Half-Life: WEAPON_MP5 got some sweet more fixes as well.
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1 changed files with 124 additions and 53 deletions
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@ -29,7 +29,8 @@ enum {
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MP5_FIRE3
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};
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void w_mp5_precache(void)
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void
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w_mp5_precache(void)
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{
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precache_model("models/v_9mmar.mdl");
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precache_model("models/w_9mmar.mdl");
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@ -40,7 +41,8 @@ void w_mp5_precache(void)
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precache_sound("weapons/glauncher.wav");
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}
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int w_mp5_pickup(int new)
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int
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w_mp5_pickup(int new)
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{
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#ifdef SSQC
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player pl = (player)self;
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@ -58,46 +60,52 @@ int w_mp5_pickup(int new)
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return TRUE;
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}
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void w_mp5_updateammo(player pl)
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void
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w_mp5_updateammo(player pl)
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{
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#ifdef SSQC
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Weapons_UpdateAmmo(pl, pl.mp5_mag, pl.ammo_9mm, pl.ammo_m203_grenade);
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#endif
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}
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string w_mp5_wmodel(void)
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string
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w_mp5_wmodel(void)
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{
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return "models/w_9mmar.mdl";
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}
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string w_mp5_pmodel(void)
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string
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w_mp5_pmodel(void)
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{
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return "models/p_9mmar.mdl";
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}
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string w_mp5_deathmsg(void)
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string
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w_mp5_deathmsg(void)
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{
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return "";
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}
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void w_mp5_draw(void)
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void
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w_mp5_draw(void)
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{
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#ifdef CSQC
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Weapons_SetModel("models/v_9mmar.mdl");
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Weapons_ViewAnimation(MP5_DRAW);
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#ifdef SSQC
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player pl = (player)self;
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Weapons_UpdateAmmo(pl, pl.mp5_mag, pl.ammo_9mm, pl.ammo_m203_grenade);
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#endif
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}
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void w_mp5_holster(void)
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void
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w_mp5_holster(void)
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{
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Weapons_ViewAnimation(MP5_DRAW);
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}
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void w_mp5_primary(void)
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void
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w_mp5_primary(void)
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{
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player pl = (player)self;
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if (pl.w_attack_next > 0.0) {
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return;
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}
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@ -113,43 +121,43 @@ void w_mp5_primary(void)
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}
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#endif
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/* Actual firing */
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#ifdef CSQC
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if (random() < 0.5) {
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Weapons_ViewAnimation(MP5_FIRE1);
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} else {
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Weapons_ViewAnimation(MP5_FIRE2);
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}
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/* Actual firing */
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#ifdef CSQC
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pl.a_ammo1--;
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View_SetMuzzleflash(MUZZLE_RIFLE);
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Weapons_ViewPunchAngle([random(-2, 2),0,0]);
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#else
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/* Singleplayer is more accurate */
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/* singleplayer is more accurate */
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if (cvar("sv_playerslots") == 1) {
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TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 8, [0.02618,0.02618]);
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TraceAttack_FireBullets(1, Weapons_GetCameraPos(), 8, [0.025,0.025]);
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} else {
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TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 8, [0.05234,0.05234]);
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TraceAttack_FireBullets(1, Weapons_GetCameraPos(), 8, [0.05,0.05]);
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}
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if (random() < 0.5) {
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Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/hks1.wav", 1, ATTN_NORM);
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sound(pl, CHAN_WEAPON, "weapons/hks1.wav", 1.0f, ATTN_NORM);
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} else {
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Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/hks2.wav", 1, ATTN_NORM);
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sound(pl, CHAN_WEAPON, "weapons/hks2.wav", 1.0f, ATTN_NORM);
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}
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pl.mp5_mag--;
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Weapons_UpdateAmmo(pl, pl.mp5_mag, pl.ammo_9mm, pl.ammo_m203_grenade);
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#endif
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pl.w_attack_next = 0.1f;
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pl.w_idle_next = 10.0f;
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}
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void w_mp5_secondary(void)
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void
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w_mp5_secondary(void)
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{
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player pl = (player)self;
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if (pl.w_attack_next > 0.0) {
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return;
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}
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@ -158,44 +166,51 @@ void w_mp5_secondary(void)
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if (pl.a_ammo3 <= 0) {
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return;
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}
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Weapons_ViewPunchAngle([-10,0,0]);
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pl.a_ammo3--;
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Weapons_ViewPunchAngle([-10,0,0]);
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Weapons_ViewAnimation(MP5_GRENADE);
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#else
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static void Grenade_ExplodeTouch(void) {
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Effect_CreateExplosion( self.origin );
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Damage_Radius( self.origin, self.owner, 100, 100 * 2.5f, TRUE );
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sound( self, CHAN_WEAPON, sprintf( "weapons/explode%d.wav", floor( random() * 2 ) + 3 ), 1, ATTN_NORM );
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Effect_CreateExplosion(self.origin);
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Damage_Radius(self.origin, self.owner, 100, 100 * 2.5f, TRUE);
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if (random() < 0.5) {
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sound(self, 1, "weapons/explode3.wav", 1, ATTN_NORM);
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} else {
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sound(self, 1, "weapons/explode4.wav", 1, ATTN_NORM);
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}
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remove(self);
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}
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if (pl.ammo_m203_grenade <= 0) {
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return;
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}
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makevectors(self.v_angle);
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Weapons_MakeVectors();
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entity gren = spawn();
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setmodel(gren, "models/grenade.mdl");
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setorigin(gren, self.origin + self.view_ofs + (v_forward * 16));
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setorigin(gren, Weapons_GetCameraPos() + (v_forward * 16));
