Cleaned a few things up and fixed doors being able to be triggered from above

This commit is contained in:
Marco Cawthorne 2017-07-03 13:55:11 +02:00
parent dbde5342d7
commit 3188c43bc0
44 changed files with 359 additions and 165 deletions

View file

@ -48,6 +48,14 @@ string sPModels[ CS_WEAPON_COUNT - 1 ] = {
"models/p_smokegrenade.mdl"
};
/*
=================
Player_PreDraw
Run every before every frame is rendered.
Responsible for local player prediction and other player appearance/interpolation.
=================
*/
float Player_PreDraw( void ) {
if ( self.entnum == player_localentnum ) {
// Don't predict if we're frozen/paused FIXME: FTE doesn't have serverkey_float yet!

View file

@ -20,6 +20,18 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "VGUI.h"
/*
====================
VGUI_MessageOfTheDay
The MOTD screen.
TODO: Networking still needs to be done.
You can't store motds in infokey strings because
newline chars are not supported. You could hack it to use
an array of infokeys, but that'll clutter things up
====================
*/
void VGUI_MessageOfTheDay( vector vPos ) {
static void MessageOfTheDay_ButtonOK( void ) {
fVGUI_Display = VGUI_TEAMSELECT;

View file

@ -20,6 +20,13 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "VGUI.h"
/*
====================
HUD_GetChatColor
Returns an RGB color vector for the specified team
====================
*/
vector HUD_GetChatColor( float fTeam ) {
if ( fTeam == TEAM_CT ) {
return '0.45 0.60 0.75';
@ -30,6 +37,13 @@ vector HUD_GetChatColor( float fTeam ) {
}
}
/*
====================
HUD_GetChatColor
Returns a HEX color string prefix for the specified team
====================
*/
string HUD_GetChatColorHEX( float fTeam ) {
if ( fTeam == TEAM_CT ) {
return "^x7AC";
@ -40,6 +54,13 @@ string HUD_GetChatColorHEX( float fTeam ) {
}
}
/*
====================
HUD_GetChatColor
Returns a HEX color string prefix with teamname
====================
*/
string HUD_GetChatColorHEXTeam( float fTeam ) {
if ( fTeam == TEAM_CT ) {
return "^x7AC(Counter-Terrorist) ";
@ -50,7 +71,13 @@ string HUD_GetChatColorHEXTeam( float fTeam ) {
}
}
// Returns whether or not our mouse cursor hovers over a region
/*
====================
VGUI_CheckMouse
Returns whether or not our mouse cursor hovers over a region
====================
*/
float VGUI_CheckMouse( vector vPos, vector vReg ) {
vector vSMins, vSMaxs;
@ -71,7 +98,14 @@ float VGUI_CheckMouse( vector vPos, vector vReg ) {
return 0;
}
// Draws window with outline, border and title
/*
====================
VGUI_Window
Draws window with outline, border and title
====================
*/
void VGUI_Window( string sTitle, vector vPosition, vector vSize ) {
// Draw the background
drawfill( vPosition, vSize, VGUI_WINDOW_BGCOLOR, VGUI_WINDOW_BGALPHA );
@ -87,7 +121,14 @@ void VGUI_Window( string sTitle, vector vPosition, vector vSize ) {
drawfill( vPosition + '0 48', [vSize_x, 1], vVGUIColor, VGUI_WINDOW_FGALPHA );
}
// Draws window with outline, border and title
/*
====================
VGUI_WindowSmall
Draws smaller window with outline, border and title
====================
*/
void VGUI_WindowSmall( string sTitle, vector vPosition, vector vSize ) {
// Draw the background
drawfill( vPosition, vSize, VGUI_WINDOW_BGCOLOR, VGUI_WINDOW_BGALPHA );
@ -103,7 +144,13 @@ void VGUI_WindowSmall( string sTitle, vector vPosition, vector vSize ) {
drawfill( vPosition + '0 24', [vSize_x, 1], vVGUIColor, VGUI_WINDOW_FGALPHA );
}
// Draws a button, returns whether or not a mouse is hovering over it (for inheritance' sake)
/*
====================
VGUI_WindowSmall
Draws a button, returns whether or not a mouse is hovering over it (for inheritance' sake)
====================
*/
float VGUI_Button( string sLabel, void() vFunction, vector vPosition, vector vSize ) {
vector vLabelPos;
@ -132,6 +179,13 @@ float VGUI_Button( string sLabel, void() vFunction, vector vPosition, vector vSi
return FALSE;
}
/*
====================
VGUI_FakeButton
Looks like a button, doesn't function though. Meant for dead buttons
====================
*/
void VGUI_FakeButton( string sLabel, vector vPosition, vector vSize ) {
vector vLabelPos;
@ -147,11 +201,24 @@ void VGUI_FakeButton( string sLabel, vector vPosition, vector vSize ) {
CSQC_DrawText( vLabelPos, sLabel, '8 8', vVGUIColor * 0.5, VGUI_WINDOW_FGALPHA, DRAWFLAG_ADDITIVE, FONT_DEFAULT );
}
// Wrapper for simple VGUI Text labels
/*
====================
VGUI_Text
Wrapper for simple GUI text labels
====================
*/
void VGUI_Text( string sText, vector vPos, vector vSize, float fFont ) {
CSQC_DrawText( vPos, sText, vSize, vVGUIColor, VGUI_WINDOW_FGALPHA, DRAWFLAG_ADDITIVE, fFont );
}
/*
====================
VGUI_RightText
Right-aligned version of above
====================
*/
void VGUI_RightText( vector vPos, string sText, vector vSize, vector vColor, float fFont ) {
vPos_x -= stringwidth( sText, FALSE, vSize );
CSQC_DrawText( vPos, sText, vSize, vColor, 1, 0, fFont );

View file

@ -56,6 +56,13 @@ float fRadioResponses[ VGUIRADIO_RESPONSES ] = {
RADIO_ENEMYDOWN
};
/*
====================
VGUI_Radio_DrawCommand
Prints and acts as an input check for a single command
====================
*/
void VGUI_Radio_DrawCommand( float fIndex, float fMessage, vector vPos ) {
VGUI_Text( sprintf( "%d) %s", fIndex + 1, sRadioChat[ fMessage ] ), vPos, '8 8', FONT_DEFAULT );
@ -65,6 +72,13 @@ void VGUI_Radio_DrawCommand( float fIndex, float fMessage, vector vPos ) {
}
}
/*
====================
VGUI_Radio_Draw
Main drawing routine for the radio menus
====================
*/
void VGUI_Radio_Draw( void ) {
vector vSize, vPos;
@ -117,6 +131,11 @@ void VGUI_Radio_Draw( void ) {
}
}
/*
====================
VGUI_Radio_Toggle
====================
*/
void VGUI_Radio_Toggle( float fMenu ) {
if ( getstatf( STAT_HEALTH ) <= 0 ) {
return;

View file

@ -30,6 +30,11 @@ string sScoreTeams[4] = {
// This is seperated from the other VGUI stuff so we can check scores while buying and whatnot
int iShowScores;
/*
====================
VGUI_Scores_DrawTeam
====================
*/
vector VGUI_Scores_DrawTeam( vector vPos, float fTeam ) {
vector vColor;
@ -103,6 +108,11 @@ vector VGUI_Scores_DrawTeam( vector vPos, float fTeam ) {
return vNewPos + '0 24';
}
/*
====================
VGUI_Scores_Show
====================
*/
void VGUI_Scores_Show( void ) {
vector vMainPos;
vector vSize;

View file

@ -20,6 +20,11 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "VGUI.h"
/*
====================
VGUI_DrawSpectatorHUD
====================
*/
void VGUI_DrawSpectatorHUD( void ) {
vHUDColor = autocvar_con_color * ( 1 / 255 );

View file

@ -86,6 +86,11 @@ string sClassInfo[64] = {
_("VGUI_CT4_TXT6")
};
/*
====================
VGUI_TeamSelect_Main
====================
*/
void VGUI_TeamSelect_Main( vector vPos ) {
static void TeamSelect_Main_ButtonT( void ) {
fVGUI_Display = VGUI_TEAM_T;
@ -136,10 +141,20 @@ void VGUI_TeamSelect_Main( vector vPos ) {
VGUI_Button( _("VGUI_EXIT"), TeamSelect_Main_Exit, vPos + '16 440 0', '120 24 0' );
}
/*
====================
VGUI_TeamSelect_Back
====================
*/
void VGUI_TeamSelect_Back( void ) {
fVGUI_Display = VGUI_TEAMSELECT;
}
/*
====================
VGUI_TeamSelect_Button
====================
*/
void VGUI_TeamSelect_Button( float fNumber, void() vFunc, vector vPos, vector vSize ) {
if( VGUI_Button( sClassInfo[ 8 * fNumber ] , vFunc, vPos, vSize ) == TRUE ) {
drawpic( vVGUIWindowPos + '356 64', sClassInfo[ 8 * fNumber + 1 ], '128 256', '1 1 1', 1 );
@ -153,6 +168,11 @@ void VGUI_TeamSelect_Button( float fNumber, void() vFunc, vector vPos, vector vS
}
}
/*
====================
VGUI_TeamSelect_T
====================
*/
void VGUI_TeamSelect_T( vector vPos ) {
static void TeamSelect_T1( void ) {
sendevent( "GamePlayerSpawn", "f", 1 );
@ -178,6 +198,11 @@ void VGUI_TeamSelect_T( vector vPos ) {
VGUI_Button( _("VGUI_BACK"), VGUI_TeamSelect_Back, vPos + '16 440 0', '120 24 0' );
}
/*
====================
VGUI_TeamSelect_CT
====================
*/
void VGUI_TeamSelect_CT ( vector vPos ) {
static void TeamSelect_CT1( void ) {
sendevent( "GamePlayerSpawn", "f", 5 );

View file

@ -18,6 +18,10 @@ along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
entity eViewModel;
entity eMuzzleflash;
float fNumBones;
string sViewModels[ CS_WEAPON_COUNT - 1 ] = {
"models/v_knife.mdl",
"models/v_usp.mdl",
@ -85,10 +89,11 @@ float View_CalcBob( void ) {
return fBob;
}
entity eViewModel;
entity eMuzzleflash;
float fNumBones;
/*
====================
View_ProcessEvent
====================
*/
void View_ProcessEvent( float fTimeStamp, int iCode, string sData ) {
if ( iCode == 5004 ) {
localsound( sData, CHAN_AUTO, 1.0 );
@ -115,6 +120,11 @@ void View_ProcessEvent( float fTimeStamp, int iCode, string sData ) {
}
}
/*
====================
View_DrawViewModel
====================
*/
void View_DrawViewModel( void ) {
static float fLastTime;
static float fBob;
@ -195,6 +205,11 @@ void View_DrawViewModel( void ) {
}
}
/*
====================
View_DrawViewModel
====================
*/
void View_PlayAnimation( int iSequence ) {
eViewModel.frame = (float)iSequence;
eViewModel.frame1time = 0.0f;

View file

@ -37,7 +37,7 @@ Defs.h
../Shared/WeaponUMP45.c
../Shared/WeaponUSP45.c
../Shared/WeaponXM1014.c
../Shared/WeaponBase.c
../Shared/BaseGun.c
../Shared/Weapons.c
../Shared/Effects.c
../Shared/Radio.c

View file

@ -1,5 +1,5 @@
<project version="Crimson Editor 3.60">
<category name="Client" expanded="no">
<category name="Client" expanded="yes">
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Client\Defs.h" />
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Client\Draw.c" />
<localfile path="C:\Cygwin\home\eukara\Projects\FreeCS\Source\Client\Entities.c" />
@ -113,37 +113,31 @@
</project>
<workspace version="Crimson Editor 3.60">
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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\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" />
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</workspace>

View file

@ -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 );

View file

@ -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 ) {

View file

@ -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 );

View file

@ -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();
}
}
}

View file

@ -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();
}
}
}

View file

@ -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;

View file

@ -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;

View file

@ -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 ) {

View file

@ -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

View file

@ -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;

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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 );

View file

@ -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

View file

@ -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

View file

@ -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
}

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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 );

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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
}

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