sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);\r
}\r
\r
- if (ent.items & IT_STRENGTH)\r
- sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);\r
+ if (ent.items & IT_STRENGTH && maxdamage)\r
+ sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);\r
};\r
\r
#define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)\r
if(self.owner.weaponname == "" || self.owner.deadflag != DEAD_NO)\r
return TRUE;\r
\r
- if(other.spectatee_status)\r
+ float chase;\r
+ chase = other.cvar_chase_active;\r
+\r
+ if(other.spectatee_status && other.spectatee_status == num_for_edict(other.enemy))\r
other = other.enemy; // also do this for the player we are spectating\r
\r
- if not(other.cvar_chase_active || other.classname == "observer") // the observer check prevents a bug\r
- if(other.predator == self.owner || other.fakepredator == self.owner)\r
+ if not(chase || other.classname == "observer") // the observer check prevents a bug\r
+ if(other.predator == self.owner)\r
{\r
setmodel(self, "");\r
return TRUE;\r
}\r
\r
- setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3"));\r
+ self.effects &~= EF_NODEPTHTEST;\r
+ if not(self.owner.stat_eaten)\r
+ setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3"));\r
+ else if(cvar("g_vore_neighborprey_distance") && other.predator == self.owner.predator && !(chase || other.classname == "observer"))\r
+ {\r
+ setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // allow seeing neighboring prey's weapon model\r
+ self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
+ }\r
+ else\r
+ setmodel(self, ""); // hide prey's weapon model\r
return TRUE;\r
}\r
\r
return;\r
}\r
if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)\r
+ if (substring(self.owner.model, -4, 4) != ".md3") // not a stomach model\r
{\r
self.cnt = self.owner.weapon;\r
self.dmg = self.owner.modelindex;\r
\r
if(self.owner.alpha == default_player_alpha)\r
self.alpha = default_weapon_alpha;\r
- else if(self.owner.alpha != 0 && self.owner.predator.classname != "player")\r
+ else if(self.owner.alpha != 0 && !self.owner.stat_eaten)\r
self.alpha = self.owner.alpha;\r
else\r
self.alpha = 1;\r
\r
self.colormap = self.owner.colormap;\r
+ self.colormod = self.owner.colormod;\r
+ self.glowmod = self.owner.weaponentity_glowmod;\r
if (self.weaponentity)\r
{\r
self.weaponentity.effects = self.effects;\r
self.weaponentity.alpha = self.alpha;\r
self.weaponentity.colormap = self.colormap;\r
self.weaponentity.colormod = self.owner.colormod; // used by the regurgitating colors\r
+ self.weaponentity.glowmod = self.glowmod;\r
}\r
\r
self.angles = '0 0 0';\r
\r
}\r
\r
- // create or update the lasertarget entity\r
-\r
// if we are a micro or macro, size the weapon model accordingly\r
- if(self.owner.scale && cvar("g_healthsize_weapon_scalefactor"))\r
+ if(cvar("g_healthsize") && cvar("g_healthsize_weapon_scalefactor"))\r
+ if(self.model != "")\r
{\r
self.weaponentity.scale = (1 + cvar("g_healthsize_weapon_scalefactor")) - cvar("g_healthsize_weapon_scalefactor") * self.owner.scale;\r
+ if(self.weaponentity.scale < 0.1)\r
+ self.weaponentity.scale = 0.1; // stuff breaks if scale is smaller than this\r
self.weaponentity.origin_z = (1 - self.weaponentity.scale) * cvar("g_healthsize_weapon_scalefactor_pos");\r
}\r
};\r
return;\r
}\r
if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)\r
+ if (substring(self.owner.model, -4, 4) != ".md3") // not a stomach model\r
{\r
self.cnt = self.owner.weapon;\r
self.dmg = self.owner.modelindex;\r
\r
// if we are a micro or macro, size the weapon model accordingly\r
if(self.owner.scale && cvar("g_healthsize_exteriorweapon_scalefactor"))\r
+ if(self.model != "")\r
{\r
self.scale = 1 / self.owner.scale; // for some reason, the exterior weapon entity copies the player's scale somewhere else, so undo that first\r
self.scale = (1 - cvar("g_healthsize_exteriorweapon_scalefactor")) + cvar("g_healthsize_exteriorweapon_scalefactor") * self.scale;\r
}\r
\r
self.colormap = self.owner.colormap;\r
+ self.glowmod = self.owner.weaponentity_glowmod;\r
self.customizeentityforclient = CL_ExteriorWeaponentity_CustomizeEntityForClient;\r
};\r
\r
if(ammo_reload)\r
{\r
self.clip_load -= ammo_use;\r
- self.weapon_load[self.weapon] = self.clip_load;\r
+ self.(weapon_load[self.weapon]) = self.clip_load;\r
}\r
else\r
self.(self.current_ammo) -= ammo_use;\r
void W_ReloadedAndReady()\r
{\r
// if we are inside the stomach, don't allow reloading, and schedule the weapon to reload once when we're out\r
- if(self.predator.classname == "player")\r
+ if(self.stat_eaten)\r
{\r
- self.clip_load = self.weapon_load[self.weapon] = -1;\r
+ self.clip_load = self.(weapon_load[self.weapon]) = -1;\r
w_ready(); // don't keep executing each frame\r
return;\r
}\r
self.clip_load = self.reload_ammo_amount;\r
else\r
{\r
- while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have\r
+ while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo) >= 1) // make sure we don't add more ammo than we have\r
{\r
self.clip_load += 1;\r
self.(self.current_ammo) -= 1;\r
}\r
}\r
- self.weapon_load[self.weapon] = self.clip_load;\r
+ self.(weapon_load[self.weapon]) = self.clip_load;\r
\r
// do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,\r
// then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,\r
void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)\r
{\r
// if we are inside the stomach, don't allow reloading\r
- if(self.predator.classname == "player")\r
+ if(self.stat_eaten)\r
return;\r
\r
// set global values to work with\r
if (self.clip_load >= self.reload_ammo_amount)\r
return;\r
// no ammo, so nothing to load\r
- if(!self.(self.current_ammo) && self.reload_ammo_min)\r
+ if(self.(self.current_ammo) < 1 && self.reload_ammo_min)\r
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
{\r
if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)\r
self.reload_complain = time + 1;\r
}\r
// switch away if the amount of ammo is not enough to keep using this weapon\r
- if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))\r
+ // disabled since we only have one weapon in VT, so nothing else to switch to if we're out of ammo\r
+ /*if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))\r
{\r
self.clip_load = -1; // reload later\r
W_SwitchToOtherWeapon(self);\r
- }\r
+ }*/\r
return;\r
}\r
\r
\r
// now begin the reloading process\r
\r
+ // weapon reload effects\r
+ if(self.weapon == WEP_GRABBER && self.clip_load >= 0) // only when we first begin reloading\r
+ {\r
+ vector org;\r
+ org = self.origin + self.view_ofs + self.weaponentity.spawnorigin_x * v_forward - self.weaponentity.spawnorigin_y * v_right + self.weaponentity.spawnorigin_z * v_up;\r
+ SpawnCasing (org, ((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self);\r
+ pointparticles(particleeffectnum("grabber_reload"), org, '0 0 0', 1);\r
+ }\r
sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM);\r
\r
// do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,\r
if(self.clip_load < 0)\r
self.clip_load = 0;\r
self.old_clip_load = self.clip_load;\r
- self.clip_load = self.weapon_load[self.weapon] = -1;\r
+ self.clip_load = self.(weapon_load[self.weapon]) = -1;\r
}
\ No newline at end of file