Go over all the weapons, make sure the crosshairs are consistent - fix some sound issues with WEAPON_ASSCAN and set the muzzleflashes to something sensible.
Depending on which TFC version you grew up with, you may remember different muzzleflashes - don't file reports about this sort of thing yet.
This commit is contained in:
parent
5c08ab38c4
commit
8cf8cab514
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@ -25,3 +25,5 @@ var string g_tfchud4_spr;
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var string g_tfchud5_spr;
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var string g_tfchud5_spr;
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var string g_tfchud6_spr;
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var string g_tfchud6_spr;
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var string g_tfchud7_spr;
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var string g_tfchud7_spr;
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var int MUZZLE_ROUND;
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@ -67,4 +67,5 @@ ClientGame_RendererRestart(string rstr)
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MUZZLE_RIFLE = (int)getmodelindex("sprites/muzzleflash1.spr");
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MUZZLE_RIFLE = (int)getmodelindex("sprites/muzzleflash1.spr");
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MUZZLE_SMALL = (int)getmodelindex("sprites/muzzleflash2.spr");
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MUZZLE_SMALL = (int)getmodelindex("sprites/muzzleflash2.spr");
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MUZZLE_WEIRD = (int)getmodelindex("sprites/muzzleflash3.spr");
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MUZZLE_WEIRD = (int)getmodelindex("sprites/muzzleflash3.spr");
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MUZZLE_ROUND = (int)getmodelindex("sprites/muzzleflash.spr");
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}
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}
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@ -198,7 +198,6 @@ player::PredictPreFrame(void)
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{
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{
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/* the generic client attributes */
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/* the generic client attributes */
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NSClientPlayer::PredictPreFrame();
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NSClientPlayer::PredictPreFrame();
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SAVE_STATE(classtype);
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SAVE_STATE(anim_top);
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SAVE_STATE(anim_top);
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SAVE_STATE(anim_top_delay);
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SAVE_STATE(anim_top_delay);
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@ -219,6 +218,7 @@ player::PredictPreFrame(void)
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SAVE_STATE(m_iAmmoMedikit);
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SAVE_STATE(m_iAmmoMedikit);
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SAVE_STATE(mode_tempstate);
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SAVE_STATE(mode_tempstate);
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SAVE_STATE(classtype);
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}
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}
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/*
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/*
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@ -233,7 +233,6 @@ player::PredictPostFrame(void)
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{
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{
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/* the generic client attributes */
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/* the generic client attributes */
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NSClientPlayer::PredictPostFrame();
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NSClientPlayer::PredictPostFrame();
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ROLL_BACK(classtype);
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ROLL_BACK(anim_top);
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ROLL_BACK(anim_top);
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ROLL_BACK(anim_top_delay);
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ROLL_BACK(anim_top_delay);
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@ -254,6 +253,7 @@ player::PredictPostFrame(void)
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ROLL_BACK(m_iAmmoMedikit);
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ROLL_BACK(m_iAmmoMedikit);
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ROLL_BACK(mode_tempstate);
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ROLL_BACK(mode_tempstate);
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ROLL_BACK(classtype);
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}
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}
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#else
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#else
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@ -312,13 +312,13 @@ player::EvaluateEntity(void)
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SAVE_STATE(m_iAmmoMedikit);
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SAVE_STATE(m_iAmmoMedikit);
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SAVE_STATE(mode_tempstate);
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SAVE_STATE(mode_tempstate);
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SAVE_STATE(classtype);
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SAVE_STATE(anim_top);
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SAVE_STATE(anim_top);
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SAVE_STATE(anim_top_delay);
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SAVE_STATE(anim_top_delay);
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SAVE_STATE(anim_top_time);
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SAVE_STATE(anim_top_time);
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SAVE_STATE(anim_bottom);
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SAVE_STATE(anim_bottom);
