Added a new weapon info table field for the upcoming damage system
Added cvar con_color from the old CS days that changes the HUD color (takes RGB)
This commit is contained in:
parent
122fbe10ef
commit
2fa81cc594
28 changed files with 207 additions and 159 deletions
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@ -24,6 +24,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#define DRAWFLAG_MODULATE 2
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#define DRAWFLAG_2XMODULATE 3
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vector vHUDColor; // Defined in HUD_Draw (HUD.c)
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float fVGUI_Display; // The VGUI menu currently being drawn
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vector vVideoResolution; // Updated every frame
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@ -108,8 +108,8 @@ void HUD_DrawHealth( void ) {
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}
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vector vHealthPos = [ 16, vVideoResolution_y - 42 ];
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drawsubpic( vHealthPos, '24 24 0', HUD_NUMFILE_LAYER, [ NUMSIZE_X * 2, NUMSIZE_Y], [ NUMSIZE_X, NUMSIZE_X ], VGUI_WINDOW_FGCOLOR, HUD_ALPHA, DRAWFLAG_ADDITIVE );
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HUD_DrawNums( getstatf( STAT_HEALTH ), vHealthPos + '72 0', HUD_ALPHA, VGUI_WINDOW_FGCOLOR );
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drawsubpic( vHealthPos, '24 24 0', HUD_NUMFILE_LAYER, [ NUMSIZE_X * 2, NUMSIZE_Y], [ NUMSIZE_X, NUMSIZE_X ], vHUDColor, HUD_ALPHA, DRAWFLAG_ADDITIVE );
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HUD_DrawNums( getstatf( STAT_HEALTH ), vHealthPos + '72 0', HUD_ALPHA, vHUDColor );
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fOldHealth = getstatf( STAT_HEALTH );
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}
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@ -134,8 +134,8 @@ void HUD_DrawArmor( void ) {
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}
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vector vArmorPos = [ 112, vVideoResolution_y - 42 ];
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drawsubpic( vArmorPos, '24 24 0', HUD_NUMFILE_LAYER, [ 0, NUMSIZE_Y], [ NUMSIZE_X, NUMSIZE_X ], VGUI_WINDOW_FGCOLOR, fArmorAlpha, DRAWFLAG_ADDITIVE );
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HUD_DrawNums( getstatf( STAT_ARMOR ), vArmorPos + '72 0', fArmorAlpha, VGUI_WINDOW_FGCOLOR);
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drawsubpic( vArmorPos, '24 24 0', HUD_NUMFILE_LAYER, [ 0, NUMSIZE_Y], [ NUMSIZE_X, NUMSIZE_X ], vHUDColor, fArmorAlpha, DRAWFLAG_ADDITIVE );
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HUD_DrawNums( getstatf( STAT_ARMOR ), vArmorPos + '72 0', fArmorAlpha, vHUDColor);
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fOldArmor = getstatf( STAT_ARMOR );
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}
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@ -217,18 +217,18 @@ void HUD_DrawTimer( void ) {
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HUD_DrawNumber( iMinutes, vTimePos + '48 0 0', fAlpha, '1 0 0' );
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HUD_DrawNumber( iTens, vTimePos + '75 0 0', fAlpha, '1 0 0' );
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HUD_DrawNumber( iUnits, vTimePos + '99 0 0',fAlpha, '1 0 0' );
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HUD_DrawNumber( iMinutes, vTimePos + '48 0 0', 1 - fAlpha, VGUI_WINDOW_FGCOLOR );
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HUD_DrawNumber( iTens, vTimePos + '75 0 0', 1 - fAlpha, VGUI_WINDOW_FGCOLOR );
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HUD_DrawNumber( iUnits, vTimePos + '99 0 0',1 - fAlpha, VGUI_WINDOW_FGCOLOR );
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HUD_DrawNumber( iMinutes, vTimePos + '48 0 0', 1 - fAlpha, vHUDColor );
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HUD_DrawNumber( iTens, vTimePos + '75 0 0', 1 - fAlpha, vHUDColor );
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HUD_DrawNumber( iUnits, vTimePos + '99 0 0',1 - fAlpha, vHUDColor );
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// : symbol
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drawsubpic( vTimePos + '70 6 0', '3 3 0', HUD_NUMFILE_LAYER, [0.9375, 0], [ 0.01171875, 0.01171875 ], '1 0 0', fAlpha, DRAWFLAG_ADDITIVE );
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drawsubpic( vTimePos + '70 16 0', '3 3 0', HUD_NUMFILE_LAYER, [0.9375, 0], [ 0.01171875, 0.01171875 ], '1 0 0', fAlpha, DRAWFLAG_ADDITIVE );
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drawsubpic( vTimePos + '70 6 0', '3 3 0', HUD_NUMFILE_LAYER, [0.9375, 0], [ 0.01171875, 0.01171875 ], VGUI_WINDOW_FGCOLOR, 1 - fAlpha, DRAWFLAG_ADDITIVE );
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drawsubpic( vTimePos + '70 16 0', '3 3 0', HUD_NUMFILE_LAYER, [0.9375, 0], [ 0.01171875, 0.01171875 ], VGUI_WINDOW_FGCOLOR, 1 - fAlpha, DRAWFLAG_ADDITIVE );
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drawsubpic( vTimePos + '70 6 0', '3 3 0', HUD_NUMFILE_LAYER, [0.9375, 0], [ 0.01171875, 0.01171875 ], vHUDColor, 1 - fAlpha, DRAWFLAG_ADDITIVE );
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drawsubpic( vTimePos + '70 16 0', '3 3 0', HUD_NUMFILE_LAYER, [0.9375, 0], [ 0.01171875, 0.01171875 ], vHUDColor, 1 - fAlpha, DRAWFLAG_ADDITIVE );
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drawsubpic( vTimePos, '24 25 0', HUD_NUMFILE_LAYER, [ NUMSIZE_X * 6, NUMSIZE_Y * 3], [ NUMSIZE_X, NUMSIZE_Y ], '1 0 0', fAlpha, DRAWFLAG_ADDITIVE );
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drawsubpic( vTimePos, '24 25 0', HUD_NUMFILE_LAYER, [ NUMSIZE_X * 6, NUMSIZE_Y * 3], [ NUMSIZE_X, NUMSIZE_Y ], VGUI_WINDOW_FGCOLOR, 1 - fAlpha, DRAWFLAG_ADDITIVE );
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drawsubpic( vTimePos, '24 25 0', HUD_NUMFILE_LAYER, [ NUMSIZE_X * 6, NUMSIZE_Y * 3], [ NUMSIZE_X, NUMSIZE_Y ], vHUDColor, 1 - fAlpha, DRAWFLAG_ADDITIVE );
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} else {
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if ( iUnits != iOldUnits ) {
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fTimerAlpha = 1.0;
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@ -239,14 +239,14 @@ void HUD_DrawTimer( void ) {
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} else {
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fTimerAlpha = HUD_ALPHA;
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}
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HUD_DrawNumber( iMinutes, vTimePos + '48 0 0', fTimerAlpha, VGUI_WINDOW_FGCOLOR );
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HUD_DrawNumber( iTens, vTimePos + '75 0 0', fTimerAlpha, VGUI_WINDOW_FGCOLOR );
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HUD_DrawNumber( iUnits, vTimePos + '99 0 0', fTimerAlpha, VGUI_WINDOW_FGCOLOR );
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HUD_DrawNumber( iMinutes, vTimePos + '48 0 0', fTimerAlpha, vHUDColor );
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HUD_DrawNumber( iTens, vTimePos + '75 0 0', fTimerAlpha, vHUDColor );
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HUD_DrawNumber( iUnits, vTimePos + '99 0 0', fTimerAlpha, vHUDColor );
