Rebased against the latest Nuclide commit.

This commit is contained in:
Marco Cawthorne 2022-03-15 19:35:18 -07:00
parent ccb6a91630
commit 4715e7bf00
Signed by: eukara
GPG Key ID: C196CD8BA993248A
50 changed files with 420 additions and 629 deletions

View File

@ -52,7 +52,7 @@ HUD_DrawNotify(void)
}
pos = g_hudmins + [g_hudres[0] - 192, g_hudres[1] - 128];
Weapons_HUDPic(pSeatLocal->m_iPickupWeapon, 1, pos, pSeatLocal->m_flPickupAlpha);
Weapons_HUDPic(pl, pSeatLocal->m_iPickupWeapon, 1, pos, pSeatLocal->m_flPickupAlpha);
pSeatLocal->m_flPickupAlpha -= clframetime;
*/
}
@ -111,7 +111,7 @@ HUD_Draw(void)
// Assuming that drawing these on top of the scope is a good idea.
// "Weapons_DrawCrosshair" is for tapping into the weapon's drawHUD methods,
// Nuclide methods in its weapons struct
Weapons_DrawCrosshair();
Weapons_DrawCrosshair(pl);
TS_HUD_DrawWeaponSelect();

View File

@ -107,7 +107,7 @@ Player_HandleWeaponModel(base_player pp, float thirdperson)
return;
/* what's the current weapon model supposed to be anyway? */
string wmodel = Weapons_GetPlayermodel(pl.activeweapon);
string wmodel = Weapons_GetPlayermodel(pl, pl.activeweapon);
/* we changed weapons, update skeletonindex */
if (pl.p_model.model != wmodel) {

View File

@ -1,5 +1,5 @@
void View_UpdateWeapon(entity vm, entity mflash);
void View_UpdateWeapon(player pl, entity vm, entity mflash);
void TS_View_SetViewModelFromStats(void);

View File

@ -23,10 +23,8 @@
// vm is pSeat->m_eViewModel passed along from Nuclide's View_DrawViewModel
void
View_UpdateWeapon(entity vm, entity mflash)
View_UpdateWeapon(player pl, entity vm, entity mflash)
{
player pl = (player)pSeat->m_ePlayer;
if(autocvar_cl_printoutspam == 1){
printfline("STATUS: %i==%d - %i", pSeat->m_iLastWeapon, pl.activeweapon, pl.inventoryEquippedIndex);
}
@ -67,7 +65,7 @@ View_UpdateWeapon(entity vm, entity mflash)
// hack, we changed the wep, move this into Game_Input/PMove
// ... And yes, it seems this bound check is indeed needed, zany sync issues.
if(pl.inventoryEquippedIndex != -1){
Weapons_Draw();
Weapons_Draw(pl);
}
TS_View_ChangeViewModelPost();

View File

@ -169,7 +169,7 @@ void CSEv_PlayerSwitchWeapon_i(int w)
//pl.activeweapon = w;
pl.setInventoryEquippedIndex(w);
Weapons_Draw();
Weapons_Draw(pl);
}
*/

View File

@ -61,7 +61,7 @@ Animation_PlayerUpdate(player pl)
pl.basebone = gettagindex(pl, "Bip01 Spine1");
if (pl.anim_top_delay <= 0.0f) {
pl.anim_top = Weapons_GetAim(pl.activeweapon);
pl.anim_top = Weapons_GetAim(pl, pl.activeweapon);
}
if (vlen(pl.velocity) == 0) {

View File

@ -90,8 +90,8 @@ var float autocvar_movemodmulti = 1;
// Prototype for weapons_common.qc method(s)!
// For things here to be aware of these earlier
void Weapons_Draw(void);
void Weapons_Holster(void);
void Weapons_Draw(player);
void Weapons_Holster(player);

View File

@ -56,7 +56,7 @@ TS_Weapon_Draw(player pl, int weaponEquipped, BOOL useAkimbo ) {
// Anything equipped already?
if(pl.inventoryEquippedIndex != -1){
// How about Nuclide's 'Holster' instead?
Weapons_Holster();
Weapons_Holster(pl);
pl.equippedWeaponDeleteCheck();
}
@ -85,7 +85,7 @@ TS_Weapon_Draw(player pl, int weaponEquipped, BOOL useAkimbo ) {
// TEST! Force the call now anyway clientside too.
//#ifdef SERVER
TS_Weapon_Draw_extra();
Weapons_Draw();
Weapons_Draw(pl);
//#else
// // so that any choice of weapon, same as before or even nothing, will still
// // let client/view.qc do the whole viewmodel routine again

View File

@ -36,7 +36,7 @@ float custom_input_buttons;
float ary_custom_input_buttons[512];
BOOL ary_custom_input_sentYet[512];
void Custom_Game_Input(void);
void Custom_Game_Input(player pl);
#endif
@ -46,15 +46,14 @@ void Custom_Game_Input(void);
// so if script to check for clicking while in spectator with no menu
// to spawn is here, prepare to be disappointed.
// Also, this is called by pmove.qc (Nuclide), and it trusts "self" regardless
// Also, this is called by pmove.qc (Nuclide), and it trusts "pl" regardless
// of being client or serverside, so going to here too.
// ALSO, no need for "is spectator" checks here. Only being a player allows
// pmove to be called to begin with.
void
Game_Input(void)
Game_Input(player pl)
{
player pl = (player)self;
//
// TODO: in the CSQC_Input_Frame event might be better when supported
@ -123,7 +122,7 @@ Game_Input(void)
else
Player_UseUp();
self.impulse = 0;
pl.impulse = 0;
#endif
@ -132,13 +131,13 @@ Game_Input(void)
// FreeHL's way
if (input_buttons & INPUT_BUTTON0)
Weapons_Primary();
Weapons_Primary(pl);
else if (input_buttons & INPUT_BUTTON4)
Weapons_Reload();
Weapons_Reload(pl);
else if (input_buttons & INPUT_BUTTON3)
Weapons_Secondary();
Weapons_Secondary(pl);
//else
pl.callWeaponThink(); //Weapons_Release();
pl.callWeaponThink(); //Weapons_Release(pl);
// Added portion to that.
if(input_buttons & INPUT_BUTTON0){
@ -348,10 +347,9 @@ Game_Input(void)
void processInputs(void){
player pl = (player)self;
if (input_buttons & INPUT_BUTTON0){
//printfline("!!! PRIMA !!! (%d %d)", ((input_buttons & INPUT_BUTTON0)!=0), ((input_buttons & INPUT_BUTTON3)!=0));
Weapons_Primary();
Weapons_Primary(pl);
pl.gflags |= GF_SEMI_TOGGLED;
return;
@ -360,7 +358,7 @@ void processInputs(void){
if (input_buttons & INPUT_BUTTON3){
//printfline("!!! SECO !!! (%d %d)", ((input_buttons & INPUT_BUTTON0)!=0), ((input_buttons & INPUT_BUTTON3)!=0));
Weapons_Secondary();
Weapons_Secondary(pl);
// TEST!
//if(!(pl.gflags & GF_SEMI_SECONDARY_TOGGLED)){
@ -375,7 +373,7 @@ void processInputs(void){
// why did the reload check come before Secondary-fire checks before??
if (input_buttons & INPUT_BUTTON4){
Weapons_Reload();
Weapons_Reload(pl);
// Picked reload? Turn the flags for both fire types off
//pl.gflags &= ~(GF_SEMI_TOGGLED | GF_SEMI_SECONDARY_TOGGLED);
@ -387,7 +385,7 @@ void processInputs(void){
// might be a little redundant at this point, but that is ok.
// reached here?
Weapons_Release();
Weapons_Release(pl);
// No need for this now
@ -571,10 +569,10 @@ void ClientGame_Input_Frame(void){
if (pSeatLocal->m_iInputSpeed == TRUE) {
input_buttons |= INPUT_BUTTON7;
//self.flags |= FL_SNEAK;
//pl.flags |= FL_SNEAK;
}else{
//self.flags &= ~FL_SNEAK;
//pl.flags &= ~FL_SNEAK;
}
//printfline("input_buttons: %d", (INPUT_BUTTON7 & input_buttons) );
@ -624,8 +622,7 @@ void ClientGame_Input_Frame(void){
#if OTHER_PREDICTION_TEST == 1
// Shared
void Custom_Game_Input(void){
player pl = (player)self;
void Custom_Game_Input(player pl){
if(custom_input_buttons == TRUE){
if( !(pl.gflags & GF_UNUSED3)){
@ -760,7 +757,6 @@ CSEv_GSVRCC_ff(float arg_scf, float arg_ibc){
Custom_Game_Input();
// send a message back!
player pl = (player)self;
WriteByte( MSG_MULTICAST, SVC_CGAMEPACKET );
WriteByte( MSG_MULTICAST, EVENT_TS::CUSTOM_PREDICTION_CALLBACK );
WriteFloat( MSG_MULTICAST, custom_servercommandframe );

View File

@ -2031,7 +2031,7 @@ player::dropWeapon(int arg_weaponID, BOOL completeDrop){
if(arg_weaponID == inventoryEquippedIndex){
// only if this is the currently equipped weapon.
Weapons_Holster();
Weapons_Holster(this);
if(!completeDrop){
deletedCurrentWeapon = equippedWeaponDeleteCheck();
}else{

View File

@ -1645,7 +1645,7 @@ weapon_gun_fireBurstBullet(
// for it to be effective, it's not magic
arg_thisWeapon.iFireMode = BITS_FIREMODE_NONE;
Weapons_Primary();
Weapons_Primary(pl);
arg_thisWeapon.iFireMode = BITS_FIREMODE_BURST;

