mirror of
https://github.com/yquake2/zaero.git
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Merge pull request #37 from protocultor/general_update
General update to reach Yamagi features
This commit is contained in:
commit
5f60bc3cb9
8 changed files with 387 additions and 131 deletions
267
src/g_cmds.c
267
src/g_cmds.c
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@ -1105,6 +1105,264 @@ void Cmd_Say_f (edict_t *ent, qboolean team, qboolean arg0)
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}
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}
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/* Yamagi's cycleweap / prefweap */
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static gitem_t *
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cycle_weapon(edict_t *ent)
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{
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gclient_t *cl;
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gitem_t *noammo_fallback;
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gitem_t *noweap_fallback;
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gitem_t *weap;
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gitem_t *ammo;
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int i;
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int start;
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int num_weaps;
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const char *weapname = NULL;
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if (!ent)
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{
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return NULL;
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}
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cl = ent->client;
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if (!cl)
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{
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return NULL;
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}
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num_weaps = gi.argc();
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/* find where we want to start the search for the next eligible weapon */
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if (cl->newweapon)
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{
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weapname = cl->newweapon->classname;
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}
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else if (cl->pers.weapon)
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{
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weapname = cl->pers.weapon->classname;
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}
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if (weapname)
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{
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for (i = 1; i < num_weaps; i++)
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{
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if (Q_stricmp(weapname, gi.argv(i)) == 0)
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{
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break;
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}
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}
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i++;
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if (i >= num_weaps)
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{
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i = 1;
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}
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}
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else
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{
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i = 1;
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}
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start = i;
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noammo_fallback = NULL;
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noweap_fallback = NULL;
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/* find the first eligible weapon in the list we can switch to */
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do
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{
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weap = FindItemByClassname(gi.argv(i));
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if (weap && weap != cl->pers.weapon && (weap->flags & IT_WEAPON) && weap->use)
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{
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if (cl->pers.inventory[ITEM_INDEX(weap)] > 0)
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{
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if (weap->ammo)
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{
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ammo = FindItem(weap->ammo);
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if (ammo)
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{
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if (cl->pers.inventory[ITEM_INDEX(ammo)] >= get_ammo_usage(weap))
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{
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return weap;
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}
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if (!noammo_fallback)
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{
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noammo_fallback = weap;
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}
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}
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}
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else
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{
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return weap;
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}
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}
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else if (!noweap_fallback)
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{
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noweap_fallback = weap;
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}
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}
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i++;
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if (i >= num_weaps)
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{
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i = 1;
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}
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} while (i != start);
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/* if no weapon was found, the fallbacks will be used for
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printing the appropriate error message to the console
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*/
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if (noammo_fallback)
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{
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return noammo_fallback;
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}
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return noweap_fallback;
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}
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static void
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Cmd_CycleWeap_f(edict_t *ent)
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{
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gitem_t *weap;
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if (!ent)
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{
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return;
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}
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if (gi.argc() <= 1)
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{
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gi.cprintf(ent, PRINT_HIGH, "Usage: cycleweap classname1 classname2 .. classnameN\n");
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return;
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}
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weap = cycle_weapon(ent);
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if (weap)
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{
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if (ent->client->pers.inventory[ITEM_INDEX(weap)] <= 0)
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{
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gi.cprintf(ent, PRINT_HIGH, "Out of item: %s\n", weap->pickup_name);
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}
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else
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{
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weap->use(ent, weap);
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}
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}
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}
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static gitem_t *
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preferred_weapon(edict_t *ent)
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{
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gclient_t *cl;
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gitem_t *noammo_fallback;
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gitem_t *noweap_fallback;
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gitem_t *weap;
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gitem_t *ammo;
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int i;
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int num_weaps;
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if (!ent)
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{
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return NULL;
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}
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cl = ent->client;
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if (!cl)
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{
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return NULL;
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}
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num_weaps = gi.argc();
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noammo_fallback = NULL;
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noweap_fallback = NULL;
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/* find the first eligible weapon in the list we can switch to */
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for (i = 1; i < num_weaps; i++)
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{
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weap = FindItemByClassname(gi.argv(i));
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if (weap && (weap->flags & IT_WEAPON) && weap->use)
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{
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if (cl->pers.inventory[ITEM_INDEX(weap)] > 0)
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{
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if (weap->ammo)
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{
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ammo = FindItem(weap->ammo);
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if (ammo)
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{
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if (cl->pers.inventory[ITEM_INDEX(ammo)] >= get_ammo_usage(weap))
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{
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return weap;
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}
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if (!noammo_fallback)
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{
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noammo_fallback = weap;
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}
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}
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}
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else
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{
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return weap;
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}
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}
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else if (!noweap_fallback)
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{
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noweap_fallback = weap;
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}
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}
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}
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/* if no weapon was found, the fallbacks will be used for
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printing the appropriate error message to the console
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*/
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if (noammo_fallback)
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{
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return noammo_fallback;
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}
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return noweap_fallback;
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}
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static void
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Cmd_PrefWeap_f(edict_t *ent)
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{