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drawsubpic( vTimePos + '70 6 0', '3 3 0', HUD_NUMFILE_LAYER, [0.9375, 0], [ 0.01171875, 0.01171875 ], VGUI_WINDOW_FGCOLOR, fTimerAlpha, DRAWFLAG_ADDITIVE );
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drawsubpic( vTimePos + '70 16 0', '3 3 0', HUD_NUMFILE_LAYER, [0.9375, 0], [ 0.01171875, 0.01171875 ], VGUI_WINDOW_FGCOLOR, fTimerAlpha, DRAWFLAG_ADDITIVE );
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drawsubpic( vTimePos + '70 6 0', '3 3 0', HUD_NUMFILE_LAYER, [0.9375, 0], [ 0.01171875, 0.01171875 ], vHUDColor, fTimerAlpha, DRAWFLAG_ADDITIVE );
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drawsubpic( vTimePos + '70 16 0', '3 3 0', HUD_NUMFILE_LAYER, [0.9375, 0], [ 0.01171875, 0.01171875 ], vHUDColor, fTimerAlpha, DRAWFLAG_ADDITIVE );
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drawsubpic( vTimePos, '24 25 0', HUD_NUMFILE_LAYER, [ NUMSIZE_X * 6, NUMSIZE_Y * 3], [ NUMSIZE_X, NUMSIZE_Y ], VGUI_WINDOW_FGCOLOR, fTimerAlpha, DRAWFLAG_ADDITIVE );
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drawsubpic( vTimePos, '24 25 0', HUD_NUMFILE_LAYER, [ NUMSIZE_X * 6, NUMSIZE_Y * 3], [ NUMSIZE_X, NUMSIZE_Y ], vHUDColor, fTimerAlpha, DRAWFLAG_ADDITIVE );
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iOldUnits = iUnits;
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}
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}
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@ -265,11 +265,22 @@ float fMoneyDifference;
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void HUD_DrawMoney( void ) {
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// If the money differs from last frame, paint it appropriately
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if ( getstatf( STAT_MONEY ) > fOldMoneyValue ) {
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// Effect already in progress from something else, go add on top of it!
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if ( fMoneyAlphaEffect > 0 ) {
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fMoneyDifference += ( fOldMoneyValue - getstatf( STAT_MONEY ) );
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} else {
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fMoneyDifference = fOldMoneyValue - getstatf( STAT_MONEY );
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}
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// Make it green for a short time
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vMoneyColorEffect = '0 1 0';
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fMoneyAlphaEffect = 1.0;
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fMoneyDifference = fOldMoneyValue - getstatf( STAT_MONEY );
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} else if ( getstatf( STAT_MONEY ) < fOldMoneyValue ) {
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// Same one as above
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if ( fMoneyAlphaEffect > 0 ) {
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fMoneyDifference += ( fOldMoneyValue - getstatf( STAT_MONEY ) );
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} else {
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fMoneyDifference = fOldMoneyValue - getstatf( STAT_MONEY );
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}
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// Make it red
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vMoneyColorEffect = '1 0 0';
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fMoneyAlphaEffect = 1.0;
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@ -282,7 +293,7 @@ void HUD_DrawMoney( void ) {
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if ( fMoneyAlphaEffect > 0 ) {
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fMoneyAlphaEffect -= frametime * 0.5;
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drawsubpic( vMoneyPos, '18 25 0', HUD_NUMFILE_LAYER, [ NUMSIZE_X * 8, NUMSIZE_Y * 1], [ NUMSIZE_X * 0.75, NUMSIZE_Y ], vMoneyColorEffect, fMoneyAlphaEffect, DRAWFLAG_ADDITIVE );
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drawsubpic( vMoneyPos, '18 25 0', HUD_NUMFILE_LAYER, [ NUMSIZE_X * 8, NUMSIZE_Y * 1], [ NUMSIZE_X * 0.75, NUMSIZE_Y ], VGUI_WINDOW_FGCOLOR, HUD_ALPHA - ( fMoneyAlphaEffect * 0.5 ), DRAWFLAG_ADDITIVE );
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drawsubpic( vMoneyPos, '18 25 0', HUD_NUMFILE_LAYER, [ NUMSIZE_X * 8, NUMSIZE_Y * 1], [ NUMSIZE_X * 0.75, NUMSIZE_Y ], vHUDColor, HUD_ALPHA - ( fMoneyAlphaEffect * 0.5 ), DRAWFLAG_ADDITIVE );
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// Draw the +/- symbols depending on whether or not we made or lost money
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if ( fMoneyDifference < 0 ) {
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@ -296,14 +307,14 @@ void HUD_DrawMoney( void ) {
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// Draw the regular numbers at their normal positions
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HUD_DrawNums( getstatf( STAT_MONEY ), vMoneyPos, fMoneyAlphaEffect, vMoneyColorEffect );
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HUD_DrawNums( getstatf( STAT_MONEY ), vMoneyPos, HUD_ALPHA - ( fMoneyAlphaEffect * 0.5 ), VGUI_WINDOW_FGCOLOR );
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HUD_DrawNums( getstatf( STAT_MONEY ), vMoneyPos, HUD_ALPHA - ( fMoneyAlphaEffect * 0.5 ), vHUDColor );
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// Draw above how much money we've gotten from all this
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HUD_DrawNums( fabs( fMoneyDifference ), vMoneyPos + '0 -32 0', fMoneyAlphaEffect, vMoneyColorEffect );
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} else {
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drawsubpic( vMoneyPos, '18 25 0', HUD_NUMFILE_LAYER, [ NUMSIZE_X * 8, NUMSIZE_Y * 1], [ NUMSIZE_X * 0.75, NUMSIZE_Y ], VGUI_WINDOW_FGCOLOR, HUD_ALPHA, DRAWFLAG_ADDITIVE );
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drawsubpic( vMoneyPos, '18 25 0', HUD_NUMFILE_LAYER, [ NUMSIZE_X * 8, NUMSIZE_Y * 1], [ NUMSIZE_X * 0.75, NUMSIZE_Y ], vHUDColor, HUD_ALPHA, DRAWFLAG_ADDITIVE );
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vMoneyPos_x += ( 24 * 5 );
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HUD_DrawNums( getstatf( STAT_MONEY ), vMoneyPos, HUD_ALPHA, VGUI_WINDOW_FGCOLOR );
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HUD_DrawNums( getstatf( STAT_MONEY ), vMoneyPos, HUD_ALPHA, vHUDColor );
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}
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fOldMoneyValue = getstatf( STAT_MONEY );
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@ -334,15 +345,15 @@ void HUD_DrawAmmo( void ) {
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}
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vector vAmmoMagPos = [ vVideoResolution_x - 142, vVideoResolution_y - 42 ];
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HUD_DrawNums( getstatf( STAT_CURRENT_MAG ), vAmmoMagPos, fAmmoAlpha, VGUI_WINDOW_FGCOLOR );
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HUD_DrawNums( getstatf( STAT_CURRENT_MAG ), vAmmoMagPos, fAmmoAlpha, vHUDColor );
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drawsubpic( [vVideoResolution_x - 118, vVideoResolution_y - 42], '3 25 0', HUD_NUMFILE_LAYER, [0.9375, 0], [ 0.01171875, 0.09765625 ], VGUI_WINDOW_FGCOLOR, fAmmoAlpha, DRAWFLAG_ADDITIVE );
