Half-Life: WEAPON_MP5 got some sweet more fixes as well.

This commit is contained in:
Marco Cawthorne 2019-09-15 10:16:52 +02:00
parent 52e1f6f5ff
commit afe9e2b9d7
1 changed files with 124 additions and 53 deletions

View File

@ -29,7 +29,8 @@ enum {
MP5_FIRE3
};
void w_mp5_precache(void)
void
w_mp5_precache(void)
{
precache_model("models/v_9mmar.mdl");
precache_model("models/w_9mmar.mdl");
@ -40,7 +41,8 @@ void w_mp5_precache(void)
precache_sound("weapons/glauncher.wav");
}
int w_mp5_pickup(int new)
int
w_mp5_pickup(int new)
{
#ifdef SSQC
player pl = (player)self;
@ -58,46 +60,52 @@ int w_mp5_pickup(int new)
return TRUE;
}
void w_mp5_updateammo(player pl)
void
w_mp5_updateammo(player pl)
{
#ifdef SSQC
Weapons_UpdateAmmo(pl, pl.mp5_mag, pl.ammo_9mm, pl.ammo_m203_grenade);
#endif
}
string w_mp5_wmodel(void)
string
w_mp5_wmodel(void)
{
return "models/w_9mmar.mdl";
}
string w_mp5_pmodel(void)
string
w_mp5_pmodel(void)
{
return "models/p_9mmar.mdl";
}
string w_mp5_deathmsg(void)
string
w_mp5_deathmsg(void)
{
return "";
}
void w_mp5_draw(void)
void
w_mp5_draw(void)
{
#ifdef CSQC
Weapons_SetModel("models/v_9mmar.mdl");
Weapons_ViewAnimation(MP5_DRAW);
#ifdef SSQC
player pl = (player)self;
Weapons_UpdateAmmo(pl, pl.mp5_mag, pl.ammo_9mm, pl.ammo_m203_grenade);
#endif
}
void w_mp5_holster(void)
void
w_mp5_holster(void)
{
Weapons_ViewAnimation(MP5_DRAW);
}
void w_mp5_primary(void)
void
w_mp5_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
@ -113,43 +121,43 @@ void w_mp5_primary(void)
}
#endif
/* Actual firing */
#ifdef CSQC
if (random() < 0.5) {
Weapons_ViewAnimation(MP5_FIRE1);
} else {
Weapons_ViewAnimation(MP5_FIRE2);
}
/* Actual firing */
#ifdef CSQC
pl.a_ammo1--;
View_SetMuzzleflash(MUZZLE_RIFLE);
Weapons_ViewPunchAngle([random(-2, 2),0,0]);
#else
/* Singleplayer is more accurate */
/* singleplayer is more accurate */
if (cvar("sv_playerslots") == 1) {
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 8, [0.02618,0.02618]);
TraceAttack_FireBullets(1, Weapons_GetCameraPos(), 8, [0.025,0.025]);
} else {
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 8, [0.05234,0.05234]);
TraceAttack_FireBullets(1, Weapons_GetCameraPos(), 8, [0.05,0.05]);
}
if (random() < 0.5) {
Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/hks1.wav", 1, ATTN_NORM);
sound(pl, CHAN_WEAPON, "weapons/hks1.wav", 1.0f, ATTN_NORM);
} else {
Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/hks2.wav", 1, ATTN_NORM);
sound(pl, CHAN_WEAPON, "weapons/hks2.wav", 1.0f, ATTN_NORM);
}
pl.mp5_mag--;
Weapons_UpdateAmmo(pl, pl.mp5_mag, pl.ammo_9mm, pl.ammo_m203_grenade);
#endif
pl.w_attack_next = 0.1f;
pl.w_idle_next = 10.0f;
}
void w_mp5_secondary(void)
void
w_mp5_secondary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
@ -158,44 +166,51 @@ void w_mp5_secondary(void)
if (pl.a_ammo3 <= 0) {
return;
}
Weapons_ViewPunchAngle([-10,0,0]);
pl.a_ammo3--;
Weapons_ViewPunchAngle([-10,0,0]);
Weapons_ViewAnimation(MP5_GRENADE);
#else
static void Grenade_ExplodeTouch(void) {
Effect_CreateExplosion( self.origin );
Damage_Radius( self.origin, self.owner, 100, 100 * 2.5f, TRUE );
sound( self, CHAN_WEAPON, sprintf( "weapons/explode%d.wav", floor( random() * 2 ) + 3 ), 1, ATTN_NORM );
Effect_CreateExplosion(self.origin);
Damage_Radius(self.origin, self.owner, 100, 100 * 2.5f, TRUE);
if (random() < 0.5) {
sound(self, 1, "weapons/explode3.wav", 1, ATTN_NORM);
} else {
sound(self, 1, "weapons/explode4.wav", 1, ATTN_NORM);
}
remove(self);
}
if (pl.ammo_m203_grenade <= 0) {
return;
}
makevectors(self.v_angle);
Weapons_MakeVectors();
entity gren = spawn();
setmodel(gren, "models/grenade.mdl");