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gren.owner = self;
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gren.velocity = v_forward * 800;
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gren.angles = vectoangles(gren.velocity);
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gren.avelocity[0] = random(-100, -500);
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gren.gravity = 0.5f;
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gren.movetype = MOVETYPE_BOUNCE;
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//gren.flags |= FL_LAGGEDMOVE;
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gren.solid = SOLID_BBOX;
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setsize(gren, [0,0,0], [0,0,0]);
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gren.touch = Grenade_ExplodeTouch;
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Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/glauncher.wav", 1, ATTN_NORM);
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sound(pl, CHAN_WEAPON, "weapons/glauncher.wav", 1.0f, ATTN_NORM);
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pl.ammo_m203_grenade--;
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Weapons_UpdateAmmo(pl, pl.mp5_mag, pl.ammo_9mm, pl.ammo_m203_grenade);
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#endif
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Weapons_ViewAnimation(MP5_GRENADE);
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pl.w_attack_next = 1.0f;
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pl.w_idle_next = 10.0f;
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}
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void w_mp5_reload(void)
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void
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w_mp5_reload(void)
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{
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player pl = (player)self;
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if (pl.w_attack_next) {
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@ -219,18 +234,18 @@ void w_mp5_reload(void)
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}
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#endif
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#ifdef CSQC
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Weapons_ViewAnimation(MP5_RELOAD);
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#ifdef SSQC
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#else
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Weapons_ReloadWeapon(pl, player::mp5_mag, player::ammo_9mm, 50);
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Weapons_UpdateAmmo(pl, pl.mp5_mag, pl.ammo_9mm, pl.ammo_m203_grenade);
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#endif
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pl.w_attack_next = 1.5f;
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pl.w_idle_next = 10.0f;
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}
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void w_mp5_release(void)
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void
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w_mp5_release(void)
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{
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player pl = (player)self;
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if (pl.w_idle_next > 0.0) {
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@ -246,33 +261,88 @@ void w_mp5_release(void)
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pl.w_idle_next = 15.0f;
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}
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void w_mp5_crosshair(void)
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void
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w_mp5_crosshair(void)
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{
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#ifdef CSQC
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static vector cross_pos;
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vector cross_pos;
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vector aicon_pos;
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cross_pos = (video_res / 2) + [-12,-12];
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drawsubpic(cross_pos, [24,24], "sprites/crosshairs.spr_0.tga", [24/128,48/128], [0.1875, 0.1875], [1,1,1], 1, DRAWFLAG_NORMAL);
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drawsubpic(
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cross_pos,
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[24,24],
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"sprites/crosshairs.spr_0.tga",
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[24/128,48/128],
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[0.1875, 0.1875],
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[1,1,1],
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1.0f,
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DRAWFLAG_NORMAL
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);
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HUD_DrawAmmo1();
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HUD_DrawAmmo2();
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HUD_DrawAmmo3();
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vector aicon_pos = video_mins + [video_res[0] - 48, video_res[1] - 42];
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drawsubpic(aicon_pos, [24,24], "sprites/640hud7.spr_0.tga", [0,72/128], [24/256, 24/128], g_hud_color, pSeat->ammo2_alpha, DRAWFLAG_ADDITIVE);
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aicon_pos = video_mins + [video_res[0] - 48, video_res[1] - 42];
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drawsubpic(
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aicon_pos,
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[24,24],
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"sprites/640hud7.spr_0.tga",
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[0,72/128],
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[24/256, 24/128],
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g_hud_color,
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pSeat->ammo2_alpha,
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DRAWFLAG_ADDITIVE
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);
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aicon_pos = video_mins + [video_res[0] - 48, video_res[1] - 74];
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drawsubpic(aicon_pos, [24,24], "sprites/640hud7.spr_0.tga", [48/256,72/128], [24/256, 24/128], g_hud_color, pSeat->ammo3_alpha, DRAWFLAG_ADDITIVE);
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drawsubpic(
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aicon_pos,
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[24,24],
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"sprites/640hud7.spr_0.tga",
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[48/256,72/128],
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[24/256, 24/128],
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g_hud_color,
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pSeat->ammo3_alpha,
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DRAWFLAG_ADDITIVE
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);
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#endif
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}
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float w_mp5_aimanim(void)
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float
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w_mp5_aimanim(void)
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{
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return self.flags & ANIM_CR_AIMMP5 ? ANIM_CR_AIMCROWBAR : ANIM_AIMMP5;
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}
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void w_mp5_hudpic(int s, vector pos)
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void
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w_mp5_hudpic(int selected, vector pos)
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{
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#ifdef CSQC
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if (s) {
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drawsubpic(pos, [170,45], "sprites/640hud4.spr_0.tga", [0,135/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
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if (selected) {
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drawsubpic(
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pos,
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[170,45],
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"sprites/640hud4.spr_0.tga",
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[0,135/256],
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[170/256,45/256],
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g_hud_color,
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1.0f,
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DRAWFLAG_ADDITIVE
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);
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} else {
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drawsubpic(pos, [170,45], "sprites/640hud1.spr_0.tga", [0,135/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
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drawsubpic(
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pos,
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[170,45],
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"sprites/640hud1.spr_0.tga",
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[0,135/256],
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[170/256,45/256],
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g_hud_color,
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1.0f,
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DRAWFLAG_ADDITIVE
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);
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}
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#endif
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}
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@ -302,14 +372,15 @@ weapon_t w_mp5 = {
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};
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#ifdef SSQC
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void weapon_9mmAR(void)
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void
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weapon_9mmAR(void)
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{
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Weapons_InitItem(WEAPON_MP5);
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}
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void weapon_mp5(void)
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void
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weapon_mp5(void)
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{
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Weapons_InitItem(WEAPON_MP5);
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}
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#endif
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