Rebased against the latest Nuclide commit.

master
Marco Cawthorne 2 years ago
parent dedc13e178
commit 7684fdbeb1
Signed by: eukara
GPG Key ID: C196CD8BA993248A

@ -24,10 +24,3 @@ ClientGame_EntityUpdate(float id, float new)
return (1);
}
void
ClientGame_EntityRemove(void)
{
if (self.classname == "player")
Player_DestroyWeaponModel((base_player) self);
}

@ -34,7 +34,7 @@ w_asscan_wmodel(void)
return "models/w_asscan.mdl";
}
string
w_asscan_pmodel(void)
w_asscan_pmodel(player pl)
{
return "models/p_asscan.mdl";
}
@ -46,20 +46,20 @@ w_asscan_deathmsg(void)
}
void
w_asscan_draw(void)
w_asscan_draw(player pl)
{
Weapons_SetModel("models/v_tfac.mdl");
Weapons_ViewAnimation(0);
Weapons_ViewAnimation(pl, 0);
}
float
w_asscan_aimanim(void)
w_asscan_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_asscan_hudpic(int selected, vector pos, float a)
w_asscan_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
@ -100,7 +100,7 @@ weapon_t w_asscan =
.secondary = __NULL__,
.reload = __NULL__,
.release = __NULL__,
.crosshair = __NULL__,
.postdraw = __NULL__,
.precache = w_asscan_precache,
.pickup = __NULL__,
.updateammo = w_asscan_updateammo,

@ -36,7 +36,7 @@ w_autorifle_wmodel(void)
return "models/w_autorifle.mdl";
}
string
w_autorifle_pmodel(void)
w_autorifle_pmodel(player pl)
{
return "models/p_autorifle.mdl";
}
@ -48,20 +48,20 @@ w_autorifle_deathmsg(void)
}
void
w_autorifle_draw(void)
w_autorifle_draw(player pl)
{
Weapons_SetModel("models/v_tfc_sniper.mdl");
Weapons_ViewAnimation(0);
Weapons_ViewAnimation(pl, 0);
}
float
w_autorifle_aimanim(void)
w_autorifle_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_autorifle_hudpic(int selected, vector pos, float a)
w_autorifle_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
@ -102,7 +102,7 @@ weapon_t w_autorifle =
.secondary = __NULL__,
.reload = __NULL__,
.release = __NULL__,
.crosshair = __NULL__,
.postdraw = __NULL__,
.precache = w_autorifle_precache,
.pickup = __NULL__,
.updateammo = w_autorifle_updateammo,

@ -62,7 +62,7 @@ w_crowbar_wmodel(void)
return "models/w_crowbar.mdl";
}
string
w_crowbar_pmodel(void)
w_crowbar_pmodel(player pl)
{
return "models/p_crowbar.mdl";
}
@ -74,30 +74,29 @@ w_crowbar_deathmsg(void)
}
void
w_crowbar_draw(void)
w_crowbar_draw(player pl)
{
Weapons_SetModel("models/v_crowbar.mdl");
Weapons_ViewAnimation(CBAR_DRAW);
Weapons_ViewAnimation(pl, CBAR_DRAW);
}
void
w_crowbar_holster(void)
w_crowbar_holster(player pl)
{
Weapons_ViewAnimation(CBAR_HOLSTER);
Weapons_ViewAnimation(pl, CBAR_HOLSTER);
}
void
w_crowbar_primary(void)
w_crowbar_primary(player pl)
{
int anim = 0;
vector src;
player pl = (player)self;
if (pl.w_attack_next) {
return;
}
Weapons_MakeVectors();
Weapons_MakeVectors(pl);
src = pl.origin + pl.view_ofs;
/* make sure we can gib corpses */
@ -116,13 +115,13 @@ w_crowbar_primary(void)
int r = (float)input_sequence % 3;
switch (r) {
case 0:
Weapons_ViewAnimation(trace_fraction >= 1 ? CBAR_ATTACK1MISS:CBAR_ATTACK1HIT);
Weapons_ViewAnimation(pl, trace_fraction >= 1 ? CBAR_ATTACK1MISS:CBAR_ATTACK1HIT);
break;
case 1:
Weapons_ViewAnimation(trace_fraction >= 1 ? CBAR_ATTACK2MISS:CBAR_ATTACK2HIT);
Weapons_ViewAnimation(pl, trace_fraction >= 1 ? CBAR_ATTACK2MISS:CBAR_ATTACK2HIT);
break;
default:
Weapons_ViewAnimation(trace_fraction >= 1 ? CBAR_ATTACK3MISS:CBAR_ATTACK3HIT);
Weapons_ViewAnimation(pl, trace_fraction >= 1 ? CBAR_ATTACK3MISS:CBAR_ATTACK3HIT);
}
if (self.flags & FL_CROUCHING)
@ -156,26 +155,25 @@ w_crowbar_primary(void)
}
void
w_crowbar_release(void)
w_crowbar_release(player pl)
{
player pl = (player)self;
if (pl.w_idle_next) {
return;
}
Weapons_ViewAnimation(CBAR_IDLE);
Weapons_ViewAnimation(pl, CBAR_IDLE);
pl.w_idle_next = 15.0f;
}
float
w_crowbar_aimanim(void)
w_crowbar_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_crowbar_hudpic(int selected, vector pos, float a)
w_crowbar_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
@ -217,7 +215,7 @@ weapon_t w_crowbar =
.secondary = __NULL__,
.reload = __NULL__,
.release = w_crowbar_release,
.crosshair = __NULL__,
.postdraw = __NULL__,
.precache = w_crowbar_precache,
.pickup = __NULL__,
.updateammo = w_crowbar_updateammo,

@ -53,7 +53,7 @@ w_dbs_wmodel(void)
}
string
w_dbs_pmodel(void)
w_dbs_pmodel(player pl)
{
return "models/p_shot2.mdl";
}
@ -65,33 +65,31 @@ w_dbs_deathmsg(void)
}
int
w_dbs_pickup(int new, int startammo)
w_dbs_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
player pl = (player)self;
pl.mag_dbs = bound(0, pl.mag_dbs + 16, 16);
#endif
return (1);
}
void
w_dbs_draw(void)
w_dbs_draw(player pl)
{
Weapons_SetModel("models/v_tfc_shotgun.mdl");
Weapons_ViewAnimation(DBS_DRAW);
Weapons_ViewAnimation(pl, DBS_DRAW);
}
void
w_dbs_holster(void)
w_dbs_holster(player pl)
{
Weapons_ViewAnimation(DBS_HOLSTER);
Weapons_ViewAnimation(pl, DBS_HOLSTER);
}
void
w_dbs_primary(void)
w_dbs_primary(player pl)
{
int s;
player pl = (player)self;
if (pl.mag_dbs != 1)
s = w_baseshotgun_fire(WEAPON_DBS, player::mag_dbs, 14, 4, [0.14, 0.08, 0]);
@ -104,14 +102,14 @@ w_dbs_primary(void)
break;
case AUTO_FIRED:
pl.mag_dbs--;
Weapons_ViewAnimation(DBS_FIRE1);
Weapons_ViewPunchAngle([-2,0,0]);
Weapons_ViewAnimation(pl, DBS_FIRE1);
Weapons_ViewPunchAngle(pl, [-2,0,0]);
//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire");
pl.w_attack_next = 0.7f;
break;
case AUTO_LAST:
Weapons_ViewAnimation(DBS_FIRE1);
Weapons_ViewPunchAngle([-2,0,0]);
Weapons_ViewAnimation(pl, DBS_FIRE1);
Weapons_ViewPunchAngle(pl, [-2,0,0]);
//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire");
pl.w_attack_next = 0.7f;
break;
@ -125,46 +123,44 @@ w_dbs_primary(void)
}
void
w_dbs_reload(void)
w_dbs_reload(player pl)
{
player pl = (player)self;
w_baseshotgun_reload(player::mag_dbs, player::m_iAmmoShells, 16);
}
void
w_dbs_release(void)
w_dbs_release(player pl)
{
player pl = (player)self;
int s = w_baseshotgun_release(player::mag_dbs, player::m_iAmmoShells, 16);
switch (s) {
case SHOTGUN_IDLE:
int r = (float)input_sequence % 3;
if (r == 1) {
Weapons_ViewAnimation(DBS_IDLE1);
Weapons_ViewAnimation(pl, DBS_IDLE1);
} else if (r == 2) {
Weapons_ViewAnimation(DBS_IDLE2);
Weapons_ViewAnimation(pl, DBS_IDLE2);
} else {
Weapons_ViewAnimation(DBS_IDLE3);
Weapons_ViewAnimation(pl, DBS_IDLE3);
}
pl.w_idle_next = 5.0f;
break;
case SHOTGUN_BUSY:
break;
case SHOTGUN_START_RELOAD:
Weapons_ViewAnimation(DBS_START_RELOAD);
Weapons_ViewAnimation(pl, DBS_START_RELOAD);
break;
case SHOTGUN_RELOAD:
Weapons_ViewAnimation(DBS_ADDSHELL);
Weapons_ViewAnimation(pl, DBS_ADDSHELL);
break;
case SHOTGUN_END_RELOAD:
Weapons_ViewAnimation(DBS_PUMP);
Weapons_ViewAnimation(pl, DBS_PUMP);
break;
}
}
void
w_dbs_crosshair(void)
w_dbs_crosshair(player pl)
{
#ifdef CLIENT
static vector cross_pos;
@ -178,13 +174,13 @@ w_dbs_crosshair(void)
}
float
w_dbs_aimanim(void)
w_dbs_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMSHOTGUN : ANIM_AIMSHOTGUN;
}
void
w_dbs_hudpic(int s, vector pos, float a)
w_dbs_hudpic(player pl, int s, vector pos, float a)
{
#ifdef CLIENT
if (s) {
@ -207,7 +203,7 @@ weapon_t w_dbs =
.secondary = w_dbs_release,
.reload = w_dbs_reload,
.release = w_dbs_release,
.crosshair = w_dbs_crosshair,
.postdraw = w_dbs_crosshair,
.precache = w_dbs_precache,
.pickup = w_dbs_pickup,
.updateammo = w_dbs_updateammo,

