Cleaned a few things up and fixed doors being able to be triggered from above
This commit is contained in:
parent
dbde5342d7
commit
3188c43bc0
44 changed files with 359 additions and 165 deletions
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@ -48,6 +48,14 @@ string sPModels[ CS_WEAPON_COUNT - 1 ] = {
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"models/p_smokegrenade.mdl"
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};
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/*
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=================
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Player_PreDraw
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Run every before every frame is rendered.
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Responsible for local player prediction and other player appearance/interpolation.
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=================
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*/
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float Player_PreDraw( void ) {
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if ( self.entnum == player_localentnum ) {
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// Don't predict if we're frozen/paused FIXME: FTE doesn't have serverkey_float yet!
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@ -20,6 +20,18 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "VGUI.h"
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/*
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====================
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VGUI_MessageOfTheDay
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The MOTD screen.
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TODO: Networking still needs to be done.
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You can't store motds in infokey strings because
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newline chars are not supported. You could hack it to use
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an array of infokeys, but that'll clutter things up
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====================
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*/
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void VGUI_MessageOfTheDay( vector vPos ) {
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static void MessageOfTheDay_ButtonOK( void ) {
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fVGUI_Display = VGUI_TEAMSELECT;
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@ -20,6 +20,13 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "VGUI.h"
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/*
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====================
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HUD_GetChatColor
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Returns an RGB color vector for the specified team
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====================
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*/
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vector HUD_GetChatColor( float fTeam ) {
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if ( fTeam == TEAM_CT ) {
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return '0.45 0.60 0.75';
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@ -30,6 +37,13 @@ vector HUD_GetChatColor( float fTeam ) {
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}
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}
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/*
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====================
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HUD_GetChatColor
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Returns a HEX color string prefix for the specified team
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====================
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*/
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string HUD_GetChatColorHEX( float fTeam ) {
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if ( fTeam == TEAM_CT ) {
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return "^x7AC";
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@ -40,6 +54,13 @@ string HUD_GetChatColorHEX( float fTeam ) {
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}
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}
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/*
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====================
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HUD_GetChatColor
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Returns a HEX color string prefix with teamname
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====================
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*/
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string HUD_GetChatColorHEXTeam( float fTeam ) {
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if ( fTeam == TEAM_CT ) {
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return "^x7AC(Counter-Terrorist) ";
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@ -50,7 +71,13 @@ string HUD_GetChatColorHEXTeam( float fTeam ) {
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}
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}
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// Returns whether or not our mouse cursor hovers over a region
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/*
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====================
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VGUI_CheckMouse
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Returns whether or not our mouse cursor hovers over a region
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====================
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*/
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float VGUI_CheckMouse( vector vPos, vector vReg ) {
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vector vSMins, vSMaxs;
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@ -71,7 +98,14 @@ float VGUI_CheckMouse( vector vPos, vector vReg ) {
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return 0;
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}
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// Draws window with outline, border and title
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/*
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====================
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VGUI_Window
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Draws window with outline, border and title
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====================
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*/
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void VGUI_Window( string sTitle, vector vPosition, vector vSize ) {
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// Draw the background
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drawfill( vPosition, vSize, VGUI_WINDOW_BGCOLOR, VGUI_WINDOW_BGALPHA );
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@ -87,7 +121,14 @@ void VGUI_Window( string sTitle, vector vPosition, vector vSize ) {
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drawfill( vPosition + '0 48', [vSize_x, 1], vVGUIColor, VGUI_WINDOW_FGALPHA );
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}
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// Draws window with outline, border and title
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/*
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====================
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VGUI_WindowSmall
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Draws smaller window with outline, border and title
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====================
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*/
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void VGUI_WindowSmall( string sTitle, vector vPosition, vector vSize ) {
