*** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@256 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
+41
-53
@@ -4,7 +4,7 @@
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struct guninfo { short sound, reload, reloadtime, attackdelay, damage, projspeed, part, spread, recoil, magsize, mdl_kick_rot, mdl_kick_back; char *name; };
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const int SGRAYS = 20; //down from 20 (defualt)
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const int SGRAYS = 20; //down from 20 (default)
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const float SGSPREAD = 2;
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vec sg[SGRAYS];
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@@ -12,52 +12,17 @@ vec sg[SGRAYS];
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guninfo guns[NUMGUNS] =
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{
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{ S_KNIFE, S_NULL, 0, 500, 50, 0, 0, 1, 1, 1, 0, 0, "knife" },
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{ S_PISTOL, S_RPISTOL, 1400, 170, 20, 0, 0, 80, 10, 8, 6, 5, "pistol" }, // *SGRAYS
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{ S_SHOTGUN, S_RSHOTGUN, 2400, 1000, 6, 0, 0, 1, 35, 7, 9, 9, "shotgun" }, //reload time is for 1 shell from 7 too powerful to 6
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{ S_SUBGUN, S_RSUBGUN, 1650, 80, 17, 0, 0, 70, 15, 30, 1, 2, "subgun" },
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{ S_SNIPER, S_RSNIPER, 1950, 1500, 72, 0, 0, 60, 50, 5, 4, 4, "sniper" },
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{ S_ASSULT, S_RASSULT, 2000, 130, 20, 0, 0, 20, 40, 20, 0, 2, "assult" }, //recoil was 44
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{ S_GRENADE, S_NULL, 1000, 2000, 150, 20, 6, 1, 1, 1, 3, 1, "grenade" },
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};
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bool gun_changed = false;
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//weapon selection
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void wup()
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{
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if(player1->gunselect==GUN_KNIFE)
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player1->gunselect = GUN_PISTOL;
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else if(player1->gunselect==GUN_PISTOL && player1->primary!=GUN_PISTOL)
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player1->gunselect = player1->primary;
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else if(player1->gunselect==player1->primary)
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player1->gunselect=GUN_KNIFE;
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conoutf("%s selected", (int)guns[player1->gunselect].name);
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gun_changed = true;
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};
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void wdw()
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{
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if(player1->gunselect==GUN_KNIFE)
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player1->gunselect = player1->primary;
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else if(player1->gunselect==player1->primary && player1->primary!=GUN_PISTOL)
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player1->gunselect = GUN_PISTOL;
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else if(player1->gunselect==GUN_PISTOL)
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player1->gunselect=GUN_KNIFE;
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conoutf("%s selected", (int)guns[player1->gunselect].name);
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gun_changed = true;
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};
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void primary()
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{
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player1->gunselect=player1->primary;
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@@ -77,23 +42,28 @@ void melee()
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};
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COMMAND(primary,ARG_NONE);
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COMMAND(secondary,ARG_NONE);
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COMMAND(melee,ARG_NONE);
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COMMAND(melee,ARG_NONE);
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COMMAND(wup,ARG_NONE);
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COMMAND(wdw,ARG_NONE);
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void reload()
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{
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{
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bool akimbo = player1->gunselect==GUN_PISTOL && player1->akimbo!=0;
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if(player1->gunselect==GUN_KNIFE || player1->gunselect==GUN_GRENADE) return;
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if(player1->gunselect==GUN_PISTOL && player1->akimbo!=0 && player1->mag[player1->gunselect]>=(guns[player1->gunselect].magsize * 2)) return;
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if(akimbo && player1->mag[player1->gunselect]>=(guns[player1->gunselect].magsize * 2)) return;
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else if(player1->mag[player1->gunselect]>=guns[player1->gunselect].magsize && player1->akimbo==0) return;
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if(player1->ammo[player1->gunselect]<=0) return;
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if(player1->reloading) return;
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player1->reloading = true;
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player1->lastaction = lastmillis;
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player1->lastaction = lastmillis;
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if(akimbo)
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{
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akimbolastaction[akimboside?1:0] = lastmillis;
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akimbolastaction[akimboside?0:1] = lastmillis + (reloadtime(GUN_PISTOL)/2);
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};
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player1->gunwait = guns[player1->gunselect].reloadtime;
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@@ -114,7 +84,8 @@ void reload()
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player1->ammo[player1->gunselect] -= a;
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}
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playsoundc(guns[player1->gunselect].reload);
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if(akimbo) playsoundc(S_RAKIMBO);
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else playsoundc(guns[player1->gunselect].reload);
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};
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COMMAND(reload,ARG_NONE);
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@@ -309,6 +280,7 @@ void throw_nade(dynent *d, vec &to, physent *p)
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{
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if(!p || !d) return;
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printf("thrownade\n");
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playsound(S_GRENADETHROW, &d->o);
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p->isphysent = true;
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p->gravity = 20;
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@@ -399,7 +371,8 @@ physent *new_nade(dynent *d, int millis = 0)
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{
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curnade = p;
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d->thrownademillis = 0;
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};
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};
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playsound(S_GRENADEPULL, &d->o);
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return p;
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};
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@@ -414,7 +387,8 @@ void explode_nade(physent *i)
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vec dist = { 0.1f, 0.1f, 0.1f };
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vadd(o, dist);
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throw_nade(i->owner, o, i);
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};
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};
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playsound(S_FEXPLODE, &i->o);
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newprojectile(i->o, i->o, 1, true, i->owner, GUN_GRENADE);
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};
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@@ -481,7 +455,10 @@ void raydamage(dynent *o, vec &from, vec &to, dynent *d, int i)
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if(damage) hitpush(i, damage, o, d, from, to);
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}
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else if(intersect(o, from, to)) hitpush(i, qdam, o, d, from, to);
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};
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};
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extern int scoped;
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void spreadandrecoil(vec & from, vec & to, dynent * d)
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{
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//nothing special for a knife
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@@ -495,20 +472,20 @@ void spreadandrecoil(vec & from, vec & to, dynent * d)
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//recoil
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int rcl = guns[d->gunselect].recoil*-0.01f;
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if (d->gunselect==GUN_ASSULT)
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if(d->gunselect==GUN_ASSULT)
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{
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if(d->shots > 3)
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spd = 70;
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rcl += (rnd(8)*-0.01f);
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};
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if ((d->gunselect==GUN_SNIPER) && (d->vel.x<.25f && d->vel.y<.25f))
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if((d->gunselect==GUN_SNIPER) && (d->vel.x<.25f && d->vel.y<.25f) && scoped)
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{
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spd = 1;
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rcl = rcl / 3;
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};
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if (d->gunselect!=GUN_SHOTGUN) //no spread on shotgun
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if(d->gunselect!=GUN_SHOTGUN) //no spread on shotgun
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{
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#define RNDD (rnd(spd)-spd/2)*f
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vec r = { RNDD, RNDD, RNDD };
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@@ -523,6 +500,12 @@ void spreadandrecoil(vec & from, vec & to, dynent * d)
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if(d->pitch<80.0f) d->pitch += guns[d->gunselect].recoil*0.05f;
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};
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VAR(grenadepulltime, 0, 100, 10000);
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bool akimboside = false;
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int akimbolastaction[2] = {0,0};
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void shoot(dynent *d, vec &targ)
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{
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@@ -530,7 +513,7 @@ void shoot(dynent *d, vec &targ)
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if(!d->attacking && d->gunselect==GUN_GRENADE && curnade) // throw
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{
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throw_nade(d, targ, curnade);
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if(attacktime>grenadepulltime) throw_nade(d, targ, curnade);
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return;
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}
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@@ -547,9 +530,14 @@ void shoot(dynent *d, vec &targ)
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if(d->gunselect!=GUN_SUBGUN && d->gunselect!=GUN_ASSULT && d->gunselect!=GUN_GRENADE) d->attacking = false; //makes sub/assult autos
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else d->shots++;
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if (d->gunselect==GUN_PISTOL && d->akimbo!=0) d->attacking = true; //make akimbo auto
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if(d->gunselect==GUN_PISTOL && d->akimbo!=0)
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{
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d->attacking = true; //make akimbo auto
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akimbolastaction[akimboside?1:0] = lastmillis;
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akimboside = !akimboside;
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}
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d->lastaction = lastmillis;
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d->lastaction = lastmillis;
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d->lastattackgun = d->gunselect;
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if(!d->mag[d->gunselect]) { playsoundc(S_NOAMMO); d->gunwait = 250; d->lastattackgun = -1; return; };
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