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SAVE_STATE(anim_bottom_time);
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SAVE_STATE(anim_bottom_time);
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SAVE_STATE(classtype);
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}
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}
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void
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void
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@ -53,7 +53,6 @@ player::Physics_Jump(void)
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float
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float
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player::Physics_MaxSpeed(void)
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player::Physics_MaxSpeed(void)
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{
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{
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float maxspeed = serverkeyfloat("phy_maxspeed");
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float desiredspeed;
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float desiredspeed;
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/* values courtesy of https://wiki.teamfortress.com/ */
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/* values courtesy of https://wiki.teamfortress.com/ */
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@ -92,5 +91,5 @@ player::Physics_MaxSpeed(void)
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if (GetFlags() & FL_CROUCHING)
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if (GetFlags() & FL_CROUCHING)
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desiredspeed /= 3;
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desiredspeed /= 3;
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return min(desiredspeed, maxspeed);
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return desiredspeed;
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}
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}
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@ -67,10 +67,13 @@ w_asscan_precache(void)
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Sound_Precache("weapon_asscan.reload");
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Sound_Precache("weapon_asscan.reload");
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Sound_Precache("weapon_asscan.spindown");
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Sound_Precache("weapon_asscan.spindown");
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Sound_Precache("weapon_asscan.spinup");
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Sound_Precache("weapon_asscan.spinup");
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#endif
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precache_model("models/v_tfac.mdl");
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precache_model("models/w_tfac.mdl");
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precache_model("models/w_tfac.mdl");
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precache_model("models/p_tfac.mdl");
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precache_model("models/p_tfac.mdl");
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#endif
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#ifdef CLIENT
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precache_model("models/v_tfac.mdl");
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#endif
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}
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}
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int
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int
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@ -132,9 +135,7 @@ w_asscan_release(player pl)
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/* end firing */
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/* end firing */
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if (pl.mode_tempstate == 1) {
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if (pl.mode_tempstate == 1) {
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pl.mode_tempstate = 0;
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pl.mode_tempstate = 0;
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#ifdef SERVER
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_asscan.spindown");
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Sound_Play(pl, CHAN_WEAPON, "weapon_asscan.spindown");
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#endif
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Weapons_ViewAnimation(pl, ASSCAN_SPINDOWN);
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Weapons_ViewAnimation(pl, ASSCAN_SPINDOWN);
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pl.w_attack_next = 1.0f;
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pl.w_attack_next = 1.0f;
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pl.w_idle_next = pl.w_attack_next;
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pl.w_idle_next = pl.w_attack_next;
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@ -158,16 +159,16 @@ w_asscan_primary(player pl)
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return;
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return;
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/* ammo check */
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/* ammo check */
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if (pl.m_iAmmoShells <= 0)
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if (pl.m_iAmmoShells <= 0) {
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w_asscan_release(pl);
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return;
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return;
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}
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/* spin up first */
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/* spin up first */
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if (pl.mode_tempstate == 0) {
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if (pl.mode_tempstate == 0) {
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pl.mode_tempstate = 1;
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pl.mode_tempstate = 1;
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Weapons_ViewAnimation(pl, ASSCAN_SPINUP);
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Weapons_ViewAnimation(pl, ASSCAN_SPINUP);