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// Draw the background
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drawfill( vPosition, vSize, VGUI_WINDOW_BGCOLOR, VGUI_WINDOW_BGALPHA );
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@ -103,7 +144,13 @@ void VGUI_WindowSmall( string sTitle, vector vPosition, vector vSize ) {
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drawfill( vPosition + '0 24', [vSize_x, 1], vVGUIColor, VGUI_WINDOW_FGALPHA );
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}
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// Draws a button, returns whether or not a mouse is hovering over it (for inheritance' sake)
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/*
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====================
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VGUI_WindowSmall
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Draws a button, returns whether or not a mouse is hovering over it (for inheritance' sake)
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====================
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*/
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float VGUI_Button( string sLabel, void() vFunction, vector vPosition, vector vSize ) {
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vector vLabelPos;
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@ -132,6 +179,13 @@ float VGUI_Button( string sLabel, void() vFunction, vector vPosition, vector vSi
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return FALSE;
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}
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/*
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====================
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VGUI_FakeButton
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Looks like a button, doesn't function though. Meant for dead buttons
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====================
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*/
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void VGUI_FakeButton( string sLabel, vector vPosition, vector vSize ) {
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vector vLabelPos;
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@ -147,11 +201,24 @@ void VGUI_FakeButton( string sLabel, vector vPosition, vector vSize ) {
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CSQC_DrawText( vLabelPos, sLabel, '8 8', vVGUIColor * 0.5, VGUI_WINDOW_FGALPHA, DRAWFLAG_ADDITIVE, FONT_DEFAULT );
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}
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// Wrapper for simple VGUI Text labels
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/*
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====================
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VGUI_Text
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Wrapper for simple GUI text labels
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====================
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*/
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void VGUI_Text( string sText, vector vPos, vector vSize, float fFont ) {
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CSQC_DrawText( vPos, sText, vSize, vVGUIColor, VGUI_WINDOW_FGALPHA, DRAWFLAG_ADDITIVE, fFont );
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}
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/*
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====================
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VGUI_RightText
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Right-aligned version of above
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====================
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*/
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void VGUI_RightText( vector vPos, string sText, vector vSize, vector vColor, float fFont ) {
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vPos_x -= stringwidth( sText, FALSE, vSize );
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CSQC_DrawText( vPos, sText, vSize, vColor, 1, 0, fFont );
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@ -56,6 +56,13 @@ float fRadioResponses[ VGUIRADIO_RESPONSES ] = {
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RADIO_ENEMYDOWN
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};
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/*
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====================
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VGUI_Radio_DrawCommand
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Prints and acts as an input check for a single command
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====================
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*/
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void VGUI_Radio_DrawCommand( float fIndex, float fMessage, vector vPos ) {
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VGUI_Text( sprintf( "%d) %s", fIndex + 1, sRadioChat[ fMessage ] ), vPos, '8 8', FONT_DEFAULT );
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}
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}
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/*
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====================
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VGUI_Radio_Draw
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Main drawing routine for the radio menus
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====================
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*/
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void VGUI_Radio_Draw( void ) {
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vector vSize, vPos;
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@ -117,6 +131,11 @@ void VGUI_Radio_Draw( void ) {
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}
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}
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/*
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====================
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VGUI_Radio_Toggle
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====================
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*/
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void VGUI_Radio_Toggle( float fMenu ) {
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if ( getstatf( STAT_HEALTH ) <= 0 ) {
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return;
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@ -30,6 +30,11 @@ string sScoreTeams[4] = {
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// This is seperated from the other VGUI stuff so we can check scores while buying and whatnot
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int iShowScores;
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/*
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====================
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VGUI_Scores_DrawTeam
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====================
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*/
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vector VGUI_Scores_DrawTeam( vector vPos, float fTeam ) {
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vector vColor;
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@ -103,6 +108,11 @@ vector VGUI_Scores_DrawTeam( vector vPos, float fTeam ) {
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return vNewPos + '0 24';
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}
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/*
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====================
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VGUI_Scores_Show
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====================
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*/
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void VGUI_Scores_Show( void ) {