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drawsubpic( [vVideoResolution_x - 118, vVideoResolution_y - 42], '3 25 0', HUD_NUMFILE_LAYER, [0.9375, 0], [ 0.01171875, 0.09765625 ], vHUDColor, fAmmoAlpha, DRAWFLAG_ADDITIVE );
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vector vAmmoCalPos = [ vVideoResolution_x - 64, vVideoResolution_y - 42 ];
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HUD_DrawNums( getstatf( STAT_CURRENT_CALIBER ), vAmmoCalPos, fAmmoAlpha, VGUI_WINDOW_FGCOLOR );
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HUD_DrawNums( getstatf( STAT_CURRENT_CALIBER ), vAmmoCalPos, fAmmoAlpha, vHUDColor );
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// Caliber icon
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drawsubpic( vVideoResolution - '42 42 0', '24 24 0', HUD_NUMFILE_LAYER, vHUDCalPos[ wptTable[ getstatf( STAT_ACTIVEWEAPON ) ].iCaliber ], [ NUMSIZE_X, NUMSIZE_X ], VGUI_WINDOW_FGCOLOR, fAmmoAlpha, DRAWFLAG_ADDITIVE );
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drawsubpic( vVideoResolution - '42 42 0', '24 24 0', HUD_NUMFILE_LAYER, vHUDCalPos[ wptTable[ getstatf( STAT_ACTIVEWEAPON ) ].iCaliber ], [ NUMSIZE_X, NUMSIZE_X ], vHUDColor, fAmmoAlpha, DRAWFLAG_ADDITIVE );
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fOldMag = getstatf( STAT_CURRENT_MAG );
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fOldCal = getstatf( STAT_CURRENT_CALIBER );
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}
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@ -360,20 +371,20 @@ void HUD_DrawProgressBar( void ) {
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vector vBar = vSize;
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vBar_x = 536 * getstatf( STAT_PROGRESS );
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vBar_y = 13;
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drawfill( vMainPos + '1 1 0', vBar, VGUI_WINDOW_FGCOLOR, 1, DRAWFLAG_ADDITIVE );
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drawfill( vMainPos + '1 1 0', vBar, vHUDColor, 1, DRAWFLAG_ADDITIVE );
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// Draw the outline START
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v1_x = vMainPos_x + vSize_x;
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v1_y = vMainPos_y;
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drawline( 1.0, vMainPos - '1 0 0', v1, VGUI_WINDOW_FGCOLOR, 1, DRAWFLAG_ADDITIVE );
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drawline( 1.0, vMainPos - '1 0 0', v1, vHUDColor, 1, DRAWFLAG_ADDITIVE );
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v2_x = vMainPos_x;
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v2_y = vMainPos_y + vSize_y;
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drawline( 1.0, vMainPos, v2, VGUI_WINDOW_FGCOLOR, 1, DRAWFLAG_ADDITIVE );
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drawline( 1.0, vMainPos, v2, vHUDColor, 1, DRAWFLAG_ADDITIVE );
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v3 = vMainPos + vSize;
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drawline( 1.0, v1, v3, VGUI_WINDOW_FGCOLOR, 1, DRAWFLAG_ADDITIVE );
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drawline( 1.0, v2, v3, VGUI_WINDOW_FGCOLOR, 1, DRAWFLAG_ADDITIVE );
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drawline( 1.0, v1, v3, vHUDColor, 1, DRAWFLAG_ADDITIVE );
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drawline( 1.0, v2, v3, vHUDColor, 1, DRAWFLAG_ADDITIVE );
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// Draw the outline END
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}
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}
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Called every frame in Draw.c
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=================
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*/
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string sOldConColor;
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void HUD_Draw( void ) {
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// Only recalculate the color when it's changed.
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if ( cvar_string( "con_color" ) != sOldConColor ) {
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sOldConColor = cvar_string( "con_color" );
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tokenize( sOldConColor );
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vHUDColor_x = stof( argv( 0 ) ) / 255;
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vHUDColor_y = stof( argv( 1 ) ) / 255;
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vHUDColor_z = stof( argv( 2 ) ) / 255;
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} else if ( cvar_string( "con_color" ) == "" ){
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vHUDColor_x = 1;
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vHUDColor_y = 0.5;
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vHUDColor_z = 0;
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}
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HUD_DrawTimer();
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@ -205,7 +205,7 @@ Draws the numbers 1-4 on the selection display
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=================
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*/
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void HUD_DrawWeaponSelect_Num( vector vPos, float fValue ) {
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drawsubpic( vPos, '20 20', "sprites/640hud7.spr_0.tga", vHUDSlotNumPos[ fValue ], [ 0.078125, 0.078125 ], VGUI_WINDOW_FGCOLOR, 1, DRAWFLAG_ADDITIVE );
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drawsubpic( vPos, '20 20', "sprites/640hud7.spr_0.tga", vHUDSlotNumPos[ fValue ], [ 0.078125, 0.078125 ], vHUDColor, 1, DRAWFLAG_ADDITIVE );
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}
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/*
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HUD_DrawWeaponSelect_Num( vSelectPos, i );
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if ( wptTable[ fHUDWeaponSelected ].iSlot == i ) {
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drawsubpic( vSelectPos + '0 20', '170 45', wpSymbolTable[ fHUDWeaponSelected ].sSprite, wpSymbolTable[ fHUDWeaponSelected ].vOrigin, [ 0.6640625, 0.17578125 ], VGUI_WINDOW_FGCOLOR, 1, DRAWFLAG_ADDITIVE );
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drawsubpic( vSelectPos + '0 20', '170 45', wpSymbolTable[ fHUDWeaponSelected ].sSprite, wpSymbolTable[ fHUDWeaponSelected ].vOrigin, [ 0.6640625, 0.17578125 ], vHUDColor, 1, DRAWFLAG_ADDITIVE );
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vSelectPos_x += 170;
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} else {
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vSelectPos_x += 20;
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@ -139,7 +139,7 @@ enum {
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SLOT_GRENADE
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};
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// These values are taken from CS:S' .ctx script files
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// These variables are taken from CS:S' .ctx script files, usually and interpreted as I go along...