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gitem_t *weap;
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if (!ent)
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{
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return;
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}
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if (gi.argc() <= 1)
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{
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gi.cprintf(ent, PRINT_HIGH, "Usage: prefweap classname1 classname2 .. classnameN\n");
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return;
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}
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weap = preferred_weapon(ent);
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if (weap)
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{
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if (ent->client->pers.inventory[ITEM_INDEX(weap)] <= 0)
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{
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gi.cprintf(ent, PRINT_HIGH, "Out of item: %s\n", weap->pickup_name);
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}
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else
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{
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weap->use(ent, weap);
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}
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}
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}
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/*
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=================
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ClientCommand
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@ -1248,7 +1506,14 @@ void ClientCommand (edict_t *ent)
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else if(Q_stricmp (cmd, "anim") == 0)
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anim_player_cmd(ent);
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#endif
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else if (Q_stricmp(cmd, "cycleweap") == 0)
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{
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Cmd_CycleWeap_f(ent);
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}
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else if (Q_stricmp(cmd, "prefweap") == 0)
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{
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Cmd_PrefWeap_f(ent);
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}
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else // anything that doesn't match a command will be a chat
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Cmd_Say_f (ent, false, true);
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}
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@ -46,6 +46,8 @@ cvar_t *gamedir;
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cvar_t *sv_cheats;
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cvar_t *aimfix;
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cvar_t *g_machinegun_norecoil;
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cvar_t *g_swap_speed;
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void SpawnEntities (char *mapname, char *entities, char *spawnpoint);
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void ClientThink (edict_t *ent, usercmd_t *cmd);
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@ -357,4 +359,3 @@ void G_RunFrame (void)
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// build the playerstate_t structures for all players
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ClientEndServerFrames ();
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}
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@ -1018,4 +1018,3 @@ void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, f
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gi.linkentity (bfg);
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}
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@ -610,6 +610,8 @@ extern cvar_t *grenadeammo;
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extern cvar_t *bettyammo;
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extern cvar_t *aimfix;
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extern cvar_t *g_machinegun_norecoil;
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extern cvar_t *g_swap_speed;
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#define world (&g_edicts[0])
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@ -850,6 +852,7 @@ void DeathmatchScoreboardMessage (edict_t *client, edict_t *killer);
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// g_pweapon.c
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//
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void PlayerNoise(edict_t *who, vec3_t where, int type);
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int get_ammo_usage(gitem_t *weap);
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//
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// m_move.c
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@ -905,7 +908,7 @@ void ai_schoolSideStepLeft (edict_t *self, float dist);
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#define ANIM_PAIN 3
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#define ANIM_ATTACK 4
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#define ANIM_DEATH 5
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#define ANIM_REVERSE 6
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// client data that stays across multiple level loads
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typedef struct
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@ -996,7 +996,15 @@ void G_SetClientFrame (edict_t *ent)
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if (!ent->groundentity && client->anim_priority <= ANIM_WAVE)
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goto newanim;
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if (ent->s.frame < client->anim_end)
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if (client->anim_priority == ANIM_REVERSE)
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{
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if (ent->s.frame > client->anim_end)
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{
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ent->s.frame--;
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return;
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}
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}
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else if (ent->s.frame < client->anim_end)
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{ // continue an animation
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ent->s.frame++;
