"sound/player/pickupenergy.wav",
|
||||
"models/powerups/trek/detpak.md3", //world
|
||||
"models/powerups/trek/detpak.md3", /* world */
|
||||
NULL,
|
||||
/* icon */ "icons/icon_detpack",
|
||||
/* pickup */ "Ultritium Explosive Charge",
|
||||
"icons/icon_detpack", /* icon */
|
||||
"Ultritium Explosive Charge", /* pickup */
|
||||
1, // 5,
|
||||
IT_HOLDABLE,
|
||||
HI_DETPACK,
|
||||
/* precache */ "",
|
||||
/* sounds */ "sound/weapons/detpacklatch.wav sound/weapons/explosions/detpakexplode.wav"
|
||||
"", /* precache */
|
||||
"sound/weapons/detpacklatch.wav sound/weapons/explosions/detpakexplode.wav" /* sounds */
|
||||
},
|
||||
|
||||
/*QUAKED holdable_shield (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
|
||||
|
@ -685,15 +685,15 @@ About 25 seconds or 250 hit points of a portashield.
|
|||
{
|
||||
"holdable_shield",
|
||||
"sound/player/pickupenergy.wav",
|
||||
"models/powerups/trek/shield_gen.md3", //world
|
||||
"models/powerups/trek/shield_gen.md3", /* world */
|
||||
NULL,
|
||||
/* icon */ "icons/icon_shield",
|
||||
/* pickup */ "Portable Force Field",
|
||||
"icons/icon_shield", /* icon */
|
||||
"Portable Force Field", /* pickup */
|
||||
1,
|
||||
IT_HOLDABLE,
|
||||
HI_SHIELD,
|
||||
/* precache */ "",
|
||||
/* sounds */ "sound/weapons/detpacklatch.wav sound/movers/forceup.wav sound/ambience/spark5.wav"
|
||||
"", /* precache */
|
||||
"sound/weapons/detpacklatch.wav sound/movers/forceup.wav sound/ambience/spark5.wav" /* sounds */
|
||||
},
|
||||
|
||||
|
||||
|
@ -703,22 +703,22 @@ About 1 minute of a holographic decoy.
|
|||
{
|
||||
"Holographic_decoy",
|
||||
"sound/items/holdable.wav",
|
||||
"models/powerups/trek/decoy.md3", //world
|
||||
"models/powerups/trek/decoy.md3", /* world */
|
||||
NULL,
|
||||
/* icon */ "icons/icon_decoy",
|
||||
/* pickup */ "Holographic Decoy",
|
||||
"icons/icon_decoy", /* icon */
|
||||
"Holographic Decoy", /* pickup */
|
||||
1,
|
||||
IT_HOLDABLE,
|
||||
HI_DECOY,
|
||||
/* precache */ "",
|
||||
/* sounds */ ""
|
||||
"", /* precache */
|
||||
"" /* sounds */
|
||||
},
|
||||
|
||||
//
|
||||
// New Weapons
|
||||
//
|
||||
/*
|
||||
* New Weapons
|
||||
*/
|
||||
|
||||
// end of list marker
|
||||
/* end of list marker */
|
||||
{NULL}
|
||||
};
|
||||
|
||||
|
|
|
@ -53,34 +53,6 @@ extern vmCvar_t rpg_altTricorderDelay;
|
|||
#define ALT_TRICORDER_DELAY 1000
|
||||
#endif
|
||||
|
||||
//qboolean BG_BorgTransporting( playerState_t *ps )
|
||||
//{
|
||||
// if ( ps->persistant[PERS_CLASS] == PC_BORG && bg_itemlist[ps->stats[STAT_HOLDABLE_ITEM]].giTag == HI_TRANSPORTER && ps->stats[STAT_USEABLE_PLACED] == 2 )
|
||||
// {//A player who has an item and it's set to 2 - meaning flight
|
||||
// return qtrue;
|
||||
// }
|
||||
// return qfalse;
|
||||
//}
|
||||
|
||||
/*typedef enum {
|
||||
ANIM_CROUCH,
|
||||
ANIM_DOCROUCH,
|
||||
ANIM_UNCROUCH,
|
||||
ANIM_STAND,
|
||||
ANIM_FIRE,
|
||||
ANIM_JUMP,
|
||||
ANIM_JUMPB,
|
||||
ANIM_RUN,
|
||||
ANIM_RUNB,
|
||||
ANIM_WALK,
|
||||
ANIM_WALKB,
|
||||
ANIM_CROUCHWALK,
|
||||
ANIM_CROUCHWALKB,
|
||||
ANIM_SWIM,
|
||||
ANIM_TURN,
|
||||
ANIM_FLY,
|
||||
} animList_t;*/
|
||||
|
||||
//TiM - Copied from the UI module.
|
||||
//My aim here is to adapt the checks code here so the function can be used both for
|
||||
//ingame animation, as well as UI animation
|
||||
|
@ -123,11 +95,9 @@ qboolean PM_Holding2HandedWeapon ( void ) {
|
|||
qboolean PM_PlayerCrouching ( int legsAnim ) {
|
||||
//switch( pm->ps->legsAnim ) {
|
||||
switch( ( legsAnim & ~ANIM_TOGGLEBIT) ) {
|
||||
//case BOTH_CROUCH1:
|
||||
case BOTH_CROUCH1IDLE:
|
||||
case BOTH_CROUCH1WALK:
|
||||
case BOTH_CROUCH2IDLE:
|
||||
//case BOTH_CROUCH2TOSTAND1:
|
||||
return qtrue;
|
||||
}
|
||||
return qfalse;
|
||||
|
@ -137,7 +107,6 @@ qboolean PM_PlayerCrouching ( int legsAnim ) {
|
|||
* Check if player is idling.
|
||||
*/
|
||||
qboolean PM_PlayerIdling ( int torsoAnim, int legsAnim ) {
|
||||
//switch( pm->ps->legsAnim ) {
|
||||
//TiM : Cool hacky way to make sure both upper and lower anims are the same
|
||||
switch( ( legsAnim & ~ANIM_TOGGLEBIT) ) //+ ( torsoAnim & ~ANIM_TOGGLEBIT)) >> 1
|
||||
{
|
||||
|
@ -286,7 +255,6 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
break;
|
||||
//2 handed weapon - "light"
|
||||
case WP_6:
|
||||
//case WP_7:
|
||||
if ( ps->pm_flags & ANIM_ALERT && upper )
|
||||
return BOTH_STAND2;
|
||||
else if (upper)
|
||||
|
@ -451,34 +419,9 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
//Other: "Hypo
|
||||
case WP_12:
|
||||
if (upper)
|
||||
//return TORSO_HYPOSPRAY1;
|
||||
return TORSO_HYPO1;
|
||||
else
|
||||
return BOTH_STAND1;
|
||||
//Other: "Toolkit"
|
||||
/*case WP_14:
|
||||
//Return nothing.