View File

@ -111,9 +111,8 @@ w_ak47_wmodel(void)
}
string
w_ak47_pmodel(void)
w_ak47_pmodel(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
return (*ary_weaponData[WEAPON_ID::AK47]).sPlayerModelPath;
}
@ -125,23 +124,21 @@ w_ak47_deathmsg(void)
}
void
w_ak47_draw(void)
w_ak47_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::AK47], arg_thisWeapon);
}
void
w_ak47_holster(void)
w_ak47_holster(player pl)
{
}
void
w_ak47_primary(void)
w_ak47_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -181,9 +178,8 @@ w_ak47_primary(void)
void
w_ak47_secondary(void)
w_ak47_secondary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
INPUT_SECONDARY_TAP_GATE
@ -213,24 +209,22 @@ w_ak47_secondary(void)
}
void
w_ak47_reload(void)
w_ak47_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_ironsight_Reload(pl, (weapondata_ironsight_t*)ary_weaponData[WEAPON_ID::AK47], arg_thisWeapon);
}
float
w_ak47_aimanim(void)
w_ak47_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_ak47_hud(void)
w_ak47_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::AK47], arg_thisWeapon);
@ -252,7 +246,7 @@ weapon_t w_ak47 =
.secondary = w_ak47_secondary,
.reload = w_ak47_reload,
.release = NULL,
.crosshair = w_ak47_hud,
.postdraw = w_ak47_hud,
.precache = w_ak47_precache,
.pickup = NULL,
.updateammo = w_ak47_updateammo,

View File

@ -99,9 +99,8 @@ w_akimbocolts_wmodel(void)
}
string
w_akimbocolts_pmodel(void)
w_akimbocolts_pmodel(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
return (*ary_weaponData[WEAPON_ID::AKIMBOCOLTS]).sPlayerModelPath;
}
@ -113,15 +112,14 @@ w_akimbocolts_deathmsg(void)
}
void
w_akimbocolts_draw(void)
w_akimbocolts_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::AKIMBOCOLTS], arg_thisWeapon);
}
void
w_akimbocolts_holster(void)
w_akimbocolts_holster(player pl)
{
}
@ -263,14 +261,14 @@ void weapon_akimbocolts_akimbo_attack(player pl, weapondynamic_t arg_thisWeapon,
void
w_akimbocolts_primary(void)
w_akimbocolts_primary(player pl)
{
weapon_gun_akimbo_semi_primaryAttack(weapon_akimbocolts_akimbo_attack);
}
void
w_akimbocolts_secondary(void)
w_akimbocolts_secondary(player pl)
{
weapon_gun_akimbo_semi_secondaryAttack(weapon_akimbocolts_akimbo_attack);
@ -278,30 +276,28 @@ w_akimbocolts_secondary(void)
void
w_akimbocolts_reload(void)
w_akimbocolts_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_Reload(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::AKIMBOCOLTS], arg_thisWeapon);
}
float
w_akimbocolts_aimanim(void)
w_akimbocolts_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_akimbocolts_hud(void)
w_akimbocolts_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::AKIMBOCOLTS], arg_thisWeapon);
}
void
w_akimbocolts_hudpic(int selected, vector pos, float a)
w_akimbocolts_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -320,7 +316,7 @@ weapon_t w_akimbocolts =
.secondary = w_akimbocolts_secondary,
.reload = w_akimbocolts_reload,
.release = NULL,
.crosshair = w_akimbocolts_hud,
.postdraw = w_akimbocolts_hud,
.precache = w_akimbocolts_precache,
.pickup = NULL,
.updateammo = w_akimbocolts_updateammo,

View File

@ -98,9 +98,8 @@ w_barrettm82_wmodel(void)
}
string
w_barrettm82_pmodel(void)
w_barrettm82_pmodel(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
return (*ary_weaponData[WEAPON_ID::BARRETTM82]).sPlayerModelPath;
}
@ -112,9 +111,8 @@ w_barrettm82_deathmsg(void)
}
void
w_barrettm82_draw(void)
w_barrettm82_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapondata_basic_t* basicP = ary_weaponData[WEAPON_ID::BARRETTM82];
@ -123,15 +121,14 @@ w_barrettm82_draw(void)
void
w_barrettm82_holster(void)
w_barrettm82_holster(player pl)
{
}
void
w_barrettm82_primary(void)
w_barrettm82_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -173,9 +170,8 @@ w_barrettm82_primary(void)
void
w_barrettm82_secondary(void)
w_barrettm82_secondary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
INPUT_SECONDARY_TAP_GATE
@ -189,30 +185,28 @@ w_barrettm82_secondary(void)
}
void
w_barrettm82_reload(void)
w_barrettm82_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_Reload(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::BARRETTM82], arg_thisWeapon);
}
float
w_barrettm82_aimanim(void)
w_barrettm82_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_barrettm82_hud(void)
w_barrettm82_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::BARRETTM82], arg_thisWeapon);
}
void
w_barrettm82_hudpic(int selected, vector pos, float a)
w_barrettm82_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -231,7 +225,7 @@ weapon_t w_barrettm82 =
.secondary = w_barrettm82_secondary,
.reload = w_barrettm82_reload,
.release = NULL,
.crosshair = w_barrettm82_hud,
.postdraw = w_barrettm82_hud,
.precache = w_barrettm82_precache,
.pickup = NULL,
.updateammo = w_barrettm82_updateammo,

View File

@ -110,9 +110,8 @@ w_benellim3_wmodel(void)
}
string
w_benellim3_pmodel(void)
w_benellim3_pmodel(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
return (*ary_weaponData[WEAPON_ID::BENELLIM3]).sPlayerModelPath;
}
@ -124,9 +123,8 @@ w_benellim3_deathmsg(void)
}
void
w_benellim3_draw(void)
w_benellim3_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
pl.iShotgunExtraDataID = SHOTGUN_EXTRA_ID::BENELLIM3;
@ -137,15 +135,14 @@ w_benellim3_draw(void)
void
w_benellim3_holster(void)
w_benellim3_holster(player pl)
{
}
void
w_benellim3_primary(void)
w_benellim3_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(!weapon_shotgun_onInterrupt(pl, ary_weaponData[WEAPON_ID::BENELLIM3], arg_thisWeapon)){
@ -233,9 +230,8 @@ w_benellim3_primary(void)
void
w_benellim3_secondary(void)
w_benellim3_secondary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
INPUT_SECONDARY_TAP_GATE
@ -255,30 +251,28 @@ w_benellim3_secondary(void)
}
void
w_benellim3_reload(void)
w_benellim3_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_shotgun_reload(pl, ary_weaponData[WEAPON_ID::BENELLIM3], arg_thisWeapon);
}
float
w_benellim3_aimanim(void)
w_benellim3_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_benellim3_hud(void)
w_benellim3_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::BENELLIM3], arg_thisWeapon);
}
void
w_benellim3_hudpic(int selected, vector pos, float a)
w_benellim3_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -298,7 +292,7 @@ weapon_t w_benellim3 =
.secondary = w_benellim3_secondary,
.reload = w_benellim3_reload,
.release = NULL,
.crosshair = w_benellim3_hud,
.postdraw = w_benellim3_hud,
.precache = w_benellim3_precache,
.pickup = NULL,
.updateammo = w_benellim3_updateammo,

View File

@ -92,10 +92,9 @@ w_beretta_wmodel(void)
}
string
w_beretta_pmodel(void)
w_beretta_pmodel(player pl)
{
// Do we have the silencer?
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
return (*ary_weaponData[WEAPON_ID::BERETTA]).sPlayerModelPath;
@ -111,9 +110,8 @@ w_beretta_deathmsg(void)
}
void
w_beretta_draw(void)
w_beretta_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapondata_basic_t* basicP = ary_weaponData[WEAPON_ID::BERETTA];
@ -122,15 +120,14 @@ w_beretta_draw(void)
void
w_beretta_holster(void)
w_beretta_holster(player pl)
{
}
void
w_beretta_primary(void)
w_beretta_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -188,35 +185,33 @@ w_beretta_primary(void)
void
w_beretta_secondary(void)
w_beretta_secondary(player pl)
{
}
void
w_beretta_reload(void)
w_beretta_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_Reload(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::BERETTA], arg_thisWeapon);
}
float
w_beretta_aimanim(void)
w_beretta_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_beretta_hud(void)
w_beretta_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::BERETTA], arg_thisWeapon);
}
void
w_beretta_hudpic(int selected, vector pos, float a)
w_beretta_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -237,7 +232,7 @@ weapon_t w_beretta =
.secondary = w_beretta_secondary,
.reload = w_beretta_reload,
.release = NULL,
.crosshair = w_beretta_hud,
.postdraw = w_beretta_hud,
.precache = w_beretta_precache,
.pickup = NULL,
.updateammo = w_beretta_updateammo,

View File

@ -116,10 +116,9 @@ w_beretta_akimbo_wmodel(void)
}
string
w_beretta_akimbo_pmodel(void)
w_beretta_akimbo_pmodel(player pl)
{
// Do we have the silencer?
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
return (*ary_weaponData[WEAPON_ID::BERETTA_AKIMBO]).sPlayerModelPath;
@ -135,15 +134,14 @@ w_beretta_akimbo_deathmsg(void)
}
void
w_beretta_akimbo_draw(void)
w_beretta_akimbo_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::BERETTA_AKIMBO], arg_thisWeapon);
}
void
w_beretta_akimbo_holster(void)
w_beretta_akimbo_holster(player pl)
{
}
@ -320,43 +318,41 @@ void weapon_beretta_akimbo_attack(player pl, weapondynamic_t arg_thisWeapon, int
void
w_beretta_akimbo_primary(void)
w_beretta_akimbo_primary(player pl)
{
weapon_gun_akimbo_semi_primaryAttack(weapon_beretta_akimbo_attack);
}
void
w_beretta_akimbo_secondary(void)
w_beretta_akimbo_secondary(player pl)
{
weapon_gun_akimbo_semi_secondaryAttack(weapon_beretta_akimbo_attack);
}
void
w_beretta_akimbo_reload(void)
w_beretta_akimbo_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_Reload(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::BERETTA_AKIMBO], arg_thisWeapon);
}
float
w_beretta_akimbo_aimanim(void)
w_beretta_akimbo_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_beretta_akimbo_hud(void)
w_beretta_akimbo_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::BERETTA_AKIMBO], arg_thisWeapon);
}
void
w_beretta_akimbo_hudpic(int selected, vector pos, float a)
w_beretta_akimbo_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -375,7 +371,7 @@ weapon_t w_beretta_akimbo =
.secondary = w_beretta_akimbo_secondary,
.reload = w_beretta_akimbo_reload,
.release = NULL,
.crosshair = w_beretta_akimbo_hud,
.postdraw = w_beretta_akimbo_hud,
.precache = w_beretta_akimbo_precache,
.pickup = NULL,
.updateammo = w_beretta_akimbo_updateammo,

View File

@ -90,7 +90,7 @@ w_combatknife_wmodel(void)
}
string
w_combatknife_pmodel(void)
w_combatknife_pmodel(player pl)
{
return (*ary_weaponData[WEAPON_ID::COMBATKNIFE]).sPlayerModelPath;
}
@ -102,23 +102,21 @@ w_combatknife_deathmsg(void)
}
void
w_combatknife_draw(void)
w_combatknife_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::COMBATKNIFE], arg_thisWeapon);
}
void
w_combatknife_holster(void)
w_combatknife_holster(player pl)
{
}
void
w_combatknife_primary(void)
w_combatknife_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -164,9 +162,8 @@ w_combatknife_primary(void)
void
w_combatknife_secondary(void)
w_combatknife_secondary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -212,28 +209,27 @@ w_combatknife_secondary(void)
}
void
w_combatknife_reload(void)
w_combatknife_reload(player pl)
{
// how do you reload a sword
}
float
w_combatknife_aimanim(void)
w_combatknife_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_combatknife_hud(void)
w_combatknife_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_throwable_onDrawHUD(pl, (weapondata_throwable_t*)ary_weaponData[WEAPON_ID::COMBATKNIFE], arg_thisWeapon);
}
void
w_combatknife_hudpic(int selected, vector pos, float a)
w_combatknife_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -252,7 +248,7 @@ weapon_t w_combatknife =
.secondary = w_combatknife_secondary,
.reload = w_combatknife_reload,
.release = NULL,
.crosshair = w_combatknife_hud,
.postdraw = w_combatknife_hud,
.precache = w_combatknife_precache,
.pickup = NULL,
.updateammo = w_combatknife_updateammo,

View File

@ -103,9 +103,8 @@ w_contenderg2_wmodel(void)
}
string
w_contenderg2_pmodel(void)
w_contenderg2_pmodel(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
return (*ary_weaponData[WEAPON_ID::CONTENDERG2]).sPlayerModelPath;
}
@ -117,22 +116,20 @@ w_contenderg2_deathmsg(void)
}
void
w_contenderg2_draw(void)
w_contenderg2_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::CONTENDERG2], arg_thisWeapon);
}
void
w_contenderg2_holster(void)
w_contenderg2_holster(player pl)
{
}
void
w_contenderg2_primary(void)
w_contenderg2_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -174,9 +171,8 @@ w_contenderg2_primary(void)
}
void
w_contenderg2_secondary(void)
w_contenderg2_secondary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
INPUT_SECONDARY_TAP_GATE
@ -190,31 +186,29 @@ w_contenderg2_secondary(void)
}
void
w_contenderg2_reload(void)
w_contenderg2_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_Reload(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::CONTENDERG2], arg_thisWeapon);
}
float
w_contenderg2_aimanim(void)
w_contenderg2_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_contenderg2_hud(void)
w_contenderg2_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::CONTENDERG2], arg_thisWeapon);
}
void
w_contenderg2_hudpic(int selected, vector pos, float a)
w_contenderg2_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -233,7 +227,7 @@ weapon_t w_contenderg2 =
.secondary = w_contenderg2_secondary,
.reload = w_contenderg2_reload,
.release = NULL,
.crosshair = w_contenderg2_hud,
.postdraw = w_contenderg2_hud,
.precache = w_contenderg2_precache,
.pickup = NULL,
.updateammo = w_contenderg2_updateammo,

View File

@ -116,10 +116,9 @@ w_deserteagle_wmodel(void)
}
string
w_deserteagle_pmodel(void)
w_deserteagle_pmodel(player pl)
{
// Do we have the silencer?
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
return (*ary_weaponData[WEAPON_ID::DESERTEAGLE]).sPlayerModelPath;
@ -135,9 +134,8 @@ w_deserteagle_deathmsg(void)
}
void
w_deserteagle_draw(void)
w_deserteagle_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapondata_basic_t* basicP = ary_weaponData[WEAPON_ID::DESERTEAGLE];
@ -146,15 +144,14 @@ w_deserteagle_draw(void)
void
w_deserteagle_holster(void)
w_deserteagle_holster(player pl)
{
}
void
w_deserteagle_primary(void)
w_deserteagle_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -221,9 +218,8 @@ w_deserteagle_primary(void)
void
w_deserteagle_secondary(void)
w_deserteagle_secondary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
INPUT_SECONDARY_TAP_GATE
@ -242,30 +238,28 @@ w_deserteagle_secondary(void)
}
void
w_deserteagle_reload(void)
w_deserteagle_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_ironsight_Reload(pl, (weapondata_ironsight_t*)ary_weaponData[WEAPON_ID::DESERTEAGLE], arg_thisWeapon);
}
float
w_deserteagle_aimanim(void)
w_deserteagle_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_deserteagle_hud(void)
w_deserteagle_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::DESERTEAGLE], arg_thisWeapon);
}
void
w_deserteagle_hudpic(int selected, vector pos, float a)
w_deserteagle_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -284,7 +278,7 @@ weapon_t w_deserteagle =
.secondary = w_deserteagle_secondary,
.reload = w_deserteagle_reload,
.release = NULL,
.crosshair = w_deserteagle_hud,
.postdraw = w_deserteagle_hud,
.precache = w_deserteagle_precache,
.pickup = NULL,
.updateammo = w_deserteagle_updateammo,

View File

@ -91,10 +91,9 @@ w_fiveseven_wmodel(void)
}
string
w_fiveseven_pmodel(void)
w_fiveseven_pmodel(player pl)
{
// Do we have the silencer?
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
return (*ary_weaponData[WEAPON_ID::FIVESEVEN]).sPlayerModelPath;
@ -110,9 +109,8 @@ w_fiveseven_deathmsg(void)
}
void
w_fiveseven_draw(void)
w_fiveseven_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapondata_basic_t* basicP = ary_weaponData[WEAPON_ID::FIVESEVEN];
@ -121,15 +119,14 @@ w_fiveseven_draw(void)
void
w_fiveseven_holster(void)
w_fiveseven_holster(player pl)
{
}
void
w_fiveseven_primary(void)
w_fiveseven_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -177,35 +174,33 @@ w_fiveseven_primary(void)
}
void
w_fiveseven_secondary(void)
w_fiveseven_secondary(player pl)
{
}
void
w_fiveseven_reload(void)
w_fiveseven_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_Reload(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::FIVESEVEN], arg_thisWeapon);
}
float
w_fiveseven_aimanim(void)
w_fiveseven_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_fiveseven_hud(void)
w_fiveseven_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::FIVESEVEN], arg_thisWeapon);
}
void
w_fiveseven_hudpic(int selected, vector pos, float a)
w_fiveseven_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -224,7 +219,7 @@ weapon_t w_fiveseven =
.secondary = w_fiveseven_secondary,
.reload = w_fiveseven_reload,
.release = NULL,
.crosshair = w_fiveseven_hud,
.postdraw = w_fiveseven_hud,
.precache = w_fiveseven_precache,
.pickup = NULL,
.updateammo = w_fiveseven_updateammo,

View File

@ -87,10 +87,9 @@ w_fiveseven_akimbo_wmodel(void)
}
string
w_fiveseven_akimbo_pmodel(void)
w_fiveseven_akimbo_pmodel(player pl)
{
// Do we have the silencer?
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
return (*ary_weaponData[WEAPON_ID::FIVESEVEN_AKIMBO]).sPlayerModelPath;
@ -106,15 +105,14 @@ w_fiveseven_akimbo_deathmsg(void)
}
void
w_fiveseven_akimbo_draw(void)
w_fiveseven_akimbo_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::FIVESEVEN_AKIMBO], arg_thisWeapon);
}
void
w_fiveseven_akimbo_holster(void)
w_fiveseven_akimbo_holster(player pl)
{
}
@ -263,43 +261,41 @@ void weapon_fiveseven_akimbo_attack(player pl, weapondynamic_t arg_thisWeapon, i
void
w_fiveseven_akimbo_primary(void)
w_fiveseven_akimbo_primary(player pl)
{
weapon_gun_akimbo_semi_primaryAttack(weapon_fiveseven_akimbo_attack);
}
void
w_fiveseven_akimbo_secondary(void)
w_fiveseven_akimbo_secondary(player pl)
{
weapon_gun_akimbo_semi_secondaryAttack(weapon_fiveseven_akimbo_attack);
}
void
w_fiveseven_akimbo_reload(void)
w_fiveseven_akimbo_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_Reload(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::FIVESEVEN_AKIMBO], arg_thisWeapon);
}
float
w_fiveseven_akimbo_aimanim(void)
w_fiveseven_akimbo_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_fiveseven_akimbo_hud(void)
w_fiveseven_akimbo_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::FIVESEVEN_AKIMBO], arg_thisWeapon);
}
void
w_fiveseven_akimbo_hudpic(int selected, vector pos, float a)
w_fiveseven_akimbo_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -318,7 +314,7 @@ weapon_t w_fiveseven_akimbo =
.secondary = w_fiveseven_akimbo_secondary,
.reload = w_fiveseven_akimbo_reload,
.release = NULL,
.crosshair = w_fiveseven_akimbo_hud,
.postdraw = w_fiveseven_akimbo_hud,
.precache = w_fiveseven_akimbo_precache,
.pickup = NULL,
.updateammo = w_fiveseven_akimbo_updateammo,