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return;
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@ -244,6 +244,19 @@ void ChangeWeapon (edict_t *ent)
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ent->client->weaponstate = WEAPON_ACTIVATING;
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ent->client->ps.gunframe = 0;
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ent->client->ps.gunindex = gi.modelindex(ent->client->pers.weapon->view_model);
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ent->client->anim_priority = ANIM_PAIN;
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if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
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{
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ent->s.frame = FRAME_crpain1;
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ent->client->anim_end = FRAME_crpain4;
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}
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else
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{
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ent->s.frame = FRAME_pain301;
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ent->client->anim_end = FRAME_pain304;
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}
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}
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/*
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@ -425,6 +438,52 @@ void Drop_Weapon (edict_t *ent, gitem_t *item)
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ent->client->pers.inventory[index]--;
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}
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/*
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* Returns ammo used on a single shot for the given weapon
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*/
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int
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get_ammo_usage(gitem_t *weap)
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{
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if (!weap)
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{
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return 0;
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}
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/* handles grenades and tesla which only use 1 ammo per shot */
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/* have to check this because they don't store their ammo usage in weap->quantity */
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if (weap->flags & IT_AMMO)
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{
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return 1;
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}
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/* weapons store their ammo usage in the quantity field */
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return weap->quantity;
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}
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/*
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* Client (player) animation for changing weapon
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*/
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static void
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Change_Weap_Animation(edict_t *ent)
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{
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if (!ent)
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{
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return;
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}
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ent->client->anim_priority = ANIM_REVERSE;
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if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
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{
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ent->s.frame = FRAME_crpain4 + 1;
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ent->client->anim_end = FRAME_crpain1;
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}
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else
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{
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ent->s.frame = FRAME_pain304 + 1;
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ent->client->anim_end = FRAME_pain301;
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}
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}
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/*
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================
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|
@ -440,6 +499,9 @@ A generic function to handle the basics of weapon thinking
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void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent))
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{
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int n;
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const unsigned short int change_speed = (g_swap_speed->value > 1)?
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(g_swap_speed->value < USHRT_MAX)? (unsigned short int)g_swap_speed->value : 1
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: 1;
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|
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if (!ent)
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{
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|
@ -448,26 +510,36 @@ void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST,
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|
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if (ent->client->weaponstate == WEAPON_DROPPING)
|
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{
|
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if (ent->client->ps.gunframe == FRAME_DEACTIVATE_LAST)
|
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if (ent->client->ps.gunframe >= FRAME_DEACTIVATE_LAST - change_speed + 1)
|
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{
|
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ChangeWeapon (ent);
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return;
|
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}
|
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else if ( (FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) >= (4 * change_speed) )
|
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{
|
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unsigned short int remainder = FRAME_DEACTIVATE_LAST - ent->client->ps.gunframe;
|
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// "if (remainder == 4)" at change_speed == 1
|
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if ( ( remainder <= (4 * change_speed) )
|