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vector vMainPos;
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vector vSize;
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@ -20,6 +20,11 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "VGUI.h"
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/*
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====================
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VGUI_DrawSpectatorHUD
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====================
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*/
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void VGUI_DrawSpectatorHUD( void ) {
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vHUDColor = autocvar_con_color * ( 1 / 255 );
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@ -86,6 +86,11 @@ string sClassInfo[64] = {
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_("VGUI_CT4_TXT6")
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};
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/*
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====================
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VGUI_TeamSelect_Main
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====================
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*/
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void VGUI_TeamSelect_Main( vector vPos ) {
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static void TeamSelect_Main_ButtonT( void ) {
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fVGUI_Display = VGUI_TEAM_T;
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VGUI_Button( _("VGUI_EXIT"), TeamSelect_Main_Exit, vPos + '16 440 0', '120 24 0' );
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}
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/*
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====================
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VGUI_TeamSelect_Back
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====================
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*/
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void VGUI_TeamSelect_Back( void ) {
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fVGUI_Display = VGUI_TEAMSELECT;
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}
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/*
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====================
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VGUI_TeamSelect_Button
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====================
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*/
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void VGUI_TeamSelect_Button( float fNumber, void() vFunc, vector vPos, vector vSize ) {
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if( VGUI_Button( sClassInfo[ 8 * fNumber ] , vFunc, vPos, vSize ) == TRUE ) {
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drawpic( vVGUIWindowPos + '356 64', sClassInfo[ 8 * fNumber + 1 ], '128 256', '1 1 1', 1 );
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}
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}
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/*
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====================
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VGUI_TeamSelect_T
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====================
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*/
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void VGUI_TeamSelect_T( vector vPos ) {
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static void TeamSelect_T1( void ) {
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sendevent( "GamePlayerSpawn", "f", 1 );
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@ -178,6 +198,11 @@ void VGUI_TeamSelect_T( vector vPos ) {
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VGUI_Button( _("VGUI_BACK"), VGUI_TeamSelect_Back, vPos + '16 440 0', '120 24 0' );
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}
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/*
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====================
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VGUI_TeamSelect_CT
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====================
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*/
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void VGUI_TeamSelect_CT ( vector vPos ) {
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static void TeamSelect_CT1( void ) {
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sendevent( "GamePlayerSpawn", "f", 5 );
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@ -18,6 +18,10 @@ along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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entity eViewModel;
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entity eMuzzleflash;
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float fNumBones;
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string sViewModels[ CS_WEAPON_COUNT - 1 ] = {
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"models/v_knife.mdl",
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"models/v_usp.mdl",
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return fBob;
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}
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entity eViewModel;
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entity eMuzzleflash;
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float fNumBones;
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/*
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====================
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View_ProcessEvent
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====================
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*/
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void View_ProcessEvent( float fTimeStamp, int iCode, string sData ) {
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if ( iCode == 5004 ) {
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localsound( sData, CHAN_AUTO, 1.0 );
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}
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}
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/*
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====================
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View_DrawViewModel
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====================
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*/
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void View_DrawViewModel( void ) {
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static float fLastTime;
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static float fBob;
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@ -195,6 +205,11 @@ void View_DrawViewModel( void ) {
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}
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}
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/*
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====================
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View_DrawViewModel
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====================
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*/
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void View_PlayAnimation( int iSequence ) {
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eViewModel.frame = (float)iSequence;
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eViewModel.frame1time = 0.0f;
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@ -37,7 +37,7 @@ Defs.h
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../Shared/WeaponUMP45.c
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../Shared/WeaponUSP45.c
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../Shared/WeaponXM1014.c
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../Shared/WeaponBase.c
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../Shared/BaseGun.c
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../Shared/Weapons.c
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../Shared/Effects.c
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../Shared/Radio.c
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@ -1,5 +1,5 @@
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<project version="Crimson Editor 3.60">
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<category name="Client" expanded="no">
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<category name="Client" expanded="yes">
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<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Client\Defs.h" />
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<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Client\Draw.c" />
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<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Client\Entities.c" />
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@ -113,37 +113,31 @@
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</project>
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<workspace version="Crimson Editor 3.60">
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<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\EntHostage.c" linenum="42" placement="0:1:-1:-1:-4:-23:110:110:958:575" />
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<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\Player.c" linenum="80" placement="0:1:-1:-1:-4:-23:132:132:984:601" />
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<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\Footsteps.c" linenum="1" placement="0:1:-1:-1:-4:-23:154:154:1006:623" />
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<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Math.h" linenum="32" placement="0:1:-1:-1:-4:-23:176:176:1028:645" />
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<localfile path="C:\Users\eukara\Dropbox\The Wastes Build\SDK\Source\Globals.h" linenum="369" placement="0:1:-1:-1:-4:-23:198:198:1050:667" />
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<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Client\View.c" linenum="1" placement="0:1:-1:-1:-4:-23:220:220:1072:689" />
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<localfile path="C:\Users\eukara\Dropbox\The Wastes Build\SDK\Source\Client\View.c" linenum="108" placement="0:1:-1:-1:-4:-23:0:0:852:469" />
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<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Client\Defs.h" linenum="1" placement="0:1:-1:-1:-4:-23:22:22:874:491" />
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<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Menu\Defs.h" linenum="170" placement="0:1:-1:-1:-4:-23:44:44:896:513" />
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<localfile path="D:\Games\Half-Life\SDK\Single-Player Source\dlls\triggers.cpp" linenum="248" placement="0:1:-1:-1:-4:-23:66:66:918:535" />
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<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\Entities.c" linenum="109" placement="0:1:-1:-1:-4:-23:154:154:1006:623" />
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<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\FuncDoor.c" linenum="209" placement="0:1:-1:-1:-4:-23:176:176:1028:645" />
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<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\FuncDoorRotating.c" linenum="180" placement="0:1:-1:-1:-4:-23:198:198:1050:667" />
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<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\Defs.h" linenum="27" placement="0:1:-1:-1:-4:-23:220:220:1072:689" />
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<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Globals.h" linenum="289" placement="0:1:-1:-1:-4:-23:0:0:852:469" />
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<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\Rules.c" linenum="105" placement="0:1:-1:-1:-4:-23:22:22:874:491" />
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<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Shared\Weapons.c" linenum="396" placement="0:1:-1:-1:-4:-23:44:44:896:513" />
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<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Shared\WeaponFlashbang.c" linenum="101" placement="0:1:-1:-1:-4:-23:66:66:918:535" />
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<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Client\Entities.c" linenum="38" placement="0:1:-1:-1:-4:-23:88:88:940:557" />
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<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\ArmouryEntity.c" linenum="78" placement="0:1:-1:-1:-4:-23:110:110:962:579" />
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<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\FuncEscapeZone.c" linenum="36" placement="0:1:-1:-1:-4:-23:132:132:984:601" />
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<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Shared\WeaponAWP.c" linenum="41" placement="0:1:-1:-1:-4:-23:154:154:1006:623" />
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<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Shared\WeaponAK47.c" linenum="1" placement="0:1:-1:-1:-4:-23:176:176:1028:645" />
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<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Shared\WeaponAUG.c" linenum="1" placement="0:1:-1:-1:-4:-23:198:198:1050:667" />
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<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\AmbientSound.c" linenum="42" placement="0:1:-1:-1:-4:-23:0:0:848:465" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\Ammo.c" linenum="1" placement="0:1:-1:-1:-4:-23:22:22:874:491" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\ArmouryEntity.c" linenum="1" placement="0:1:-1:-1:-4:-23:44:44:896:513" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\Client.c" linenum="1" placement="0:1:-1:-1:-4:-23:66:66:918:535" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\EntHostage.c" linenum="1" placement="0:1:-1:-1:-4:-23:88:88:940:557" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Shared\WeaponAWP.c" linenum="39" placement="0:1:-1:-1:-4:-23:132:132:984:601" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Builtins.h" linenum="1" placement="0:1:-1:-1:-4:-23:154:154:1006:623" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Globals.h" linenum="178" placement="0:1:-1:-1:-4:-23:176:176:1028:645" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Math.h" linenum="1" placement="0:1:-1:-1:-4:-23:198:198:1050:667" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\TraceAttack.c" linenum="39" placement="0:1:-1:-1:-4:-23:220:220:1072:689" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Shared\WeaponBase.c" linenum="99" placement="0:1:-1:-1:-4:-23:0:0:852:469" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Shared\WeaponP228.c" linenum="1" placement="0:1:-1:-1:-4:-23:22:22:874:491" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Shared\WeaponP90.c" linenum="1" placement="0:1:-1:-1:-4:-23:44:44:896:513" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Shared\WeaponUMP45.c" linenum="1" placement="0:1:-1:-1:-4:-23:66:66:918:535" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Shared\WeaponUSP45.c" linenum="1" placement="0:1:-1:-1:-4:-23:88:88:940:557" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Shared\WeaponXM1014.c" linenum="47" placement="0:1:-1:-1:-4:-23:110:110:962:579" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\freecs\default.cfg" linenum="34" placement="2:3:-1:-1:-4:-23:132:132:984:601" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Shared\WeaponDeagle.c" linenum="23" placement="0:1:-1:-1:-4:-23:0:0:852:469" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Shared\WeaponElites.c" linenum="24" placement="0:1:-1:-1:-4:-23:22:22:874:491" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Shared\WeaponM3.c" linenum="31" placement="0:1:-1:-1:-4:-23:44:44:896:513" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