@ -36,7 +36,7 @@ w_flamer_wmodel(void)
return "models/w_flamer.mdl";
}
string
w_flamer_pmodel(void)
w_flamer_pmodel(player pl)
{
return "models/p_flamer.mdl";
}
@ -48,20 +48,20 @@ w_flamer_deathmsg(void)
}
void
w_flamer_draw(void)
w_flamer_draw(player pl)
{
Weapons_SetModel("models/v_flame.mdl");
Weapons_ViewAnimation(0);
Weapons_ViewAnimation(pl, 0);
}
float
w_flamer_aimanim(void)
w_flamer_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_flamer_hudpic(int selected, vector pos, float a)
w_flamer_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
@ -102,7 +102,7 @@ weapon_t w_flamer =
.secondary = __NULL__,
.reload = __NULL__,
.release = __NULL__,
.crosshair = __NULL__,
.postdraw = __NULL__,
.precache = w_flamer_precache,
.pickup = __NULL__,
.updateammo = w_flamer_updateammo,

@ -36,7 +36,7 @@ w_glauncher_wmodel(void)
return "models/w_glauncher.mdl";
}
string
w_glauncher_pmodel(void)
w_glauncher_pmodel(player pl)
{
return "models/p_glauncher.mdl";
}
@ -48,20 +48,20 @@ w_glauncher_deathmsg(void)
}
void
w_glauncher_draw(void)
w_glauncher_draw(player pl)
{
Weapons_SetModel("models/v_tfgl.mdl");
Weapons_ViewAnimation(0);
Weapons_ViewAnimation(pl, 0);
}
float
w_glauncher_aimanim(void)
w_glauncher_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_glauncher_hudpic(int selected, vector pos, float a)
w_glauncher_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
@ -102,7 +102,7 @@ weapon_t w_glauncher =
.secondary = __NULL__,
.reload = __NULL__,
.release = __NULL__,
.crosshair = __NULL__,
.postdraw = __NULL__,
.precache = w_glauncher_precache,
.pickup = __NULL__,
.updateammo = w_glauncher_updateammo,

@ -36,7 +36,7 @@ w_grapple_wmodel(void)
return "models/w_grapple.mdl";
}
string
w_grapple_pmodel(void)
w_grapple_pmodel(player pl)
{
return "models/p_grapple.mdl";
}
@ -48,20 +48,20 @@ w_grapple_deathmsg(void)
}
void
w_grapple_draw(void)
w_grapple_draw(player pl)
{
Weapons_SetModel("models/v_grapple.mdl");
Weapons_ViewAnimation(0);
Weapons_ViewAnimation(pl, 0);
}
float
w_grapple_aimanim(void)
w_grapple_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_grapple_hudpic(int selected, vector pos, float a)
w_grapple_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
@ -102,7 +102,7 @@ weapon_t w_grapple =
.secondary = __NULL__,
.reload = __NULL__,
.release = __NULL__,
.crosshair = __NULL__,
.postdraw = __NULL__,
.precache = w_grapple_precache,
.pickup = __NULL__,
.updateammo = w_grapple_updateammo,

@ -36,7 +36,7 @@ w_incendiary_wmodel(void)
return "models/w_incendiary.mdl";
}
string
w_incendiary_pmodel(void)
w_incendiary_pmodel(player pl)
{
return "models/p_incendiary.mdl";
}
@ -48,20 +48,20 @@ w_incendiary_deathmsg(void)
}
void
w_incendiary_draw(void)
w_incendiary_draw(player pl)
{
Weapons_SetModel("models/v_tfc_rpg.mdl");
Weapons_ViewAnimation(0);
Weapons_ViewAnimation(pl, 0);
}
float
w_incendiary_aimanim(void)
w_incendiary_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_incendiary_hudpic(int selected, vector pos, float a)
w_incendiary_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
@ -102,7 +102,7 @@ weapon_t w_incendiary =
.secondary = __NULL__,
.reload = __NULL__,
.release = __NULL__,
.crosshair = __NULL__,
.postdraw = __NULL__,
.precache = w_incendiary_precache,
.pickup = __NULL__,
.updateammo = w_incendiary_updateammo,