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typedef struct {
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int iWeaponID; // Identifier
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int iSlot;
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@ -167,8 +167,9 @@ typedef struct {
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float fAccuracyOffset;
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float fMaxInaccuracy;
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int iCrosshairMinDistance;
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int iCrosshairDeltaDistance;
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int iCrosshairMinDistance; // Some weapons just are inaccurate by design...
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int iCrosshairDeltaDistance; // Scale factor of sorts
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float fWeaponArmorRatio; // Some weapons seem to do more damage to the kevlar than others I guess
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} weaponinfo_t;
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typedef struct {
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@ -46,7 +46,7 @@ void StartFrame( void ) {
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}
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if ( iInGamePlayers > iOldInGamePlayers ) {
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bprint( "Game commencing...\n" );
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dprint( "Game commencing...\n" );
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Timer_Begin( 2, GAME_COMMENCING );
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iOldInGamePlayers = iInGamePlayers;
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} else if ( iInGamePlayers == 0 ) {
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@ -285,4 +285,3 @@ void worldspawn( void ) {
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pointerstat( STAT_WON_T, EV_INTEGER, &iWon_T );
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pointerstat( STAT_WON_CT, EV_INTEGER, &iWon_CT );
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}
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@ -23,7 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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// Weapon Info
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weaponinfo_t wptAK47 = {
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WEAPON_AK47, // Identifier
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SLOT_PRIMARY,
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SLOT_PRIMARY, // Slot
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2500, // Price
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CALIBER_762MM, // Caliber ID
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0.88, // Max Player Speed
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@ -33,16 +33,17 @@ weaponinfo_t wptAK47 = {
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2, // Penetration Multiplier
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8192, // Bullet Range
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0.98, // Range Modifier
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TYPE_AUTO,
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TYPE_AUTO, // Firing Type
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0.1, // Attack-Delay
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2.4, // Reload-Delay
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iAmmo_762MM, // Caliber Pointer
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iMag_AK47, // Clip Pointer
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iMag_AK47, // Clip Pointer
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200, // Accuracy Divisor
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0.35, // Accuracy Offset
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1.25, // Max Inaccuracy
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4,
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4
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4, // Minimum Crosshair Distance
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4, // Crosshair Movement Delta
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1.55 // Armor penetration ratio
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};
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// Anim Table
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|
|
@ -23,7 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
// Weapon Info
|
||||
weaponinfo_t wptAUG = {
|
||||
WEAPON_AUG, // Identifier
|
||||
SLOT_PRIMARY,
|
||||
SLOT_PRIMARY, // Slot
|
||||
3500, // Price
|
||||
CALIBER_762MM, // Caliber ID
|
||||
0.96, // Max Player Speed
|
||||
|
@ -33,7 +33,7 @@ weaponinfo_t wptAUG = {
|
|||
2, // Penetration Multiplier
|
||||
8192, // Bullet Range
|
||||
0.96, // Range Modifier
|
||||
TYPE_AUTO,
|
||||
TYPE_AUTO, // Firing Type
|
||||
0.09, // Attack-Delay
|
||||