|
||||
//A bit hacky, but the engine accepts it :P
|
||||
break;*/
|
||||
//Other Tools "everything else"
|
||||
/*case WP_1:
|
||||
switch(rand()%13)
|
||||
{
|
||||
case 0: return TORSO_HANDGESTURE1;
|
||||
case 1: return TORSO_HANDGESTURE2;
|
||||
case 2: return TORSO_HANDGESTURE3;
|
||||
case 3: return TORSO_HANDGESTURE4;
|
||||
case 4: //PM_StartTorsoAnim( TORSO_HANDGESTURE5 ); break;
|
||||
case 5: return TORSO_HANDGESTURE6;
|
||||
case 6: return TORSO_HANDGESTURE7;
|
||||
case 7: return TORSO_HANDGESTURE8;
|
||||
case 8: return TORSO_HANDGESTURE9;
|
||||
case 9: return TORSO_HANDGESTURE10;
|
||||
case 10: return TORSO_HANDGESTURE11;
|
||||
case 11: return TORSO_HANDGESTURE12;
|
||||
case 12: return TORSO_HANDGESTURE13;
|
||||
}
|
||||
break;*/
|
||||
case WP_4:
|
||||
if (upper)
|
||||
return TORSO_COFFEE;
|
||||
|
@ -507,7 +450,6 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
|
||||
//2 handed weapons
|
||||
switch (weapon) {
|
||||
//case WP_7:
|
||||
case WP_8:
|
||||
case WP_9:
|
||||
case WP_6:
|
||||
|
@ -548,7 +490,6 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
case WP_4:
|
||||
if (upper)
|
||||
return TORSO_COFFEE;
|
||||
//break;
|
||||
default:
|
||||
if (upper)
|
||||
return BOTH_WALK1;
|
||||
|
@ -568,7 +509,6 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
|
||||
//2 handed weapons
|
||||
switch (weapon) {
|
||||
//case WP_7:
|
||||
case WP_8:
|
||||
case WP_9:
|
||||
case WP_6:
|
||||
|
@ -612,7 +552,6 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
case ANIM_WALKB:
|
||||
//2 handed weapons
|
||||
switch (weapon) {
|
||||
//case WP_7:
|
||||
case WP_8:
|
||||
case WP_9:
|
||||
case WP_6:
|
||||
|
@ -717,7 +656,6 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
case WP_4:
|
||||
if (upper)
|
||||
return TORSO_COFFEE;
|
||||
//break;
|
||||
case WP_5:
|
||||
case WP_10:
|
||||
if ( ps->pm_flags & ANIM_ALERT && upper )
|
||||
|
@ -744,12 +682,6 @@ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper )
|
|||
|
||||
return BOTH_FLOAT1;
|
||||
|
||||
/*if ( ps->velocity[2] >= 0 ) {
|
||||
return BOTH_FLOAT1;
|
||||
}
|
||||
else {
|
||||
return BOTH_FLOAT2;
|
||||
}*/
|
||||
case ANIM_FLY:
|
||||
return BOTH_FLOAT1;
|
||||
}
|
||||
|
@ -783,7 +715,7 @@ void PM_Use( void )
|
|||
playerState_t *ps = pm->ps;
|
||||
|
||||
if ( ps->useTime > 0 )
|
||||
ps->useTime -= 100;//pm->cmd.msec;
|
||||
ps->useTime -= 100;
|
||||
|
||||
if ( ps->useTime > 0 ) {
|
||||
return;
|
||||
|
@ -793,7 +725,6 @@ void PM_Use( void )
|
|||
{
|
||||
pm->useEvent = 0;
|
||||
ps->useTime = 0;
|
||||
//PM_StartTorsoAnim( BOTH_CONSOLE1 );
|
||||
|
||||
return;
|
||||
}
|
||||
|
@ -849,12 +780,10 @@ static void PM_StartTorsoAnim( int anim, qboolean overrideEmotes ) {
|
|||
return;
|
||||
}
|
||||
|
||||
//if ( ps->torsoTimer > 0 ) {
|
||||
if ( ps->stats[TORSOTIMER] > 0 ) {
|
||||
return; // a high priority animation is running
|
||||
}
|
||||
|
||||
//ps->torsoAnim
|
||||
ps->stats[TORSOANIM] = ( ( ps->stats[TORSOANIM] & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
|
||||
| anim;
|
||||
}
|
||||
|
@ -865,10 +794,6 @@ static void PM_StartTorsoAnim( int anim, qboolean overrideEmotes ) {
|
|||
static void PM_StartLegsAnim( int anim ) {
|
||||
playerState_t *ps = pm->ps;
|
||||
|
||||
/*if ( ps->stats[EMOTES] & EMOTE_CLAMP ) {
|
||||
return;
|
||||
}*/
|
||||
|
||||
if ( ps->pm_type >= PM_DEAD &&
|
||||
anim != BOTH_FALLDEATH1INAIR &&
|
||||
anim != BOTH_FALLDEATH1LAND )
|
||||
|
@ -876,12 +801,6 @@ static void PM_StartLegsAnim( int anim ) {
|
|||
return;
|
||||
}
|
||||
|
||||
//if ( ps->introTime > 0 ) { //legsTimer
|
||||
/*if ( ps->stats[LEGSTIMER] > 0 ) { //legsTimer
|
||||
return; // a high priority animation is running
|
||||
}*/
|
||||
|
||||
//ps->legsAnim
|
||||
ps->stats[LEGSANIM] = ( ( ps->stats[LEGSANIM] & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
|
||||
| anim;
|
||||
}
|
||||
|
@ -897,7 +816,6 @@ static void PM_ContinueLegsAnim( int anim, qboolean overrideEmote ) {
|
|||
if ( ps->legsTimer>0 && ( ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT ) != bg_emoteList[ ps->legsTimer ].enumName && ( ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT ) != BOTH_GET_UP1 ) {
|
||||
int anim2 = PM_GetAnim( ANIM_IDLE, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse );
|
||||
|
||||
//Com_Printf( "KILL!\n");
|
||||
ps->stats[LEGSANIM] = ( ( ps->stats[LEGSANIM] & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim2;
|
||||
}
|
||||
}
|
||||
|
@ -906,11 +824,10 @@ static void PM_ContinueLegsAnim( int anim, qboolean overrideEmote ) {
|
|||
return;
|
||||
}
|
||||
|
||||
//if ( ( ps->legsAnim & ~ANIM_TOGGLEBIT ) == anim ) {
|
||||
if ( ( ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT ) == anim ) {
|
||||
return;
|
||||
}
|
||||
//if ( ps->introTime > 0 ) { //legsTimer
|
||||
|
||||
if ( ps->stats[LEGSTIMER] > 0 && !overrideEmote ) { //legsTimer
|
||||
return; // a high priority animation is running
|
||||
}
|
||||
|
@ -927,12 +844,10 @@ static void PM_ContinueTorsoAnim( int anim, qboolean overrideEmote ) {
|
|||
return;
|
||||
}
|
||||
|
||||
//if ( ( ps->torsoAnim & ~ANIM_TOGGLEBIT ) == anim ) {
|
||||
if ( ( ps->stats[TORSOANIM] & ~ANIM_TOGGLEBIT ) == anim ) {
|
||||
return;
|
||||
}
|
||||
|
||||
//if ( ps->torsoTimer > 0 ) {
|
||||
if ( ps->stats[TORSOTIMER] > 0 ) {
|
||||
return; // a high priority animation is running
|
||||
}
|
||||
|
@ -966,79 +881,10 @@ static void PM_ForceTorsoAnim( int anim, qboolean overrideEmotes ) {
|
|||
ps->stats[EMOTES] &= ~EMOTE_MASK_UPPER;
|
||||
ps->stats[TORSOTIMER] = 0;
|
||||
}
|
||||
//ps->stats[TORSOTIMER] = 0;
|
||||
|
||||
PM_StartTorsoAnim( anim, overrideEmotes );
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
PM_Animate (RPG-X:J2J)
|
||||
|
||||
TiM: Bookmark... this shows promise :)
|
||||
LATER: Nope... scratch that.
|
||||
Although it's good in the fact it assigns
|
||||
the anim right, it doesn't take the timers
|
||||
into account, meaning this would play for a
|
||||
total of one clock cycle :P
|
||||
================
|
||||
*/
|
||||
/*static void PM_DoEmote( void )
|
||||
{
|
||||
if ( pm->ps->stats[EMOTES] & EMOTE_LOWER ) {
|
||||
pm->ps->viewheight = emoteList[pm->ps->legsAnim].viewHeight;
|
||||
}
|
||||
}*/
|
||||
|
||||
/*static void PM_DoEmote( void )
|
||||
{
|
||||
int EmoteType = 0; //0 = legs, 1 = torso, 2 = both
|
||||
|
||||
//Bail out if no new emote or invalid.
|
||||
if(CurrentEmote[pm->ps->clientNum] < 0 || CurrentEmote[pm->ps->clientNum] >= MAX_ANIMATIONS)
|
||||
return;
|
||||
|
||||
//Get animation type
|
||||
if(CurrentEmote[pm->ps->clientNum] >= LEGS_WALKBACK1)
|
||||
EmoteType = 0;
|
||||
if(CurrentEmote[pm->ps->clientNum] >= TORSO_DROPWEAP1 && CurrentEmote[pm->ps->clientNum] <= TORSO_CARRY1)
|
||||
EmoteType = 1;
|
||||
if(CurrentEmote[pm->ps->clientNum] >= BOTH_DEATH1 && CurrentEmote[pm->ps->clientNum] <= BOTH_POWERUP1)
|
||||
EmoteType = 2;
|
||||
|
||||
//Check for higher priority animations
|
||||
if(EmoteType == 0)
|
||||
{
|
||||
//ToDo: insert checking for high priority anims
|
||||
}
|
||||
else if(EmoteType == 1)
|
||||
{
|
||||
//ToDo: insert checking for high priority anims
|
||||
}
|
||||
else //Implies EmoteType == 2
|
||||
{
|
||||
//ToDo: insert checking for high priority anims
|
||||
}
|
||||
|
||||
//Do the emote (play the anim)
|
||||
if(EmoteType == 0 || EmoteType == 2)
|
||||
{
|
||||
PM_ForceLegsAnim(CurrentEmote[pm->ps->clientNum]); //CurrentEmote[pm->ps->clientNum]
|
||||
//pm->ps->legsAnim = ( ( pm->ps->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
|
||||
//| CurrentEmote[pm->ps->clientNum];
|
||||
}
|
||||
if(EmoteType == 1 || EmoteType == 2)
|
||||
{
|
||||
PM_ForceTorsoAnim(CurrentEmote[pm->ps->clientNum]);
|
||||
//pm->ps->torsoAnim = ( ( pm->ps->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
|
||||
//| CurrentEmote[pm->ps->clientNum];
|
||||
}
|
||||
|
||||
//Make -1 so it doesnt start the anim again.
|
||||
CurrentEmote[pm->ps->clientNum] = -1;
|
||||
}*/
|
||||
|
||||
|
||||
/*
|
||||
==================
|
||||
PM_ClipVelocity
|
||||
|
@ -1657,7 +1503,6 @@ static void PM_WalkMove( void ) {
|
|||
|
||||
cmd = pm->cmd;
|
||||
scale = PM_CmdScale( &cmd );
|
||||
//scale = 0.4; //TiM
|
||||
|
||||
// set the movementDir so clients can rotate the legs for strafing
|
||||
PM_SetMovementDir();
|
||||
|
@ -1677,7 +1522,6 @@ static void PM_WalkMove( void ) {
|
|||
wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
|
||||
}
|
||||
// when going up or down slopes the wish velocity should Not be zero
|
||||
// wishvel[2] = 0;
|
||||
|
||||
VectorCopy (wishvel, wishdir);
|
||||
wishspeed = VectorNormalize(wishdir);
|
||||
|
@ -1711,14 +1555,8 @@ static void PM_WalkMove( void ) {
|
|||
|
||||
PM_Accelerate (wishdir, wishspeed, accelerate);
|
||||
|
||||
//Com_Printf("velocity = %1.1f %1.1f %1.1f\n", ps->velocity[0], ps->velocity[1], ps->velocity[2]);
|
||||
//Com_Printf("velocity1 = %1.1f\n", VectorLength(ps->velocity));
|
||||
|
||||
if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || ps->pm_flags & PMF_TIME_KNOCKBACK ) {
|
||||
ps->velocity[2] -= ps->gravity * pml.frametime;
|
||||
} else {
|
||||
// don't reset the z velocity for slopes
|
||||
// ps->velocity[2] = 0;
|
||||
}
|
||||
|
||||
vel = VectorLength(ps->velocity);
|
||||
|
@ -1737,9 +1575,6 @@ static void PM_WalkMove( void ) {
|
|||
}
|
||||
|
||||
PM_StepSlideMove( qfalse );
|
||||
|
||||
//Com_Printf("velocity2 = %1.1f\n", VectorLength(ps->velocity));
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
@ -1879,21 +1714,8 @@ static void PM_FreezeMove( void )
|
|||
if ( ps->stats[EMOTES] & EMOTE_LOWER && ps->legsTimer > 0 ) {
|
||||
pm->maxs[2] = bg_emoteList[ps->legsTimer].hitBoxHeight;
|
||||
ps->viewheight = bg_emoteList[ps->legsTimer].viewHeight;
|
||||
//Com_Printf( S_COLOR_RED "%f", bg_emoteList[ps->legsTimer].viewHeight );
|
||||
}
|
||||
else {
|
||||
//TiM - essentially flip the bounding box
|
||||
/*if ( ps->powerups[PW_FLIGHT] && Q_fabs( ps->viewangles[PITCH] ) > 89.0f ) {
|
||||
pm->maxs[2] = 92;
|
||||
pm->mins[2] = 32;
|
||||
ps->viewheight = DEFAULT_VIEWHEIGHT;
|
||||
}*/
|
||||
//else {
|
||||
//TiM - Copied above
|
||||
/*pm->maxs[2] = 36;
|
||||
pm->mins[2] = MINS_Z;
|
||||
ps->viewheight = DEFAULT_VIEWHEIGHT;*/
|
||||
//}
|
||||
ps->viewheight = DEFAULT_VIEWHEIGHT;
|
||||
}
|
||||
}
|
||||
|
@ -1911,7 +1733,6 @@ static void PM_FreezeMove( void )
|
|||
temp = -16000;
|
||||
}
|
||||
}
|
||||
// ps->viewangles[i] = SHORT2ANGLE(temp); // Clear the view angles, but don't set them.