\PhysicsMove.c" linenum="17" placement="0:1:-1:-1:-4:-23:66:66:918:535" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\Player.c" linenum="33" placement="0:1:-1:-1:-4:-23:88:88:940:557" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\Rules.c" linenum="20" placement="0:1:-1:-1:-4:-23:110:110:962:579" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\Money.c" linenum="16" placement="0:1:-1:-1:-4:-23:132:132:984:601" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\Main.c" linenum="16" placement="0:1:-1:-1:-4:-23:154:154:1006:623" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\Light.c" linenum="19" placement="0:1:-1:-1:-4:-23:176:176:1028:645" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\Input.c" linenum="15" placement="0:1:-1:-1:-4:-23:198:198:1050:667" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\FuncVIPSafetyZone.c" linenum="14" placement="0:1:-1:-1:-4:-23:220:220:1072:689" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\FuncPushable.c" linenum="54" placement="0:1:-1:-1:-4:-23:0:0:852:469" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\FuncDoorRotating.c" linenum="181" placement="0:1:-1:-1:-4:-23:22:22:874:491" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\FuncDoor.c" linenum="211" placement="0:1:-1:-1:-4:-23:44:44:896:513" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Server\progs.src" linenum="43" placement="0:1:-1:-1:-4:-23:66:66:918:535" />
|
||||
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Client\progs.src" linenum="40" placement="2:3:-1:-1:-4:-23:88:88:940:557" />
|
||||
</workspace>
|
||||
|
||||
|
|
|
@ -303,4 +303,4 @@ float clamp(float d, float imin, float imax) {
|
|||
}
|
||||
|
||||
void Empty( void ) { }
|
||||
void OpenCSGunBase_ShotMultiplierHandle( float fShots );
|
||||
void BaseGun_ShotMultiplierHandle( float fShots );
|
||||
|
|
|
@ -40,7 +40,6 @@ Not Toggled (32) - Older FGDs show this as Not Looped.
|
|||
Must be left unchecked for looping sound files.
|
||||
Note that actual looping depends purely on cue points defined in the .wav file (see notes).
|
||||
*/
|
||||
|
||||
.float pitch;
|
||||
void ambient_generic( void ) {
|
||||
static float ambient_generic_send( entity ePEnt, float fChanged ) {
|
||||
|
|
|
@ -131,10 +131,10 @@ float Weapon_GetAnimType( float fWeapon );
|
|||
float Weapon_GetFireRate( float fWeapon );
|
||||
float Weapon_GetReloadTime( float fWeapon );
|
||||
|
||||
void OpenCSGunBase_AccuracyCalc( void );
|
||||
void OpenCSGunBase_Draw( void );
|
||||
float OpenCSGunBase_PrimaryFire( void );
|
||||
float OpenCSGunBase_Reload( void );
|
||||
void BaseGun_AccuracyCalc( void );
|
||||
void BaseGun_Draw( void );
|
||||
float BaseGun_PrimaryFire( void );
|
||||
float BaseGun_Reload( void );
|
||||
|
||||
void BaseMelee_Draw( void );
|
||||
int BaseMelee_Attack( void );
|
||||
|
|
|
@ -207,7 +207,9 @@ void FuncDoor_Touch( void ) {
|
|||
}
|
||||
|
||||
if ( other.movetype == MOVETYPE_WALK ) {
|
||||
FuncDoor_Trigger();
|
||||
if ( other.absmin_z <= self.maxs_z - 2 ) {
|
||||
FuncDoor_Trigger();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -178,8 +178,10 @@ void FuncDoorRotate_Touch( void ) {
|
|||
}
|
||||
|
||||
if ( other.movetype == MOVETYPE_WALK ) {
|
||||
eActivator = other;
|
||||
FuncDoorRotate_Trigger();
|
||||
if ( other.absmin_z <= self.maxs_z - 2 ) {
|
||||
eActivator = other;
|
||||
FuncDoorRotate_Trigger();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -50,7 +50,7 @@ void func_pushable( void ) {
|
|||
self.v_angle = eActivator.angles;
|
||||
}
|
||||
static void func_pushable_physics( void ) {
|
||||
input_movevalues = [ self.movedir_x, self.movedir_y, 0 ];
|
||||
input_movevalues = [ self.movedir_x * 100, self.movedir_y * 100, 0 ];
|
||||
input_impulse = input_buttons = 0;
|
||||
input_angles = self.v_angle;
|
||||
input_timelength = frametime;
|
||||
|
|
|
@ -18,6 +18,19 @@ along with this program; if not, write to the Free Software
|
|||
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
*/
|
||||
|
||||
string sPainSounds[5] = {
|
||||
"player/pl_pain2.wav",
|
||||
"player/pl_pain4.wav",
|
||||
"player/pl_pain5.wav",
|
||||
"player/pl_pain6.wav",
|
||||
"player/pl_pain7.wav"
|
||||
};
|
||||
|
||||
/*
|
||||
=================
|
||||
Player_SendEntity
|
||||
=================
|
||||
*/
|
||||
float Player_SendEntity( entity ePEnt, float fChanged ) {
|
||||
if ( self.health <= 0 && ePEnt != self ) {
|
||||
return FALSE;
|
||||
|
@ -39,14 +52,6 @@ float Player_SendEntity( entity ePEnt, float fChanged ) {
|
|||
return TRUE;
|
||||
}
|
||||
|
||||
string sPainSounds[5] = {
|
||||
"player/pl_pain2.wav",
|
||||
"player/pl_pain4.wav",
|
||||
"player/pl_pain5.wav",
|
||||
"player/pl_pain6.wav",
|
||||
"player/pl_pain7.wav"
|
||||
};
|
||||
|
||||
/*
|
||||
=================
|
||||
Player_Pain
|
||||
|
@ -293,7 +298,7 @@ Run before physics
|
|||
*/
|
||||
void PlayerPreThink( void ) {
|
||||
Input_Handle();
|
||||
OpenCSGunBase_ShotMultiplierUpdate();
|
||||
BaseGun_ShotMultiplierUpdate();
|
||||
|
||||
if ( !( self.flags & FL_ONGROUND ) ){
|
||||
self.fFallVelocity = -self.velocity_z;
|
||||
|
|
|
@ -36,7 +36,7 @@ void TraceAttack_FireSingle( vector vPos, vector vAngle ) {
|
|||
TraceAttack_FireSingle( vPos, vAngle );
|
||||
iTotalPenetrations++;
|
||||
}
|
||||
traceline( vPos, vPos + ( vAngle * 8192 ), MOVE_HITMODEL, self);
|
||||
traceline( vPos, vPos + ( vAngle * wptTable[ self.weapon ].fRange ), MOVE_HITMODEL, self);
|
||||
|
||||
if (trace_fraction != 1.0) {
|
||||
if ( trace_ent.takedamage == DAMAGE_YES ) {
|
||||
|
|
|
@ -40,7 +40,7 @@ PhysicsMove.c
|
|||
../Shared/WeaponUMP45.c
|
||||
../Shared/WeaponUSP45.c
|
||||
../Shared/WeaponXM1014.c
|
||||
../Shared/WeaponBase.c
|
||||
../Shared/BaseGun.c
|
||||
../Shared/BaseMelee.c
|
||||
../Shared/Weapons.c
|
||||
../Shared/Effects.c
|
||||
|
|
|
@ -57,7 +57,12 @@ weaponinfo_t wptTable[ CS_WEAPON_COUNT ] = {
|
|||
int iShotMultiplier;
|
||||
#endif
|
||||
|
||||
void OpenCSGunBase_ShotMultiplierHandle( float fShots ) {
|
||||
/*
|
||||
====================
|
||||
BaseGun_ShotMultiplierHandle
|
||||
====================
|
||||
*/
|
||||
void BaseGun_ShotMultiplierHandle( float fShots ) {
|
||||
#ifdef SSQC
|
||||
if ( self.iShotMultiplier > 12 ) {
|
||||
self.iShotMultiplier = 12;
|
||||
|
@ -75,23 +80,37 @@ void OpenCSGunBase_ShotMultiplierHandle( float fShots ) {
|
|||
}
|
||||
|
||||
#ifdef SSQC
|
||||
/*
|
||||
====================
|
||||
BaseGun_ShotMultiplierUpdate
|
||||
|
||||
// This is being triggered in PlayerPreThink after the input
|
||||
void OpenCSGunBase_ShotMultiplierUpdate( void ) {
|
||||
This is being triggered in PlayerPreThink after the input
|
||||
====================
|
||||
*/
|
||||
void BaseGun_ShotMultiplierUpdate( void ) {
|
||||
if ( ( self.iShotMultiplier > 0 ) && ( self.fDecreaseShotTime < time ) ) {
|
||||
self.fDecreaseShotTime = time + wptTable[ self.weapon ].fAttackFinished + 0.01;
|
||||
self.iShotMultiplier--;
|
||||
}
|
||||
}
|
||||
|
||||
void OpenCSGunBase_Draw( void ) {
|
||||
/*
|
||||
====================
|
||||
BaseGun_Draw
|
||||
====================
|
||||
*/
|
||||
void BaseGun_Draw( void ) {
|
||||
self.iCurrentMag = self.(wptTable[ self.weapon ].iMagfld);
|
||||
self.iCurrentCaliber = self.(wptTable[ self.weapon ].iCaliberfld);
|
||||
Client_SendEvent( self, EV_WEAPON_DRAW );
|
||||
}
|
||||
|
||||
void OpenCSGunBase_AccuracyCalc( void ) {
|
||||
|
||||
/*
|
||||
====================
|
||||
BaseGun_AccuracyCalc
|
||||
====================
|
||||
*/
|
||||
void BaseGun_AccuracyCalc( void ) {
|
||||
if ( wptTable[ self.weapon ].fAccuracyDivisor == -1 ) {
|
||||
if ( self.viewzoom < 1.0f ) {
|
||||
self.fAccuracy = 0.0f;
|
||||
|
@ -103,19 +122,26 @@ void OpenCSGunBase_AccuracyCalc( void ) {
|
|||
}
|
||||
}
|
||||
|
||||
// Returns whether or not to play an animation
|
||||
float OpenCSGunBase_PrimaryFire( void ) {
|
||||
/*
|
||||
====================
|
||||
BaseGun_PrimaryFire
|
||||
|
||||
Returns whether or not to play an animation
|
||||
====================
|
||||
*/
|
||||
float BaseGun_PrimaryFire( void ) {
|
||||
// Nothing in the clip anymore? Don't even attempt
|
||||
if ( ( self.(wptTable[ self.weapon ].iMagfld) - 1 ) < 0 ) {