3.3, // Reload-Delay
|
||||
iAmmo_762MM, // Caliber Pointer
|
||||
|
@ -41,8 +41,9 @@ weaponinfo_t wptAUG = {
|
|||
215, // Accuracy Divisor
|
||||
0.3, // Accuracy Offset
|
||||
1.0, // Max Inaccuracy
|
||||
3,
|
||||
3
|
||||
3, // Minimum Crosshair Distance
|
||||
3, // Crosshair Movement Delta
|
||||
1.4 // Armor penetration ratio
|
||||
};
|
||||
|
||||
// Anim Table
|
||||
|
|
|
@ -23,7 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
// Weapon Info
|
||||
weaponinfo_t wptAWP = {
|
||||
WEAPON_AWP, // Identifier
|
||||
SLOT_PRIMARY,
|
||||
SLOT_PRIMARY, // Slot
|
||||
4750, // Price
|
||||
CALIBER_338MAG, // Caliber ID
|
||||
0.84, // Max Player Speed
|
||||
|
@ -33,16 +33,17 @@ weaponinfo_t wptAWP = {
|
|||
3, // Penetration Multiplier
|
||||
8192, // Bullet Range
|
||||
0.99, // Range Modifier
|
||||
TYPE_AUTO,
|
||||
TYPE_AUTO, // Firing Type
|
||||
1.2, // Attack-Delay
|
||||
2.9, // Reload-Delay
|
||||
iAmmo_338MAG, // Caliber Pointer
|
||||
iMag_AWP, // Clip Pointer
|
||||
-1, // Accuracy Divisor
|
||||
0, // Accuracy Offset
|
||||
0, // Max Inaccuracy
|
||||
8,
|
||||
3
|
||||
0, // Max Inaccuracy
|
||||
8, // Minimum Crosshair Distance
|
||||
3, // Crosshair Movement Delta
|
||||
1.95 // Armor penetration ratio
|
||||
};
|
||||
|
||||
// Anim Table
|
||||
|
|
|
@ -23,7 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
// Weapon Info
|
||||
weaponinfo_t wptDEAGLE = {
|
||||
WEAPON_DEAGLE, // Identifier
|
||||
SLOT_SECONDARY,
|
||||
SLOT_SECONDARY, // Slot
|
||||
650, // Price
|
||||
CALIBER_50AE, // Caliber ID
|
||||
1.0, // Max Player Speed
|
||||
|
@ -33,16 +33,17 @@ weaponinfo_t wptDEAGLE = {
|
|||
2, // Penetration Multiplier
|
||||
4096, // Bullet Range
|
||||
0.81, // Range Modifier
|
||||
TYPE_SEMI,
|
||||
TYPE_SEMI, // Firing Type
|
||||
0.15, // Attack-Delay
|
||||
2.1, // Reload-Delay
|
||||
iAmmo_50AE, // Caliber Pointer
|
||||
iMag_DEAGLE, // Clip Pointer
|
||||
iMag_DEAGLE, // Clip Pointer
|
||||
200, // Accuracy Divisor
|
||||
0.55, // Accuracy Offset
|
||||
1.4, // Max Inaccuracy
|
||||
8,
|
||||
3
|
||||
8, // Minimum Crosshair Distance
|
||||
3, // Crosshair Movement Delta
|
||||
1.5 // Armor penetration ratio
|
||||
};
|
||||
|
||||
// Anim Table
|
||||
|
|
|
@ -29,7 +29,7 @@ int iWeaponMode_ELITES;
|
|||
// Weapon Info
|
||||
weaponinfo_t wptELITES = {
|
||||
WEAPON_ELITES, // Identifier
|
||||
SLOT_SECONDARY,
|
||||
SLOT_SECONDARY, // Slot
|
||||
800, // Price
|
||||
CALIBER_9MM, // Caliber ID
|
||||
1.0, // Max Player Speed
|
||||
|
@ -39,16 +39,17 @@ weaponinfo_t wptELITES = {
|
|||
1, // Penetration Multiplier
|
||||
4096, // Bullet Range
|
||||
0.75, // Range Modifier
|
||||
TYPE_SEMI,
|
||||
TYPE_SEMI, // Firing Type
|
||||
0.15, // Attack-Delay
|
||||
4.6, // Reload-Delay
|
||||
iAmmo_9MM, // Caliber Pointer
|
||||
iMag_ELITES, // Clip Pointer
|
||||
200, // Accuracy Divisor
|
||||
0.55, // Accuracy Offset
|
||||
1.4, // Max Inaccuracy
|
||||
4,
|
||||
3
|
||||
1.4, // Max Inaccuracy
|
||||
4, // Minimum Crosshair Distance
|
||||
3, // Crosshair Movement Delta
|
||||
1.05 // Armor penetration ratio
|
||||
};
|
||||
|
||||
// Anim Table
|
||||
|
|
|
@ -22,8 +22,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
|
||||
// Weapon Info
|
||||
weaponinfo_t wptFIVESEVEN = {
|
||||
WEAPON_FIVESEVEN, // Identifier
|
||||
SLOT_SECONDARY,
|
||||
WEAPON_FIVESEVEN, // Identifier
|
||||
SLOT_SECONDARY, // Slot
|
||||
750, // Price
|
||||
CALIBER_57MM, // Caliber ID
|
||||
1.0, // Max Player Speed
|
||||
|
@ -33,7 +33,7 @@ weaponinfo_t wptFIVESEVEN = {
|
|||
1, // Penetration Multiplier
|
||||
4096, // Bullet Range
|
||||
0.885, // Range Modifier
|
||||
TYPE_SEMI,
|
||||
TYPE_SEMI, // Firing Type
|
||||
0.15, // Attack-Delay
|
||||
3.1, // Reload-Delay
|
||||
iAmmo_57MM, // Caliber Pointer
|
||||
|
@ -41,8 +41,9 @@ weaponinfo_t wptFIVESEVEN = {
|
|||
200, // Accuracy Divisor
|
||||
0.55, // Accuracy Offset
|
||||
1.4, // Max Inaccuracy
|
||||
8,
|
||||
3
|
||||
8, // Minimum Crosshair Distance
|
||||
3, // Crosshair Movement Delta
|
||||
1.5 // Armor penetration ratio
|
||||
};
|
||||
|
||||
// Anim Table
|
||||
|
|
|
@ -23,7 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
// Weapon Info
|
||||
weaponinfo_t wptG3SG1 = {
|
||||
WEAPON_G3SG1, // Identifier
|
||||
SLOT_PRIMARY,
|
||||
SLOT_PRIMARY, // Slot
|
||||
5000, // Price
|
||||
CALIBER_762MM, // Caliber ID
|
||||
0.84, // Max Player Speed
|
||||
|
@ -33,16 +33,17 @@ weaponinfo_t wptG3SG1 = {
|
|||
3, // Penetration Multiplier
|
||||
8192, // Bullet Range
|
||||
0.98, // Range Modifier
|
||||
TYPE_AUTO,
|
||||
TYPE_AUTO, // Firing Type
|
||||
0.25, // Attack-Delay
|
||||
4.6, // Reload-Delay
|
||||
iAmmo_762MM, // Caliber Pointer
|
||||
iMag_G3SG1, // Clip Pointer
|
||||
iMag_G3SG1, // Clip Pointer
|
||||
200, // Accuracy Divisor
|
||||
0.55, // Accuracy Offset
|
||||
1.4, // Max Inaccuracy
|
||||
6,
|
||||
4
|
||||
6, // Minimum Crosshair Distance
|
||||
4, // Crosshair Movement Delta
|
||||
1.65 // Armor penetration ratio
|
||||
};
|
||||
|
||||
// Anim Table
|
||||
|
|
|
