]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/cl_weaponsystem.qc
Include gmqcc binaries for Windows and Linux
[voretournament/voretournament.git] / data / qcsrc / server / cl_weaponsystem.qc
index e4fc0bd858b5b26558bc4510d2a0d7cfe1d5c5d3..7b005c8eb21a5602aaa1054513cf8f337dbd14c9 100644 (file)
@@ -223,7 +223,10 @@ void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vec
        ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)\r
 \r
        if (!g_norecoil)\r
-               ent.punchangle_x -= recoil;\r
+       {\r
+               ent.punchangle_x += crandom() * recoil;\r
+               ent.punchangle_y += crandom() * recoil;\r
+       }\r
 \r
        if (snd != "")\r
        {\r
@@ -269,7 +272,13 @@ float CL_ExteriorWeaponentity_CustomizeEntityForClient()
                return TRUE;\r
        }\r
 \r
-       self.effects &~= EF_NODEPTHTEST;\r
+       if(cvar("g_nodepthtestplayers"))\r
+               self.effects |= EF_NODEPTHTEST;\r
+       else\r
+               self.effects &~= EF_NODEPTHTEST;\r
+       if(cvar("g_fullbrightplayers"))\r
+               self.effects |= EF_FULLBRIGHT;\r
+\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
@@ -398,21 +407,10 @@ void CL_Weaponentity_Think()
                                animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".iqm.animinfo");\r
                                animfile = fopen(animfilename, FILE_READ);\r
                                // preset some defaults that work great for renamed zym files (which don't need an animinfo)\r
-                               self.anim_fire1  = '0 1 0.01';\r
-                               self.anim_fire2  = '1 1 0.01';\r
-                               self.anim_idle   = '2 1 0.01';\r
-                               self.anim_reload = '3 1 0.01';\r
-                               if (animfile >= 0)\r
-                               {\r
-                                       animparseerror = FALSE;\r
-                                       self.anim_fire1  = animparseline(animfile);\r
-                                       self.anim_fire2  = animparseline(animfile);\r
-                                       self.anim_idle   = animparseline(animfile);\r
-                                       self.anim_reload = animparseline(animfile);\r
-                                       fclose(animfile);\r
-                                       if (animparseerror)\r
-                                               print("Parse error in ", animfilename, ", some player animations are broken\n");\r
-                               }\r
+                               self.anim_fire1  = animfixfps(self, '0 1 0.01');\r
+                               self.anim_fire2  = animfixfps(self, '1 1 0.01');\r
+                               self.anim_idle   = animfixfps(self, '2 1 0.01');\r
+                               self.anim_reload = animfixfps(self, '3 1 0.01');\r
 \r
                                // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)\r
                                // if we don't, this is a "real" animated model\r
@@ -527,10 +525,10 @@ void CL_Weaponentity_Think()
                        self.movedir = '0 0 0';\r
                        self.spawnorigin = '0 0 0';\r
                        self.oldorigin = '0 0 0';\r
-                       self.anim_fire1  = '0 1 0.01';\r
-                       self.anim_fire2  = '0 1 0.01';\r
-                       self.anim_idle   = '0 1 0.01';\r
-                       self.anim_reload = '0 1 0.01';\r
+                       self.anim_fire1  = animfixfps(self, '0 1 0.01');\r
+                       self.anim_fire2  = animfixfps(self, '0 1 0.01');\r
+                       self.anim_idle   = animfixfps(self, '0 1 0.01');\r
+                       self.anim_reload = animfixfps(self, '0 1 0.01');\r
                }\r
 \r
                self.view_ofs = '0 0 0';\r
@@ -754,12 +752,19 @@ void CL_Weaponentity_Think()
 \r
        // if we are a micro or macro, size the weapon model accordingly\r
        if(cvar("g_healthsize") && cvar("g_healthsize_weapon_scalefactor"))\r
-       if(self.model != "")\r
+       if(self.owner.scale) // prevents some exceptions\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
+               self.scale = pow(1 / self.owner.scale, cvar("g_healthsize_weapon_scalefactor"));\r
+               if(self.scale < 0.1)\r
