Fixed Scientist Hunt weapons to work with some of the new weapon base stuff

This commit is contained in:
Marco Cawthorne 2019-08-21 16:06:14 -07:00
parent 8fd19cddc0
commit 929b7668e0
3 changed files with 66 additions and 65 deletions

View file

@ -83,11 +83,12 @@ void w_cannon_pickup(void)
void w_cannon_draw(void)
{
Weapons_SetModel("models/v_cannon.mdl");
Weapons_ViewAnimation(CANNON_DEPLOY);
#ifdef SSQC
player pl = (player)self;
Weapons_UpdateAmmo(pl, pl.cannon_mag, pl.ammo_buckshot, __NULL__);
#endif
Weapons_ViewAnimation(CANNON_DEPLOY);
}
void w_cannon_holster(void)

View file

@ -46,11 +46,12 @@ string w_chainsaw_deathmsg(void)
void w_chainsaw_draw(void)
{
Weapons_SetModel("models/v_chainsaw.mdl");
Weapons_ViewAnimation(CHAINSAW_DEPLOY);
#ifdef SSQC
player pl = (player)self;
Weapons_UpdateAmmo(pl, __NULL__, __NULL__, __NULL__);
#endif
Weapons_ViewAnimation(CHAINSAW_DEPLOY);
}
void w_chainsaw_holster(void)

View file

@ -47,6 +47,7 @@ string w_hammer_deathmsg(void)
void w_hammer_draw(void)
{
Weapons_SetModel("models/v_hammer.mdl");
Weapons_ViewAnimation(HAMMER_DRAW);
#ifdef SSQC
player pl = (player)self;
@ -98,14 +99,75 @@ void w_hammer_release(void)
return;
}
#ifdef SSQC
int hitsound = 0;
vector src = pl.origin + pl.view_ofs;
makevectors(pl.v_angle);
traceline(src, src + v_forward * 64, FALSE, self);
#endif
if (pl.a_ammo1 == 1) {
#ifdef SSQC
if (trace_ent.takedamage) {
hitsound = floor(random(1, 4));
if (trace_ent.classname == "player")
Damage_Apply(trace_ent, self, 50, trace_endpos, FALSE);
else
Damage_Apply(trace_ent, self, 100, trace_endpos, FALSE);
if (trace_ent.classname == "monster_scientist") {
trace_ent.movetype = MOVETYPE_TOSS;
trace_ent.velocity = v_forward * 768 + v_up * 256;
} else if (trace_ent.classname == "player") {
trace_ent.velocity = v_forward * 768 + v_up * 256;
}
} else {
if (trace_fraction < 1.0) {
hitsound = 4;
}
}
#endif
Weapons_ViewAnimation(HAMMER_ATTACK1);
pl.w_attack_next = 1.0f;
} else if (pl.a_ammo1 == 2) {
#ifdef SSQC
if (trace_ent.takedamage) {
hitsound = floor(random(1, 4));
Damage_Apply(trace_ent, self, 200, trace_endpos, FALSE);
} else {
if (trace_fraction < 1.0) {
hitsound = 4;
}
}
#endif
Weapons_ViewAnimation(HAMMER_ATTACK2);
pl.w_attack_next = 0.75f;
}
#ifdef SSQC
switch (hitsound) {
case 1:
Weapons_PlaySound(pl, CHAN_WEAPON, "sh/ham_hitbod1.wav", 1, ATTN_NORM);
break;
case 2:
Weapons_PlaySound(pl, CHAN_WEAPON, "sh/ham_hitbod2.wav", 1, ATTN_NORM);
break;
case 3:
Weapons_PlaySound(pl, CHAN_WEAPON, "sh/ham_hitbod3.wav", 1, ATTN_NORM);
break;
case 4:
Weapons_PlaySound(pl, CHAN_WEAPON, "sh/ham_hitw.wav", 1, ATTN_NORM);
break;
default:
Weapons_PlaySound(pl, CHAN_WEAPON, "sh/ham_swing.wav", 1, ATTN_NORM);
}
#endif
/* Reset the hack */
pl.a_ammo1 = 0;
/* Pure cosmetics start here */
if (pl.w_idle_next) {
return;
@ -124,69 +186,6 @@ void w_hammer_release(void)
break;
}
pl.w_idle_next = 10.0f;
#ifdef SSQC
int hitsound = 0;
vector src = pl.origin + pl.view_ofs;
makevectors(pl.v_angle);
traceline(src, src + v_forward * 64, FALSE, self);
/* Standard attack */
if (pl.a_ammo1 == 1) {
if (trace_ent.takedamage) {
hitsound = floor(random(1, 4));
if (trace_ent.classname == "player")
Damage_Apply(trace_ent, self, 50, trace_endpos, FALSE);
else
Damage_Apply(trace_ent, self, 100, trace_endpos, FALSE);
if (trace_ent.classname == "monster_scientist") {
trace_ent.movetype = MOVETYPE_TOSS;
trace_ent.velocity = v_forward * 768 + v_up * 256;
} else if (trace_ent.classname == "player") {
trace_ent.velocity = v_forward * 768 + v_up * 256;
}
} else {
if (trace_fraction < 1.0) {
hitsound = 4;
}
}
pl.w_attack_next = 1.0f;
} else if (pl.a_ammo1 == 2) {
if (trace_ent.takedamage) {
hitsound = floor(random(1, 4));
Damage_Apply(trace_ent, self, 200, trace_endpos, FALSE);
} else {
if (trace_fraction < 1.0) {
hitsound = 4;
}
}
pl.w_attack_next = 0.75f;
} else {
return;
}
switch (hitsound) {
case 1:
Weapons_PlaySound(pl, CHAN_WEAPON, "sh/ham_hitbod1.wav", 1, ATTN_NORM);
break;
case 2:
Weapons_PlaySound(pl, CHAN_WEAPON, "sh/ham_hitbod2.wav", 1, ATTN_NORM);
break;
case 3:
Weapons_PlaySound(pl, CHAN_WEAPON, "sh/ham_hitbod3.wav", 1, ATTN_NORM);
break;
case 4:
Weapons_PlaySound(pl, CHAN_WEAPON, "sh/ham_hitw.wav", 1, ATTN_NORM);
break;
default:
Weapons_PlaySound(pl, CHAN_WEAPON, "sh/ham_swing.wav", 1, ATTN_NORM);
}
/* Reset the hack */
#endif
pl.a_ammo1 = 0;
}
float w_hammer_aimanim(void)