@ -29,7 +29,7 @@ int iWeaponMode_GLOCK18;
|
|||
// Weapon Info
|
||||
weaponinfo_t wptGLOCK18 = {
|
||||
WEAPON_GLOCK18, // Identifier
|
||||
SLOT_SECONDARY,
|
||||
SLOT_SECONDARY, // Slot
|
||||
400, // Price
|
||||
CALIBER_9MM, // Caliber ID
|
||||
1.0, // Max Player Speed
|
||||
|
@ -39,16 +39,17 @@ weaponinfo_t wptGLOCK18 = {
|
|||
1, // Penetration Multiplier
|
||||
4096, // Bullet Range
|
||||
0.75, // Range Modifier
|
||||
TYPE_SEMI,
|
||||
TYPE_SEMI, // Firing Type
|
||||
0.15, // Attack-Delay
|
||||
2.1, // Reload-Delay
|
||||
iAmmo_9MM, // Caliber Pointer
|
||||
iMag_GLOCK18, // Clip Pointer
|
||||
iMag_GLOCK18, // Clip Pointer
|
||||
200, // Accuracy Divisor
|
||||
0.55, // Accuracy Offset
|
||||
1.4, // Max Inaccuracyy
|
||||
8,
|
||||
3
|
||||
8, // Minimum Crosshair Distance
|
||||
3, // Crosshair Movement Delta
|
||||
1.05 // Armor penetration ratio
|
||||
};
|
||||
|
||||
// Anim Table
|
||||
|
|
|
@ -21,26 +21,27 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
// Weapon Info
|
||||
weaponinfo_t wptKNIFE = {
|
||||
WEAPON_KNIFE, // Identifier
|
||||
SLOT_MELEE,
|
||||
0, // Price
|
||||
0, // Caliber ID
|
||||
1.0, // Max Player Speed
|
||||
1, // Bullets Per Shot
|
||||
1, // Clip/MagSize
|
||||
15, // Damage Per Bullet
|
||||
1, // Penetration Multiplier
|
||||
64, // Bullet Range
|
||||
0.75, // Range Modifier
|
||||
TYPE_SEMI,
|
||||
0.15, // Attack-Delay
|
||||
1.0, // Reload-Delay
|
||||
iAmmo_9MM, // Caliber Pointer
|
||||
iMag_GLOCK18, // Clip Pointer
|
||||
1, // Accuracy Divisor
|
||||
1.0, // Accuracy Offset
|
||||
1.0, // Max Inaccuracy
|
||||
7,
|
||||
3
|
||||
SLOT_MELEE, // Slot
|
||||
0, // Price
|
||||
0, // Caliber ID
|
||||
1.0, // Max Player Speed
|
||||
1, // Bullets Per Shot
|
||||
1, // Clip/MagSize
|
||||
50, // Damage Per Bullet
|
||||
1, // Penetration Multiplier
|
||||
64, // Bullet Range
|
||||
0.75, // Range Modifier
|
||||
TYPE_SEMI, // Firing Type
|
||||
0.15, // Attack-Delay
|
||||
1.0, // Reload-Delay
|
||||
iAmmo_9MM, // Caliber Pointer
|
||||
iMag_GLOCK18, // Clip Pointer
|
||||
1, // Accuracy Divisor
|
||||
1.0, // Accuracy Offset
|
||||
1.0, // Max Inaccuracy
|
||||
7, // Minimum Crosshair Distance
|
||||
3, // Crosshair Movement Delta
|
||||
1.7 // Armor penetration ratio
|
||||
};
|
||||
|
||||
// Anim Table
|
||||
|
|
|
@ -29,7 +29,7 @@ int iWeaponMode_M3;
|
|||
// Weapon Info
|
||||
weaponinfo_t wptM3 = {
|
||||
WEAPON_M3, // Identifier
|
||||
SLOT_PRIMARY,
|
||||
SLOT_PRIMARY, // Slot
|
||||
1700, // Price
|
||||
CALIBER_BUCKSHOT, // Caliber ID
|
||||
0.92, // Max Player Speed
|
||||
|
@ -39,16 +39,17 @@ weaponinfo_t wptM3 = {
|
|||
1, // Penetration Multiplier
|
||||
3000, // Bullet Range
|
||||
0.7, // Range Modifier
|
||||
TYPE_SEMI,
|
||||
TYPE_SEMI, // Firing Type
|
||||
1.0, // Attack-Delay
|
||||
3.0, // Reload-Delay
|
||||
iAmmo_BUCKSHOT, // Caliber Pointer
|
||||
iMag_M3, // Clip Pointer
|
||||
iMag_M3, // Clip Pointer
|
||||
200, // Accuracy Divisor
|
||||
0.35, // Accuracy Offset
|
||||
1.25, // Max Inaccuracy
|
||||
8,
|
||||
6
|
||||
8, // Minimum Crosshair Distance
|
||||
6, // Crosshair Movement Delta
|
||||
1.0 // Armor penetration ratio
|
||||
};
|
||||
|
||||
// Anim Table
|
||||
|
|
|
@ -29,7 +29,7 @@ int iWeaponMode_M4A1;
|
|||
// Weapon Info
|
||||
weaponinfo_t wptM4A1 = {
|
||||
WEAPON_M4A1, // Identifier
|
||||
SLOT_PRIMARY,
|
||||
SLOT_PRIMARY, // Slot
|
||||
3100, // Price
|
||||
CALIBER_556MM, // Caliber ID
|
||||
0.92, // Max Player Speed
|
||||
|
@ -39,16 +39,17 @@ weaponinfo_t wptM4A1 = {
|
|||
1, // Penetration Multiplier
|
||||
8192, // Bullet Range
|
||||
0.97, // Range Modifier
|
||||
TYPE_AUTO,
|
||||
TYPE_AUTO, // Firing Type
|
||||
0.09, // Attack-Delay
|
||||
3.1, // Reload-Delay
|
||||
iAmmo_556MM, // Caliber Pointer
|
||||
iMag_M4A1, // Clip Pointer
|
||||
iMag_M4A1, // Clip Pointer
|
||||
220, // Accuracy Divisor
|
||||
0.3, // Accuracy Offset
|
||||
1.0, // Max Inaccuracy
|
||||
4,
|
||||
3
|
||||
4, // Minimum Crosshair Distance
|
||||
3, // Crosshair Movement Delta
|
||||
1.4 // Armor penetration ratio
|
||||
};
|
||||
|
||||
enum {
|
||||
|
|
|
@ -23,7 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
// Weapon Info
|
||||
weaponinfo_t wptMP5 = {
|
||||
WEAPON_MP5, // Identifier
|
||||
SLOT_PRIMARY,
|
||||
SLOT_PRIMARY, // Slot
|
||||
1500, // Price
|
||||
CALIBER_9MM, // Caliber ID
|
||||
1.0, // Max Player Speed
|
||||
|
@ -33,7 +33,7 @@ weaponinfo_t wptMP5 = {
|
|||
1, // Penetration Multiplier
|
||||
4096, // Bullet Range
|
||||
0.84, // Range Modifier
|
||||
TYPE_AUTO,
|
||||
TYPE_AUTO, // Firing Type
|
||||
0.08, // Attack-Delay
|
||||
2.6, // Reload-Delay
|
||||
iAmmo_9MM, // Caliber Pointer
|
||||
|
@ -41,8 +41,9 @@ weaponinfo_t wptMP5 = {
|
|||
220, // Accuracy Divisor
|
||||
0.45, // Accuracy Offset
|
||||
0.75, // Max Inaccuracy
|
||||
6,
|
||||
2
|
||||
6, // Minimum Crosshair Distance
|
||||
2, // Crosshair Movement Delta
|
||||
1.0 // Armor penetration ratio
|
||||
};
|
||||
|
||||
// Anim Table
|
||||
|
|
|
@ -23,7 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
