Half-Life: WEAPON_GLOCK received more polish also.
This commit is contained in:
parent
37a9e62273
commit
52e1f6f5ff
1 changed files with 16 additions and 21 deletions
|
@ -40,7 +40,7 @@ void
|
||||||
w_glock_updateammo(player pl)
|
w_glock_updateammo(player pl)
|
||||||
{
|
{
|
||||||
#ifdef SSQC
|
#ifdef SSQC
|
||||||
Weapons_UpdateAmmo(pl, pl.glock_mag, pl.ammo_9mm, __NULL__);
|
Weapons_UpdateAmmo(pl, pl.glock_mag, pl.ammo_9mm, -1);
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -87,9 +87,6 @@ w_glock_draw(void)
|
||||||
#ifdef CSQC
|
#ifdef CSQC
|
||||||
Weapons_SetModel("models/v_9mmhandgun.mdl");
|
Weapons_SetModel("models/v_9mmhandgun.mdl");
|
||||||
Weapons_ViewAnimation(GLOCK_DRAW);
|
Weapons_ViewAnimation(GLOCK_DRAW);
|
||||||
#else
|
|
||||||
player pl = (player)self;
|
|
||||||
Weapons_UpdateAmmo(pl, pl.glock_mag, pl.ammo_9mm, __NULL__);
|
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -110,7 +107,6 @@ w_glock_primary(void)
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
/* ammo check */
|
/* ammo check */
|
||||||
#ifdef CSQC
|
#ifdef CSQC
|
||||||
if (!pl.a_ammo1) {
|
if (!pl.a_ammo1) {
|
||||||
|
@ -137,7 +133,6 @@ w_glock_primary(void)
|
||||||
pl.glock_mag--;
|
pl.glock_mag--;
|
||||||
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 8, [0.01,0,01]);
|
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 8, [0.01,0,01]);
|
||||||
sound(pl, CHAN_WEAPON, "weapons/pl_gun3.wav", 1.0f, ATTN_NORM);
|
sound(pl, CHAN_WEAPON, "weapons/pl_gun3.wav", 1.0f, ATTN_NORM);
|
||||||
Weapons_UpdateAmmo(pl, pl.glock_mag, pl.ammo_9mm, __NULL__);
|
|
||||||
|
|
||||||
if (self.flags & FL_CROUCHING)
|
if (self.flags & FL_CROUCHING)
|
||||||
Animation_PlayerTopTemp(ANIM_SHOOT1HAND, 0.45f);
|
Animation_PlayerTopTemp(ANIM_SHOOT1HAND, 0.45f);
|
||||||
|
@ -183,7 +178,6 @@ w_glock_secondary(void)
|
||||||
pl.glock_mag--;
|
pl.glock_mag--;
|
||||||
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 8, [0.1,0.1]);
|
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 8, [0.1,0.1]);
|
||||||
sound(pl, CHAN_WEAPON, "weapons/pl_gun3.wav", 1.0f, ATTN_NORM);
|
sound(pl, CHAN_WEAPON, "weapons/pl_gun3.wav", 1.0f, ATTN_NORM);
|
||||||
Weapons_UpdateAmmo(pl, pl.glock_mag, pl.ammo_9mm, __NULL__);
|
|
||||||
|
|
||||||
if (self.flags & FL_CROUCHING)
|
if (self.flags & FL_CROUCHING)
|
||||||
Animation_PlayerTopTemp(ANIM_SHOOT1HAND, 0.45f);
|
Animation_PlayerTopTemp(ANIM_SHOOT1HAND, 0.45f);
|
||||||
|
@ -199,34 +193,34 @@ void
|
||||||
w_glock_reload(void)
|
w_glock_reload(void)
|
||||||
{
|
{
|
||||||
player pl = (player)self;
|
player pl = (player)self;
|
||||||
if (pl.w_attack_next > 0) {
|
|
||||||
|
if (pl.w_attack_next > 0.0) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
#ifdef CSQC
|
#ifdef CSQC
|
||||||
if (pl.a_ammo1 >= 18) {
|
if (pl.a_ammo1 >= 18) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
if (!pl.a_ammo2) {
|
if (pl.a_ammo2 <= 0) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
#else
|
|
||||||
if (pl.glock_mag >= 18) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
if (!pl.ammo_9mm) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
Weapons_ReloadWeapon(pl, player::glock_mag, player::ammo_9mm, 18);
|
|
||||||
Weapons_UpdateAmmo(pl, pl.glock_mag, pl.ammo_9mm, __NULL__);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
if (pl.a_ammo1) {
|
if (pl.a_ammo1) {
|
||||||
Weapons_ViewAnimation(GLOCK_RELOAD);
|
Weapons_ViewAnimation(GLOCK_RELOAD);
|
||||||
} else {
|
} else {
|
||||||
Weapons_ViewAnimation(GLOCK_RELOAD_EMPTY);
|
Weapons_ViewAnimation(GLOCK_RELOAD_EMPTY);
|
||||||
}
|
}
|
||||||
|
#else
|
||||||
|
if (pl.glock_mag >= 18) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (pl.ammo_9mm <= 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Weapons_ReloadWeapon(pl, player::glock_mag, player::ammo_9mm, 18);
|
||||||
|
#endif
|
||||||
|
|
||||||
pl.w_attack_next = 2.0f;
|
pl.w_attack_next = 2.0f;
|
||||||
pl.w_idle_next = 10.0f;
|
pl.w_idle_next = 10.0f;
|
||||||
|
@ -364,6 +358,7 @@ weapon_9mmhandgun(void)
|
||||||
{
|
{
|
||||||
Weapons_InitItem(WEAPON_GLOCK);
|
Weapons_InitItem(WEAPON_GLOCK);
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
weapon_glock(void)
|
weapon_glock(void)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue