Added item_suit and item_longjump... they do not do anything interesting yet. Decals: Added glass break decals upon impact Damage: Brush-entity radius damage should to work better now Also seperated the weapons table from generic weapon entry functions. This should make maintaining mods easier Fixed references from sv_clientslots to sv_playerslots. My brain gets confused between the Quake games at this point. I blame FTE Fixed sprite animation cycle length check. It attempted to play one more frame than any sprite ever has. Needs more heavy testing?
131 lines
2.1 KiB
C
131 lines
2.1 KiB
C
/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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enum
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{
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TRIPMINE_IDLE1,
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TRIPMINE_IDLE2,
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TRIPMINE_FIRE1,
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TRIPMINE_FIRE2,
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TRIPMINE_FIDGET,
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TRIPMINE_HOLSTER,
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TRIPMINE_DRAW,
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TRIPMINE_WORLD,
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TRIPMINE_GROUND,
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};
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void w_tripmine_precache(void)
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{
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precache_model("models/v_tripmine.mdl");
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precache_model("models/p_tripmine.mdl");
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}
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string w_tripmine_vmodel(void)
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{
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return "models/v_tripmine.mdl";
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}
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string w_tripmine_wmodel(void)
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{
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return "models/v_tripmine.mdl";
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}
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string w_tripmine_pmodel(void)
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{
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return "models/p_tripmine.mdl";
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}
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string w_tripmine_deathmsg(void)
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{
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return "";
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}
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void w_tripmine_draw(void)
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{
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#ifdef CSQC
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Weapons_ViewAnimation(TRIPMINE_DRAW);
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#else
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player pl = (player)self;
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Weapons_UpdateAmmo(pl, __NULL__, pl.ammo_tripmine, __NULL__);
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#endif
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}
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void w_tripmine_holster(void)
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{
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}
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void w_tripmine_primary(void)
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{
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}
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void w_tripmine_secondary(void)
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{
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}
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void w_tripmine_reload(void)
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{
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}
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void w_tripmine_release(void)
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{
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int r;
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player pl = (player)self;
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if (pl.w_idle_next > 0.0) {
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return;
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}
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r = floor(random(0,3));
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switch (r) {
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case 0:
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Weapons_ViewAnimation(TRIPMINE_IDLE1);
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pl.w_idle_next = 3.0f;
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break;
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case 1:
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Weapons_ViewAnimation(TRIPMINE_IDLE2);
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pl.w_idle_next = 2.0f;
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break;
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default:
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Weapons_ViewAnimation(TRIPMINE_FIDGET);
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pl.w_idle_next = 3.333333f;
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break;
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}
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}
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void w_tripmine_hudpic(int s, 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/640hud6.spr_0.tga", [0,90/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
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} else {
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drawsubpic(pos, [170,45], "sprites/640hud3.spr_0.tga", [0,90/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
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}
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#endif
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}
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weapon_t w_tripmine =
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{
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ITEM_TRIPMINE,
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4,
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2,
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w_tripmine_draw,
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w_tripmine_holster,
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w_tripmine_primary,
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w_tripmine_secondary,
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w_tripmine_reload,
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w_tripmine_release,
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__NULL__,
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w_tripmine_precache,
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__NULL__,
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w_tripmine_vmodel,
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w_tripmine_wmodel,
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w_tripmine_pmodel,
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w_tripmine_deathmsg,
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w_tripmine_hudpic
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};
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#ifdef SSQC
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void weapon_tripmine(void) {
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Weapons_InitItem(WEAPON_TRIPMINE);
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}
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#endif
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