|
||||
}
|
||||
|
||||
VectorCopy (ps->origin, moveto);
|
||||
|
@ -2031,15 +1852,6 @@ static void PM_CrashLand( void ) {
|
|||
float a, b, c, den;
|
||||
playerState_t *ps = pm->ps;
|
||||
|
||||
// decide which landing animation to use
|
||||
if ( ps->pm_flags & PMF_BACKWARDS_JUMP ) {
|
||||
// PM_ForceLegsAnim( LEGS_LANDB );
|
||||
} else {
|
||||
// PM_ForceLegsAnim( LEGS_LAND );
|
||||
}
|
||||
|
||||
// ps->legsTimer = 0; //TIMER_LAND
|
||||
|
||||
// calculate the exact velocity on landing
|
||||
dist = ps->origin[2] - pml.previous_origin[2];
|
||||
vel = pml.previous_velocity[2];
|
||||
|
@ -2086,14 +1898,14 @@ static void PM_CrashLand( void ) {
|
|||
// want to take damage or play a crunch sound
|
||||
if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) ) {
|
||||
if ( delta > 55 || ps->stats[STAT_HEALTH] <= 1 ) { //60 //TiM a bit hacky, but I want this to play any time we fall when dead
|
||||
PM_AddEvent( /*EV_FALL_FAR*/PM_LandsoundForSurface(2) ); //GSIO01 | 20/05/2009
|
||||
PM_AddEvent( PM_LandsoundForSurface(2) ); //GSIO01 | 20/05/2009
|
||||
} else if ( delta > 35 ) { //40
|
||||
// this is a pain grunt, so don't play it if dead
|
||||
if ( ps->stats[STAT_HEALTH] > 1 ) { //0
|
||||
PM_AddEvent( /*EV_FALL_MEDIUM*/PM_LandsoundForSurface(1) ); //GSIO01 | 20/05/2009
|
||||
PM_AddEvent( PM_LandsoundForSurface(1) ); //GSIO01 | 20/05/2009
|
||||
}
|
||||
} else if ( delta > 5 ) { //7
|
||||
PM_AddEvent( /*EV_FALL_SHORT*/ PM_LandsoundForSurface(0) ); //GSIO01 | 20/05/2009
|
||||
PM_AddEvent( PM_LandsoundForSurface(0) ); //GSIO01 | 20/05/2009
|
||||
} else {
|
||||
PM_AddEvent( PM_FootstepForSurface() );
|
||||
}
|
||||
|
@ -2269,9 +2081,6 @@ static void PM_GroundTrace( void ) {
|
|||
|
||||
ps->groundEntityNum = trace.entityNum;
|
||||
|
||||
// don't reset the z velocity for slopes
|
||||
// pm->ps->velocity[2] = 0;
|
||||
|
||||
PM_AddTouchEnt( trace.entityNum );
|
||||
}
|
||||
|
||||
|
@ -2378,25 +2187,13 @@ static void PM_CheckDuck (void)
|
|||
if ( ps->stats[EMOTES] & EMOTE_LOWER && ps->legsTimer > 0 ) {
|
||||
pm->maxs[2] = bg_emoteList[ps->legsTimer].hitBoxHeight;
|
||||
ps->viewheight = bg_emoteList[ps->legsTimer].viewHeight;
|
||||
|
||||
//Com_Printf( S_COLOR_RED "legsTimer = %i, viewHeight = %i\n", ps->legsTimer, ps->viewheight );
|
||||
}
|
||||
else {
|
||||
//TiM - essentially flip the bounding box
|
||||
/*if ( ps->powerups[PW_FLIGHT] && Q_fabs( ps->viewangles[PITCH] ) > 89.0f ) {
|
||||
pm->maxs[2] = 92;
|
||||
pm->mins[2] = 32;
|
||||
ps->viewheight = DEFAULT_VIEWHEIGHT;
|
||||
}*/
|
||||
//else {
|
||||
pm->maxs[2] = 36;
|
||||
pm->mins[2] = MINS_Z;
|
||||
ps->viewheight = DEFAULT_VIEWHEIGHT;
|
||||
//}
|
||||
}
|
||||
}
|
||||
|
||||
//Com_Printf( "Viewheight is %i\n", ps->viewheight );
|
||||
}
|
||||
|
||||
|
||||
|
@ -2419,7 +2216,6 @@ static void PM_Footsteps( void ) {
|
|||
int old;
|
||||
qboolean footstep;
|
||||
playerState_t *ps = pm->ps;
|
||||
//qboolean didFly;
|
||||
|
||||
//
|
||||
// calculate speed and cycle to be used for
|
||||
|
@ -2439,8 +2235,6 @@ static void PM_Footsteps( void ) {
|
|||
(So if they landed on a shuttle model for instance, the fall anim would still loop O_o )
|
||||
so they gotta be moving as well to trigger this*/
|
||||
|
||||
//Com_Printf("groundEnt = %i, speed = %f, animState = %i\n",ps->groundEntityNum, pm->xyzspeed, ps->pm_flags);
|
||||
|
||||
if ( ps->groundEntityNum == ENTITYNUM_NONE && pm->xyzspeed && pm->waterlevel < 2 ) {
|
||||
|
||||
ps->pm_flags |= ANIM_DIDFLY;
|
||||
|
@ -2456,7 +2250,6 @@ static void PM_Footsteps( void ) {
|
|||
else {
|
||||
if ( ps->pm_flags & ANIM_DIDFLY ) {
|
||||
//TiM: Save flags. Use anim nums if possible
|
||||
//if (ps->torsoAnim == BOTH_FALLDEATH1INAIR && ps->legsAnim == BOTH_FALLDEATH1INAIR ) {
|
||||
PM_ContinueLegsAnim( BOTH_FALLDEATH1LAND, qtrue );
|
||||
|
||||
|
||||
|
@ -2489,7 +2282,6 @@ static void PM_Footsteps( void ) {
|
|||
&& ps->stats[EMOTES] & EMOTE_CLAMP_BODY ) {
|
||||
ps->stats[EMOTES] &= ~EMOTE_CLAMP_BODY;
|
||||
}
|
||||
//ps->pm_flags &= ~( ANIM_OFFLADDER );
|
||||
}
|
||||
|
||||
//If on ladder, but not touching the ground
|
||||
|
@ -2499,40 +2291,17 @@ static void PM_Footsteps( void ) {
|
|||
ps->pm_flags |= ANIM_ONLADDER ;
|
||||
ps->stats[EMOTES] |= EMOTE_CLAMP_BODY;
|
||||
}
|
||||
//ps->pm_flags &= ~( ANIM_OFFLADDER );
|
||||
}
|
||||
|
||||
//If was going down the ladder, and hit the floor
|
||||
/* if ( !(ps->pm_flags & (ANIM_ONLADDER) ) &&
|
||||
!(ps->pm_flags & (ANIM_OFFLADDER) ) &&
|
||||
( pm->watertype & CONTENTS_LADDER) &&
|
||||
( ps->groundEntityNum != ENTITYNUM_NONE ) )
|
||||
{
|
||||
ps->pm_flags |= (ANIM_ONLADDER);
|
||||
ps->pm_flags &= ~(ANIM_OFFLADDER);
|
||||
|
||||
if ( ps->legsAnim == BOTH_LADDER_DWN1 || ps->legsAnim == BOTH_LADDER_IDLE) { //Going DOWN!
|
||||
ps->pm_flags &= ~(ANIM_ONLADDER);
|
||||
ps->pm_flags |= (ANIM_OFFLADDER);
|
||||
}
|
||||
}
|
||||
*/
|
||||
//Com_Printf("pm->onLadder = %i, pm->offLadder = %i, vel = %i\n", pm->onLadder, pm->offLadder, ps->velocity[2] );
|
||||
|
||||
//Transition anim to get off ladder
|
||||
if ( ( pm->watertype & CONTENTS_LADDER) && ( ps->groundEntityNum != ENTITYNUM_NONE ) && (ps->pm_flags & ANIM_ONLADDER) ) {//We JUST hit a ladder on the ground
|
||||
PM_ContinueLegsAnim( BOTH_OFFLADDER_BOT1, qtrue );
|
||||
//ps->legsTimer = TIMER_GESTURE;
|
||||
|
||||
if ( ps->weaponstate == WEAPON_READY )
|
||||
{
|
||||
PM_ContinueTorsoAnim( BOTH_OFFLADDER_BOT1, qtrue );
|
||||
//ps->torsoTimer = TIMER_GESTURE;
|
||||
}
|
||||
//pm->offLadder = qtrue;
|
||||
//if ( !(ps->pm_flags & ANIM_UPPER_LOOPING) ) {
|
||||
ps->stats[EMOTES] &= ~EMOTE_CLAMP_BODY;
|
||||
//}
|
||||
|
||||
return;
|
||||
}
|
||||
|
@ -2540,14 +2309,11 @@ static void PM_Footsteps( void ) {
|
|||
//Transition anim to get on ladder
|
||||
if ( ( pm->watertype & CONTENTS_LADDER) && ( ps->groundEntityNum != ENTITYNUM_NONE ) && !(ps->pm_flags & ANIM_ONLADDER) ) {//We JUST hit a ladder on the ground
|
||||
PM_ContinueLegsAnim( BOTH_ONLADDER_BOT1, qtrue );
|
||||
//ps->legsTimer = TIMER_GESTURE;
|
||||
|
||||
if ( ps->weaponstate == WEAPON_READY )
|
||||
{
|
||||
PM_ContinueTorsoAnim( BOTH_ONLADDER_BOT1, qtrue );
|
||||
//ps->torsoTimer = TIMER_GESTURE;
|
||||
}
|
||||
//pm->onLadder = qfalse;
|
||||
|
||||
return;
|
||||
}
|
||||
|
@ -2569,7 +2335,7 @@ static void PM_Footsteps( void ) {
|
|||
anim = BOTH_LADDER_DWN1;
|
||||
}
|
||||
PM_ContinueLegsAnim( anim, qtrue );
|
||||
//if ( pm->waterlevel >= 2 ) //arms on ladder
|
||||
|
||||
if ( ps->weaponstate == WEAPON_READY )
|
||||
{
|
||||
PM_ContinueTorsoAnim( anim, qtrue );
|
||||
|
@ -2583,12 +2349,10 @@ static void PM_Footsteps( void ) {
|
|||
else
|
||||
{
|
||||
PM_ContinueLegsAnim( BOTH_LADDER_IDLE, qtrue );
|
||||
//ps->legsTimer += 300;
|
||||
//if ( pm->waterlevel >= 2 ) //arms on ladder
|
||||
|
||||
if ( ps->weaponstate == WEAPON_READY )
|
||||
{
|
||||
PM_ContinueTorsoAnim( BOTH_LADDER_IDLE, qtrue );
|
||||
//ps->torsoTimer += 300;
|
||||
}
|
||||
}
|
||||
return;
|
||||
|
@ -2599,25 +2363,19 @@ static void PM_Footsteps( void ) {
|
|||
if ( ps->weaponstate == WEAPON_READY )
|
||||
PM_ContinueTorsoAnim( PM_GetAnim( ANIM_SWIM, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qtrue );
|
||||
PM_ContinueLegsAnim( PM_GetAnim( ANIM_SWIM, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qtrue );
|
||||
} /*else if ( ps->pm_flags & PMF_DUCKED ) {
|
||||
PM_ContinueLegsAnim( BOTH_CROUCH2IDLE ); //BOTH_CROUCH1IDLE
|
||||
}*/
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//Com_Printf( "Speed: %f\n", pm->xyspeed );
|
||||
|
||||
// if not trying to move
|
||||
if ( ( !ps->speed || pm->xyspeed < 1.0f || !(pm->cmd.forwardmove || pm->cmd.rightmove) )
|
||||
&& pm->waterlevel < 3
|
||||
&& !ps->powerups[PW_FLIGHT] && !(( ps->powerups[PW_EVOSUIT] ) && ( ps->gravity == 0 ))
|
||||
/*&& !( pm->watertype & MASK_WATER )*/ )
|
||||
)
|
||||
{
|
||||
//Com_Printf("Truuue\n" );
|
||||
|
||||
if ( pm->xyspeed > 1.0f && !( ps->pm_flags & PMF_DUCKED ) && !( ps->stats[EMOTES] & EMOTE_LOWER ) )
|
||||
{ //TiM: When you want to duck, you will duck. no delays
|
||||
if ( !( pm->cmd.buttons & BUTTON_WALKING ) && !(ps->pm_flags & PMF_DUCKED) ) {
|
||||
|
@ -2634,39 +2392,15 @@ static void PM_Footsteps( void ) {
|
|||
if ( ps->pm_flags & PMF_DUCKED && !(ps->stats[EMOTES] & EMOTE_LOWER ) ) {
|
||||
|
||||
if ( ps->weaponstate == WEAPON_READY ) {
|
||||
PM_ContinueTorsoAnim( PM_GetAnim( ANIM_CROUCH, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
|
||||
PM_ContinueTorsoAnim( PM_GetAnim( ANIM_CROUCH, ps->weapon, (qboolean)( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
|
||||
}
|
||||
PM_ContinueLegsAnim( PM_GetAnim( ANIM_CROUCH, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qtrue );
|
||||
|
||||
/*if ( !(ps->pm_flags & ANIM_CROUCHING) ) { //okay, we've obviously JUST crouched...
|
||||
ps->pm_flags |= ANIM_CROUCHING;
|
||||
if ( ps->weaponstate == WEAPON_READY ) {
|
||||
PM_StartTorsoAnim( PM_GetAnim( "docrouch", qtrue ) );
|
||||
ps->torsoTimer += 1200;
|
||||
}
|
||||
|
||||
PM_StartLegsAnim( PM_GetAnim( "docrouch", qfalse ) );
|
||||
ps->legsTimer += 1200;
|
||||
}*/
|
||||
PM_ContinueLegsAnim( PM_GetAnim( ANIM_CROUCH, ps->weapon, (qboolean)( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qtrue );
|
||||
|
||||
} else {
|
||||
|
||||
if ( ps->weaponstate == WEAPON_READY )
|
||||
PM_ContinueTorsoAnim( PM_GetAnim( ANIM_IDLE, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
|
||||
PM_ContinueLegsAnim( PM_GetAnim( ANIM_IDLE, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qfalse );
|
||||
|
||||
/*if ( (ps->pm_flags & ANIM_CROUCHING) ) { //okay, we've obviously JUST uncrouched...
|
||||
ps->pm_flags &= ~ANIM_CROUCHING;
|
||||
|
||||
if ( ps->weaponstate == WEAPON_READY ) {
|
||||
PM_StartTorsoAnim( PM_GetAnim( ANIM_UNCROUCH, qtrue ) );
|
||||
ps->torsoTimer = 1100;
|
||||
//Com_Printf("Anim: %i, timer: %i\n", ps->torsoAnim, ps->torsoTimer);
|
||||
}
|
||||
|
||||
PM_StartLegsAnim( PM_GetAnim( ANIM_UNCROUCH, qfalse ) );
|
||||
ps->introTime = 1100; //legsTimer
|
||||
}*/
|
||||
PM_ContinueTorsoAnim( PM_GetAnim( ANIM_IDLE, ps->weapon, (qboolean)( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
|
||||
PM_ContinueLegsAnim( PM_GetAnim( ANIM_IDLE, ps->weapon, (qboolean)( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qfalse );
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -2675,11 +2409,6 @@ static void PM_Footsteps( void ) {
|
|||
|
||||
footstep = qfalse;
|
||||
|
||||
//TiM : in case we're part-way thru a transition anim,
|
||||
//reset the anim timer
|
||||
//ps->torsoTimer = 0;
|
||||
//ps->legsTimer = 0;
|
||||
|
||||
//TiM : Kill this when swimming as it screws up animations
|
||||
//Also... kill when speed is 0.. running on the spot is silly lol
|
||||
//Also, disable when flying. It looks ludricrous if we run upside down lol
|
||||
|
@ -2755,9 +2484,6 @@ static void PM_Footsteps( void ) {
|
|||
} else if ( pm->waterlevel == 2 ) {
|
||||
// wading / swimming at surface
|
||||
PM_AddEvent( EV_SWIM );
|
||||
} else if ( pm->waterlevel == 3 ) {
|
||||
// no sound when completely underwater
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2874,27 +2600,6 @@ PM_TorsoAnimation
|
|||
*/
|
||||
static void PM_TorsoAnimation( void )
|
||||
{
|
||||
|
||||
if ( pm->ps->weaponstate == WEAPON_READY )
|
||||
{
|
||||
/*if ( pm->ps->weapon == WP_5 || //RPG-X - TiM: Making the default pose anim better
|
||||
pm->ps->weapon == WP_10 )
|
||||
{
|
||||
PM_ContinueTorsoAnim( TORSO_WEAPONIDLE1 );
|
||||
}
|
||||
else
|
||||
{
|
||||
PM_ContinueTorsoAnim( TORSO_WEAPONREADY2 );
|
||||
}
|
||||
if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) {
|
||||
//PM_ContinueTorsoAnim( BOTH_RUN1 );
|
||||
}
|
||||
else {
|
||||
PM_ContinueTorsoAnim( BOTH_WALK1 );
|
||||
}*/
|
||||
}
|
||||
|
||||
//PM_ContinueTorsoAnim( TORSO_STAND2 );
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -2940,17 +2645,7 @@ static void PM_Weapon( void ) {
|
|||
return;
|
||||
}
|
||||
|
||||
//Check for phaser ammo recharge
|
||||
//RPG-X: Marcin: don't! - 30/12/2008
|
||||
if ( 0 ) //( (ps->rechargeTime <= 0) && ( ps->ammo[WP_5] < PHASER_AMMO_MAX) )
|
||||
{
|
||||
ps->rechargeTime = PHASER_RECHARGE_TIME;
|
||||
ps->ammo[WP_5]++;
|
||||
}
|
||||
else
|
||||
{
|
||||
ps->rechargeTime -= pml.msec;
|
||||
}
|
||||
|
||||
// check for dead player
|
||||
if ( ps->stats[STAT_HEALTH] <= 0 ) {
|
||||
|
@ -2963,15 +2658,6 @@ static void PM_Weapon( void ) {
|
|||
{
|
||||
if ( ! ( ps->pm_flags
|
||||
& PMF_USE_ITEM_HELD ) )
|
||||
{
|
||||
// I have commented out this code because, we want the medkit to ALWAYS be used.
|
||||
|
||||
// if ( bg_itemlist[ps->stats[STAT_HOLDABLE_ITEM]].giTag == HI_MEDKIT
|
||||
// && ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] )
|
||||
// {
|
||||
// // don't use medkit if at max health
|
||||
// }
|
||||
// else
|
||||
{
|
||||
int tag = bg_itemlist[ps->stats[STAT_HOLDABLE_ITEM]].giTag;
|
||||
ps->pm_flags |= PMF_USE_ITEM_HELD;
|
||||
|
@ -2995,7 +2681,6 @@ static void PM_Weapon( void ) {
|
|||
{
|
||||
ps->stats[STAT_HOLDABLE_ITEM] = 0;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -3032,15 +2717,6 @@ static void PM_Weapon( void ) {
|
|||
if ( ps->weaponstate == WEAPON_RAISING )
|
||||
{
|
||||
ps->weaponstate = WEAPON_READY;
|
||||
/*if ( ps->weapon == WP_5 || //RPG-X - TiM: Making the default pose anim better
|
||||
ps->weapon == WP_10 )
|
||||
{
|
||||
PM_StartTorsoAnim( TORSO_WEAPONREADY2 );
|
||||
}
|
||||
else
|
||||
{
|
||||
PM_StartTorsoAnim( TORSO_WEAPONIDLE1 );
|
||||
}*/
|
||||
|
||||
PM_StartTorsoAnim( PM_GetAnim( ANIM_IDLE, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
|
||||
|
||||
|
@ -3061,39 +2737,6 @@ static void PM_Weapon( void ) {
|
|||
{
|
||||
if (pm->cmd.buttons & BUTTON_ALT_ATTACK)
|
||||
{
|
||||
// alt fire
|
||||
// check for out of ammo
|
||||
if ( ps->ammo[ps->weapon] < altAmmoUsage[ps->weapon])
|
||||
{
|
||||
//FIXME: flash a message and sound that indicates not enough ammo
|
||||
// PM_AddEvent( EV_NOAMMO_ALT );
|
||||
// ps->weaponTime += 500;
|
||||
// ps->eFlags &= ~EF_ALT_FIRING;
|
||||
// ps->eFlags &= ~EF_FIRING;
|
||||
/// ps->weaponstate = WEAPON_READY;
|
||||
|
||||
/*
|
||||
RPG-X | Phenix | 27/02/2005
|
||||
if ( ps->weapon == WP_5 ) // phaser out of ammo is special case
|
||||
{
|
||||
ps->ammo[ps->weapon] = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
PM_AddEvent( EV_NOAMMO_ALT ); // Just try to switch weapons like any other.
|
||||
|
||||
// check out the EV_NOAMMO_ALT event
|
||||
|
||||
ps->weaponTime += 500;
|
||||
return;
|
||||
}*/
|
||||
}
|
||||
else
|
||||
{
|
||||
//ps->ammo[ps->weapon] -= altAmmoUsage[ps->weapon];
|
||||
//RPG-X | Phenix | 27/02/2005
|
||||
//altfired = qtrue;
|
||||
}
|
||||
altfired = qtrue;
|
||||
}
|
||||
else
|
||||
|
@ -3105,33 +2748,10 @@ static void PM_Weapon( void ) {
|
|||
{
|
||||
ps->ammo[ps->weapon] = 0;
|
||||
}
|
||||
//else //TiM - No ammo no more... this is lagging us up
|
||||
//{
|
||||
// PM_AddEvent( EV_NOAMMO );
|
||||
// ps->weaponTime += 500;
|
||||
// return;
|
||||
//}
|
||||
}
|
||||
else
|
||||
{
|
||||
// main fire (always uses 1 ammo)
|
||||
//ps->ammo[ps->weapon]--;
|
||||
//RPG-X | Phenix | 27/02/2005
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// *don't* start the animation if out of ammo
|
||||
/*if ( ps->weapon == WP_5 || //RPG-X - TiM: Making the default pose anim better
|
||||
ps->weapon == WP_10 )
|
||||
{
|
||||
PM_StartTorsoAnim( TORSO_ATTACK2 );
|
||||
}
|
||||
else
|
||||
{
|
||||
PM_StartTorsoAnim( BOTH_ATTACK1 );
|
||||
}*/
|
||||
|
||||
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 :)
|
||||
|
@ -3139,24 +2759,14 @@ static void PM_Weapon( void ) {
|
|||
|| ( ps->weapon == WP_6 )
|
||||
|| ( ps->weapon == WP_10 )
|
||||
|| ( ps->weapon == WP_7 ) )
|
||||
&& ( ps->pm_flags & PMF_DUCKED /*&& !pm->xyspeed*/ ) )
|
||||
&& ( ps->pm_flags & PMF_DUCKED ) )
|
||||
{
|
||||
PM_ForceTorsoAnim( PM_GetAnim( ANIM_CROUCH, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
|
||||
/*BWEEE*/
|
||||
//PM_ContinueTorsoAnim( PM_GetAnim( ANIM_ATTACK, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
|
||||
}
|
||||
else
|
||||
{
|
||||
/*if ( !PM_HoldingLoopableWeapon() ) {
|
||||
PM_ForceTorsoAnim( PM_GetAnim( ANIM_FIRE, qtrue ), qtrue );
|
||||
}
|
||||
else {*/
|
||||
//PM_ContinueLegsAnim( PM_GetAnim( ANIM_ATTACK, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qfalse );
|
||||
PM_ContinueTorsoAnim( PM_GetAnim( ANIM_ATTACK, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse );
|
||||
//}
|
||||
}
|
||||
/*else
|
||||
PM_StartTorsoAnim( PM_GetAnim( "fire", qtrue ) );*/
|
||||
|
||||
//Put in this scope, so holding down the trigger on these 'no-anim' weapons won't lock
|
||||
//other animations.