setorigin(gren, self.origin + self.view_ofs + (v_forward * 16));
setorigin(gren, Weapons_GetCameraPos() + (v_forward * 16));
gren.owner = self;
gren.velocity = v_forward * 800;
gren.angles = vectoangles(gren.velocity);
gren.avelocity[0] = random(-100, -500);
gren.gravity = 0.5f;
gren.movetype = MOVETYPE_BOUNCE;
//gren.flags |= FL_LAGGEDMOVE;
gren.solid = SOLID_BBOX;
setsize(gren, [0,0,0], [0,0,0]);
gren.touch = Grenade_ExplodeTouch;
Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/glauncher.wav", 1, ATTN_NORM);
sound(pl, CHAN_WEAPON, "weapons/glauncher.wav", 1.0f, ATTN_NORM);
pl.ammo_m203_grenade--;
Weapons_UpdateAmmo(pl, pl.mp5_mag, pl.ammo_9mm, pl.ammo_m203_grenade);
#endif
Weapons_ViewAnimation(MP5_GRENADE);
pl.w_attack_next = 1.0f;
pl.w_idle_next = 10.0f;
}
void w_mp5_reload(void)
void
w_mp5_reload(void)
{
player pl = (player)self;
if (pl.w_attack_next) {
@ -219,18 +234,18 @@ void w_mp5_reload(void)
}
#endif
#ifdef CSQC
Weapons_ViewAnimation(MP5_RELOAD);
#ifdef SSQC
#else
Weapons_ReloadWeapon(pl, player::mp5_mag, player::ammo_9mm, 50);
Weapons_UpdateAmmo(pl, pl.mp5_mag, pl.ammo_9mm, pl.ammo_m203_grenade);
#endif
pl.w_attack_next = 1.5f;
pl.w_idle_next = 10.0f;
}
void w_mp5_release(void)
void
w_mp5_release(void)
{
player pl = (player)self;
if (pl.w_idle_next > 0.0) {
@ -246,33 +261,88 @@ void w_mp5_release(void)
pl.w_idle_next = 15.0f;
}
void w_mp5_crosshair(void)
void
w_mp5_crosshair(void)
{
#ifdef CSQC
static vector cross_pos;
vector cross_pos;
vector aicon_pos;
cross_pos = (video_res / 2) + [-12,-12];
drawsubpic(cross_pos, [24,24], "sprites/crosshairs.spr_0.tga", [24/128,48/128], [0.1875, 0.1875], [1,1,1], 1, DRAWFLAG_NORMAL);
drawsubpic(
cross_pos,
[24,24],
"sprites/crosshairs.spr_0.tga",
[24/128,48/128],
[0.1875, 0.1875],
[1,1,1],
1.0f,
DRAWFLAG_NORMAL
);
HUD_DrawAmmo1();
HUD_DrawAmmo2();
HUD_DrawAmmo3();
vector aicon_pos = video_mins + [video_res[0] - 48, video_res[1] - 42];
drawsubpic(aicon_pos, [24,24], "sprites/640hud7.spr_0.tga", [0,72/128], [24/256, 24/128], g_hud_color, pSeat->ammo2_alpha, DRAWFLAG_ADDITIVE);
aicon_pos = video_mins + [video_res[0] - 48, video_res[1] - 42];
drawsubpic(
aicon_pos,
[24,24],
"sprites/640hud7.spr_0.tga",
[0,72/128],
[24/256, 24/128],
g_hud_color,
pSeat->ammo2_alpha,
DRAWFLAG_ADDITIVE
);
aicon_pos = video_mins + [video_res[0] - 48, video_res[1] - 74];
drawsubpic(aicon_pos, [24,24], "sprites/640hud7.spr_0.tga", [48/256,72/128], [24/256, 24/128], g_hud_color, pSeat->ammo3_alpha, DRAWFLAG_ADDITIVE);
drawsubpic(
aicon_pos,
[24,24],
"sprites/640hud7.spr_0.tga",
[48/256,72/128],
[24/256, 24/128],
g_hud_color,
pSeat->ammo3_alpha,
DRAWFLAG_ADDITIVE
);
#endif
}
float w_mp5_aimanim(void)
float
w_mp5_aimanim(void)
{
return self.flags & ANIM_CR_AIMMP5 ? ANIM_CR_AIMCROWBAR : ANIM_AIMMP5;
}
void w_mp5_hudpic(int s, vector pos)
void
w_mp5_hudpic(int selected, vector pos)
{
#ifdef CSQC
if (s) {
drawsubpic(pos, [170,45], "sprites/640hud4.spr_0.tga", [0,135/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
if (selected) {
drawsubpic(
pos,
[170,45],
"sprites/640hud4.spr_0.tga",
[0,135/256],
[170/256,45/256],
g_hud_color,
1.0f,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(pos, [170,45], "sprites/640hud1.spr_0.tga", [0,135/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
drawsubpic(
pos,
[170,45],
"sprites/640hud1.spr_0.tga",
[0,135/256],
[170/256,45/256],
g_hud_color,
1.0f,
DRAWFLAG_ADDITIVE
);
}
#endif
}
@ -302,14 +372,15 @@ weapon_t w_mp5 = {
};
#ifdef SSQC
void weapon_9mmAR(void)
void
weapon_9mmAR(void)
{
Weapons_InitItem(WEAPON_MP5);
}
void weapon_mp5(void)
void
weapon_mp5(void)
{
Weapons_InitItem(WEAPON_MP5);
}
#endif