// Weapon Info
|
||||
weaponinfo_t wptMAC10 = {
|
||||
WEAPON_MAC10, // Identifier
|
||||
SLOT_PRIMARY,
|
||||
SLOT_PRIMARY, // Slot
|
||||
1400, // Price
|
||||
CALIBER_45ACP, // Caliber ID
|
||||
1.0, // Max Player Speed
|
||||
|
@ -33,7 +33,7 @@ weaponinfo_t wptMAC10 = {
|
|||
1, // Penetration Multiplier
|
||||
4096, // Bullet Range
|
||||
0.82, // Range Modifier
|
||||
TYPE_AUTO,
|
||||
TYPE_AUTO, // Firing Type
|
||||
0.075, // Attack-Delay
|
||||
3.2, // Reload-Delay
|
||||
iAmmo_45ACP, // Caliber Pointer
|
||||
|
@ -41,8 +41,9 @@ weaponinfo_t wptMAC10 = {
|
|||
200, // Accuracy Divisor
|
||||
0.6, // Accuracy Offset
|
||||
1.65, // Max Inaccuracy
|
||||
9,
|
||||
3
|
||||
9, // Minimum Crosshair Distance
|
||||
3, // Crosshair Movement Delta
|
||||
0.95 // Armor penetration ratio
|
||||
};
|
||||
|
||||
// Anim Table
|
||||
|
|
|
@ -23,7 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
// Weapon Info
|
||||
weaponinfo_t wptP228 = {
|
||||
WEAPON_P228, // Identifier
|
||||
SLOT_SECONDARY,
|
||||
SLOT_SECONDARY, // Slot
|
||||
600, // Price
|
||||
CALIBER_357SIG, // Caliber ID
|
||||
1.0, // Max Player Speed
|
||||
|
@ -33,16 +33,17 @@ weaponinfo_t wptP228 = {
|
|||
1, // Penetration Multiplier
|
||||
4096, // Bullet Range
|
||||
0.8, // Range Modifier
|
||||
TYPE_SEMI,
|
||||
TYPE_SEMI, // Firing Type
|
||||
0.15, // Attack-Delay
|
||||
2.7, // Reload-Delay
|
||||
iAmmo_357SIG, // Caliber Pointer
|
||||
iMag_P228, // Clip Pointer
|
||||
iMag_P228, // Clip Pointer
|
||||
200, // Accuracy Divisor
|
||||
0.55, // Accuracy Offset
|
||||
1.4, // Max Inaccuracy
|
||||
8,
|
||||
3
|
||||
8, // Minimum Crosshair Distance
|
||||
3, // Crosshair Movement Delta
|
||||
1.25 // Armor penetration ratio
|
||||
};
|
||||
|
||||
// Anim Table
|
||||
|
|
|
@ -23,7 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
// Weapon Info
|
||||
weaponinfo_t wptP90 = {
|
||||
WEAPON_P90, // Identifier
|
||||
SLOT_PRIMARY,
|
||||
SLOT_PRIMARY, // Slot
|
||||
2350, // Price
|
||||
CALIBER_57MM, // Caliber ID
|
||||
0.98, // Max Player Speed
|
||||
|
@ -33,7 +33,7 @@ weaponinfo_t wptP90 = {
|
|||
1, // Penetration Multiplier
|
||||
4096, // Bullet Range
|
||||
0.84, // Range Modifier
|
||||
TYPE_AUTO,
|
||||
TYPE_AUTO, // Firing Type
|
||||
0.07, // Attack-Delay
|
||||
3.3, // Reload-Delay
|
||||
iAmmo_57MM, // Caliber Pointer
|
||||
|
@ -41,8 +41,9 @@ weaponinfo_t wptP90 = {
|
|||
175, // Accuracy Divisor
|
||||
0.45, // Accuracy Offset
|
||||
1.0, // Max Inaccuracy
|
||||
7,
|
||||
3
|
||||
7, // Minimum Crosshair Distance
|
||||
3, // Crosshair Movement Delta
|
||||
1.5 // Armor penetration ratio
|
||||
};
|
||||
|
||||
// Anim Table
|
||||
|
|
|
@ -23,7 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
// Weapon Info
|
||||
weaponinfo_t wptPARA = {
|
||||
WEAPON_PARA, // Identifier
|
||||
SLOT_PRIMARY,
|
||||
SLOT_PRIMARY, // Slot
|
||||
5750, // Price
|
||||
CALIBER_556MMBOX, // Caliber ID
|
||||
0.88, // Max Player Speed
|
||||
|
@ -33,16 +33,17 @@ weaponinfo_t wptPARA = {
|
|||
2, // Penetration Multiplier
|
||||
8192, // Bullet Range
|
||||
0.97, // Range Modifier
|
||||
TYPE_AUTO,
|
||||
TYPE_AUTO, // Firing Type
|
||||
0.08, // Attack-Delay
|
||||
3.0, // Reload-Delay
|
||||
iAmmo_556MMBOX, // Caliber Pointer
|
||||
iMag_PARA, // Clip Pointer
|
||||
iMag_PARA, // Clip Pointer
|
||||
175, // Accuracy Divisor
|
||||
0.4, // Accuracy Offset
|
||||
0.9, // Max Inaccuracy
|
||||
6,
|
||||
3
|
||||
0.9, // Max Inaccuracy
|
||||
6, // Minimum Crosshair Distance
|
||||
3, // Crosshair Movement Delta
|
||||
1.6 // Armor penetration ratio
|
||||
};
|
||||
|
||||
// Anim Table
|
||||
|
|
|
@ -23,7 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
// Weapon Info
|
||||
weaponinfo_t wptSG550 = {
|
||||
WEAPON_SG550, // Identifier
|
||||
SLOT_PRIMARY,
|
||||
SLOT_PRIMARY, // Slot
|
||||
4200, // Price
|
||||
CALIBER_556MM, // Caliber ID
|
||||
0.84, // Max Player Speed
|
||||
|
@ -33,7 +33,7 @@ weaponinfo_t wptSG550 = {
|
|||
2, // Penetration Multiplier
|
||||
8192, // Bullet Range
|
||||
0.98, // Range Modifier
|
||||
TYPE_AUTO,
|
||||
TYPE_AUTO, // Firing Type
|
||||
0.25, // Attack-Delay
|
||||
3.8, // Reload-Delay
|
||||
iAmmo_556MM, // Caliber Pointer
|
||||
|
@ -41,8 +41,9 @@ weaponinfo_t wptSG550 = {
|
|||
200, // Accuracy Divisor
|
||||
0.55, // Accuracy Offset
|
||||
1.4, // Max Inaccuracy
|
||||
5,
|
||||
3
|
||||
5, // Minimum Crosshair Distance
|
||||
3, // Crosshair Movement Delta
|
||||
1.45 // Armor penetration ratio
|
||||
};
|
||||
|
||||
// Anim Table
|
||||
|
|
|
@ -23,7 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
// Weapon Info
|
||||
weaponinfo_t wptSG552 = {
|
||||
WEAPON_SG552, // Identifier
|
||||
SLOT_PRIMARY,
|
||||
SLOT_PRIMARY, // Slot
|
||||
3500, // Price
|
||||
CALIBER_556MM, // Caliber ID
|
||||
0.94, // Max Player Speed
|
||||
|
@ -33,7 +33,7 @@ weaponinfo_t wptSG552 = {
|
|||
2, // Penetration Multiplier
|
||||
8192, // Bullet Range
|
||||
0.955, // Range Modifier
|
||||
TYPE_AUTO,
|
||||
TYPE_AUTO, // Firing Type
|
||||
0.09, // Attack-Delay