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
// Responsible for semi-automatic switch
|
||||
if ( wptTable[ self.weapon ].fWeaponType == TYPE_SEMI ) {
|
||||
self.flags = self.flags - ( self.flags & FL_SEMI_TOGGLED );
|
||||
}
|
||||
|
||||
OpenCSGunBase_ShotMultiplierHandle( wptTable[ self.weapon ].iBullets );
|
||||
OpenCSGunBase_AccuracyCalc();
|
||||
BaseGun_ShotMultiplierHandle( wptTable[ self.weapon ].iBullets );
|
||||
BaseGun_AccuracyCalc();
|
||||
TraceAttack_FireBullets( wptTable[ self.weapon ].iBullets, ( self.origin + self.view_ofs ) );
|
||||
Animation_ShootWeapon( self );
|
||||
|
||||
|
@ -125,8 +151,13 @@ float OpenCSGunBase_PrimaryFire( void ) {
|
|||
return TRUE;
|
||||
}
|
||||
|
||||
float OpenCSGunBase_Reload( void ) {
|
||||
static void OpenCSGunBase_FinishReload( void ) {
|
||||
/*
|
||||
====================
|
||||
BaseGun_Reload
|
||||
====================
|
||||
*/
|
||||
float BaseGun_Reload( void ) {
|
||||
static void BaseGun_FinishReload( void ) {
|
||||
// What if we've got less in our caliberfield than we need
|
||||
if ( self.(wptTable[ self.weapon ].iCaliberfld) < wptTable[ self.weapon ].iMagSize ) {
|
||||
self.(wptTable[ self.weapon ].iMagfld) = self.(wptTable[ self.weapon ].iCaliberfld);
|
||||
|
@ -150,7 +181,7 @@ float OpenCSGunBase_Reload( void ) {
|
|||
}
|
||||
|
||||
|
||||
self.think = OpenCSGunBase_FinishReload;
|
||||
self.think = BaseGun_FinishReload;
|
||||
self.nextthink = time + wptTable[ self.weapon ].fReloadFinished;
|
||||
self.fAttackFinished = self.nextthink;
|
||||
|
|
@ -59,7 +59,7 @@ enum {
|
|||
|
||||
void WeaponAK47_Draw( void ) {
|
||||
#ifdef SSQC
|
||||
OpenCSGunBase_Draw();
|
||||
BaseGun_Draw();
|
||||
#else
|
||||
View_PlayAnimation( ANIM_AK47_DRAW );
|
||||
#endif
|
||||
|
@ -67,7 +67,7 @@ void WeaponAK47_Draw( void ) {
|
|||
|
||||
void WeaponAK47_PrimaryFire( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
|
||||
if ( BaseGun_PrimaryFire() == TRUE ) {
|
||||
if ( random() <= 0.5 ) {
|
||||
sound( self, CHAN_WEAPON, "weapons/ak47-1.wav", 1, ATTN_NORM );
|
||||
} else {
|
||||
|
@ -84,13 +84,13 @@ void WeaponAK47_PrimaryFire( void ) {
|
|||
View_PlayAnimation( ANIM_AK47_SHOOT3 );
|
||||
}
|
||||
|
||||
OpenCSGunBase_ShotMultiplierHandle( 1 );
|
||||
BaseGun_ShotMultiplierHandle( 1 );
|
||||
#endif
|
||||
}
|
||||
|
||||
void WeaponAK47_Reload( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_Reload() == TRUE ) {
|
||||
if ( BaseGun_Reload() == TRUE ) {
|
||||
// Play Sound
|
||||
}
|
||||
#else
|
||||
|
|
|
@ -59,7 +59,7 @@ enum {
|
|||
|
||||
void WeaponAUG_Draw( void ) {
|
||||
#ifdef SSQC
|
||||
OpenCSGunBase_Draw();
|
||||
BaseGun_Draw();
|
||||
#else
|
||||
View_PlayAnimation( ANIM_AUG_DRAW );
|
||||
#endif
|
||||
|
@ -67,7 +67,7 @@ void WeaponAUG_Draw( void ) {
|
|||
|
||||
void WeaponAUG_PrimaryFire( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
|
||||
if ( BaseGun_PrimaryFire() == TRUE ) {
|
||||
sound( self, CHAN_WEAPON, "weapons/aug-1.wav", 1, ATTN_NORM );
|
||||
}
|
||||
#else
|
||||
|
@ -80,7 +80,7 @@ void WeaponAUG_PrimaryFire( void ) {
|
|||
View_PlayAnimation( ANIM_AUG_SHOOT3 );
|
||||
}
|
||||
|
||||
OpenCSGunBase_ShotMultiplierHandle( 1 );
|
||||
BaseGun_ShotMultiplierHandle( 1 );
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -98,7 +98,7 @@ void WeaponAUG_SecondaryFire( void ) {
|
|||
|
||||
void WeaponAUG_Reload( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_Reload() == TRUE ) {
|
||||
if ( BaseGun_Reload() == TRUE ) {
|
||||
// Play Sound
|
||||
}
|
||||
#else
|
||||
|
|
|
@ -59,7 +59,7 @@ enum {
|
|||
|
||||
void WeaponAWP_Draw( void ) {
|
||||
#ifdef SSQC
|
||||
OpenCSGunBase_Draw();
|
||||
BaseGun_Draw();
|
||||
#else
|
||||
View_PlayAnimation( ANIM_AWP_DRAW );
|
||||
#endif
|
||||
|
@ -67,7 +67,7 @@ void WeaponAWP_Draw( void ) {
|
|||
|
||||
void WeaponAWP_PrimaryFire( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
|
||||
if ( BaseGun_PrimaryFire() == TRUE ) {
|
||||
// Play Sound
|
||||
sound( self, CHAN_WEAPON, "weapons/awp1.wav", 1, ATTN_NORM );
|
||||
}
|
||||
|
@ -81,7 +81,7 @@ void WeaponAWP_PrimaryFire( void ) {
|
|||
View_PlayAnimation( ANIM_AWP_SHOOT3 );
|
||||
}
|
||||
|
||||
OpenCSGunBase_ShotMultiplierHandle( 1 );
|
||||
BaseGun_ShotMultiplierHandle( 1 );
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -101,7 +101,7 @@ void WeaponAWP_SecondaryFire( void ) {
|
|||
|
||||
void WeaponAWP_Reload( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_Reload() == TRUE ) {
|
||||
if ( BaseGun_Reload() == TRUE ) {
|
||||
// Play Sound
|
||||
}
|
||||
#else
|
||||
|
|
|
@ -59,7 +59,7 @@ enum {
|
|||
|
||||
void WeaponDEAGLE_Draw( void ) {
|
||||
#ifdef SSQC
|
||||
OpenCSGunBase_Draw();
|
||||
BaseGun_Draw();
|
||||
#else
|
||||
View_PlayAnimation( ANIM_DEAGLE_DRAW );
|
||||
#endif
|
||||
|
@ -67,7 +67,7 @@ void WeaponDEAGLE_Draw( void ) {
|
|||
|
||||
void WeaponDEAGLE_PrimaryFire( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
|
||||
if ( BaseGun_PrimaryFire() == TRUE ) {
|
||||
if ( random() <= 0.5 ) {
|
||||
sound( self, CHAN_WEAPON, "weapons/deagle-1.wav", 1, ATTN_NORM );
|
||||
} else {
|
||||
|
@ -85,13 +85,13 @@ void WeaponDEAGLE_PrimaryFire( void ) {
|
|||
}
|
||||
}
|
||||
|
||||
OpenCSGunBase_ShotMultiplierHandle( 1 );
|
||||
BaseGun_ShotMultiplierHandle( 1 );
|
||||
#endif
|
||||
}
|
||||
|
||||
void WeaponDEAGLE_Reload( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_Reload() == TRUE ) {
|
||||
if ( BaseGun_Reload() == TRUE ) {
|
||||
|
||||
}
|
||||
#else
|
||||
|
|
|
@ -75,7 +75,7 @@ enum {
|
|||
|
||||
void WeaponELITES_Draw( void ) {
|
||||
#ifdef SSQC
|
||||
OpenCSGunBase_Draw();
|
||||
BaseGun_Draw();
|
||||
sound( self, CHAN_WEAPON, "weapons/elite_deploy.wav", 1, ATTN_IDLE ); // TODO: Move to the client...?
|
||||
#else
|
||||
View_PlayAnimation( ANIM_ELITES_DRAW );
|
||||
|
@ -84,7 +84,7 @@ void WeaponELITES_Draw( void ) {
|
|||
|
||||
void WeaponELITES_PrimaryFire( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
|
||||
if ( BaseGun_PrimaryFire() == TRUE ) {
|
||||
// Play Sound
|
||||
sound( self, CHAN_WEAPON, "weapons/elite_fire.wav", 1, ATTN_NORM );
|
||||
}
|
||||
|
@ -124,14 +124,14 @@ void WeaponELITES_PrimaryFire( void ) {
|
|||
}
|
||||
}
|
||||
|
||||
OpenCSGunBase_ShotMultiplierHandle( 1 );
|
||||
BaseGun_ShotMultiplierHandle( 1 );
|
||||
iWeaponMode_ELITES = 1 - iWeaponMode_ELITES;
|
||||
#endif
|
||||
}
|
||||
|
||||
void WeaponELITES_Reload( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_Reload() == TRUE ) {
|
||||
if ( BaseGun_Reload() == TRUE ) {
|
||||
// Play Sound
|
||||
}
|
||||
#else
|
||||
|
|
|
@ -59,7 +59,7 @@ enum {
|
|||
|
||||
void WeaponFIVESEVEN_Draw( void ) {
|
||||
#ifdef SSQC
|
||||
OpenCSGunBase_Draw();
|
||||
BaseGun_Draw();
|
||||
#else
|
||||
View_PlayAnimation( ANIM_FIVESEVEN_DRAW );
|
||||
#endif
|
||||
|
@ -67,7 +67,7 @@ void WeaponFIVESEVEN_Draw( void ) {
|
|||
|
||||
void WeaponFIVESEVEN_PrimaryFire( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
|
||||
if ( BaseGun_PrimaryFire() == TRUE ) {
|
||||
// Play Sound
|
||||
sound( self, CHAN_WEAPON, "weapons/fiveseven-1.wav", 1, ATTN_NORM );
|
||||
}
|
||||
|
@ -81,13 +81,13 @@ void WeaponFIVESEVEN_PrimaryFire( void ) {
|
|||
View_PlayAnimation( ANIM_FIVESEVEN_SHOOT2 );
|
||||
}
|
||||
}
|
||||
OpenCSGunBase_ShotMultiplierHandle( 1 );
|
||||
BaseGun_ShotMultiplierHandle( 1 );
|
||||
#endif
|
||||
}
|
||||
|
||||
void WeaponFIVESEVEN_Reload( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_Reload() == TRUE ) {
|
||||
if ( BaseGun_Reload() == TRUE ) {
|
||||
}
|
||||
#else
|
||||
View_PlayAnimation( ANIM_FIVESEVEN_RELOAD );
|
||||
|
|
|
@ -58,7 +58,7 @@ enum {
|
|||
|
||||
void WeaponG3SG1_Draw( void ) {
|
||||
#ifdef SSQC
|
||||
OpenCSGunBase_Draw();
|
||||
BaseGun_Draw();
|
||||
#else
|
||||
View_PlayAnimation( ANIM_G3SG1_DRAW );
|
||||
#endif
|
||||
|
@ -66,7 +66,7 @@ void WeaponG3SG1_Draw( void ) {
|
|||
|
||||
void WeaponG3SG1_PrimaryFire( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
|
||||
if ( BaseGun_PrimaryFire() == TRUE ) {
|
||||
// Play Sound
|
||||
dprint("[DEBUG] FIRE!\n");
|
||||
sound( self, CHAN_WEAPON, "weapons/g3sg1-1.wav", 1, ATTN_NORM );
|
||||
|
@ -78,7 +78,7 @@ void WeaponG3SG1_PrimaryFire( void ) {
