WEAPON_MP5: Adjust firing rate to be closer to original HL.

WEAPON_RPG: Start with laser enabled.
WEAPON_SHOTGUN: Force reload on empty fire.
This commit is contained in:
Marco Cawthorne 2022-05-02 08:32:42 -07:00
parent 7bbecdfe8f
commit d699ac570f
Signed by: eukara
GPG Key ID: C196CD8BA993248A
5 changed files with 47 additions and 25 deletions

View File

@ -102,12 +102,13 @@ int
w_mp5_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
if (new) {
#ifdef GEARBOX
pl.mp5_mag = 50;
#else
pl.mp5_mag = 25;
#endif
#ifdef GEARBOX
pl.mp5_mag = 50;
#else
pl.mp5_mag = 25;
#endif
return (1);
}
@ -208,7 +209,7 @@ w_mp5_primary(player pl)
else
Animation_PlayerTop(pl, ANIM_SHOOTMP5, 0.1f);
pl.w_attack_next = 0.1f;
pl.w_attack_next = 0.085f;
pl.w_idle_next = 10.0f;
}

View File

@ -90,6 +90,7 @@ void w_rpg_draw(player pl)
{
Weapons_SetModel("models/v_rpg.mdl");
Weapons_ViewAnimation(pl, RPG_DRAW1);
pl.ammo_rpg_state = 1;
}
void w_rpg_holster(player pl)

View File

@ -156,6 +156,24 @@ w_shotgun_holster(player pl)
void w_shotgun_release(player pl);
void
w_shotgun_reload(player pl)
{
if (pl.shotgun_mag >= 8) {
return;
}
if (pl.ammo_buckshot <= 0) {
return;
}
if (pl.mode_tempstate > SHOTTY_IDLE) {
return;
}
pl.mode_tempstate = SHOTTY_RELOAD_START;
pl.w_idle_next = 0.0f;
}
void
w_shotgun_primary(player pl)
{
@ -232,7 +250,7 @@ w_shotgun_secondary(player pl)
/* Ammo check */
if (pl.shotgun_mag <= 1) {
w_shotgun_release(pl);
w_shotgun_reload(pl);
return;
}
@ -264,24 +282,6 @@ w_shotgun_secondary(player pl)
pl.w_attack_next = 1.5f;
}
void
w_shotgun_reload(player pl)
{
if (pl.shotgun_mag >= 8) {
return;
}
if (pl.ammo_buckshot <= 0) {
return;
}
if (pl.mode_tempstate > SHOTTY_IDLE) {
return;
}
pl.mode_tempstate = SHOTTY_RELOAD_START;
pl.w_idle_next = 0.0f;
}
void
w_shotgun_release(player pl)
{

View File

@ -1,45 +1,56 @@
func_door.move_0
{
follow
sample misc/null.wav
}
func_door.move_1
{
follow
sample doors/doormove1.wav
}
func_door.move_2
{
follow
sample doors/doormove2.wav
}
func_door.move_3
{
follow
sample doors/doormove3.wav
}
func_door.move_4
{
follow
sample doors/doormove4.wav
}
func_door.move_5
{
follow
sample doors/doormove5.wav
}
func_door.move_6
{
follow
sample doors/doormove6.wav
}
func_door.move_7
{
follow
sample doors/doormove7.wav
}
func_door.move_8
{
follow
sample doors/doormove8.wav
}
func_door.move_9
{
follow
sample doors/doormove9.wav
}
func_door.move_10
{
follow
sample doors/doormove10.wav
}
@ -49,33 +60,41 @@ func_door.stop_0
}
func_door.stop_1
{
follow
sample doors/doorstop1.wav
}
func_door.stop_2
{
follow
sample doors/doorstop2.wav
}
func_door.stop_3
{
follow
sample doors/doorstop3.wav
}
func_door.stop_4
{
follow
sample doors/doorstop4.wav
}
func_door.stop_5
{
follow
sample doors/doorstop5.wav
}
func_door.stop_6
{
follow
sample doors/doorstop6.wav
}
func_door.stop_7
{
follow
sample doors/doorstop7.wav
}
func_door.stop_8
{
follow
sample doors/doorstop8.wav
}

View File

@ -100,6 +100,7 @@ weapon_mp5.shoot
alerts
sample weapons/hks1.wav
sample weapons/hks2.wav
sample weapons/hks3.wav
distshader weapon_mp5.shoot_dist
}