|
||||
3.2, // Reload-Delay
|
||||
iAmmo_556MM, // Caliber Pointer
|
||||
|
@ -41,8 +41,9 @@ weaponinfo_t wptSG552 = {
|
|||
220, // Accuracy Divisor
|
||||
0.3, // Accuracy Offset
|
||||
1.0, // Max Inaccuracy
|
||||
5,
|
||||
3
|
||||
5, // Minimum Crosshair Distance
|
||||
3, // Crosshair Movement Delta
|
||||
1.4 // Armor penetration ratio
|
||||
};
|
||||
|
||||
// Anim Table
|
||||
|
|
|
@ -23,7 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
// Weapon Info
|
||||
weaponinfo_t wptSCOUT = {
|
||||
WEAPON_SCOUT, // Identifier
|
||||
SLOT_PRIMARY,
|
||||
SLOT_PRIMARY, // Slot
|
||||
2750, // Price
|
||||
CALIBER_762MM, // Caliber ID
|
||||
1.04, // Max Player Speed
|
||||
|
@ -33,16 +33,17 @@ weaponinfo_t wptSCOUT = {
|
|||
3, // Penetration Multiplier
|
||||
8192, // Bullet Range
|
||||
0.98, // Range Modifier
|
||||
TYPE_AUTO,
|
||||
TYPE_AUTO, // Firing Type
|
||||
1.25, // Attack-Delay
|
||||
2.0, // Reload-Delay
|
||||
iAmmo_762MM, // Caliber Pointer
|
||||
iMag_SCOUT, // Clip Pointer
|
||||
iMag_SCOUT, // Clip Pointer
|
||||
200, // Accuracy Divisor
|
||||
0.55, // Accuracy Offset
|
||||
1.4, // Max Inaccuracy
|
||||
5,
|
||||
3
|
||||
5, // Minimum Crosshair Distance
|
||||
3, // Crosshair Movement Delta
|
||||
1.7 // Armor penetration ratio
|
||||
};
|
||||
|
||||
// Anim Table
|
||||
|
|
|
@ -23,7 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
// Weapon Info
|
||||
weaponinfo_t wptTMP = {
|
||||
WEAPON_TMP, // Identifier
|
||||
SLOT_PRIMARY,
|
||||
SLOT_PRIMARY, // Slot
|
||||
1250, // Price
|
||||
CALIBER_9MM, // Caliber ID
|
||||
1.0, // Max Player Speed
|
||||
|
@ -33,7 +33,7 @@ weaponinfo_t wptTMP = {
|
|||
1, // Penetration Multiplier
|
||||
4096, // Bullet Range
|
||||
0.84, // Range Modifier
|
||||
TYPE_AUTO,
|
||||
TYPE_AUTO, // Firing Type
|
||||
0.07, // Attack-Delay
|
||||
2.1, // Reload-Delay
|
||||
iAmmo_9MM, // Caliber Pointer
|
||||
|
@ -41,8 +41,9 @@ weaponinfo_t wptTMP = {
|
|||
200, // Accuracy Divisor
|
||||
0.55, // Accuracy Offset
|
||||
1.4, // Max Inaccuracy
|
||||
7,
|
||||
3
|
||||
7, // Minimum Crosshair Distance
|
||||
3, // Crosshair Movement Delta
|
||||
1.0 // Armor penetration ratio
|
||||
};
|
||||
|
||||
// Anim Table
|
||||
|
|
|
@ -23,7 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
// Weapon Info
|
||||
weaponinfo_t wptUMP45 = {
|
||||
WEAPON_UMP45, // Identifier
|
||||
SLOT_PRIMARY,
|
||||
SLOT_PRIMARY, // Slot
|
||||
1700, // Price
|
||||
CALIBER_45ACP, // Caliber ID
|
||||
1.0, // Max Player Speed
|
||||
|
@ -33,7 +33,7 @@ weaponinfo_t wptUMP45 = {
|
|||
1, // Penetration Multiplier
|
||||
4096, // Bullet Range
|
||||
0.82, // Range Modifier
|
||||
TYPE_AUTO,
|
||||
TYPE_AUTO, // Firing Type
|
||||
0.105, // Attack-Delay
|
||||
3.5, // Reload-Delay
|
||||
iAmmo_45ACP, // Caliber Pointer
|
||||
|
@ -41,8 +41,9 @@ weaponinfo_t wptUMP45 = {
|
|||
210, // Accuracy Divisor
|
||||
0.5, // Accuracy Offset
|
||||
1, // Max Inaccuracy
|
||||
6,
|
||||
3
|
||||
6, // Minimum Crosshair Distance
|
||||
3, // Crosshair Movement Delta
|
||||
1.0 // Armor penetration ratio
|
||||
};
|
||||
|
||||
// Anim Table
|
||||
|
|
|
@ -29,7 +29,7 @@ int iWeaponMode_USP45;
|
|||
// Weapon Info
|
||||
weaponinfo_t wptUSP45 = {
|
||||
WEAPON_USP45, // Identifier
|
||||
SLOT_SECONDARY,
|
||||
SLOT_SECONDARY, // Slot
|
||||
500, // Price
|
||||
CALIBER_45ACP, // Caliber ID
|
||||
1.0, // Max Player Speed
|
||||
|
@ -39,7 +39,7 @@ weaponinfo_t wptUSP45 = {
|
|||
1, // Penetration Multiplier
|
||||
4096, // Bullet Range
|
||||
0.79, // Range Modifier
|
||||
TYPE_SEMI,
|
||||
TYPE_SEMI, // Firing Type
|
||||
0.15, // Attack-Delay
|
||||
2.5, // Reload-Delay
|
||||
iAmmo_45ACP, // Caliber Pointer
|
||||
|
@ -47,8 +47,9 @@ weaponinfo_t wptUSP45 = {
|
|||
200, // Accuracy Divisor
|
||||
0.55, // Accuracy Offset
|
||||
1.4, // Max Inaccuracy
|
||||
8,
|
||||
3
|
||||
8, // Minimum Crosshair Distance
|
||||
3, // Crosshair Movement Delta
|
||||
1.0 // Armor penetration ratio
|
||||
};
|
||||
|
||||
enum {
|
||||
|
|
|
@ -29,9 +29,9 @@ int iWeaponMode_XM1014;
|
|||
// Weapon Info
|
||||
weaponinfo_t wptXM1014 = {
|
||||
WEAPON_XM1014, // Identifier
|
||||
SLOT_PRIMARY,
|
||||
SLOT_PRIMARY, // Slot
|
||||
3000, // Price
|
||||
CALIBER_BUCKSHOT, // Caliber ID
|
||||
CALIBER_BUCKSHOT, // Caliber ID
|
||||
0.96, // Max Player Speed
|
||||
6, // Bullets Per Shot
|
||||
7, // Clip/MagSize
|
||||
|
@ -39,7 +39,7 @@ weaponinfo_t wptXM1014 = {
|
|||
1, // Penetration Multiplier
|
||||
3000, // Bullet Range
|
||||
0.7, // Range Modifier
|
||||
TYPE_AUTO,
|
||||
TYPE_AUTO, // Firing Type
|
||||
0.25, // Attack-Delay
|
||||
3.0, // Reload-Delay
|
||||
iAmmo_BUCKSHOT, // Caliber Pointer
|
||||
|
@ -47,8 +47,9 @@ weaponinfo_t wptXM1014 = {
|
|||
200, // Accuracy Divisor
|
||||
0.35, // Accuracy Offset
|
||||
1.25, // Max Inaccuracy
|
||||
9,
|
||||
4
|
||||
9, // Minimum Crosshair Distance
|
||||
4, // Crosshair Movement Delta
|
||||
1.0 // Armor penetration ratio
|
||||
};
|
||||
|
||||
// Anim Table
|
||||
|
|
Loading…
Reference in a new issue