|
||||
|
@ -3214,7 +2824,7 @@ static void PM_Weapon( void ) {
|
|||
break;
|
||||
case WP_12:
|
||||
//RPG-X: RedTechie - Admins get faster alt fire for steam effects
|
||||
if(/*ps->persistant[PERS_CLASS] == PC_ADMIN*/ pm->admin){
|
||||
if( pm->admin){
|
||||
addTime = 80;
|
||||
}else{
|
||||
addTime = 1000;
|
||||
|
@ -3227,7 +2837,7 @@ static void PM_Weapon( void ) {
|
|||
addTime = 0; //1000
|
||||
break;
|
||||
case WP_2:
|
||||
if(pm->admin /*ps->persistant[PERS_CLASS] == PC_ADMIN*/){
|
||||
if(pm->admin ){
|
||||
addTime = ALT_TRICORDER_DELAY;
|
||||
}else{
|
||||
addTime = 0;
|
||||
|
@ -3239,9 +2849,6 @@ static void PM_Weapon( void ) {
|
|||
case WP_15:
|
||||
addTime = 0; //1000
|
||||
break;
|
||||
/* case WP_7:
|
||||
addTime = 500; //RPG-X: RedTechie - Use to be 1200
|
||||
break;*/
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -3303,9 +2910,6 @@ static void PM_Weapon( void ) {
|
|||
case WP_15:
|
||||
addTime = 0; //1000
|
||||
break;
|
||||
/* case WP_7:
|
||||
addTime = 500; //RPG-X: RedTechie - Use to be 1200
|
||||
break;*/
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3326,12 +2930,6 @@ static void PM_Animate( void ) {
|
|||
|
||||
if ( pm->cmd.buttons & BUTTON_GESTURE ) {
|
||||
if (ps->pm_type < PM_DEAD ) {
|
||||
//if ( ps->torsoTimer == 0 ) {
|
||||
//PM_StartTorsoAnim( BOTH_CONSOLE1 );
|
||||
//PM_StartLegsAnim( BOTH_CONSOLE1 );
|
||||
//ps->introTime = ps->torsoTimer = 4000; //TIMER_GESTURE //legsTimer
|
||||
//PM_AddEvent( EV_TAUNT );
|
||||
|
||||
if ( !( ps->eFlags & EF_TALKING ) ) {
|
||||
ps->eFlags |= EF_TALKING;
|
||||
}
|
||||
|
@ -3390,17 +2988,13 @@ static void PM_DropTimers( void ) {
|
|||
newFlags = ( bg_emoteList[ps->legsAnim].animFlags | bg_emoteList[ps->legsAnim].bodyFlags );
|
||||
newFlags &= ~EMOTE_MASK_UPPER;
|
||||
ps->stats[EMOTES] |= newFlags;
|
||||
//Com_Printf( S_COLOR_RED "Set anim to %i\n", ps->legsAnim );
|
||||
|
||||
ps->legsTimer = ps->legsAnim;
|
||||
//ps->torsoTimer = emoteList[ps->torsoAnim].hitBoxHeight;
|
||||
}
|
||||
else
|
||||
{
|
||||
ps->legsTimer = 0;
|
||||
ps->legsAnim = 0;
|
||||
}
|
||||
//Com_Printf(S_COLOR_RED "Acknowledge Lower change!!\n");
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3409,10 +3003,6 @@ static void PM_DropTimers( void ) {
|
|||
if ( ps->stats[TORSOTIMER] < 0 )
|
||||
{
|
||||
ps->stats[TORSOTIMER] = 0;
|
||||
|
||||
/*if (ps->eFlags & EF_EMOTING ) {
|
||||
ps->eFlags &= ~EF_EMOTING;
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3430,8 +3020,6 @@ static void PM_DropTimers( void ) {
|
|||
newFlags = ( bg_emoteList[ps->torsoAnim].animFlags | bg_emoteList[ps->torsoAnim].bodyFlags );
|
||||
newFlags &= ~EMOTE_MASK_LOWER;
|
||||
ps->stats[EMOTES] |= newFlags;
|
||||
//ps->stats[EMOTES] |= ( emoteList[ps->torsoAnim].animFlags | emoteList[ps->torsoAnim].bodyFlags );
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -3440,25 +3028,6 @@ static void PM_DropTimers( void ) {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
// drop animation counter
|
||||
/* if ( ps->introTime > 0 ) { //legsTimer
|
||||
ps->introTime -= pml.msec;
|
||||
if ( ps->introTime < 0 ) {
|
||||
ps->introTime = 0;
|
||||
|
||||
if (ps->eFlags & EF_EMOTING ) {
|
||||
ps->eFlags &= ~EF_EMOTING;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ( ps->torsoTimer > 0 ) {
|
||||
ps->torsoTimer -= pml.msec;
|
||||
if ( ps->torsoTimer < 0 ) {
|
||||
ps->torsoTimer = 0;
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -3492,8 +3061,6 @@ void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) {
|
|||
//we could actually make it EVA suit users could rotate fully in all directions
|
||||
//when in space. :)
|
||||
|
||||
//Com_Printf( "Before: %f %f %f\n", ps->viewangles[0], ps->viewangles[1], ps->viewangles[2]);
|
||||
|
||||
// circularly clamp the angles with deltas
|
||||
for (i=0 ; i<3 ; i++) {
|
||||
temp = cmd->angles[i] + ps->delta_angles[i];
|
||||
|
@ -3534,10 +3101,6 @@ void PmoveSingle (pmove_t *pmove) {
|
|||
pm->watertype = 0;
|
||||
pm->waterlevel = 0;
|
||||
|
||||
//if(ps->legsTimer > 0 ) {
|
||||
// Com_Printf("%i, %i\n", ps->legsTimer, ps->torsoTimer);
|
||||
//}
|
||||
|
||||
if ( ps->stats[STAT_HEALTH] <= 0 ) {
|
||||
pm->tracemask &= ~CONTENTS_BODY; // corpses can fly through bodies
|
||||
}
|
||||
|
@ -3566,18 +3129,11 @@ void PmoveSingle (pmove_t *pmove) {
|
|||
{
|
||||
ps->eFlags &= ~EF_ALT_FIRING;
|
||||
}
|
||||
else // if ( pm->cmd.buttons & BUTTON_ALT_ATTACK ) <-- implied
|
||||
else
|
||||
{
|
||||
ps->eFlags |= EF_ALT_FIRING;
|
||||
}
|
||||
|
||||
/*if ( ps->weapon == WP_10 )
|
||||
{//tech can't use alt attack
|
||||
pm->cmd.buttons &=~BUTTON_ALT_ATTACK;
|
||||
pm->cmd.buttons |= BUTTON_ATTACK;
|
||||
}*/
|
||||
//TiM - good riddance to bad coding
|
||||
|
||||
// This flag should always get set, even when alt-firing
|
||||
ps->eFlags |= EF_FIRING;
|
||||
}
|
||||
|
@ -3626,7 +3182,6 @@ void PmoveSingle (pmove_t *pmove) {
|
|||
if ( (ps->stats[EMOTES] & EMOTE_LOWER &&( ps->stats[EMOTES] & EMOTE_CLAMP_BODY )) || ( ps->stats[EMOTES] & EMOTE_CLAMP_ALL ) ) { //EMOTE_LOWER
|
||||
pmove->cmd.forwardmove = 0;
|
||||
pmove->cmd.rightmove = 0;
|
||||
//pmove->cmd.upmove = Q_fabs( pmove->cmd.upmove );
|
||||
}
|
||||
|
||||
if ( ps->stats[EMOTES] & ( EMOTE_LOWER | EMOTE_UPPER ) ) {
|
||||
|
@ -3645,18 +3200,6 @@ void PmoveSingle (pmove_t *pmove) {
|
|||
pm->cmd.buttons &= ~BUTTON_WALKING;
|
||||
}
|
||||
|
||||
//TiM : Override for looping animation emotes
|
||||
//If player touches move keys, cancel emotes
|
||||
/*if ( pmove->cmd.upmove || pmove->cmd.rightmove || pmove->cmd.forwardmove || ( pmove->cmd.buttons & MASK_KILL_EMOTES ) ) {
|
||||
//if ( ( ps->pm_flags & ANIM_LOWER_LOOPING ) || ( ps->pm_flags & ANIM_UPPER_LOOPING ) ) {
|
||||
if ( ps->stats[EMOTES] & EMOTE_LOWER || ps->stats[EMOTES] & EMOTE_UPPER ) {
|
||||
ps->stats[EMOTES] &= ~EMOTE_MASK_BOTH;
|
||||
|
||||
ps->legsTimer = -1;
|
||||
//ps->torsoTimer = 0;
|
||||
}
|
||||
}*/
|
||||
|
||||
// clear all pmove local vars
|
||||
memset (&pml, 0, sizeof(pml));
|
||||
|
||||
|
|
Loading…
Reference in a new issue