Merge github.com:eukara/freetfc

This commit is contained in:
Marco Cawthorne 2023-01-08 13:43:55 -08:00
commit fb27e32a1f
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
6 changed files with 113 additions and 10 deletions

0
install_patches.sh Normal file → Executable file
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@ -28,6 +28,7 @@ void
VGUI_TeamJoin(float i)
{
sendevent("TeamJoin", "f", i);
winCTTeam.Hide();
}
void

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@ -14,20 +14,32 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
enum
{
SNIPER_IDLE,
SNIPER_AIM,
SNIPER_FIRE,
SNIPER_DRAW,
SNIPER_HOLSTER,
SNIPER_AUTOIDLE,
SNIPER_AUTOFIRE,
SNIPER_AUTODRAW,
SNIPER_AUTOHOLSTER,
};
void
w_autorifle_precache(void)
{
precache_model("models/v_tfc_sniper.mdl");
precache_model("models/w_autorifle.mdl");
precache_model("models/p_autorifle.mdl");
Sound_Precache("weapon_sniper.fire");
}
void
w_autorifle_updateammo(player pl)
{
#ifdef SERVER
Weapons_UpdateAmmo(pl, __NULL__, __NULL__, __NULL__);
#endif
Weapons_UpdateAmmo(pl, __NULL__, pl.m_iAmmoShells, __NULL__);
}
string
@ -47,11 +59,17 @@ w_autorifle_deathmsg(void)
return "%s was assaulted by %s's Assault Cannon.";
}
void
w_autorifle_release(player pl)
{
Weapons_ViewAnimation(pl, SNIPER_AUTOIDLE);
}
void
w_autorifle_draw(player pl)
{
Weapons_SetModel("models/v_tfc_sniper.mdl");
Weapons_ViewAnimation(pl, 0);
Weapons_ViewAnimation(pl, SNIPER_AUTOIDLE);
}
float
@ -60,6 +78,69 @@ w_autorifle_aimanim(player pl)
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_autorifle_primary(player pl)
{
int s = w_baseauto_fire(pl, player::m_iAmmoShells, 8, [0,0]);
switch (s) {
case AUTO_FIRE_FAILED:
return;
break;
case AUTO_FIRED:
case AUTO_LAST:
Weapons_ViewAnimation(pl, SNIPER_AUTOFIRE);
#ifdef CLIENT
View_SetMuzzleflash(MUZZLE_WEIRD);
#else
Sound_Play(pl, CHAN_WEAPON, "weapon_sniper.fire");
#endif
pl.w_attack_next = 0.1f;
break;
case AUTO_EMPTY:
pl.w_attack_next = 0.2f;
break;
}
pl.w_idle_next = 1.5f;
}
void
w_autorifle_hud(player pl)
{
#ifdef CLIENT
vector cross_pos;
vector aicon_pos;
/* crosshair/laser */
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();
aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
drawsubpic(
aicon_pos,
[24,24],
g_hud7_spr,
[0,72/128],
[24/256, 24/128],
g_hud_color,
pSeatLocal->m_flAmmo2Alpha,
DRAWFLAG_ADDITIVE
);
#endif
}
void
w_autorifle_hudpic(player pl, int selected, vector pos, float a)
{
@ -98,11 +179,11 @@ weapon_t w_autorifle =
.slot_pos = 0,
.draw = w_autorifle_draw,
.holster = __NULL__,
.primary = __NULL__,
.primary = w_autorifle_primary,
.secondary = __NULL__,
.reload = __NULL__,
.release = __NULL__,
.postdraw = __NULL__,
.release = w_autorifle_release,
.postdraw = w_autorifle_hud,
.precache = w_autorifle_precache,
.pickup = __NULL__,
.updateammo = w_autorifle_updateammo,

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@ -33,6 +33,7 @@ w_nailgun_precache(void)
precache_model("models/w_nailgun.mdl");
precache_model("models/p_nailgun.mdl");
precache_model("models/nail.mdl");
Sound_Precache("weapon_nailgun.fire");
}
void
@ -75,18 +76,25 @@ void
w_nailgun_shootnail(player pl)
{
static void w_rpg_shootrocket_touch(void) {
#ifndef CLIENT
/* impact per bullet */
if (trace_ent.iBleeds == 0) {
DecalGroups_Place("Impact.BigShot", trace_endpos + (v_forward * -2));
SurfData_Impact(trace_ent, trace_surfaceflagsi, trace_endpos, trace_plane_normal);
}
#endif
remove(self);
}
Weapons_MakeVectors(pl);
entity p = spawn();
setmodel(p, "models/nail.mdl");
setorigin(p, Weapons_GetCameraPos(pl) + (v_forward * 8));
setorigin(p, Weapons_GetCameraPos(pl) + (v_forward * 14) + (v_up * -4) + (v_right * 2));
p.owner = self;
p.movetype = MOVETYPE_FLYMISSILE;
p.solid = SOLID_BBOX;
p.gravity = 0.5f;
p.velocity = (v_forward * 1000);
p.velocity = (v_forward * 1000) + (v_up * 4) + (v_right * -2);
p.angles = vectoangles(p.velocity);
p.touch = w_rpg_shootrocket_touch;
p.think = Util_Destroy;
@ -114,6 +122,9 @@ w_nailgun_primary(player pl)
}
Weapons_ViewAnimation(pl, NAILGUN_SHOOT2);
Weapons_ViewPunchAngle(pl, [-1,0,0]);
#ifndef CLIENT
Sound_Play(pl, CHAN_WEAPON, "weapon_nailgun.fire");
#endif
pl.w_attack_next = 0.1f;
break;
case AUTO_EMPTY:

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@ -36,7 +36,7 @@ bind "f1" "vote yes"
bind "f2" "vote no"
// Game Variables
seta "hostname" "FreeTF Server"
seta "hostname" "FreeTFC Server"
seta "maxplayers" "8"
// disable some nuclide niceties

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@ -18,6 +18,16 @@ weapon_sbs.reload
sample weapons/reload3.wav
}
weapon_nailgun.fire
{
sample weapons/airgun_1.wav
}
weapon_sniper.fire
{
sample weapons/sniper.wav
}
engineer.build
{
sample weapons/building.wav