Fixed some equipment menu bug that caused you to money despite not getting any nades. v_lefthanded exists now! Use only on the newest FTE SVN build though.
168 lines
4.5 KiB
C
Executable file
168 lines
4.5 KiB
C
Executable file
/*
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FreeCS Project
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Copyright (C) 2016, 2017 Marco "eukara" Hladik
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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.int iAmmo_FLASHBANG;
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// This is to keep track of us holding down the nade
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#ifdef SSQC
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.int iMode_FLASHBANG;
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#endif
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// Weapon Info
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weaponinfo_t wptFLASHBANG = {
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WEAPON_FLASHBANG, // Identifier
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SLOT_GRENADE, // Slot
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200, // Price
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0, // Caliber ID
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1.0, // Max Player Speed
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1, // Bullets Per Shot
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1, // Clip/MagSize
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50, // Damage Per Bullet
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1, // Penetration Multiplier
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64, // Bullet Range
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0.75, // Range Modifier
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TYPE_SEMI, // Firing Type
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1.0, // Attack-Delay
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1.0, // Reload-Delay
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iAmmo_9MM, // Caliber Pointer
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iAmmo_FLASHBANG, // Clip Pointer
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1, // Accuracy Divisor
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1.0, // Accuracy Offset
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1.0, // Max Inaccuracy
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7, // Minimum Crosshair Distance
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3, // Crosshair Movement Delta
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1.0, // Armor penetration ratio
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ATYPE_GRENADE // Animation Type
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};
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// Anim Table
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enum {
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ANIM_FLASHBANG_IDLE1,
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ANIM_FLASHBANG_PULLPIN,
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ANIM_FLASHBANG_THROW,
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ANIM_FLASHBANG_DRAW,
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};
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void WeaponFLASHBANG_Draw( void ) {
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#ifdef SSQC
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BaseMelee_Draw();
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self.iMode_FLASHBANG = GRENADE_UNREADY;
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#else
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View_PlayAnimation( ANIM_FLASHBANG_DRAW );
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#endif
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}
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void WeaponFLASHBANG_PrimaryFire( void ) {
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#ifdef SSQC
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static void WeaponFLASHBANG_Release_Ready( void ) {
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self.iMode_FLASHBANG = GRENADE_READY;
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}
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if ( self.iMode_FLASHBANG != GRENADE_UNREADY ) {
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return;
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}
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Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK );
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Animation_ShootWeapon( self );
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self.fAttackFinished = time + wptFLASHBANG.fAttackFinished;
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// Mark the nade as ready once the pin has been pulled
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self.iMode_FLASHBANG = GRENADE_PULLING;
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self.think = WeaponFLASHBANG_Release_Ready;
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self.nextthink = self.fAttackFinished;
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#else
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View_PlayAnimation( ANIM_FLASHBANG_PULLPIN );
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#endif
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}
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#ifdef SSQC
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void WeaponFLASHBANG_Throw( void ) {
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static void WeaponFLASHBANG_Explode( void ) {
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vector vNorm;
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float fDot;
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for ( entity eFind = world; ( eFind = find( eFind, classname, "player" ) ); ) {
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traceline( self.origin + '0 0 32', eFind.origin, FALSE, self );
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if ( trace_fraction == 1 ) {
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makevectors ( eFind.angles );
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vNorm = normalize ( self.origin - eFind.origin );
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fDot = vNorm * v_forward;
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if ( fDot > 0.3 ) {
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Effect_CreateFlash( eFind );
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}
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}
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}
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if ( random() < 0.5 ) {
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sound( self, CHAN_WEAPON, "weapons/flashbang-1.wav", 1, ATTN_NORM );
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} else {
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sound( self, CHAN_WEAPON, "weapons/flashbang-2.wav", 1, ATTN_NORM );
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}
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remove( self );
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}
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static void Weapon_FLASHBANG_Touch( void ) {
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if ( other.classname == "func_breakable" ) {
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Damage_Apply( other, self, 10, self.origin );
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}
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sound( self, CHAN_WEAPON, sprintf( "weapons/grenade_hit%d.wav", floor( random() * 3 ) + 1 ), 1, ATTN_NORM );
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}
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makevectors( self.v_angle );
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entity eNade = spawn();
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setorigin( eNade, ( self.origin + self.view_ofs ) + ( v_forward * 16 ) );
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setmodel( eNade, "models/w_flashbang.mdl" );
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setsize( eNade, '-4 -4 -4', '4 4 4' );
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vector vDir = aim ( self, 100000 );
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eNade.owner = self;
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eNade.solid = SOLID_TRIGGER;
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eNade.angles = vectoangles( vDir );
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eNade.velocity = ( vDir * 800 );
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eNade.avelocity = ( v_forward * 600 );
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eNade.movetype = MOVETYPE_BOUNCE;
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eNade.touch = Weapon_FLASHBANG_Touch;
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eNade.think = WeaponFLASHBANG_Explode;
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eNade.nextthink = time + 3.0f;
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self.iAmmo_FLASHBANG--;
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if ( !self.iAmmo_FLASHBANG ) {
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Weapon_SwitchBest();
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} else {
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Weapon_Draw( WEAPON_FLASHBANG );
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}
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}
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#endif
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void WeaponFLASHBANG_Release( void ) {
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#ifdef SSQC
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if ( self.iMode_FLASHBANG == GRENADE_READY ) {
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// Throw immediately
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WeaponFLASHBANG_Throw();
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self.iMode_FLASHBANG = GRENADE_UNREADY;
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} else if ( self.iMode_FLASHBANG == GRENADE_PULLING ) {
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// Trying to release the grenade before it's done pulling, throw asap
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self.iMode_FLASHBANG = GRENADE_UNREADY;
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self.think = WeaponFLASHBANG_Throw;
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}
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#endif
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}
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