|
|||
} else {
|
||||
View_PlayAnimation( ANIM_G3SG1_SHOOT2 );
|
||||
}
|
||||
OpenCSGunBase_ShotMultiplierHandle( 1 );
|
||||
BaseGun_ShotMultiplierHandle( 1 );
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -98,7 +98,7 @@ void WeaponG3SG1_SecondaryFire( void ) {
|
|||
|
||||
void WeaponG3SG1_Reload( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_Reload() == TRUE ) {
|
||||
if ( BaseGun_Reload() == TRUE ) {
|
||||
// Play Sound
|
||||
}
|
||||
#else
|
||||
|
|
|
@ -72,7 +72,7 @@ enum {
|
|||
|
||||
void WeaponGLOCK18_Draw( void ) {
|
||||
#ifdef SSQC
|
||||
OpenCSGunBase_Draw();
|
||||
BaseGun_Draw();
|
||||
#else
|
||||
if ( random() <= 0.5 ) {
|
||||
View_PlayAnimation( ANIM_GLOCK_DRAW1 );
|
||||
|
@ -85,14 +85,14 @@ void WeaponGLOCK18_Draw( void ) {
|
|||
void WeaponGLOCK18_PrimaryFire( void ) {
|
||||
#ifdef SSQC
|
||||
if ( self.iMode_GLOCK18 == FALSE ) {
|
||||
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
|
||||
if ( BaseGun_PrimaryFire() == TRUE ) {
|
||||
sound( self, CHAN_WEAPON, "weapons/glock18-2.wav", 1, ATTN_NORM );
|
||||
}
|
||||
} else {
|
||||
if ( (self.iMag_GLOCK18 - 3 ) < 0 ) {
|
||||
return FALSE;
|
||||
}
|
||||
OpenCSGunBase_AccuracyCalc();
|
||||
BaseGun_AccuracyCalc();
|
||||
TraceAttack_FireBullets( 3, ( self.origin + self.view_ofs ) );
|
||||
|
||||
self.iMag_GLOCK18 -= 3;
|
||||
|
@ -100,7 +100,7 @@ void WeaponGLOCK18_PrimaryFire( void ) {
|
|||
|
||||
sound( self, CHAN_WEAPON, "weapons/glock18-1.wav", 1, ATTN_NORM );
|
||||
Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK );
|
||||
OpenCSGunBase_ShotMultiplierHandle( 3 );
|
||||
BaseGun_ShotMultiplierHandle( 3 );
|
||||
}
|
||||
#else
|
||||
if ( iWeaponMode_GLOCK18 == FALSE ) {
|
||||
|
@ -109,14 +109,14 @@ void WeaponGLOCK18_PrimaryFire( void ) {
|
|||
} else {
|
||||
View_PlayAnimation( ANIM_GLOCK_SHOOT );
|
||||
}
|
||||
OpenCSGunBase_ShotMultiplierHandle( 1 );
|
||||
BaseGun_ShotMultiplierHandle( 1 );
|
||||
} else {
|
||||
if ( random() <= 0.5 ) {
|
||||
View_PlayAnimation( ANIM_GLOCK_SHOOT_BURST1 );
|
||||
} else {
|
||||
View_PlayAnimation( ANIM_GLOCK_SHOOT_BURST2 );
|
||||
}
|
||||
OpenCSGunBase_ShotMultiplierHandle( 3 );
|
||||
BaseGun_ShotMultiplierHandle( 3 );
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
@ -143,7 +143,7 @@ void WeaponGLOCK18_Secondary( void ) {
|
|||
|
||||
void WeaponGLOCK18_Reload( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_Reload() == TRUE ) {
|
||||
if ( BaseGun_Reload() == TRUE ) {
|
||||
// Play Sound
|
||||
}
|
||||
#else
|
||||
|
|
|
@ -66,7 +66,7 @@ enum {
|
|||
|
||||
void WeaponM3_Draw( void ) {
|
||||
#ifdef SSQC
|
||||
OpenCSGunBase_Draw();
|
||||
BaseGun_Draw();
|
||||
#else
|
||||
View_PlayAnimation( ANIM_M3_DRAW );
|
||||
#endif
|
||||
|
@ -84,7 +84,7 @@ void WeaponM3_PrimaryFire( void ) {
|
|||
return;
|
||||
}
|
||||
|
||||
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
|
||||
if ( BaseGun_PrimaryFire() == TRUE ) {
|
||||
sound( self, CHAN_WEAPON, "weapons/m3-1.wav", 1, ATTN_NORM );
|
||||
}
|
||||
#else
|
||||
|
@ -93,7 +93,7 @@ void WeaponM3_PrimaryFire( void ) {
|
|||
} else {
|
||||
View_PlayAnimation( ANIM_M3_SHOOT2 );
|
||||
}
|
||||
OpenCSGunBase_ShotMultiplierHandle( 1 );
|
||||
BaseGun_ShotMultiplierHandle( 1 );
|
||||
#endif
|
||||
}
|
||||
|
||||
|
|
|
@ -72,7 +72,7 @@ enum {
|
|||
|
||||
void WeaponM4A1_Draw( void ) {
|
||||
#ifdef SSQC
|
||||
OpenCSGunBase_Draw();
|
||||
BaseGun_Draw();
|
||||
#else
|
||||
if ( iWeaponMode_M4A1 == TRUE ) {
|
||||
View_PlayAnimation( ANIM_M4A1_SILENCER_DRAW );
|
||||
|
@ -84,7 +84,7 @@ void WeaponM4A1_Draw( void ) {
|
|||
|
||||
void WeaponM4A1_PrimaryFire( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
|
||||
if ( BaseGun_PrimaryFire() == TRUE ) {
|
||||
if ( self.iMode_M4A1 == TRUE ) {
|
||||
sound( self, CHAN_WEAPON, "weapons/m4a1-1.wav", 1, ATTN_NORM );
|
||||
} else {
|
||||
|
@ -117,7 +117,7 @@ void WeaponM4A1_PrimaryFire( void ) {
|
|||
View_PlayAnimation( ANIM_M4A1_SHOOT3 );
|
||||
}
|
||||
}
|
||||
OpenCSGunBase_ShotMultiplierHandle( 1 );
|
||||
BaseGun_ShotMultiplierHandle( 1 );
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -142,7 +142,7 @@ void WeaponM4A1_Secondary( void ) {
|
|||
|
||||
void WeaponM4A1_Reload( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_Reload() == TRUE ) {
|
||||
if ( BaseGun_Reload() == TRUE ) {
|
||||
// Play Sound
|
||||
}
|
||||
#else
|
||||
|
|
|
@ -59,7 +59,7 @@ enum {
|
|||
|
||||
void WeaponMP5_Draw( void ) {
|
||||
#ifdef SSQC
|
||||
OpenCSGunBase_Draw();
|
||||
BaseGun_Draw();
|
||||
#else
|
||||
View_PlayAnimation( ANIM_MP5_DRAW );
|
||||
#endif
|
||||
|
@ -67,7 +67,7 @@ void WeaponMP5_Draw( void ) {
|
|||
|
||||
void WeaponMP5_PrimaryFire( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
|
||||
if ( BaseGun_PrimaryFire() == TRUE ) {
|
||||
if ( random() <= 0.5 ) {
|
||||
sound( self, CHAN_WEAPON, "weapons/mp5-1.wav", 1, ATTN_NORM );
|
||||
} else {
|
||||
|
@ -83,13 +83,13 @@ void WeaponMP5_PrimaryFire( void ) {
|
|||
} else {
|
||||
View_PlayAnimation( ANIM_MP5_SHOOT3 );
|
||||
}
|
||||
OpenCSGunBase_ShotMultiplierHandle( 1 );
|
||||
BaseGun_ShotMultiplierHandle( 1 );
|
||||
#endif
|
||||
}
|
||||
|
||||
void WeaponMP5_Reload( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_Reload() == TRUE ) {
|
||||
if ( BaseGun_Reload() == TRUE ) {
|
||||
// Play Sound
|
||||
}
|
||||
#else
|
||||
|
|
|
@ -59,7 +59,7 @@ enum {
|
|||
|
||||
void WeaponMAC10_Draw( void ) {
|
||||
#ifdef SSQC
|
||||
OpenCSGunBase_Draw();
|
||||
BaseGun_Draw();
|
||||
#else
|
||||
View_PlayAnimation( ANIM_MAC10_DRAW );
|
||||
#endif
|
||||
|
@ -67,7 +67,7 @@ void WeaponMAC10_Draw( void ) {
|
|||
|
||||
void WeaponMAC10_PrimaryFire( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
|
||||
if ( BaseGun_PrimaryFire() == TRUE ) {
|
||||
sound( self, CHAN_WEAPON, "weapons/mac10-1.wav", 1, ATTN_NORM );
|
||||
}
|
||||
#else
|
||||
|
@ -80,13 +80,13 @@ void WeaponMAC10_PrimaryFire( void ) {
|
|||
} else {
|
||||
View_PlayAnimation( ANIM_MAC10_SHOOT3 );
|
||||
}
|
||||
OpenCSGunBase_ShotMultiplierHandle( 1 );
|
||||
BaseGun_ShotMultiplierHandle( 1 );
|
||||
#endif
|
||||
}
|
||||
|
||||
void WeaponMAC10_Reload( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_Reload() == TRUE ) {
|
||||
if ( BaseGun_Reload() == TRUE ) {
|
||||
// Play Sound
|
||||
}
|
||||
#else
|
||||
|
|
|
@ -59,7 +59,7 @@ enum {
|
|||
|
||||
void WeaponP228_Draw( void ) {
|
||||
#ifdef SSQC
|
||||
OpenCSGunBase_Draw();
|
||||
BaseGun_Draw();
|
||||
#else
|
||||
View_PlayAnimation( ANIM_P228_DRAW );
|
||||
#endif
|
||||
|
@ -67,7 +67,7 @@ void WeaponP228_Draw( void ) {
|
|||
|
||||
void WeaponP228_PrimaryFire( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
|
||||
if ( BaseGun_PrimaryFire() == TRUE ) {
|
||||
// Play Sound
|
||||
sound( self, CHAN_WEAPON, "weapons/p228-1.wav", 1, ATTN_NORM );
|
||||
}
|
||||
|
@ -86,13 +86,13 @@ void WeaponP228_PrimaryFire( void ) {
|
|||
View_PlayAnimation( ANIM_P228_SHOOT3 );
|
||||
}
|
||||
}
|
||||
OpenCSGunBase_ShotMultiplierHandle( 1 );
|
||||
BaseGun_ShotMultiplierHandle( 1 );
|
||||
#endif
|
||||
}
|
||||
|
||||
void WeaponP228_Reload( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_Reload() == TRUE ) {
|
||||
if ( BaseGun_Reload() == TRUE ) {
|
||||
}
|
||||
#else
|
||||
View_PlayAnimation( ANIM_P228_RELOAD );
|
||||
|
|
|
@ -59,7 +59,7 @@ enum {
|
|||
|
||||
void WeaponP90_Draw( void ) {
|
||||
#ifdef SSQC
|
||||
OpenCSGunBase_Draw();
|
||||
BaseGun_Draw();
|
||||
#else
|
||||
View_PlayAnimation( ANIM_P90_DRAW );
|
||||
#endif
|
||||
|
@ -67,7 +67,7 @@ void WeaponP90_Draw( void ) {
|
|||
|
||||
void WeaponP90_PrimaryFire( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
|
||||
if ( BaseGun_PrimaryFire() == TRUE ) {
|
||||
sound( self, CHAN_WEAPON, "weapons/p90-1.wav", 1, ATTN_NORM );
|
||||
}
|
||||
#else
|
||||
|
@ -80,13 +80,13 @@ void WeaponP90_PrimaryFire( void ) {
|
|||
} else {
|
||||
View_PlayAnimation( ANIM_P90_SHOOT3 );
|
||||
}
|
||||
OpenCSGunBase_ShotMultiplierHandle( 1 );
|
||||
BaseGun_ShotMultiplierHandle( 1 );
|
||||
#endif
|
||||
}
|
||||
|
||||
void WeaponP90_Reload( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_Reload() == TRUE ) {
|
||||
if ( BaseGun_Reload() == TRUE ) {
|
||||
// Play Sound
|
||||
}
|
||||
#else
|
||||
|
|
|
@ -58,7 +58,7 @@ enum {
|
|||
|
||||
void WeaponPARA_Draw( void ) {
|
||||
#ifdef SSQC
|
||||
OpenCSGunBase_Draw();
|
||||
BaseGun_Draw();
|
||||
#else
|
||||
View_PlayAnimation( ANIM_PARA_DRAW );
|
||||
#endif
|
||||
|
@ -66,7 +66,7 @@ void WeaponPARA_Draw( void ) {
|
|||
|
||||
void WeaponPARA_PrimaryFire( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
|
||||
if ( BaseGun_PrimaryFire() == TRUE ) {
|
||||
if ( random() <= 0.5 ) {
|
||||
sound( self, CHAN_WEAPON, "weapons/m249-1.wav", 1, ATTN_NORM );
|
||||
} else {
|
||||
|
@ -79,13 +79,13 @@ void WeaponPARA_PrimaryFire( void ) {
|
|||
} else {
|
||||
View_PlayAnimation( ANIM_PARA_SHOOT2 );
|
||||
}
|
||||
OpenCSGunBase_ShotMultiplierHandle( 1 );
|
||||
BaseGun_ShotMultiplierHandle( 1 );
|
||||
#endif
|
||||
}
|
||||
|
||||
void WeaponPARA_Reload( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_Reload() == TRUE ) {
|
||||
if ( BaseGun_Reload() == TRUE ) {
|
||||
// Play Sound
|
||||
}
|
||||
#else
|
||||
|
|
|
@ -58,7 +58,7 @@ enum {
|
|||
|
||||
void WeaponSG550_Draw( void ) {
|
||||
#ifdef SSQC
|
||||
OpenCSGunBase_Draw();
|
||||
BaseGun_Draw();
|
||||
#else
|
||||
View_PlayAnimation( ANIM_SG550_DRAW );
|
||||
#endif
|
||||
|
@ -66,7 +66,7 @@ void WeaponSG550_Draw( void ) {
|
|||
|
||||
void WeaponSG550_PrimaryFire( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
|
||||
if ( BaseGun_PrimaryFire() == TRUE ) {
|
||||
sound( self, CHAN_WEAPON, "weapons/sg550-1.wav", 1, ATTN_NORM );
|
||||
}
|
||||
#else
|
||||
|
@ -76,7 +76,7 @@ void WeaponSG550_PrimaryFire( void ) {
|
|||
} else {
|
||||
View_PlayAnimation( ANIM_SG550_SHOOT2 );
|
||||
}
|
||||
OpenCSGunBase_ShotMultiplierHandle( 1 );
|
||||
BaseGun_ShotMultiplierHandle( 1 );
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -96,7 +96,7 @@ void WeaponSG550_SecondaryFire( void ) {
|
|||
|
||||
void WeaponSG550_Reload( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_Reload() == TRUE ) {
|
||||
if ( BaseGun_Reload() == TRUE ) {
|
||||
// Play Sound
|
||||
}
|
||||
#else
|
||||
|
|
|
@ -59,7 +59,7 @@ enum {
|
|||
|
||||
void WeaponSG552_Draw( void ) {
|
||||
#ifdef SSQC
|
||||
OpenCSGunBase_Draw();
|
||||
BaseGun_Draw();
|
||||
#else
|
||||
View_PlayAnimation( ANIM_SG552_DRAW );
|
||||
#endif
|
||||
|
@ -67,7 +67,7 @@ void WeaponSG552_Draw( void ) {
|
|||
|
||||
void WeaponSG552_PrimaryFire( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
|
||||
if ( BaseGun_PrimaryFire() == TRUE ) {
|
||||
if ( random() <= 0.5 ) {
|
||||
sound( self, CHAN_WEAPON, "weapons/sg552-1.wav", 1, ATTN_NORM );
|
||||
} else {
|
||||
|
@ -84,7 +84,7 @@ void WeaponSG552_PrimaryFire( void ) {
|
|||
View_PlayAnimation( ANIM_SG552_SHOOT3 );
|
||||
}
|
||||
|
||||
OpenCSGunBase_ShotMultiplierHandle( 1 );
|
||||
BaseGun_ShotMultiplierHandle( 1 );
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -102,7 +102,7 @@ void WeaponSG552_SecondaryFire( void ) {
|
|||
|
||||
void WeaponSG552_Reload( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_Reload() == TRUE ) {
|
||||
if ( BaseGun_Reload() == TRUE ) {
|
||||
// Play Sound
|
||||
}
|
||||
#else
|
||||
|
|
|
@ -58,7 +58,7 @@ enum {
|
|||
|
||||
void WeaponSCOUT_Draw( void ) {
|
||||
#ifdef SSQC
|
||||
OpenCSGunBase_Draw();
|
||||
BaseGun_Draw();
|
||||
#else
|
||||
View_PlayAnimation( ANIM_SCOUT_DRAW );
|
||||
#endif
|
||||
|
@ -66,7 +66,7 @@ void WeaponSCOUT_Draw( void ) {
|
|||
|
||||
void WeaponSCOUT_PrimaryFire( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
|
||||
if ( BaseGun_PrimaryFire() == TRUE ) {
|
||||
// Play Sound
|
||||
sound( self, CHAN_WEAPON, "weapons/scout_fire-1.wav", 1, ATTN_NORM );
|
||||
}
|
||||
|
@ -77,7 +77,7 @@ void WeaponSCOUT_PrimaryFire( void ) {
|
|||
View_PlayAnimation( ANIM_SCOUT_SHOOT2 );
|
||||
}
|
||||
|
||||
OpenCSGunBase_ShotMultiplierHandle( 1 );
|
||||
BaseGun_ShotMultiplierHandle( 1 );
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -97,7 +97,7 @@ void WeaponSCOUT_SecondaryFire( void ) {
|
|||
|
||||
void WeaponSCOUT_Reload( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_Reload() == TRUE ) {
|
||||
if ( BaseGun_Reload() == TRUE ) {
|
||||
// Play Sound
|
||||
}
|
||||
#else
|
||||
|
|
|
@ -59,7 +59,7 @@ enum {
|
|||
|
||||
void WeaponTMP_Draw( void ) {
|
||||
#ifdef SSQC
|
||||
OpenCSGunBase_Draw();
|
||||
BaseGun_Draw();
|
||||
#else
|
||||
View_PlayAnimation( ANIM_TMP_DRAW );
|
||||
#endif
|
||||
|
@ -67,7 +67,7 @@ void WeaponTMP_Draw( void ) {
|
|||
|
||||
void WeaponTMP_PrimaryFire( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
|
||||
if ( BaseGun_PrimaryFire() == TRUE ) {
|
||||
if ( random() <= 0.5 ) {
|
||||
sound( self, CHAN_WEAPON, "weapons/tmp-1.wav", 1, ATTN_NORM );
|
||||
} else {
|
||||
|
@ -84,13 +84,13 @@ void WeaponTMP_PrimaryFire( void ) {
|
|||
View_PlayAnimation( ANIM_TMP_SHOOT3 );
|
||||
}
|
||||
|
||||
OpenCSGunBase_ShotMultiplierHandle( 1 );
|
||||
BaseGun_ShotMultiplierHandle( 1 );
|
||||
#endif
|
||||
}
|
||||
|
||||
void WeaponTMP_Reload( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_Reload() == TRUE ) {
|
||||
if ( BaseGun_Reload() == TRUE ) {
|
||||
// Play Sound
|
||||
}
|
||||
#else
|
||||
|
|
|
@ -59,7 +59,7 @@ enum {
|
|||
|
||||
void WeaponUMP45_Draw( void ) {
|
||||
#ifdef SSQC
|
||||
OpenCSGunBase_Draw();
|
||||
BaseGun_Draw();
|
||||
//sound( self, CHAN_WEAPON, "weapons/ump45_boltslap.wav", 1, ATTN_IDLE ); // TODO: Move to the client...?
|
||||
#else
|
||||
View_PlayAnimation( ANIM_UMP45_DRAW );
|
||||
|
@ -68,7 +68,7 @@ void WeaponUMP45_Draw( void ) {
|
|||
|
||||
void WeaponUMP45_PrimaryFire( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
|
||||
if ( BaseGun_PrimaryFire() == TRUE ) {
|
||||
sound( self, CHAN_WEAPON, "weapons/ump45-1.wav", 1, ATTN_NORM );
|
||||
}
|
||||
#else
|
||||
|
@ -82,13 +82,13 @@ void WeaponUMP45_PrimaryFire( void ) {
|
|||
View_PlayAnimation( ANIM_UMP45_SHOOT3 );
|
||||
}
|
||||
|
||||
OpenCSGunBase_ShotMultiplierHandle( 1 );
|
||||
BaseGun_ShotMultiplierHandle( 1 );
|
||||
#endif
|
||||
}
|
||||
|
||||
void WeaponUMP45_Reload( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_Reload() == TRUE ) {
|
||||
if ( BaseGun_Reload() == TRUE ) {
|
||||
// Play Sound
|
||||
}
|
||||
#else
|
||||
|
|
|
@ -74,7 +74,7 @@ enum {
|
|||
|
||||
void WeaponUSP45_Draw( void ) {
|
||||
#ifdef SSQC
|
||||
OpenCSGunBase_Draw();
|
||||
BaseGun_Draw();
|
||||
#else
|
||||
if ( iWeaponMode_USP45 == TRUE ) {
|
||||
View_PlayAnimation( ANIM_USP45_SILENCER_DRAW );
|
||||
|
@ -86,7 +86,7 @@ void WeaponUSP45_Draw( void ) {
|
|||
|
||||
void WeaponUSP45_PrimaryFire( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
|
||||
if ( BaseGun_PrimaryFire() == TRUE ) {
|
||||
if ( self.iMode_USP45 == TRUE ) {
|
||||
if ( random() <= 0.5 ) {
|
||||
sound( self, CHAN_WEAPON, "weapons/usp1.wav", 1, ATTN_NORM );
|
||||
|
@ -128,7 +128,7 @@ void WeaponUSP45_PrimaryFire( void ) {
|
|||
}
|
||||
}
|
||||
|
||||
OpenCSGunBase_ShotMultiplierHandle( 1 );
|
||||
BaseGun_ShotMultiplierHandle( 1 );
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -153,7 +153,7 @@ void WeaponUSP45_Secondary( void ) {
|
|||
|
||||
void WeaponUSP45_Reload( void ) {
|
||||
#ifdef SSQC
|
||||
if ( OpenCSGunBase_Reload() == TRUE ) {
|
||||
if ( BaseGun_Reload() == TRUE ) {
|
||||
|
||||
}
|
||||
#else
|
||||
|
|
|
@ -66,7 +66,7 @@ enum {
|
|||
|
||||
void WeaponXM1014_Draw( void ) {
|
||||
#ifdef SSQC
|
||||
OpenCSGunBase_Draw();
|
||||
BaseGun_Draw();
|
||||
#else
|
||||
View_PlayAnimation( ANIM_XM1014_DRAW );
|
||||
#endif
|
||||
|
@ -84,7 +84,7 @@ void WeaponXM1014_PrimaryFire( void ) {
|
|||
return;
|
||||
}
|
||||
|
||||
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
|
||||
if ( BaseGun_PrimaryFire() == TRUE ) {
|
||||
sound( self, CHAN_WEAPON, "weapons/xm1014-1.wav", 1, ATTN_NORM );
|
||||
}
|
||||
#else
|
||||
|
@ -94,7 +94,7 @@ void WeaponXM1014_PrimaryFire( void ) {
|
|||
View_PlayAnimation( ANIM_XM1014_SHOOT2 );
|
||||
}
|
||||
|
||||
OpenCSGunBase_ShotMultiplierHandle( 1 );
|
||||
BaseGun_ShotMultiplierHandle( 1 );
|
||||
#endif
|
||||
}
|
||||
|
||||
|
|
Binary file not shown.
BIN
freecs/progs.dat
BIN
freecs/progs.dat
Binary file not shown.
Loading…
Reference in a new issue