+                       self.scale = 0.1; // stuff breaks if scale is smaller than this\r
+               self.origin_z = (1 - self.scale) * cvar("g_healthsize_weapon_scalefactor_pos");\r
+\r
+               // copy properties to the static weapon entity as well\r
+               if(self.weaponentity != world) // prevents assignment to world\r
+               {\r
+                       self.weaponentity.scale = self.scale;\r
+                       self.weaponentity.origin = self.origin;\r
+               }\r
        }\r
 };\r
 \r
@@ -1231,10 +1236,20 @@ void weapon_thinkf(float fr, float t, void() func)
        if (t)\r
        if (!self.crouch) // shoot anim stands up, this looks bad\r
        {\r
-               local vector anim;\r
-               anim = self.anim_shoot;\r
-               anim_z = anim_y / (t + sys_frametime);\r
-               setanim(self, anim, FALSE, TRUE, TRUE);\r
+               vector anim;\r
+               if(self.weapon == WEP_GRABBER && self.BUTTON_ATCK2)\r
+               {\r
+                       // use melee attack animation for grabber alt fire\r
+                       anim = self.anim_melee;\r
+                       anim_z = anim_y / (t + sys_frametime);\r
+                       setanim(self, anim, FALSE, TRUE, TRUE);\r
+               }\r
+               else\r
+               {\r
+                       anim = self.anim_shoot;\r
+                       anim_z = anim_y / (t + sys_frametime);\r
+                       setanim(self, anim, FALSE, TRUE, TRUE);\r
+               }\r
        }\r
 };\r
 \r
@@ -1579,65 +1594,6 @@ void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
 #define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"))\r
 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"))\r
 \r
-void W_DisplayThink()\r
-{\r
-       // the owner has switched to another weapon, remove the digits\r
-       if(self.weapon != self.owner.weapon)\r
-       {\r
-               self.nextthink = 0;\r
-               remove(self);\r
-               self = world;\r
-               return;\r
-       }\r
-\r
-       if(gettagindex(self.owner.weaponentity, "weapon"))\r
-               setattachment(self, self.owner.weaponentity, "weapon");\r
-       else if(gettagindex(self.owner.weaponentity, "tag_weapon"))\r
-               setattachment(self, self.owner.weaponentity, "tag_weapon");\r
-       self.origin_z = self.owner.weaponentity.weaponentity.origin_z;\r
-       self.scale = self.owner.weaponentity.weaponentity.scale;\r
-       self.effects = self.owner.weaponentity.weaponentity.effects;\r
-       self.alpha = self.owner.weaponentity.weaponentity.alpha;\r
-       self.colormap = self.owner.weaponentity.weaponentity.colormap;\r
-       self.colormod = self.owner.weaponentity.weaponentity.colormod; // used by the regurgitating colors\r
-       self.glowmod = self.owner.weaponentity.weaponentity.glowmod;\r
-\r
-       self.nextthink = time;\r
-}\r
-\r
-void W_DisplaySetup(entity own, float num, float load)\r
-{\r
-       entity digit, e;\r
-       digit = spawn();\r
-       digit.owner = own;\r
-       digit.weapon = own.switchweapon;\r
-       e = get_weaponinfo(digit.weapon);\r
-\r
-       if(load)\r
-       {\r
-               // weapon load digit\r
-               digit.cnt = 0;\r
-               setmodel(digit, strcat("models/weapons/v_", e.netname, "_digit1-", ftos(num) , ".md3"));\r
-       }\r
-       else\r
-       {\r
-               // ammo count digit\r
-               digit.cnt = 1;\r
-               setmodel(digit, strcat("models/weapons/v_", e.netname, "_digit2-", ftos(num) , ".md3"));\r
-       }\r
-       digit.think = W_DisplayThink;\r
-       digit.nextthink = time;\r
-}\r
-\r
-void W_Display(entity own, float load_num, float ammo_num)\r
-{\r
-       float i;\r
-       for(i = 1; i <= load_num; i += 1)\r
-               W_DisplaySetup(own, i, TRUE); // weapon load digit\r
-       for(i = 1; i <= ammo_num; i += 1)\r
-               W_DisplaySetup(own, i, FALSE); // ammo count digit\r
-}\r
-\r
 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)\r
 {\r
        if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)\r
@@ -1777,4 +1733,4 @@ void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, stri
                self.clip_load = 0;\r
        self.old_clip_load = self.clip_load;\r
        self.clip_load = self.(weapon_load[self.weapon]) = -1;\r
-}
\ No newline at end of file
+}\r