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&& ( remainder > (3 * change_speed) ) )
|
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{
|
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Change_Weap_Animation(ent);
|
||||
}
|
||||
}
|
||||
|
||||
ent->client->ps.gunframe++;
|
||||
ent->client->ps.gunframe += change_speed;
|
||||
return;
|
||||
}
|
||||
|
||||
if (ent->client->weaponstate == WEAPON_ACTIVATING)
|
||||
{
|
||||
if (ent->client->ps.gunframe == FRAME_ACTIVATE_LAST)
|
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if (ent->client->ps.gunframe >= FRAME_ACTIVATE_LAST - change_speed + 1)
|
||||
{
|
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ent->client->weaponstate = WEAPON_READY;
|
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ent->client->ps.gunframe = FRAME_IDLE_FIRST;
|
||||
return;
|
||||
}
|
||||
|
||||
ent->client->ps.gunframe++;
|
||||
ent->client->ps.gunframe += change_speed;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -475,6 +547,10 @@ void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST,
|
|||
{
|
||||
ent->client->weaponstate = WEAPON_DROPPING;
|
||||
ent->client->ps.gunframe = FRAME_DEACTIVATE_FIRST;
|
||||
if ( (FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < (4 * change_speed) )
|
||||
{
|
||||
Change_Weap_Animation(ent);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -484,7 +560,7 @@ void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST,
|
|||
{
|
||||
ent->client->latched_buttons &= ~BUTTON_ATTACK;
|
||||
if ((!ent->client->ammo_index) ||
|
||||
( ent->client->pers.inventory[ent->client->ammo_index] >= ent->client->pers.weapon->quantity))
|
||||
( ent->client->pers.inventory[ent->client->ammo_index] >= get_ammo_usage(ent->client->pers.weapon) ))
|
||||
{
|
||||
ent->client->ps.gunframe = FRAME_FIRE_FIRST;
|
||||
ent->client->weaponstate = WEAPON_FIRING;
|
||||
|
@ -603,6 +679,24 @@ void weapon_grenade_fire (edict_t *ent, qboolean held)
|
|||
|
||||
// play quad damage sound
|
||||
playQuadSound(ent);
|
||||
|
||||
if (ent->deadflag || ent->health <= 0 || ent->s.modelindex != 255)
|
||||
{
|
||||
return; // VWep animations screw up corpses
|
||||
}
|
||||
|
||||
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
|
||||
{
|
||||
ent->client->anim_priority = ANIM_ATTACK;
|
||||
ent->s.frame = FRAME_crattak1 - 1;
|
||||
ent->client->anim_end = FRAME_crattak3;
|
||||
}
|
||||
else
|
||||
{
|
||||
ent->client->anim_priority = ANIM_REVERSE;
|
||||
ent->s.frame = FRAME_wave08;
|
||||
ent->client->anim_end = FRAME_wave01;
|
||||
}
|
||||
}
|
||||
|
||||
void Weapon_Grenade (edict_t *ent)
|
||||
|
@ -1094,11 +1188,13 @@ void Machinegun_Fire (edict_t *ent)
|
|||
ent->client->kick_angles[0] = ent->client->machinegun_shots * -1.5;
|
||||
|
||||
// raise the gun as it is firing
|
||||
if (!deathmatch->value)
|
||||
if (!(deathmatch->value || g_machinegun_norecoil->value))
|
||||
{
|
||||
ent->client->machinegun_shots++;
|
||||
if (ent->client->machinegun_shots > 9)
|
||||
{
|
||||
ent->client->machinegun_shots = 9;
|
||||
}
|
||||
}
|
||||
|
||||
// get start / end positions
|
||||
|
|
|
@ -236,6 +236,8 @@ InitGame(void)
|
|||
|
||||
/* others */
|
||||
aimfix = gi.cvar("aimfix", "0", CVAR_ARCHIVE);
|
||||
g_machinegun_norecoil = gi.cvar("g_machinegun_norecoil", "0", CVAR_ARCHIVE);
|
||||
g_swap_speed = gi.cvar("g_swap_speed", "1", 0);
|
||||
|
||||
/* items */
|
||||
InitItems ();
|
||||
|
@ -1156,4 +1158,3 @@ ReadLevel(const char *filename)
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -520,124 +520,8 @@ void Weapon_LaserTripBomb(edict_t *ent)
|
|||
static int pause_frames[] = {24, 33, 43, 0};
|
||||
static int fire_frames[] = {6, 10, 15, 0};
|
||||
|
||||
const int deactivateFirst = 44;
|
||||
const int deactivateLast = 48;
|
||||
const int idleFirst = 16;
|
||||
const int idleLast = 43;
|
||||
const int fireFirst = 7;
|
||||
const int activateLast = 6;
|
||||
|
||||
if (!ent)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (ent->client->weaponstate == WEAPON_DROPPING)
|
||||
{
|
||||
if (ent->client->ps.gunframe == deactivateLast)
|
||||
{
|
||||
ChangeWeapon (ent);
|
||||
return;
|
||||
}
|
||||
|
||||
ent->client->ps.gunframe++;
|
||||
return;
|
||||
}
|
||||
|
||||
if (ent->client->weaponstate == WEAPON_ACTIVATING)
|
||||
{
|
||||
if (ent->client->ps.gunframe == activateLast)
|
||||
{
|
||||
ent->client->weaponstate = WEAPON_READY;
|
||||
ent->client->ps.gunframe = idleFirst;
|
||||
return;
|
||||
}
|
||||
|
||||
ent->client->ps.gunframe++;
|
||||
return;
|
||||
}
|
||||
|
||||
if ((ent->client->newweapon) && (ent->client->weaponstate != WEAPON_FIRING))
|
||||
{
|
||||
ent->client->weaponstate = WEAPON_DROPPING;
|
||||
ent->client->ps.gunframe = deactivateFirst;
|
||||
return;
|
||||
}
|
||||
|
||||
if (ent->client->weaponstate == WEAPON_READY)
|
||||
{
|
||||
if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) )
|
||||
{
|
||||
ent->client->latched_buttons &= ~BUTTON_ATTACK;
|
||||
if(ent->client->pers.inventory[ent->client->ammo_index])
|
||||
{
|
||||
ent->client->ps.gunframe = fireFirst;
|
||||
ent->client->weaponstate = WEAPON_FIRING;
|
||||
|
||||
// start the animation
|
||||
ent->client->anim_priority = ANIM_ATTACK;
|
||||
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
|
||||
{
|
||||
ent->s.frame = FRAME_crattak1-1;
|
||||
ent->client->anim_end = FRAME_crattak9;
|
||||
}
|
||||
else
|
||||
{
|
||||
ent->s.frame = FRAME_attack1-1;
|
||||
ent->client->anim_end = FRAME_attack8;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (level.time >= ent->pain_debounce_time)
|
||||
{
|
||||
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
|
||||
ent->pain_debounce_time = level.time + 1;
|
||||
}
|
||||
NoAmmoWeaponChange (ent);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (ent->client->ps.gunframe == idleLast)
|
||||
{
|
||||
ent->client->ps.gunframe = idleFirst;
|
||||
return;
|
||||
}
|
||||
|
||||
int n = 0;
|
||||
for (n = 0; pause_frames[n]; n++)
|
||||
{
|
||||
if (ent->client->ps.gunframe == pause_frames[n])
|
||||
{
|
||||
if (rand()&15)
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
ent->client->ps.gunframe++;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (ent->client->weaponstate == WEAPON_FIRING)
|
||||
{
|
||||
int n = 0;
|
||||
for (n = 0; fire_frames[n]; n++)
|
||||
{
|
||||
if (ent->client->ps.gunframe == fire_frames[n])
|
||||
{
|
||||
weapon_lasertripbomb_fire(ent);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!fire_frames[n])
|
||||
ent->client->ps.gunframe++;
|
||||
|
||||
if (ent->client->ps.gunframe == idleFirst+1)
|
||||
ent->client->weaponstate = WEAPON_READY;
|
||||
}
|
||||
Weapon_Generic(ent, 6, 15, 43, 48, pause_frames,
|
||||
fire_frames, weapon_lasertripbomb_fire);
|
||||
}
|
||||
|
||||
void SP_misc_lasertripbomb(edict_t *bomb)
|
||||
|
@ -1649,4 +1533,3 @@ void Action_Push (edict_t *ent)
|
|||
else
|
||||
ent->client->ps.gunframe++;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue