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
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
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
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
\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
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
#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
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