@ -36,7 +36,7 @@ w_knife_wmodel(void)
return "models/w_knife.mdl";
}
string
w_knife_pmodel(void)
w_knife_pmodel(player pl)
{
return "models/p_knife.mdl";
}
@ -48,20 +48,20 @@ w_knife_deathmsg(void)
}
void
w_knife_draw(void)
w_knife_draw(player pl)
{
Weapons_SetModel("models/v_tfc_knife.mdl");
Weapons_ViewAnimation(0);
Weapons_ViewAnimation(pl, 0);
}
float
w_knife_aimanim(void)
w_knife_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_knife_hudpic(int selected, vector pos, float a)
w_knife_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
@ -102,7 +102,7 @@ weapon_t w_knife =
.secondary = __NULL__,
.reload = __NULL__,
.release = __NULL__,
.crosshair = __NULL__,
.postdraw = __NULL__,
.precache = w_knife_precache,
.pickup = __NULL__,
.updateammo = w_knife_updateammo,

@ -36,7 +36,7 @@ w_medkit_wmodel(void)
return "models/w_medkit.mdl";
}
string
w_medkit_pmodel(void)
w_medkit_pmodel(player pl)
{
return "models/p_medkit.mdl";
}
@ -48,20 +48,20 @@ w_medkit_deathmsg(void)
}
void
w_medkit_draw(void)
w_medkit_draw(player pl)
{
Weapons_SetModel("models/v_tfc_medkit.mdl");
Weapons_ViewAnimation(0);
Weapons_ViewAnimation(pl, 0);
}
float
w_medkit_aimanim(void)
w_medkit_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_medkit_hudpic(int selected, vector pos, float a)
w_medkit_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
@ -102,7 +102,7 @@ weapon_t w_medkit =
.secondary = __NULL__,
.reload = __NULL__,
.release = __NULL__,
.crosshair = __NULL__,
.postdraw = __NULL__,
.precache = w_medkit_precache,
.pickup = __NULL__,
.updateammo = w_medkit_updateammo,

@ -47,7 +47,7 @@ w_nailgun_wmodel(void)
return "models/w_nailgun.mdl";
}
string
w_nailgun_pmodel(void)
w_nailgun_pmodel(player pl)
{
return "models/p_nailgun.mdl";
}
@ -59,29 +59,29 @@ w_nailgun_deathmsg(void)
}
void
w_nailgun_draw(void)
w_nailgun_draw(player pl)
{
Weapons_SetModel("models/v_tfc_nailgun.mdl");
Weapons_ViewAnimation(NAILGUN_DEPLOY);
Weapons_ViewAnimation(pl, NAILGUN_DEPLOY);
}
float
w_nailgun_aimanim(void)
w_nailgun_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_nailgun_shootnail(void)
w_nailgun_shootnail(player pl)
{
static void w_rpg_shootrocket_touch(void) {
remove(self);
}
Weapons_MakeVectors();
Weapons_MakeVectors(pl);
entity p = spawn();
setmodel(p, "models/nail.mdl");
setorigin(p, Weapons_GetCameraPos() + (v_forward * 8));
setorigin(p, Weapons_GetCameraPos(pl) + (v_forward * 8));
p.owner = self;
p.movetype = MOVETYPE_FLYMISSILE;
p.solid = SOLID_BBOX;
@ -94,10 +94,9 @@ w_nailgun_shootnail(void)
}
void
w_nailgun_primary(void)
w_nailgun_primary(player pl)
{
player pl = (player)self;
int s = w_baseprojectile_fire(WEAPON_NAILGUN, player::m_iAmmoNails, w_nailgun_shootnail);
int s = w_baseprojectile_fire(pl, WEAPON_NAILGUN, player::m_iAmmoNails, w_nailgun_shootnail);
switch (s) {
case AUTO_FIRE_FAILED:
@ -107,14 +106,14 @@ w_nailgun_primary(void)
case AUTO_LAST:
int r = (float)input_sequence % 3;
if (r == 1) {
Weapons_ViewAnimation(NAILGUN_SHOOT1);
Weapons_ViewAnimation(pl, NAILGUN_SHOOT1);
} else if (r == 2) {
Weapons_ViewAnimation(NAILGUN_SHOOT2);
Weapons_ViewAnimation(pl, NAILGUN_SHOOT2);
} else {
Weapons_ViewAnimation(NAILGUN_SHOOT3);
Weapons_ViewAnimation(pl, NAILGUN_SHOOT3);
}
Weapons_ViewAnimation(NAILGUN_SHOOT2);
Weapons_ViewPunchAngle([-1,0,0]);
Weapons_ViewAnimation(pl, NAILGUN_SHOOT2);
Weapons_ViewPunchAngle(pl, [-1,0,0]);
pl.w_attack_next = 0.1f;
break;
case AUTO_EMPTY:
@ -126,10 +125,9 @@ w_nailgun_primary(void)
}
void
w_nailgun_hud(void)
w_nailgun_hud(player pl)
{
#ifdef CLIENT
player pl = (player)self;
vector cross_pos;
vector aicon_pos;
@ -163,7 +161,7 @@ w_nailgun_hud(void)
}
void
w_nailgun_hudpic(int selected, vector pos, float a)
w_nailgun_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
@ -204,7 +202,7 @@ weapon_t w_nailgun =
.secondary = __NULL__,
.reload = __NULL__,
.release = __NULL__,
.crosshair = w_nailgun_hud,
.postdraw = w_nailgun_hud,
.precache = w_nailgun_precache,
.pickup = __NULL__,
.updateammo = w_nailgun_updateammo,

@ -37,7 +37,7 @@ w_pipebomb_wmodel(void)
}
string
w_pipebomb_pmodel(void)
w_pipebomb_pmodel(player pl)
{
return "models/p_pipebomb.mdl";
}
@ -49,20 +49,20 @@ w_pipebomb_deathmsg(void)
}
void
w_pipebomb_draw(void)
w_pipebomb_draw(player pl)
{
Weapons_SetModel("models/v_tfgl.mdl");
Weapons_ViewAnimation(0);
Weapons_ViewAnimation(pl, 0);
}
float
w_pipebomb_aimanim(void)
w_pipebomb_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_pipebomb_hudpic(int selected, vector pos, float a)
w_pipebomb_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
@ -103,7 +103,7 @@ weapon_t w_pipebomb =
.secondary = __NULL__,
.reload = __NULL__,
.release = __NULL__,
.crosshair = __NULL__,
.postdraw = __NULL__,
.precache = w_pipebomb_precache,
.pickup = __NULL__,
.updateammo = w_pipebomb_updateammo,

@ -36,7 +36,7 @@ w_railgun_wmodel(void)
return "models/w_railgun.mdl";
}
string
w_railgun_pmodel(void)
w_railgun_pmodel(player pl)
{
return "models/p_railgun.mdl";
}
@ -48,20 +48,20 @@ w_railgun_deathmsg(void)
}
void
w_railgun_draw(void)
w_railgun_draw(player pl)
{
Weapons_SetModel("models/v_tfc_railgun.mdl");
Weapons_ViewAnimation(0);
Weapons_ViewAnimation(pl, 0);
}
float
w_railgun_aimanim(void)
w_railgun_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_railgun_hudpic(int selected, vector pos, float a)
w_railgun_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
@ -102,7 +102,7 @@ weapon_t w_railgun =
.secondary = __NULL__,
.reload = __NULL__,
.release = __NULL__,
.crosshair = __NULL__,
.postdraw = __NULL__,
.precache = w_railgun_precache,
.pickup = __NULL__,
.updateammo = w_railgun_updateammo,

@ -42,10 +42,9 @@ w_rpg_precache(void)
}
int
w_rpg_pickup(int new, int startammo)
w_rpg_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
player pl = (player)self;
pl.mag_rpg = bound(0, pl.mag_rpg + 4, 4);
#endif
return (1);
@ -64,7 +63,7 @@ w_rpg_wmodel(void)
}
string
w_rpg_pmodel(void)
w_rpg_pmodel(player pl)
{
return "models/p_rpg.mdl";
}
@ -76,24 +75,24 @@ w_rpg_deathmsg(void)
}
void
w_rpg_draw(void)
w_rpg_draw(player pl)
{
Weapons_SetModel("models/v_tfc_rpg.mdl");
Weapons_ViewAnimation(0);
Weapons_ViewAnimation(pl, 0);
}
void
w_rpg_shootrocket(void)
w_rpg_shootrocket(player pl)
{
static void w_rpg_shootrocket_touch(void) {
FX_Explosion(self.origin);
remove(self);
}
Weapons_MakeVectors();
Weapons_MakeVectors(pl);
entity p = spawn();
setmodel(p, "models/rpgrocket.mdl");
setorigin(p, Weapons_GetCameraPos() + (v_forward * 8));
setorigin(p, Weapons_GetCameraPos(pl) + (v_forward * 8));
p.owner = self;
p.movetype = MOVETYPE_FLYMISSILE;
p.solid = SOLID_BBOX;
@ -106,23 +105,22 @@ w_rpg_shootrocket(void)
}
void
w_rpg_primary(void)
w_rpg_primary(player pl)
{
player pl = (player)self;
int s = w_baseprojectile_fire(WEAPON_RPG, player::mag_rpg, w_rpg_shootrocket);
int s = w_baseprojectile_fire(pl, WEAPON_RPG, player::mag_rpg, w_rpg_shootrocket);
switch (s) {
case AUTO_FIRE_FAILED:
return;
break;
case AUTO_FIRED:
Weapons_ViewAnimation(RPG_FIRE);
Weapons_ViewPunchAngle([-2,0,0]);
Weapons_ViewAnimation(pl, RPG_FIRE);
Weapons_ViewPunchAngle(pl, [-2,0,0]);
pl.w_attack_next = 0.8f;
break;
case AUTO_LAST:
Weapons_ViewAnimation(RPG_FIRE);
Weapons_ViewPunchAngle([-2,0,0]);
Weapons_ViewAnimation(pl, RPG_FIRE);
Weapons_ViewPunchAngle(pl, [-2,0,0]);
pl.w_attack_next = 0.8f;
break;
case AUTO_EMPTY:
@ -134,55 +132,52 @@ w_rpg_primary(void)
}
void
w_rpg_reload(void)
w_rpg_reload(player pl)
{
player pl = (player)self;
w_baseshotgun_reload(player::mag_rpg, player::m_iAmmoRockets, 4);
}
void
w_rpg_release(void)
w_rpg_release(player pl)
{
player pl = (player)self;
int s = w_baseshotgun_release(player::mag_rpg, player::m_iAmmoRockets, 4);
switch (s) {
case SHOTGUN_IDLE:
int r = (float)input_sequence % 3;
if (r == 1) {
Weapons_ViewAnimation(RPG_IDLE1);
Weapons_ViewAnimation(pl, RPG_IDLE1);
} else if (r == 2) {
Weapons_ViewAnimation(RPG_FIDGET1);
Weapons_ViewAnimation(pl, RPG_FIDGET1);
} else {
Weapons_ViewAnimation(RPG_FIDGET2);
Weapons_ViewAnimation(pl, RPG_FIDGET2);
}
pl.w_idle_next = 5.0f;
break;
case SHOTGUN_BUSY:
break;
case SHOTGUN_START_RELOAD:
Weapons_ViewAnimation(RPG_RELOAD_START);
Weapons_ViewAnimation(pl, RPG_RELOAD_START);
break;
case SHOTGUN_RELOAD:
Weapons_ViewAnimation(RPG_RELOAD);
Weapons_ViewAnimation(pl, RPG_RELOAD);
break;
case SHOTGUN_END_RELOAD:
Weapons_ViewAnimation(RPG_RELOAD_END);
Weapons_ViewAnimation(pl, RPG_RELOAD_END);
break;
}
}
float
w_rpg_aimanim(void)
w_rpg_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_rpg_hud(void)
w_rpg_hud(player pl)
{
#ifdef CLIENT
player pl = (player)self;
vector cross_pos;
vector aicon_pos;
@ -220,7 +215,7 @@ w_rpg_hud(void)
void
w_rpg_hudpic(int selected, vector pos, float a)
w_rpg_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
@ -243,7 +238,7 @@ weapon_t w_rpg =
.secondary = __NULL__,
.reload = w_rpg_reload,
.release = w_rpg_release,
.crosshair = w_rpg_hud,
.postdraw = w_rpg_hud,
.precache = w_rpg_precache,
.pickup = w_rpg_pickup,
.updateammo = w_rpg_updateammo,

@ -50,7 +50,7 @@ string w_sbs_wmodel(void)
{
return "models/ball.mdl";
}
string w_sbs_pmodel(void)
string w_sbs_pmodel(player pl)
{
return "models/p_shotgun.mdl";
}
@ -60,32 +60,30 @@ string w_sbs_deathmsg(void)
}
int
w_sbs_pickup(int new, int startammo)
w_sbs_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
player pl = (player)self;
pl.mag_sbs = bound(0, pl.mag_sbs + 8, 8);
#endif
return (1);
}
void
w_sbs_draw(void)
w_sbs_draw(player pl)
{
Weapons_SetModel("models/v_tfc_12gauge.mdl");
Weapons_ViewAnimation(SBS_DRAW);
Weapons_ViewAnimation(pl, SBS_DRAW);
}
void
w_sbs_holster(void)
w_sbs_holster(player pl)
{
Weapons_ViewAnimation(SBS_HOLSTER);
Weapons_ViewAnimation(pl, SBS_HOLSTER);
}
void
w_sbs_primary(void)
w_sbs_primary(player pl)
{
player pl = (player)self;
int s = w_baseshotgun_fire(WEAPON_SBS, player::mag_sbs, 6, 4, [0.04, 0.04, 0]);
switch (s) {
@ -93,14 +91,14 @@ w_sbs_primary(void)
return;
break;
case AUTO_FIRED:
Weapons_ViewAnimation(SBS_FIRE1);
Weapons_ViewPunchAngle([-2,0,0]);
Weapons_ViewAnimation(pl, SBS_FIRE1);
Weapons_ViewPunchAngle(pl, [-2,0,0]);
//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire");
pl.w_attack_next = 0.5f;
break;
case AUTO_LAST:
Weapons_ViewAnimation(SBS_FIRE1);
Weapons_ViewPunchAngle([-2,0,0]);
Weapons_ViewAnimation(pl, SBS_FIRE1);
Weapons_ViewPunchAngle(pl, [-2,0,0]);
//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire");
pl.w_attack_next = 0.5f;
break;
@ -114,46 +112,44 @@ w_sbs_primary(void)
}
void
w_sbs_reload(void)
w_sbs_reload(player pl)
{
player pl = (player)self;
w_baseshotgun_reload(player::mag_sbs, player::m_iAmmoShells, 8);
}
void
w_sbs_release(void)
w_sbs_release(player pl)
{
player pl = (player)self;
int s = w_baseshotgun_release(player::mag_sbs, player::m_iAmmoShells, 8);
switch (s) {
case SHOTGUN_IDLE:
int r = (float)input_sequence % 3;
if (r == 1) {
Weapons_ViewAnimation(SBS_IDLE1);
Weapons_ViewAnimation(pl, SBS_IDLE1);
} else if (r == 2) {
Weapons_ViewAnimation(SBS_IDLE2);
Weapons_ViewAnimation(pl, SBS_IDLE2);
} else {
Weapons_ViewAnimation(SBS_IDLE3);
Weapons_ViewAnimation(pl, SBS_IDLE3);
}
pl.w_idle_next = 5.0f;
break;
case SHOTGUN_BUSY:
break;
case SHOTGUN_START_RELOAD:
Weapons_ViewAnimation(SBS_START_RELOAD);
Weapons_ViewAnimation(pl, SBS_START_RELOAD);
break;
case SHOTGUN_RELOAD:
Weapons_ViewAnimation(SBS_ADDSHELL);
Weapons_ViewAnimation(pl, SBS_ADDSHELL);
break;
case SHOTGUN_END_RELOAD:
Weapons_ViewAnimation(SBS_PUMP);
Weapons_ViewAnimation(pl, SBS_PUMP);
break;
}
}
void
w_sbs_crosshair(void)
w_sbs_crosshair(player pl)
{
#ifdef CLIENT
static vector cross_pos;
@ -167,13 +163,13 @@ w_sbs_crosshair(void)
}
float
w_sbs_aimanim(void)
w_sbs_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMSHOTGUN : ANIM_AIMSHOTGUN;
}
void
w_sbs_hudpic(int s, vector pos, float a)
w_sbs_hudpic(player pl, int s, vector pos, float a)
{
#ifdef CLIENT
if (s) {
@ -196,7 +192,7 @@ weapon_t w_sbs =
.secondary = w_sbs_release,
.reload = w_sbs_reload,
.release = w_sbs_release,
.crosshair = w_sbs_crosshair,
.postdraw = w_sbs_crosshair,
.precache = w_sbs_precache,
.pickup = w_sbs_pickup,
.updateammo = w_sbs_updateammo,

@ -36,7 +36,7 @@ w_sniper_wmodel(void)
return "models/w_sniper.mdl";
}
string
w_sniper_pmodel(void)
w_sniper_pmodel(player pl)
{
return "models/p_sniper.mdl";
}
@ -48,20 +48,20 @@ w_sniper_deathmsg(void)
}
void
w_sniper_draw(void)
w_sniper_draw(player pl)
{
Weapons_SetModel("models/v_tfc_sniper.mdl");
Weapons_ViewAnimation(0);
Weapons_ViewAnimation(pl, 0);
}
float
w_sniper_aimanim(void)
w_sniper_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_sniper_hudpic(int selected, vector pos, float a)
w_sniper_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
@ -102,7 +102,7 @@ weapon_t w_sniper =
.secondary = __NULL__,
.reload = __NULL__,
.release = __NULL__,
.crosshair = __NULL__,
.postdraw = __NULL__,
.precache = w_sniper_precache,
.pickup = __NULL__,
.updateammo = w_sniper_updateammo,

@ -36,7 +36,7 @@ w_supernail_wmodel(void)
return "models/w_supernail.mdl";
}
string
w_supernail_pmodel(void)
w_supernail_pmodel(player pl)
{
return "models/p_supernail.mdl";
}
@ -48,20 +48,20 @@ w_supernail_deathmsg(void)
}
void
w_supernail_draw(void)
w_supernail_draw(player pl)
{
Weapons_SetModel("models/v_tfc_supernailgun.mdl");
Weapons_ViewAnimation(0);
Weapons_ViewAnimation(pl, 0);
}
float
w_supernail_aimanim(void)
w_supernail_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_supernail_hudpic(int selected, vector pos, float a)
w_supernail_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
@ -102,7 +102,7 @@ weapon_t w_supernail =
.secondary = __NULL__,
.reload = __NULL__,
.release = __NULL__,
.crosshair = __NULL__,
.postdraw = __NULL__,
.precache = w_supernail_precache,
.pickup = __NULL__,
.updateammo = w_supernail_updateammo,

@ -36,7 +36,7 @@ w_tranquil_wmodel(void)
return "models/w_tranquil.mdl";
}
string
w_tranquil_pmodel(void)
w_tranquil_pmodel(player pl)
{
return "models/p_tranquil.mdl";
}
@ -48,20 +48,20 @@ w_tranquil_deathmsg(void)
}
void
w_tranquil_draw(void)
w_tranquil_draw(player pl)
{
Weapons_SetModel("models/v_tfc_pistol.mdl");
Weapons_ViewAnimation(0);
Weapons_ViewAnimation(pl, 0);
}
float
w_tranquil_aimanim(void)
w_tranquil_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_tranquil_hudpic(int selected, vector pos, float a)
w_tranquil_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
@ -102,7 +102,7 @@ weapon_t w_tranquil =
.secondary = __NULL__,
.reload = __NULL__,
.release = __NULL__,
.crosshair = __NULL__,
.postdraw = __NULL__,
.precache = w_tranquil_precache,
.pickup = __NULL__,
.updateammo = w_tranquil_updateammo,

@ -58,7 +58,7 @@ w_umbrella_wmodel(void)
return "models/w_umbrella.mdl";
}
string
w_umbrella_pmodel(void)
w_umbrella_pmodel(player pl)
{
return "models/p_umbrella.mdl";
}
@ -70,30 +70,29 @@ w_umbrella_deathmsg(void)
}
void
w_umbrella_draw(void)
w_umbrella_draw(player pl)
{
Weapons_SetModel("models/v_umbrella.mdl");
Weapons_ViewAnimation(UMBRELLA_DRAW);
Weapons_ViewAnimation(pl, UMBRELLA_DRAW);
}
void
w_umbrella_holster(void)
w_umbrella_holster(player pl)
{
Weapons_ViewAnimation(UMBRELLA_HOLSTER);
Weapons_ViewAnimation(pl, UMBRELLA_HOLSTER);
}
void
w_umbrella_primary(void)
w_umbrella_primary(player pl)
{
int anim = 0;
vector src;
player pl = (player)self;
if (pl.w_attack_next) {
return;
}
Weapons_MakeVectors();
Weapons_MakeVectors(pl);
src = pl.origin + pl.view_ofs;
traceline(src, src + (v_forward * 32), FALSE, pl);
@ -108,7 +107,7 @@ w_umbrella_primary(void)
default:
anim = trace_fraction >= 1 ? UMBRELLA_ATTACK3MISS:UMBRELLA_ATTACK3HIT;
}
Weapons_ViewAnimation(anim);
Weapons_ViewAnimation(pl, anim);
if (trace_fraction >= 1.0) {
pl.w_attack_next = 0.5f;
@ -163,26 +162,25 @@ w_umbrella_primary(void)
}
void
w_umbrella_release(void)
w_umbrella_release(player pl)
{
player pl = (player)self;
if (pl.w_idle_next) {
return;
}
Weapons_ViewAnimation(UMBRELLA_IDLE);
Weapons_ViewAnimation(pl, UMBRELLA_IDLE);
pl.w_idle_next = 15.0f;
}
float
w_umbrella_aimanim(void)
w_umbrella_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_umbrella_hudpic(int selected, vector pos, float a)
w_umbrella_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
@ -223,7 +221,7 @@ weapon_t w_umbrella =
.secondary = __NULL__,
.reload = __NULL__,
.release = w_umbrella_release,
.crosshair = __NULL__,
.postdraw = __NULL__,
.precache = w_umbrella_precache,
.pickup = __NULL__,
.updateammo = w_umbrella_updateammo,

@ -51,7 +51,7 @@ w_wrench_wmodel(void)
return "models/ball.mdl";
}
string
w_wrench_pmodel(void)
w_wrench_pmodel(player pl)
{
return "models/p_spanner.mdl";
}
@ -63,30 +63,29 @@ w_wrench_deathmsg(void)
}
void
w_wrench_draw(void)
w_wrench_draw(player pl)
{
Weapons_SetModel("models/v_tfc_spanner.mdl");
Weapons_ViewAnimation(WRENCH_DRAW);
Weapons_ViewAnimation(pl, WRENCH_DRAW);
}
void
w_wrench_holster(void)
w_wrench_holster(player pl)
{
Weapons_ViewAnimation(WRENCH_HOLSTER);
Weapons_ViewAnimation(pl, WRENCH_HOLSTER);
}
void
w_wrench_primary(void)
w_wrench_primary(player pl)
{
int anim = 0;
vector src;
player pl = (player)self;
if (pl.w_attack_next) {
return;
}
Weapons_MakeVectors();
Weapons_MakeVectors(pl);
src = pl.origin + pl.view_ofs;
traceline(src, src + (v_forward * 32), FALSE, pl);
@ -98,7 +97,7 @@ w_wrench_primary(void)
default:
anim = WRENCH_ATTACK2;
}
Weapons_ViewAnimation(anim);
Weapons_ViewAnimation(pl, anim);
if (trace_fraction < 1.0) {
pl.w_attack_next = 0.25f;
@ -153,26 +152,25 @@ w_wrench_primary(void)
}
void
w_wrench_release(void)
w_wrench_release(player pl)
{
player pl = (player)self;
if (pl.w_idle_next) {
return;
}
Weapons_ViewAnimation(WRENCH_IDLE);
Weapons_ViewAnimation(pl, WRENCH_IDLE);
pl.w_idle_next = 15.0f;
}
float
w_wrench_aimanim(void)
w_wrench_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_wrench_hudpic(int selected, vector pos, float a)
w_wrench_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
@ -213,7 +211,7 @@ weapon_t w_wrench =
.secondary = __NULL__,
.reload = __NULL__,
.release = w_wrench_release,
.crosshair = __NULL__,
.postdraw = __NULL__,
.precache = w_wrench_precache,
.pickup = __NULL__,
.updateammo = w_wrench_updateammo,

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