View File

@ -101,7 +101,7 @@ w_glock18_wmodel(void)
}
string
w_glock18_pmodel(void)
w_glock18_pmodel(player pl)
{
// Do we have the silencer?
player pl = (player)self;
@ -121,25 +121,23 @@ w_glock18_deathmsg(void)
void
w_glock18_draw(void)
w_glock18_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::GLOCK18], arg_thisWeapon);
}
void
w_glock18_holster(void)
w_glock18_holster(player pl)
{
}
void
w_glock18_primary(void)
w_glock18_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -212,9 +210,8 @@ w_glock18_primary(void)
void
w_glock18_reload(void)
w_glock18_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_Reload(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::GLOCK18], arg_thisWeapon);
@ -225,16 +222,15 @@ w_glock18_reload(void)
// ???
float
w_glock18_aimanim(void)
w_glock18_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_glock18_hud(void)
w_glock18_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::GLOCK18], arg_thisWeapon);
@ -243,7 +239,7 @@ w_glock18_hud(void)
// NOPE! Handled by the BuyMenu, could make this give the instructions for drawing the
// button with the icon if really wanted
void
w_glock18_hudpic(int selected, vector pos, float a)
w_glock18_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -263,7 +259,7 @@ weapon_t w_glock18 =
.secondary = NULL,
.reload = w_glock18_reload,
.release = NULL,
.crosshair = w_glock18_hud,
.postdraw = w_glock18_hud,
.precache = w_glock18_precache,
.pickup = NULL,
.updateammo = w_glock18_updateammo,

View File

@ -87,10 +87,9 @@ w_glock20_wmodel(void)
}
string
w_glock20_pmodel(void)
w_glock20_pmodel(player pl)
{
// Do we have the silencer?
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
return (*ary_weaponData[WEAPON_ID::GLOCK20]).sPlayerModelPath;
@ -106,23 +105,21 @@ w_glock20_deathmsg(void)
}
void
w_glock20_draw(void)
w_glock20_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::GLOCK20], arg_thisWeapon);
}
void
w_glock20_holster(void)
w_glock20_holster(player pl)
{
}
void
w_glock20_primary(void)
w_glock20_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -175,29 +172,27 @@ w_glock20_primary(void)
}
void
w_glock20_secondary(void)
w_glock20_secondary(player pl)
{
}
void
w_glock20_reload(void)
w_glock20_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_Reload(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::GLOCK20], arg_thisWeapon);
}
float
w_glock20_aimanim(void)
w_glock20_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_glock20_hud(void)
w_glock20_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::GLOCK20], arg_thisWeapon);
@ -205,7 +200,7 @@ w_glock20_hud(void)
}
void
w_glock20_hudpic(int selected, vector pos, float a)
w_glock20_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -224,7 +219,7 @@ weapon_t w_glock20 =
.secondary = w_glock20_secondary,
.reload = w_glock20_reload,
.release = NULL,
.crosshair = w_glock20_hud,
.postdraw = w_glock20_hud,
.precache = w_glock20_precache,
.pickup = NULL,
.updateammo = w_glock20_updateammo,

View File

@ -97,10 +97,9 @@ w_hkpdw_wmodel(void)
}
string
w_hkpdw_pmodel(void)
w_hkpdw_pmodel(player pl)
{
// Do we have the silencer?
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
return (*ary_weaponData[WEAPON_ID::HKPDW]).sPlayerModelPath;
@ -116,23 +115,21 @@ w_hkpdw_deathmsg(void)
}
void
w_hkpdw_draw(void)
w_hkpdw_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::HKPDW], arg_thisWeapon);
}
void
w_hkpdw_holster(void)
w_hkpdw_holster(player pl)
{
}
void
w_hkpdw_primary(void)
w_hkpdw_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -182,9 +179,8 @@ w_hkpdw_primary(void)
}
void
w_hkpdw_secondary(void)
w_hkpdw_secondary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
INPUT_SECONDARY_TAP_GATE
@ -198,24 +194,22 @@ w_hkpdw_secondary(void)
}
void
w_hkpdw_reload(void)
w_hkpdw_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_Reload(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::HKPDW], arg_thisWeapon);
}
float
w_hkpdw_aimanim(void)
w_hkpdw_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_hkpdw_hud(void)
w_hkpdw_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::HKPDW], arg_thisWeapon);
@ -223,7 +217,7 @@ w_hkpdw_hud(void)
}
void
w_hkpdw_hudpic(int selected, vector pos, float a)
w_hkpdw_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -242,7 +236,7 @@ weapon_t w_hkpdw =
.secondary = w_hkpdw_secondary,
.reload = w_hkpdw_reload,
.release = NULL,
.crosshair = w_hkpdw_hud,
.postdraw = w_hkpdw_hud,
.precache = w_hkpdw_precache,
.pickup = NULL,
.updateammo = w_hkpdw_updateammo,

View File

@ -89,7 +89,7 @@ w_karate_wmodel(void)
}
string
w_karate_pmodel(void)
w_karate_pmodel(player pl)
{
return (*ary_weaponData[WEAPON_ID::KARATE]).sPlayerModelPath;
}
@ -101,9 +101,8 @@ w_karate_deathmsg(void)
}
void
w_karate_draw(void)
w_karate_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapondata_basic_t* basicP = ary_weaponData[WEAPON_ID::KARATE];
@ -111,15 +110,14 @@ w_karate_draw(void)
}
void
w_karate_holster(void)
w_karate_holster(player pl)
{
}
void
w_karate_primary(void)
w_karate_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -181,8 +179,7 @@ w_karate_primary(void)
// moved to a method so that early termination does not stop too much.
void w_karate_determineSecondaryAttack(MELEE_HIT_RESPONSE& hitRep, int& meleeAnimToPlay){
player pl = (player)self;
void w_karate_determineSecondaryAttack(player pl, MELEE_HIT_RESPONSE& hitRep, int& meleeAnimToPlay){
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
float curSpeed;
@ -260,9 +257,8 @@ void w_karate_determineSecondaryAttack(MELEE_HIT_RESPONSE& hitRep, int& meleeAni
void
w_karate_secondary(void)
w_karate_secondary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
// a warning if this isn't defaulted, really?
// The whole point of being sent as a reference in determineSecondaryAttack is
@ -280,7 +276,7 @@ w_karate_secondary(void)
// TODO - base karate melee damage? I forget.
w_karate_determineSecondaryAttack(hitRep, meleeAnimToPlay);
w_karate_determineSecondaryAttack(pl, hitRep, meleeAnimToPlay);
pl.fUncrouchBlockDelay = 1.0f;
@ -326,9 +322,8 @@ w_karate_secondary(void)
}
void
w_karate_reload(void)
w_karate_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
// make a "HUAH" sound with a little cooldown?
@ -348,17 +343,16 @@ w_karate_reload(void)
}
float
w_karate_aimanim(void)
w_karate_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_karate_hud(void)
w_karate_hud(player pl)
{
#ifdef CLIENT
vector clrDraw;
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapondata_basic_t baseRef = *ary_weaponData[WEAPON_ID::KARATE];
@ -385,7 +379,7 @@ w_karate_hud(void)
}
void
w_karate_hudpic(int selected, vector pos, float a)
w_karate_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -404,7 +398,7 @@ weapon_t w_karate =
.secondary = w_karate_secondary,
.reload = w_karate_reload,
.release = NULL,
.crosshair = w_karate_hud,
.postdraw = w_karate_hud,
.precache = w_karate_precache,
.pickup = NULL,
.updateammo = w_karate_updateammo,

View File

@ -82,7 +82,7 @@ w_katana_wmodel(void)
}
string
w_katana_pmodel(void)
w_katana_pmodel(player pl)
{
return (*ary_weaponData[WEAPON_ID::KATANA]).sPlayerModelPath;
}
@ -95,23 +95,21 @@ w_katana_deathmsg(void)
void
w_katana_draw(void)
w_katana_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::KATANA], arg_thisWeapon);
}
void
w_katana_holster(void)
w_katana_holster(player pl)
{
}
void
w_katana_primary(void)
w_katana_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
MELEE_HIT_RESPONSE hitRep;
int meleeAnimToPlay = 0;
@ -210,27 +208,26 @@ w_katana_primary(void)
}
void
w_katana_secondary(void)
w_katana_secondary(player pl)
{
// nope.
}
void
w_katana_reload(void)
w_katana_reload(player pl)
{
// how do you reload a sword
}
float
w_katana_aimanim(void)
w_katana_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_katana_hud(void)
w_katana_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_melee_onDrawHUD(pl, (weapondata_melee_t*)ary_weaponData[WEAPON_ID::KATANA], arg_thisWeapon);
@ -238,7 +235,7 @@ w_katana_hud(void)
}
void
w_katana_hudpic(int selected, vector pos, float a)
w_katana_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -257,7 +254,7 @@ weapon_t w_katana =
.secondary = w_katana_secondary,
.reload = w_katana_reload,
.release = NULL,
.crosshair = w_katana_hud,
.postdraw = w_katana_hud,
.precache = w_katana_precache,
.pickup = NULL,
.updateammo = w_katana_updateammo,

View File

@ -114,9 +114,8 @@ w_m16a4_wmodel(void)
}
string
w_m16a4_pmodel(void)
w_m16a4_pmodel(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
return (*ary_weaponData[WEAPON_ID::M16A4]).sPlayerModelPath;
}
@ -128,24 +127,22 @@ w_m16a4_deathmsg(void)
}
void
w_m16a4_draw(void)
w_m16a4_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::M16A4], arg_thisWeapon);
}
void
w_m16a4_holster(void)
w_m16a4_holster(player pl)
{
}
void
w_m16a4_primary(void)
w_m16a4_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
@ -230,9 +227,8 @@ w_m16a4_primary(void)
void
w_m16a4_secondary(void)
w_m16a4_secondary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
INPUT_SECONDARY_TAP_GATE
@ -252,24 +248,22 @@ w_m16a4_secondary(void)
}
void
w_m16a4_reload(void)
w_m16a4_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_ironsight_Reload(pl, (weapondata_ironsight_t*)ary_weaponData[WEAPON_ID::M16A4], arg_thisWeapon);
}
float
w_m16a4_aimanim(void)
w_m16a4_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_m16a4_hud(void)
w_m16a4_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::M16A4], arg_thisWeapon);
@ -277,7 +271,7 @@ w_m16a4_hud(void)
}
void
w_m16a4_hudpic(int selected, vector pos, float a)
w_m16a4_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -296,7 +290,7 @@ weapon_t w_m16a4 =
.secondary = w_m16a4_secondary,
.reload = w_m16a4_reload,
.release = NULL,
.crosshair = w_m16a4_hud,
.postdraw = w_m16a4_hud,
.precache = w_m16a4_precache,
.pickup = NULL,
.updateammo = w_m16a4_updateammo,

View File

@ -139,10 +139,9 @@ w_m4a1_wmodel(void)
}
string
w_m4a1_pmodel(void)
w_m4a1_pmodel(player pl)
{
// Do we have the silencer?
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
return (*ary_weaponData[WEAPON_ID::M4A1]).sPlayerModelPath;
@ -158,23 +157,21 @@ w_m4a1_deathmsg(void)
}
void
w_m4a1_draw(void)
w_m4a1_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::M4A1], arg_thisWeapon);
}
void
w_m4a1_holster(void)
w_m4a1_holster(player pl)
{
}
void
w_m4a1_primary(void)
w_m4a1_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -240,9 +237,8 @@ w_m4a1_primary(void)
}
void
w_m4a1_secondary(void)
w_m4a1_secondary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
INPUT_SECONDARY_TAP_GATE
@ -264,24 +260,22 @@ w_m4a1_secondary(void)
void
w_m4a1_reload(void)
w_m4a1_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_ironsight_Reload(pl, (weapondata_ironsight_t*)ary_weaponData[WEAPON_ID::M4A1], arg_thisWeapon);
}
float
w_m4a1_aimanim(void)
w_m4a1_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_m4a1_hud(void)
w_m4a1_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::M4A1], arg_thisWeapon);
@ -289,7 +283,7 @@ w_m4a1_hud(void)
}
void
w_m4a1_hudpic(int selected, vector pos, float a)
w_m4a1_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -308,7 +302,7 @@ weapon_t w_m4a1 =
.secondary = w_m4a1_secondary,
.reload = w_m4a1_reload,
.release = NULL,
.crosshair = w_m4a1_hud,
.postdraw = w_m4a1_hud,
.precache = w_m4a1_precache,
.pickup = NULL,
.updateammo = w_m4a1_updateammo,

View File

@ -88,9 +88,8 @@ w_m60_wmodel(void)
}
string
w_m60_pmodel(void)
w_m60_pmodel(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
return (*ary_weaponData[WEAPON_ID::M60]).sPlayerModelPath;
}
@ -102,23 +101,21 @@ w_m60_deathmsg(void)
}
void
w_m60_draw(void)
w_m60_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::M60], arg_thisWeapon);
}
void
w_m60_holster(void)
w_m60_holster(player pl)
{
}
void
w_m60_primary(void)
w_m60_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -154,15 +151,14 @@ w_m60_primary(void)
}
void
w_m60_secondary(void)
w_m60_secondary(player pl)
{
}
void
w_m60_reload(void)
w_m60_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_Reload(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::M60], arg_thisWeapon);
@ -170,15 +166,14 @@ w_m60_reload(void)
float
w_m60_aimanim(void)
w_m60_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_m60_hud(void)
w_m60_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::M60], arg_thisWeapon);
@ -186,7 +181,7 @@ w_m60_hud(void)
}
void
w_m60_hudpic(int selected, vector pos, float a)
w_m60_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -205,7 +200,7 @@ weapon_t w_m60 =
.secondary = w_m60_secondary,
.reload = w_m60_reload,
.release = NULL,
.crosshair = w_m60_hud,
.postdraw = w_m60_hud,
.precache = w_m60_precache,
.pickup = NULL,
.updateammo = w_m60_updateammo,

View File

@ -259,7 +259,7 @@ w_m61grenade_wmodel(void)
}
string
w_m61grenade_pmodel(void)
w_m61grenade_pmodel(player pl)
{
return (*ary_weaponData[WEAPON_ID::M61GRENADE]).sPlayerModelPath;
}
@ -271,9 +271,8 @@ w_m61grenade_deathmsg(void)
}
void
w_m61grenade_draw(void)
w_m61grenade_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
printfline("I set grenadeFireIndex to 0, A!");
@ -285,49 +284,46 @@ w_m61grenade_draw(void)
}
void
w_m61grenade_holster(void)
w_m61grenade_holster(player pl)
{
}
void
w_m61grenade_primary(void)
w_m61grenade_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_grenade_onInputPress(pl, arg_thisWeapon, BITS_AKIMBOCHOICE_LEFT);
}
void
w_m61grenade_secondary(void)
w_m61grenade_secondary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_grenade_onInputPress(pl, arg_thisWeapon, BITS_AKIMBOCHOICE_RIGHT);
}
void
w_m61grenade_reload(void)
w_m61grenade_reload(player pl)
{
}
float
w_m61grenade_aimanim(void)
w_m61grenade_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_m61grenade_hud(void)
w_m61grenade_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_throwable_onDrawHUD(pl, (weapondata_throwable_t*)ary_weaponData[WEAPON_ID::M61GRENADE], arg_thisWeapon);
}
void
w_m61grenade_hudpic(int selected, vector pos, float a)
w_m61grenade_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -347,7 +343,7 @@ weapon_t w_m61grenade =
.secondary = w_m61grenade_secondary,
.reload = w_m61grenade_reload,
.release = NULL,
.crosshair = w_m61grenade_hud,
.postdraw = w_m61grenade_hud,
.precache = w_m61grenade_precache,
.pickup = NULL,
.updateammo = w_m61grenade_updateammo,

View File

@ -114,10 +114,9 @@ w_mac10_wmodel(void)
}
string
w_mac10_pmodel(void)
w_mac10_pmodel(player pl)
{
// Do we have the silencer?
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
return (*ary_weaponData[WEAPON_ID::MAC10]).sPlayerModelPath;
@ -133,23 +132,21 @@ w_mac10_deathmsg(void)
}
void
w_mac10_draw(void)
w_mac10_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::MAC10], arg_thisWeapon);
}
void
w_mac10_holster(void)
w_mac10_holster(player pl)
{
}
void
w_mac10_primary(void)
w_mac10_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -222,9 +219,8 @@ w_mac10_primary(void)
}
void
w_mac10_secondary(void)
w_mac10_secondary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(pl.w_attack_next > 0){
@ -239,24 +235,22 @@ w_mac10_secondary(void)
void
w_mac10_reload(void)
w_mac10_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_ironsight_Reload(pl, (weapondata_ironsight_t*)ary_weaponData[WEAPON_ID::MAC10], arg_thisWeapon);
}
float
w_mac10_aimanim(void)
w_mac10_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_mac10_hud(void)
w_mac10_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::MAC10], arg_thisWeapon);
@ -264,7 +258,7 @@ w_mac10_hud(void)
}
void
w_mac10_hudpic(int selected, vector pos, float a)
w_mac10_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -283,7 +277,7 @@ weapon_t w_mac10 =
.secondary = w_mac10_secondary,
.reload = w_mac10_reload,
.release = NULL,
.crosshair = w_mac10_hud,
.postdraw = w_mac10_hud,
.precache = w_mac10_precache,
.pickup = NULL,
.updateammo = w_mac10_updateammo,

View File

@ -113,10 +113,9 @@ w_miniuzi_wmodel(void)
}
string
w_miniuzi_pmodel(void)
w_miniuzi_pmodel(player pl)
{
// Do we have the silencer?
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
return (*ary_weaponData[WEAPON_ID::MINIUZI]).sPlayerModelPath;
@ -132,24 +131,22 @@ w_miniuzi_deathmsg(void)
}
void
w_miniuzi_draw(void)
w_miniuzi_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::MINIUZI], arg_thisWeapon);
}
void
w_miniuzi_holster(void)
w_miniuzi_holster(player pl)
{
}
void
w_miniuzi_primary(void)
w_miniuzi_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -215,9 +212,8 @@ w_miniuzi_primary(void)
void
w_miniuzi_secondary(void)
w_miniuzi_secondary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(pl.w_attack_next > 0){
@ -231,9 +227,8 @@ w_miniuzi_secondary(void)
void
w_miniuzi_reload(void)
w_miniuzi_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_ironsight_Reload(pl, (weapondata_ironsight_t*)ary_weaponData[WEAPON_ID::MINIUZI], arg_thisWeapon);
@ -241,22 +236,21 @@ w_miniuzi_reload(void)
}
float
w_miniuzi_aimanim(void)
w_miniuzi_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_miniuzi_hud(void)
w_miniuzi_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::MINIUZI], arg_thisWeapon);
}
void
w_miniuzi_hudpic(int selected, vector pos, float a)
w_miniuzi_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -276,7 +270,7 @@ weapon_t w_miniuzi =
.secondary = w_miniuzi_secondary,
.reload = w_miniuzi_reload,
.release = NULL,
.crosshair = w_miniuzi_hud,
.postdraw = w_miniuzi_hud,
.precache = w_miniuzi_precache,
.pickup = NULL,
.updateammo = w_miniuzi_updateammo,

View File

@ -107,10 +107,9 @@ w_miniuzi_akimbo_wmodel(void)
}
string
w_miniuzi_akimbo_pmodel(void)
w_miniuzi_akimbo_pmodel(player pl)
{
// Do we have the silencer?
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
return (*ary_weaponData[WEAPON_ID::MINIUZI_AKIMBO]).sPlayerModelPath;
@ -126,15 +125,14 @@ w_miniuzi_akimbo_deathmsg(void)
}
void
w_miniuzi_akimbo_draw(void)
w_miniuzi_akimbo_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::MINIUZI_AKIMBO], arg_thisWeapon);
}
void
w_miniuzi_akimbo_holster(void)
w_miniuzi_akimbo_holster(player pl)
{
}
@ -273,7 +271,7 @@ void weapon_miniuzi_akimbo_attack(player pl, weapondynamic_t arg_thisWeapon, int
void
w_miniuzi_akimbo_primary(void)
w_miniuzi_akimbo_primary(player pl)
{
weapon_gun_akimbo_full_primaryAttack(weapon_miniuzi_akimbo_attack);
}
@ -281,16 +279,15 @@ w_miniuzi_akimbo_primary(void)
void
w_miniuzi_akimbo_secondary(void)
w_miniuzi_akimbo_secondary(player pl)
{
weapon_gun_akimbo_full_secondaryAttack(weapon_miniuzi_akimbo_attack);
}
void
w_miniuzi_akimbo_reload(void)
w_miniuzi_akimbo_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_Reload(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::MINIUZI_AKIMBO], arg_thisWeapon);
@ -299,23 +296,22 @@ w_miniuzi_akimbo_reload(void)
float
w_miniuzi_akimbo_aimanim(void)
w_miniuzi_akimbo_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_miniuzi_akimbo_hud(void)
w_miniuzi_akimbo_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::MINIUZI_AKIMBO], arg_thisWeapon);
}
void
w_miniuzi_akimbo_hudpic(int selected, vector pos, float a)
w_miniuzi_akimbo_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -335,7 +331,7 @@ weapon_t w_miniuzi_akimbo =
.secondary = w_miniuzi_akimbo_secondary,
.reload = w_miniuzi_akimbo_reload,
.release = NULL,
.crosshair = w_miniuzi_akimbo_hud,
.postdraw = w_miniuzi_akimbo_hud,
.precache = w_miniuzi_akimbo_precache,
.pickup = NULL,
.updateammo = w_miniuzi_akimbo_updateammo,

View File

@ -133,9 +133,8 @@ w_mossberg500_wmodel(void)
}
string
w_mossberg500_pmodel(void)
w_mossberg500_pmodel(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
return (*ary_weaponData[WEAPON_ID::MOSSBERG500]).sPlayerModelPath;
}
@ -147,9 +146,8 @@ w_mossberg500_deathmsg(void)
}
void
w_mossberg500_draw(void)
w_mossberg500_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
// not setting shotgun extra data here, done right before reload anims are called
@ -161,15 +159,14 @@ w_mossberg500_draw(void)
void
w_mossberg500_holster(void)
w_mossberg500_holster(player pl)
{
}
void
w_mossberg500_primary(void)
w_mossberg500_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(!weapon_shotgun_onInterrupt(pl, ary_weaponData[WEAPON_ID::MOSSBERG500], arg_thisWeapon)){
@ -253,9 +250,8 @@ w_mossberg500_primary(void)
void
w_mossberg500_secondary(void)
w_mossberg500_secondary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(pl.w_attack_next > 0){
@ -276,9 +272,8 @@ w_mossberg500_secondary(void)
void
w_mossberg500_reload(void)
w_mossberg500_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(!arg_thisWeapon.iIronSight){
@ -291,22 +286,21 @@ w_mossberg500_reload(void)
}
float
w_mossberg500_aimanim(void)
w_mossberg500_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_mossberg500_hud(void)
w_mossberg500_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::MOSSBERG500], arg_thisWeapon);
}
void
w_mossberg500_hudpic(int selected, vector pos, float a)
w_mossberg500_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -326,7 +320,7 @@ weapon_t w_mossberg500 =
.secondary = w_mossberg500_secondary,
.reload = w_mossberg500_reload,
.release = NULL,
.crosshair = w_mossberg500_hud,
.postdraw = w_mossberg500_hud,
.precache = w_mossberg500_precache,
.pickup = NULL,
.updateammo = w_mossberg500_updateammo,

View File

@ -111,10 +111,9 @@ w_mp5k_wmodel(void)
}
string
w_mp5k_pmodel(void)
w_mp5k_pmodel(player pl)
{
// Do we have the silencer?
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
return (*ary_weaponData[WEAPON_ID::MP5K]).sPlayerModelPath;
@ -130,23 +129,21 @@ w_mp5k_deathmsg(void)
}
void
w_mp5k_draw(void)
w_mp5k_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::MP5K], arg_thisWeapon);
}
void
w_mp5k_holster(void)
w_mp5k_holster(player pl)
{
}
void
w_mp5k_primary(void)
w_mp5k_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -225,9 +222,8 @@ w_mp5k_primary(void)
}
void
w_mp5k_secondary(void)
w_mp5k_secondary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
INPUT_SECONDARY_TAP_GATE
@ -248,24 +244,22 @@ w_mp5k_secondary(void)
void
w_mp5k_reload(void)
w_mp5k_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_ironsight_Reload(pl, (weapondata_ironsight_t*)ary_weaponData[WEAPON_ID::MP5K], arg_thisWeapon);
}
float
w_mp5k_aimanim(void)
w_mp5k_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_mp5k_hud(void)
w_mp5k_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::MP5K], arg_thisWeapon);
@ -273,7 +267,7 @@ w_mp5k_hud(void)
}
void
w_mp5k_hudpic(int selected, vector pos, float a)
w_mp5k_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -292,7 +286,7 @@ weapon_t w_mp5k =
.secondary = w_mp5k_secondary,
.reload = w_mp5k_reload,
.release = NULL,
.crosshair = w_mp5k_hud,
.postdraw = w_mp5k_hud,
.precache = w_mp5k_precache,
.pickup = NULL,
.updateammo = w_mp5k_updateammo,

View File

@ -94,11 +94,10 @@ w_mp5sd_wmodel(void)
}
string
w_mp5sd_pmodel(void)
w_mp5sd_pmodel(player pl)
{
// Do we have the silencer?
// Oh. Guaranteed for the mp5. Oh well.
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
//if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
// return (*ary_weaponData[WEAPON_ID::MP5SD]).sPlayerModelPath;
@ -114,23 +113,21 @@ w_mp5sd_deathmsg(void)
}
void
w_mp5sd_draw(void)
w_mp5sd_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::MP5SD], arg_thisWeapon);
}
void
w_mp5sd_holster(void)
w_mp5sd_holster(player pl)
{
}
void
w_mp5sd_primary(void)
w_mp5sd_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -195,9 +192,8 @@ w_mp5sd_primary(void)
}
void
w_mp5sd_secondary(void)
w_mp5sd_secondary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
INPUT_SECONDARY_TAP_GATE
@ -212,24 +208,22 @@ w_mp5sd_secondary(void)
void
w_mp5sd_reload(void)
w_mp5sd_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_Reload(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::MP5SD], arg_thisWeapon);
}
float
w_mp5sd_aimanim(void)
w_mp5sd_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_mp5sd_hud(void)
w_mp5sd_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::MP5SD], arg_thisWeapon);
@ -237,7 +231,7 @@ w_mp5sd_hud(void)
}
void
w_mp5sd_hudpic(int selected, vector pos, float a)
w_mp5sd_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -256,7 +250,7 @@ weapon_t w_mp5sd =
.secondary = w_mp5sd_secondary,
.reload = w_mp5sd_reload,
.release = NULL,
.crosshair = w_mp5sd_hud,
.postdraw = w_mp5sd_hud,
.precache = w_mp5sd_precache,
.pickup = NULL,
.updateammo = w_mp5sd_updateammo,

View File

@ -98,9 +98,8 @@ w_ragingbull_wmodel(void)
}
string
w_ragingbull_pmodel(void)
w_ragingbull_pmodel(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
return (*ary_weaponData[WEAPON_ID::RAGINGBULL]).sPlayerModelPath;
}
@ -112,23 +111,21 @@ w_ragingbull_deathmsg(void)
}
void
w_ragingbull_draw(void)
w_ragingbull_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::RAGINGBULL], arg_thisWeapon);
}
void
w_ragingbull_holster(void)
w_ragingbull_holster(player pl)
{
}
void
w_ragingbull_primary(void)
w_ragingbull_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -169,9 +166,8 @@ w_ragingbull_primary(void)
}
void
w_ragingbull_secondary(void)
w_ragingbull_secondary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
INPUT_SECONDARY_TAP_GATE
@ -186,24 +182,22 @@ w_ragingbull_secondary(void)
void
w_ragingbull_reload(void)
w_ragingbull_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_Reload(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::RAGINGBULL], arg_thisWeapon);
}
float
w_ragingbull_aimanim(void)
w_ragingbull_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_ragingbull_hud(void)
w_ragingbull_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::RAGINGBULL], arg_thisWeapon);
@ -211,7 +205,7 @@ w_ragingbull_hud(void)
}
void
w_ragingbull_hudpic(int selected, vector pos, float a)
w_ragingbull_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -230,7 +224,7 @@ weapon_t w_ragingbull =
.secondary = w_ragingbull_secondary,
.reload = w_ragingbull_reload,
.release = NULL,
.crosshair = w_ragingbull_hud,
.postdraw = w_ragingbull_hud,
.precache = w_ragingbull_precache,
.pickup = NULL,
.updateammo = w_ragingbull_updateammo,

View File

@ -89,10 +89,9 @@ w_rugermk1_wmodel(void)
}
string
w_rugermk1_pmodel(void)
w_rugermk1_pmodel(player pl)
{
// Do we have the silencer? Yes, forced in fact
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
//if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
return (*ary_weaponData[WEAPON_ID::RUGERMK1]).sPlayerModelPath;
@ -108,23 +107,21 @@ w_rugermk1_deathmsg(void)
}
void
w_rugermk1_draw(void)
w_rugermk1_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::RUGERMK1], arg_thisWeapon);
}
void
w_rugermk1_holster(void)
w_rugermk1_holster(player pl)
{
}
void
w_rugermk1_primary(void)
w_rugermk1_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -165,30 +162,28 @@ w_rugermk1_primary(void)
}
void
w_rugermk1_secondary(void)
w_rugermk1_secondary(player pl)
{
}
void
w_rugermk1_reload(void)
w_rugermk1_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_Reload(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::RUGERMK1], arg_thisWeapon);
}
float
w_rugermk1_aimanim(void)
w_rugermk1_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_rugermk1_hud(void)
w_rugermk1_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::RUGERMK1], arg_thisWeapon);
@ -196,7 +191,7 @@ w_rugermk1_hud(void)
}
void
w_rugermk1_hudpic(int selected, vector pos, float a)
w_rugermk1_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -215,7 +210,7 @@ weapon_t w_rugermk1 =
.secondary = w_rugermk1_secondary,
.reload = w_rugermk1_reload,
.release = NULL,
.crosshair = w_rugermk1_hud,
.postdraw = w_rugermk1_hud,
.precache = w_rugermk1_precache,
.pickup = NULL,
.updateammo = w_rugermk1_updateammo,

View File

@ -136,9 +136,8 @@ w_sawedoff_wmodel(void)
}
string
w_sawedoff_pmodel(void)
w_sawedoff_pmodel(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
return (*ary_weaponData[WEAPON_ID::SAWEDOFF]).sPlayerModelPath;
}
@ -151,23 +150,21 @@ w_sawedoff_deathmsg(void)
void
w_sawedoff_draw(void)
w_sawedoff_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::SAWEDOFF], arg_thisWeapon);
}
void
w_sawedoff_holster(void)
w_sawedoff_holster(player pl)
{
}
void
w_sawedoff_primary(void)
w_sawedoff_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -219,20 +216,18 @@ w_sawedoff_primary(void)
void
w_sawedoff_secondary(void)
w_sawedoff_secondary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_ironsight_ToggleIronsight(pl, (weapondata_ironsight_t*)ary_weaponData[WEAPON_ID::SAWEDOFF], arg_thisWeapon);
}
// need custom reload logic, works more like a typical weapon
void
w_sawedoff_reload(void)
w_sawedoff_reload(player pl)
{
int reloadSeq;
float reloadDur;
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
//weapon_ironsight_Reload(pl, (weapondata_ironsight_t*)ary_weaponData[WEAPON_ID::SAWEDOFF], arg_thisWeapon);
@ -261,22 +256,21 @@ w_sawedoff_reload(void)
}
float
w_sawedoff_aimanim(void)
w_sawedoff_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_sawedoff_hud(void)
w_sawedoff_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::SAWEDOFF], arg_thisWeapon);
}
void
w_sawedoff_hudpic(int selected, vector pos, float a)
w_sawedoff_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -296,7 +290,7 @@ weapon_t w_sawedoff =
.secondary = w_sawedoff_secondary,
.reload = w_sawedoff_reload,
.release = NULL,
.crosshair = w_sawedoff_hud,
.postdraw = w_sawedoff_hud,
.precache = w_sawedoff_precache,
.pickup = NULL,
.updateammo = w_sawedoff_updateammo,

View File

@ -81,7 +81,7 @@ w_sealknife_wmodel(void)
}
string
w_sealknife_pmodel(void)
w_sealknife_pmodel(player pl)
{
return (*ary_weaponData[WEAPON_ID::SEALKNIFE]).sPlayerModelPath;
}
@ -93,24 +93,22 @@ w_sealknife_deathmsg(void)
}
void
w_sealknife_draw(void)
w_sealknife_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::SEALKNIFE], arg_thisWeapon);
}
void
w_sealknife_holster(void)
w_sealknife_holster(player pl)
{
}
void
w_sealknife_primary(void)
w_sealknife_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -154,9 +152,8 @@ w_sealknife_primary(void)
void
w_sealknife_secondary(void)
w_sealknife_secondary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -196,28 +193,27 @@ w_sealknife_secondary(void)
void
w_sealknife_reload(void)
w_sealknife_reload(player pl)
{
// how do you reload a sword
}
float
w_sealknife_aimanim(void)
w_sealknife_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_sealknife_hud(void)
w_sealknife_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_throwable_onDrawHUD(pl, (weapondata_throwable_t*)ary_weaponData[WEAPON_ID::SEALKNIFE], arg_thisWeapon);
}
void
w_sealknife_hudpic(int selected, vector pos, float a)
w_sealknife_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -237,7 +233,7 @@ weapon_t w_sealknife =
.secondary = w_sealknife_secondary,
.reload = w_sealknife_reload,
.release = NULL,
.crosshair = w_sealknife_hud,
.postdraw = w_sealknife_hud,
.precache = w_sealknife_precache,
.pickup = NULL,
.updateammo = w_sealknife_updateammo,

View File

@ -89,9 +89,8 @@ w_skorpion_wmodel(void)
}
string
w_skorpion_pmodel(void)
w_skorpion_pmodel(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
return (*ary_weaponData[WEAPON_ID::SKORPION]).sPlayerModelPath;
}
@ -103,23 +102,21 @@ w_skorpion_deathmsg(void)
}
void
w_skorpion_draw(void)
w_skorpion_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::SKORPION], arg_thisWeapon);
}
void
w_skorpion_holster(void)
w_skorpion_holster(player pl)
{
}
void
w_skorpion_primary(void)
w_skorpion_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -162,36 +159,34 @@ w_skorpion_primary(void)
void
w_skorpion_secondary(void)
w_skorpion_secondary(player pl)
{
}
void
w_skorpion_reload(void)
w_skorpion_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_Reload(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::SKORPION], arg_thisWeapon);
}
float
w_skorpion_aimanim(void)
w_skorpion_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_skorpion_hud(void)
w_skorpion_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::SKORPION], arg_thisWeapon);
}
void
w_skorpion_hudpic(int selected, vector pos, float a)
w_skorpion_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -211,7 +206,7 @@ weapon_t w_skorpion =
.secondary = w_skorpion_secondary,
.reload = w_skorpion_reload,
.release = NULL,
.crosshair = w_skorpion_hud,
.postdraw = w_skorpion_hud,
.precache = w_skorpion_precache,
.pickup = NULL,
.updateammo = w_skorpion_updateammo,

View File

@ -87,9 +87,8 @@ w_skorpion_akimbo_wmodel(void)
}
string
w_skorpion_akimbo_pmodel(void)
w_skorpion_akimbo_pmodel(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
return (*ary_weaponData[WEAPON_ID::SKORPION_AKIMBO]).sPlayerModelPath;
}
@ -101,15 +100,14 @@ w_skorpion_akimbo_deathmsg(void)
}
void
w_skorpion_akimbo_draw(void)
w_skorpion_akimbo_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::SKORPION_AKIMBO], arg_thisWeapon);
}
void
w_skorpion_akimbo_holster(void)
w_skorpion_akimbo_holster(player pl)
{
}
@ -232,7 +230,7 @@ void weapon_skorpion_akimbo_attack(player pl, weapondynamic_t arg_thisWeapon, in
void
w_skorpion_akimbo_primary(void)
w_skorpion_akimbo_primary(player pl)
{
weapon_gun_akimbo_full_primaryAttack(weapon_skorpion_akimbo_attack);
}
@ -240,37 +238,35 @@ w_skorpion_akimbo_primary(void)
void
w_skorpion_akimbo_secondary(void)
w_skorpion_akimbo_secondary(player pl)
{
weapon_gun_akimbo_full_secondaryAttack(weapon_skorpion_akimbo_attack);
}
void
w_skorpion_akimbo_reload(void)
w_skorpion_akimbo_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_Reload(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::SKORPION_AKIMBO], arg_thisWeapon);
}
float
w_skorpion_akimbo_aimanim(void)
w_skorpion_akimbo_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_skorpion_akimbo_hud(void)
w_skorpion_akimbo_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::SKORPION_AKIMBO], arg_thisWeapon);
}
void
w_skorpion_akimbo_hudpic(int selected, vector pos, float a)
w_skorpion_akimbo_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -290,7 +286,7 @@ weapon_t w_skorpion_akimbo =
.secondary = w_skorpion_akimbo_secondary,
.reload = w_skorpion_akimbo_reload,
.release = NULL,
.crosshair = w_skorpion_akimbo_hud,
.postdraw = w_skorpion_akimbo_hud,
.precache = w_skorpion_akimbo_precache,
.pickup = NULL,
.updateammo = w_skorpion_akimbo_updateammo,
@ -300,4 +296,4 @@ weapon_t w_skorpion_akimbo =
.aimanim = w_skorpion_akimbo_aimanim,
.hudpic = NULL
};
};

View File

@ -108,10 +108,9 @@ w_socommk23_wmodel(void)
}
string
w_socommk23_pmodel(void)
w_socommk23_pmodel(player pl)
{
// Do we have the silencer?
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
return (*ary_weaponData[WEAPON_ID::SOCOMMK23]).sPlayerModelPath;
@ -127,9 +126,8 @@ w_socommk23_deathmsg(void)
}
void
w_socommk23_draw(void)
w_socommk23_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapondata_basic_t* basicP = ary_weaponData[WEAPON_ID::SOCOMMK23];
@ -138,15 +136,14 @@ w_socommk23_draw(void)
void
w_socommk23_holster(void)
w_socommk23_holster(player pl)
{
}
void
w_socommk23_primary(void)
w_socommk23_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -207,9 +204,8 @@ w_socommk23_primary(void)
void
w_socommk23_secondary(void)
w_socommk23_secondary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(pl.w_attack_next > 0){
@ -224,30 +220,28 @@ w_socommk23_secondary(void)
void
w_socommk23_reload(void)
w_socommk23_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_ironsight_Reload(pl, (weapondata_ironsight_t*)ary_weaponData[WEAPON_ID::SOCOMMK23], arg_thisWeapon);
}
float
w_socommk23_aimanim(void)
w_socommk23_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_socommk23_hud(void)
w_socommk23_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::SOCOMMK23], arg_thisWeapon);
}
void
w_socommk23_hudpic(int selected, vector pos, float a)
w_socommk23_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -266,7 +260,7 @@ weapon_t w_socommk23 =
.secondary = w_socommk23_secondary,
.reload = w_socommk23_reload,
.release = NULL,
.crosshair = w_socommk23_hud,
.postdraw = w_socommk23_hud,
.precache = w_socommk23_precache,
.pickup = NULL,
.updateammo = w_socommk23_updateammo,

View File

@ -115,10 +115,9 @@ w_socommk23_akimbo_wmodel(void)
}
string
w_socommk23_akimbo_pmodel(void)
w_socommk23_akimbo_pmodel(player pl)
{
// Do we have the silencer?
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
return (*ary_weaponData[WEAPON_ID::SOCOMMK23_AKIMBO]).sPlayerModelPath;
@ -134,15 +133,14 @@ w_socommk23_akimbo_deathmsg(void)
}
void
w_socommk23_akimbo_draw(void)
w_socommk23_akimbo_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::SOCOMMK23_AKIMBO], arg_thisWeapon);
}
void
w_socommk23_akimbo_holster(void)
w_socommk23_akimbo_holster(player pl)
{
}
@ -330,23 +328,22 @@ void weapon_socommk23_akimbo_attack(player pl, weapondynamic_t arg_thisWeapon, i
void
w_socommk23_akimbo_primary(void)
w_socommk23_akimbo_primary(player pl)
{
weapon_gun_akimbo_semi_primaryAttack(weapon_socommk23_akimbo_attack);
}
void
w_socommk23_akimbo_secondary(void)
w_socommk23_akimbo_secondary(player pl)
{
weapon_ironsight_akimbo_semi_secondaryAttack(weapon_socommk23_akimbo_attack, WEAPON_ID::SOCOMMK23_AKIMBO);
}
void
w_socommk23_akimbo_reload(void)
w_socommk23_akimbo_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_ironsight_Reload(pl, (weapondata_ironsight_t*)ary_weaponData[WEAPON_ID::SOCOMMK23_AKIMBO], arg_thisWeapon);
@ -355,21 +352,20 @@ w_socommk23_akimbo_reload(void)
}
float
w_socommk23_akimbo_aimanim(void)
w_socommk23_akimbo_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_socommk23_akimbo_hud(void)
w_socommk23_akimbo_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::SOCOMMK23_AKIMBO], arg_thisWeapon);
}
void
w_socommk23_akimbo_hudpic(int selected, vector pos, float a)
w_socommk23_akimbo_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -389,7 +385,7 @@ weapon_t w_socommk23_akimbo =
.secondary = w_socommk23_akimbo_secondary,
.reload = w_socommk23_akimbo_reload,
.release = NULL,
.crosshair = w_socommk23_akimbo_hud,
.postdraw = w_socommk23_akimbo_hud,
.precache = w_socommk23_akimbo_precache,
.pickup = NULL,
.updateammo = w_socommk23_akimbo_updateammo,

View File

@ -107,9 +107,8 @@ w_spas12_wmodel(void)
}
string
w_spas12_pmodel(void)
w_spas12_pmodel(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
return (*ary_weaponData[WEAPON_ID::SPAS12]).sPlayerModelPath;
}
@ -121,9 +120,8 @@ w_spas12_deathmsg(void)
}
void
w_spas12_draw(void)
w_spas12_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
pl.iShotgunExtraDataID = SHOTGUN_EXTRA_ID::SPAS12;
@ -132,15 +130,14 @@ w_spas12_draw(void)
}
void
w_spas12_holster(void)
w_spas12_holster(player pl)
{
}
void
w_spas12_primary(void)
w_spas12_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(!weapon_shotgun_onInterrupt(pl, ary_weaponData[WEAPON_ID::SPAS12], arg_thisWeapon)){
@ -223,37 +220,35 @@ w_spas12_primary(void)
void
w_spas12_secondary(void)
w_spas12_secondary(player pl)
{
}
void
w_spas12_reload(void)
w_spas12_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_shotgun_reload(pl, ary_weaponData[WEAPON_ID::SPAS12], arg_thisWeapon);
}
float
w_spas12_aimanim(void)
w_spas12_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_spas12_hud(void)
w_spas12_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::SPAS12], arg_thisWeapon);
}
void
w_spas12_hudpic(int selected, vector pos, float a)
w_spas12_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -273,7 +268,7 @@ weapon_t w_spas12 =
.secondary = w_spas12_secondary,
.reload = w_spas12_reload,
.release = NULL,
.crosshair = w_spas12_hud,
.postdraw = w_spas12_hud,
.precache = w_spas12_precache,
.pickup = NULL,
.updateammo = w_spas12_updateammo,

View File

@ -96,10 +96,9 @@ w_steyraug_wmodel(void)
}
string
w_steyraug_pmodel(void)
w_steyraug_pmodel(player pl)
{
// Do we have the silencer?
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
return (*ary_weaponData[WEAPON_ID::STEYRAUG]).sPlayerModelPath;
@ -115,23 +114,21 @@ w_steyraug_deathmsg(void)
}
void
w_steyraug_draw(void)
w_steyraug_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::STEYRAUG], arg_thisWeapon);
}
void
w_steyraug_holster(void)
w_steyraug_holster(player pl)
{
}
void
w_steyraug_primary(void)
w_steyraug_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -174,9 +171,8 @@ w_steyraug_primary(void)
}
void
w_steyraug_secondary(void)
w_steyraug_secondary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
INPUT_SECONDARY_TAP_GATE
@ -191,24 +187,22 @@ w_steyraug_secondary(void)
void
w_steyraug_reload(void)
w_steyraug_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_Reload(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::STEYRAUG], arg_thisWeapon);
}
float
w_steyraug_aimanim(void)
w_steyraug_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_steyraug_hud(void)
w_steyraug_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::STEYRAUG], arg_thisWeapon);
@ -216,7 +210,7 @@ w_steyraug_hud(void)
}
void
w_steyraug_hudpic(int selected, vector pos, float a)
w_steyraug_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -235,7 +229,7 @@ weapon_t w_steyraug =
.secondary = w_steyraug_secondary,
.reload = w_steyraug_reload,
.release = NULL,
.crosshair = w_steyraug_hud,
.postdraw = w_steyraug_hud,
.precache = w_steyraug_precache,
.pickup = NULL,
.updateammo = w_steyraug_updateammo,

View File

@ -106,10 +106,9 @@ w_steyrtmp_wmodel(void)
}
string
w_steyrtmp_pmodel(void)
w_steyrtmp_pmodel(player pl)
{
// Do we have the silencer?
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
return (*ary_weaponData[WEAPON_ID::STEYRTMP]).sPlayerModelPath;
@ -125,23 +124,21 @@ w_steyrtmp_deathmsg(void)
}
void
w_steyrtmp_draw(void)
w_steyrtmp_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::STEYRTMP], arg_thisWeapon);
}
void
w_steyrtmp_holster(void)
w_steyrtmp_holster(player pl)
{
}
void
w_steyrtmp_primary(void)
w_steyrtmp_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -200,9 +197,8 @@ w_steyrtmp_primary(void)
}
void
w_steyrtmp_secondary(void)
w_steyrtmp_secondary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(pl.w_attack_next > 0){
@ -217,24 +213,22 @@ w_steyrtmp_secondary(void)
void
w_steyrtmp_reload(void)
w_steyrtmp_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_ironsight_Reload(pl, (weapondata_ironsight_t*)ary_weaponData[WEAPON_ID::STEYRTMP], arg_thisWeapon);
}
float
w_steyrtmp_aimanim(void)
w_steyrtmp_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_steyrtmp_hud(void)
w_steyrtmp_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::STEYRTMP], arg_thisWeapon);
@ -242,7 +236,7 @@ w_steyrtmp_hud(void)
}
void
w_steyrtmp_hudpic(int selected, vector pos, float a)
w_steyrtmp_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -261,7 +255,7 @@ weapon_t w_steyrtmp =
.secondary = w_steyrtmp_secondary,
.reload = w_steyrtmp_reload,
.release = NULL,
.crosshair = w_steyrtmp_hud,
.postdraw = w_steyrtmp_hud,
.precache = w_steyrtmp_precache,
.pickup = NULL,
.updateammo = w_steyrtmp_updateammo,

View File

@ -100,10 +100,9 @@ w_ump_wmodel(void)
}
string
w_ump_pmodel(void)
w_ump_pmodel(player pl)
{
// Do we have the silencer?
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
return (*ary_weaponData[WEAPON_ID::UMP]).sPlayerModelPath;
@ -119,23 +118,21 @@ w_ump_deathmsg(void)
}
void
w_ump_draw(void)
w_ump_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::UMP], arg_thisWeapon);
}
void
w_ump_holster(void)
w_ump_holster(player pl)
{
}
void
w_ump_primary(void)
w_ump_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -185,9 +182,8 @@ w_ump_primary(void)
}
void
w_ump_secondary(void)
w_ump_secondary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
INPUT_SECONDARY_TAP_GATE
@ -202,24 +198,22 @@ w_ump_secondary(void)
void
w_ump_reload(void)
w_ump_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_Reload(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::UMP], arg_thisWeapon);
}
float
w_ump_aimanim(void)
w_ump_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_ump_hud(void)
w_ump_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::UMP], arg_thisWeapon);
@ -227,7 +221,7 @@ w_ump_hud(void)
}
void
w_ump_hudpic(int selected, vector pos, float a)
w_ump_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -246,7 +240,7 @@ weapon_t w_ump =
.secondary = w_ump_secondary,
.reload = w_ump_reload,
.release = NULL,
.crosshair = w_ump_hud,
.postdraw = w_ump_hud,
.precache = w_ump_precache,
.pickup = NULL,
.updateammo = w_ump_updateammo,

View File

@ -87,9 +87,8 @@ w_usas12_wmodel(void)
}
string
w_usas12_pmodel(void)
w_usas12_pmodel(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
return (*ary_weaponData[WEAPON_ID::USAS12]).sPlayerModelPath;
}
@ -101,9 +100,8 @@ w_usas12_deathmsg(void)
}
void
w_usas12_draw(void)
w_usas12_draw(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapondata_basic_t* basicP = ary_weaponData[WEAPON_ID::USAS12];
@ -112,15 +110,14 @@ w_usas12_draw(void)
void
w_usas12_holster(void)
w_usas12_holster(player pl)
{
}
void
w_usas12_primary(void)
w_usas12_primary(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
@ -151,35 +148,33 @@ w_usas12_primary(void)
}
void
w_usas12_secondary(void)
w_usas12_secondary(player pl)
{
}
void
w_usas12_reload(void)
w_usas12_reload(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_Reload(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::USAS12], arg_thisWeapon);
}
float
w_usas12_aimanim(void)
w_usas12_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_usas12_hud(void)
w_usas12_hud(player pl)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::USAS12], arg_thisWeapon);
}
void
w_usas12_hudpic(int selected, vector pos, float a)
w_usas12_hudpic(player pl, int selected, vector pos, float a)
{
//
}
@ -198,7 +193,7 @@ weapon_t w_usas12 =
.secondary = w_usas12_secondary,
.reload = w_usas12_reload,
.release = NULL,
.crosshair = w_usas12_hud,
.postdraw = w_usas12_hud,
.precache = w_usas12_precache,
.pickup = NULL,
.updateammo = w_usas12_updateammo,