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#ifdef SERVER
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_asscan.spinup");
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Sound_Play(pl, CHAN_WEAPON, "weapon_asscan.spinup");
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#endif
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pl.w_attack_next = 0.5f;
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pl.w_attack_next = 0.5f;
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pl.w_idle_next = pl.w_attack_next;
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pl.w_idle_next = pl.w_attack_next;
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return;
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return;
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@ -176,13 +177,13 @@ w_asscan_primary(player pl)
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Weapons_ViewAnimation(pl, ASSCAN_FIRE);
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Weapons_ViewAnimation(pl, ASSCAN_FIRE);
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Weapons_ViewPunchAngle(pl, [random(-2, 2),0,0]);
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Weapons_ViewPunchAngle(pl, [random(-2, 2),0,0]);
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_asscan.fire");
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#ifdef CLIENT
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#ifdef CLIENT
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View_AddEvent(w_asscan_ejectshell, 0.0f);
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View_AddEvent(w_asscan_ejectshell, 0.0f);
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View_SetMuzzleflash(MUZZLE_RIFLE);
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View_SetMuzzleflash(MUZZLE_WEIRD);
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#else
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#else
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TraceAttack_FireBullets(1, Weapons_GetCameraPos(pl), 8, [0.15,0.15], WEAPON_ASSCAN);
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TraceAttack_FireBullets(1, Weapons_GetCameraPos(pl), 8, [0.15,0.15], WEAPON_ASSCAN);
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Sound_Play(pl, CHAN_WEAPON, "weapon_asscan.fire");
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#endif
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#endif
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pl.w_attack_next = 0.1f;
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pl.w_attack_next = 0.1f;
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@ -197,7 +198,7 @@ w_asscan_hud(player pl)
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aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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Cross_DrawSub(g_cross_spr, [24,24], [0.1875,0], [0.1875, 0.1875]);
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Cross_DrawSub(g_cross_spr, [24,24], [48/128,24/128], [0.1875, 0.1875]);
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HUD_DrawAmmo2();
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HUD_DrawAmmo2();
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@ -254,7 +255,6 @@ w_asscan_hudpic(player pl, int selected, vector pos, float a)
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int
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int
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w_asscan_isempty(player pl)
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w_asscan_isempty(player pl)
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{
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{
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if (pl.m_iAmmoShells <= 0)
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if (pl.m_iAmmoShells <= 0)
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return 1;
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return 1;
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@ -90,7 +90,7 @@ w_autorifle_primary(player pl)
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case AUTO_LAST:
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case AUTO_LAST:
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Weapons_ViewAnimation(pl, SNIPER_AUTOFIRE);
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Weapons_ViewAnimation(pl, SNIPER_AUTOFIRE);
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#ifdef CLIENT
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#ifdef CLIENT
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View_SetMuzzleflash(MUZZLE_WEIRD);
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View_SetMuzzleflash(MUZZLE_RIFLE);
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#endif
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#endif
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_sniper.fire");
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_sniper.fire");
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pl.w_attack_next = 0.1f;
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pl.w_attack_next = 0.1f;
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@ -101,16 +101,14 @@ w_dbs_primary(player pl)
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case AUTO_FIRE_FAILED:
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case AUTO_FIRE_FAILED:
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return;
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return;
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break;
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break;
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case AUTO_LAST:
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case AUTO_FIRED:
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case AUTO_FIRED:
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pl.mag_dbs--;
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pl.mag_dbs--;
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Weapons_ViewAnimation(pl, DBS_FIRE1);
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Weapons_ViewAnimation(pl, DBS_FIRE1);
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_dbs.fire");
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#ifdef CLIENT
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pl.w_attack_next = 0.7f;
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View_SetMuzzleflash(MUZZLE_ROUND);
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break;
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#endif
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case AUTO_LAST:
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Weapons_ViewAnimation(pl, DBS_FIRE1);
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_dbs.fire");
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_dbs.fire");
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pl.w_attack_next = 0.7f;
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pl.w_attack_next = 0.7f;
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break;
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break;
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@ -166,9 +164,7 @@ void
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w_dbs_crosshair(player pl)
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w_dbs_crosshair(player pl)
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{
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{
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#ifdef CLIENT
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#ifdef CLIENT
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static vector cross_pos;
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Cross_DrawSub(g_cross_spr, [24,24], [48/128,24/128], [0.1875, 0.1875]);
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cross_pos = (g_hudres / 2) + [-12,-12];
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drawsubpic(cross_pos, [24,24], "sprites/crosshairs.spr_0.tga", [48/128,24/128], [0.1875, 0.1875], [1,1,1], 1, DRAWFLAG_NORMAL);
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HUD_DrawAmmo1();
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HUD_DrawAmmo1();
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HUD_DrawAmmo2();
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HUD_DrawAmmo2();
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vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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w_flamer_crosshair(player pl)
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w_flamer_crosshair(player pl)
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{
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{
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#ifdef CLIENT
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#ifdef CLIENT
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static vector cross_pos;
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Cross_DrawSub(g_cross_spr, [24,24], [48/128,24/128], [0.1875, 0.1875]);
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cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
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//Cross_DrawSub(g_cross_spr, [24,24], [72/128,48/128], [0.1875, 0.1875]);
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drawsubpic(cross_pos, [24,24], "sprites/crosshairs.spr_0.tga", [72/128,48/128], [0.1875, 0.1875], [1,1,1], 1, DRAWFLAG_NORMAL);
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HUD_DrawAmmo2();
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HUD_DrawAmmo2();
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vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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drawsubpic(aicon_pos, [24,24], "sprites/640hud7.spr_0.tga", [0,96/128], [24/256, 24/128], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
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drawsubpic(aicon_pos, [24,24], "sprites/640hud7.spr_0.tga", [0,96/128], [24/256, 24/128], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
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@ -187,6 +187,8 @@ w_glauncher_postdraw(player pl)
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#ifdef CLIENT
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#ifdef CLIENT
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vector aicon_pos;
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vector aicon_pos;
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Cross_DrawSub(g_cross_spr, [24,24], [24/128,48/128], [0.1875, 0.1875]);
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/* ammo counters */
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/* ammo counters */
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HUD_DrawAmmo1();
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HUD_DrawAmmo1();
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HUD_DrawAmmo2();
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HUD_DrawAmmo2();
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@ -122,6 +122,9 @@ w_nailgun_primary(player pl)
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}
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}
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Weapons_ViewAnimation(pl, NAILGUN_SHOOT2);
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Weapons_ViewAnimation(pl, NAILGUN_SHOOT2);
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Weapons_ViewPunchAngle(pl, [-1,0,0]);
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Weapons_ViewPunchAngle(pl, [-1,0,0]);
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#ifdef CLIENT
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View_SetMuzzleflash(MUZZLE_RIFLE);
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#endif
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#ifndef CLIENT
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#ifndef CLIENT
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Sound_Play(pl, CHAN_WEAPON, "weapon_nailgun.fire");
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Sound_Play(pl, CHAN_WEAPON, "weapon_nailgun.fire");
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#endif
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#endif
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@ -161,6 +161,8 @@ w_pipebomb_postdraw(player pl)
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#ifdef CLIENT
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#ifdef CLIENT
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vector aicon_pos;
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vector aicon_pos;
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Cross_DrawSub(g_cross_spr, [24,24], [24/128,48/128], [0.1875, 0.1875]);
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/* ammo counters */
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/* ammo counters */
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HUD_DrawAmmo1();
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HUD_DrawAmmo1();
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HUD_DrawAmmo2();
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HUD_DrawAmmo2();
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@ -181,21 +181,9 @@ void
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w_rpg_hud(player pl)
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w_rpg_hud(player pl)
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{
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{
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#ifdef CLIENT
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#ifdef CLIENT
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vector cross_pos;
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vector aicon_pos;
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vector aicon_pos;
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/* crosshair/laser */
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Cross_DrawSub(g_cross_spr, [24,24], [24/128,48/128], [0.1875, 0.1875]);
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cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
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drawsubpic(
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cross_pos,
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[24,24],
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g_cross_spr,
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[0,0],
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[0.1875, 0.1875],
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[1,1,1],
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1,
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DRAWFLAG_NORMAL
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);
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/* ammo counters */
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/* ammo counters */
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HUD_DrawAmmo1();
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HUD_DrawAmmo1();
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@ -90,13 +90,11 @@ w_sbs_primary(player pl)
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case AUTO_FIRE_FAILED:
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case AUTO_FIRE_FAILED:
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return;
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return;
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break;
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break;
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case AUTO_FIRED:
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Weapons_ViewAnimation(pl, SBS_FIRE1);
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_sbs.fire");
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pl.w_attack_next = 0.5f;
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break;
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case AUTO_LAST:
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case AUTO_LAST:
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case AUTO_FIRED:
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#ifdef CLIENT
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View_SetMuzzleflash(MUZZLE_ROUND);
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#endif
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Weapons_ViewAnimation(pl, SBS_FIRE1);
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Weapons_ViewAnimation(pl, SBS_FIRE1);
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
|
Weapons_ViewPunchAngle(pl, [-2,0,0]);
|
||||||
Weapons_Sound(pl, CHAN_WEAPON, "weapon_sbs.fire");
|
Weapons_Sound(pl, CHAN_WEAPON, "weapon_sbs.fire");
|
||||||
|
@ -154,9 +152,7 @@ void
|
||||||
w_sbs_crosshair(player pl)
|
w_sbs_crosshair(player pl)
|
||||||
{
|
{
|
||||||
#ifdef CLIENT
|
#ifdef CLIENT
|
||||||
static vector cross_pos;
|
Cross_DrawSub(g_cross_spr, [24,24], [48/128,24/128], [0.1875, 0.1875]);
|
||||||
cross_pos = (g_hudres / 2) + [-12,-12];
|
|
||||||
drawsubpic(cross_pos, [24,24], "sprites/crosshairs.spr_0.tga", [48/128,24/128], [0.1875, 0.1875], [1,1,1], 1, DRAWFLAG_NORMAL);
|
|
||||||
HUD_DrawAmmo1();
|
HUD_DrawAmmo1();
|
||||||
HUD_DrawAmmo2();
|
HUD_DrawAmmo2();
|
||||||
vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
|
vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
|
||||||
|
|
|
@ -92,7 +92,7 @@ w_sniper_primary(player pl)
|
||||||
w_baseauto_fire(pl, player::m_iAmmoShells, 8, [0,0]);
|
w_baseauto_fire(pl, player::m_iAmmoShells, 8, [0,0]);
|
||||||
Weapons_ViewAnimation(pl, SNIPER_FIRE);
|
Weapons_ViewAnimation(pl, SNIPER_FIRE);
|
||||||
#ifdef CLIENT
|
#ifdef CLIENT
|
||||||
View_SetMuzzleflash(MUZZLE_WEIRD);
|
View_SetMuzzleflash(MUZZLE_RIFLE);
|
||||||
#endif
|
#endif
|
||||||
Weapons_Sound(pl, CHAN_WEAPON, "weapon_sniper.fire");
|
Weapons_Sound(pl, CHAN_WEAPON, "weapon_sniper.fire");
|
||||||
pl.w_attack_next = 2.0f;
|
pl.w_attack_next = 2.0f;
|
||||||
|
|
|
@ -125,6 +125,9 @@ w_supernail_primary(player pl)
|
||||||
}
|
}
|
||||||
Weapons_ViewAnimation(pl, NAILGUN_SHOOT2);
|
Weapons_ViewAnimation(pl, NAILGUN_SHOOT2);
|
||||||
Weapons_ViewPunchAngle(pl, [-1,0,0]);
|
Weapons_ViewPunchAngle(pl, [-1,0,0]);
|
||||||
|
#ifdef CLIENT
|
||||||
|
View_SetMuzzleflash(MUZZLE_RIFLE);
|
||||||
|
#endif
|
||||||
#ifndef CLIENT
|
#ifndef CLIENT
|
||||||
Sound_Play(pl, CHAN_WEAPON, "weapon_nailgun.fire");
|
Sound_Play(pl, CHAN_WEAPON, "weapon_nailgun.fire");
|
||||||
#endif
|
#endif
|
||||||
|
@ -142,22 +145,9 @@ void
|
||||||
w_supernail_hud(player pl)
|
w_supernail_hud(player pl)
|
||||||
{
|
{
|
||||||
#ifdef CLIENT
|
#ifdef CLIENT
|
||||||
vector cross_pos;
|
|
||||||
vector aicon_pos;
|
vector aicon_pos;
|
||||||
|
|
||||||
/* crosshair/laser */
|
Cross_DrawSub(g_cross_spr, [24,24], [0.1875,0], [0.1875, 0.1875]);
|
||||||
cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
|
|
||||||
drawsubpic(
|
|
||||||
cross_pos,
|
|
||||||
[24,24],
|
|
||||||
g_cross_spr,
|
|
||||||
[0.1875,0],
|
|
||||||
[0.1875, 0.1875],
|
|
||||||
[1,1,1],
|
|
||||||
1.0f,
|
|
||||||
DRAWFLAG_NORMAL
|
|
||||||
);
|
|
||||||
|
|
||||||
HUD_DrawAmmo2();
|
HUD_DrawAmmo2();
|
||||||
|
|
||||||
aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
|
aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
weapon_asscan.fire
|
weapon_asscan.fire
|
||||||
{
|
{
|
||||||
pitch 1.15
|
//pitch 1.15
|
||||||
sample weapons/asscan2.wav
|
sample weapons/asscan2.wav
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue