diff --git a/source/src/clientextras.cpp b/source/src/clientextras.cpp index 102d069f..8a2df810 100644 --- a/source/src/clientextras.cpp +++ b/source/src/clientextras.cpp @@ -73,7 +73,7 @@ void renderclients() { sprintf_sd(vwep)("weapons/%s/world", hudgunnames[d->gunselect]); renderclient(d, isteam(player1->team, d->team), vwep, true, 1.4f); - } else printf("hudgun nr out of range, %i\n", d->name); + }; }; if(player1->state==CS_DEAD) diff --git a/source/src/clientgame.cpp b/source/src/clientgame.cpp index 8245426c..d64787f6 100644 --- a/source/src/clientgame.cpp +++ b/source/src/clientgame.cpp @@ -148,6 +148,7 @@ dynent *newdynent() // create a new blank player or monster d->reloading = false; d->nextprimary = 1; d->hasarmour = false; + d->gunselect = GUN_PISTOL; spawnstate(d); return d; }; diff --git a/source/src/entities.cpp b/source/src/entities.cpp index b8b951cc..c8e7a8e1 100644 --- a/source/src/entities.cpp +++ b/source/src/entities.cpp @@ -1,519 +1,261 @@ // entities.cpp: map entity related functions (pickup etc.) - - #include "cube.h" - - vector ents; - - char *entmdlnames[] = - { - //FIXME : fix the "pickups" infront - "pickups/pistolclips", "pickups/ammobox", "ammobox" /*grenade*/, "pickups/health", "pickups/kevlar", "pickups/duals" /*dual pistols*/, - }; - - int triggertime = 0; - - void renderent(entity &e, char *mdlname, float z, float yaw, int frame = 0, int numf = 1, int basetime = 0, float speed = 10.0f) - { - rendermodel(mdlname, frame, numf, 0, 1.1f, e.x, z+S(e.x, e.y)->floor, e.y, yaw, 0, false, 1.0f, speed, 0, basetime); - }; - - void renderentities() - { - if(lastmillis>triggertime+1000) triggertime = 0; - loopv(ents) - { - entity &e = ents[i]; - if(e.type==MAPMODEL) - { - mapmodelinfo &mmi = getmminfo(e.attr2); - if(!&mmi) continue; - rendermodel(mmi.name, 0, 1, e.attr4, (float)mmi.rad, e.x, (float)S(e.x, e.y)->floor+mmi.zoff+e.attr3, e.y, (float)((e.attr1+7)-(e.attr1+7)%15), 0, false, 1.0f, 10.0f, mmi.snap); - } - else - { - if(OUTBORD(e.x, e.y)) continue; - if(e.type!=CARROT) - { - if(!e.spawned) continue; - if(e.typeI_QUAD) continue; - renderent(e, entmdlnames[e.type-I_CLIPS], (float)(1+sin(lastmillis/100.0+e.x+e.y)/20), lastmillis/10.0f); - } - else switch(e.attr2) - { - case 1: - case 3: - continue; - - case 2: - case 0: - if(!e.spawned) continue; - renderent(e, "carrot", (float)(1+sin(lastmillis/100.0+e.x+e.y)/20), lastmillis/(e.attr2 ? 1.0f : 10.0f)); - break; - - case 4: renderent(e, "switch2", 3, (float)e.attr3*90, (!e.spawned && !triggertime) ? 1 : 0, (e.spawned || !triggertime) ? 1 : 2, triggertime, 1050.0f); break; - case 5: renderent(e, "switch1", -0.15f, (float)e.attr3*90, (!e.spawned && !triggertime) ? 30 : 0, (e.spawned || !triggertime) ? 1 : 30, triggertime, 35.0f); break; - }; - }; - }; - }; - - struct itemstat { int add, start, max, sound; } itemstats[] = - { - 16, 24, 36, S_ITEMAMMO, //pistol - 14, 7, 21, S_ITEMAMMO, //shotgun - 60, 60, 90, S_ITEMAMMO, //subgun - - 10, 10, 15, S_ITEMAMMO, //sniper - + 10, 10, 15, S_ITEMAMMO, //sniper 40, 20, 60, S_ITEMAMMO, //assult - 1, 0, 2, S_ITEMAMMO, //grenade - 33, 100, 100, S_ITEMHEALTH, //health - 50, 100, 100, S_ITEMARMOUR, //armour - 20000, 0, 30000, S_ITEMPUP, //powerup - }; - - void baseammo(int gun) { player1->ammo[gun] = itemstats[gun-1].add*2; }; - - // these two functions are called when the server acknowledges that you really - // picked up the item (in multiplayer someone may grab it before you). - - /* - void radditem(int i, int &v) - { - itemstat &is = itemstats[ents[i].type-I_CLIPS]; - ents[i].spawned = false; - v += is.add; - if(v>is.max) v = is.max; - playsoundc(is.sound); - }; - */ - - void radditem(int i, int &v, int t) - { - itemstat &is = itemstats[t-1]; - ents[i].spawned = false; - v += is.add; - if(v>is.max) v = is.max; - playsoundc(is.sound); - }; - - void realpickup(int n, dynent *d) - { - switch(ents[n].type) - { - //case I_PISTOL: radditem(n, d->ammo[1]); break; - //case I_SHOTGUN: radditem(n, d->ammo[2]); break; - //case I_SUBGUN: radditem(n, d->ammo[3]); break; - //case I_SNIPER: radditem(n, d->ammo[4]); break; - //case I_ASSULT: radditem(n, d->ammo[5]); break; - case I_CLIPS: radditem(n, d->ammo[1], 1); break; - case I_AMMO: radditem(n, d->ammo[d->primary], d->primary); break; - case I_GRENADE: radditem(n, d->ammo[6], 6); break; - case I_HEALTH: radditem(n, d->health, 7); break; - - case I_ARMOUR: - radditem(n, d->armour, 8); - //d->hasarmour = true; - break; - - case I_QUAD: - //radditem(n, d->quadmillis, 9); - conoutf("a lesser man would use a single pistol"); - break; - }; - }; - - // these functions are called when the client touches the item - - /* - void additem(int i, int &v, int spawnsec) - { - if(v4 ? 2 : 3); // spawn times are dependent on number of players - int ammo = np*2; - switch(ents[n].type) - { - //case I_PISTOL: additem(n, d->ammo[1], ammo); break; - //case I_SHOTGUN: additem(n, d->ammo[2], ammo); break; - //case I_SUBGUN: additem(n, d->ammo[3], ammo); break; - //case I_SNIPER: additem(n, d->ammo[4], ammo); break; - //case I_ASSULT: additem(n, d->ammo[5], ammo); break; - case I_CLIPS: additem(n, d->ammo[1], ammo, 1); break; - case I_AMMO: additem(n, d->ammo[d->primary], ammo, d->primary); break; - case I_GRENADE: additem(n, d->ammo[6], ammo, 6); break; - case I_HEALTH: additem(n, d->health, np*5, 7); break; - - case I_ARMOUR: - additem(n, d->armour, 20, 8); - break; - - case I_QUAD: - //additem(n, d->quadmillis, 60, 9); - break; - - case CARROT: - ents[n].spawned = false; - triggertime = lastmillis; - trigger(ents[n].attr1, ents[n].attr2, false); // needs to go over server for multiplayer - break; - - }; - }; - - void checkitems() - { - if(editmode) return; - loopv(ents) - { - entity &e = ents[i]; - if(e.type==NOTUSED) continue; - if(!ents[i].spawned) continue; - if(OUTBORD(e.x, e.y)) continue; - vec v = { e.x, e.y, S(e.x, e.y)->floor+player1->eyeheight }; - vdist(dist, t, player1->o, v); - if(dist<2.5) pickup(i, player1); - }; - }; - - void putitems(uchar *&p) // puts items in network stream and also spawns them locally - { - loopv(ents) if((ents[i].type>=I_CLIPS && ents[i].type<=I_QUAD) || ents[i].type==CARROT) - { - putint(p, i); - ents[i].spawned = true; - }; - }; - - void resetspawns() { loopv(ents) ents[i].spawned = false; }; - void setspawn(int i, bool on) { if(inextprimary!=i) d->ammo[i] = 0; - d->mag[GUN_KNIFE] = 1; - - d->mag[GUN_PISTOL] = 8; - d->ammo[GUN_PISTOL] = 24; - - if (m_pistol || d->primary==GUN_PISTOL) // || pistol only mode! - { - d->primary = GUN_PISTOL; - d->ammo[d->primary] = 72; - } - else if (d->primary>GUN_PISTOL && d->primaryammo[d->primary] = itemstats[d->primary-1].max; - else - d->ammo[d->primary] = itemstats[d->primary-1].start; - - d->mag[d->primary] = itemstats[d->primary-1].add; - } - - /* - if (d->primary==GUN_GRENADE) - { - //conoutf("you don't have to worry about blowing your hand off just yet..."); - } - */ - if (d->hasarmour) - { - if(gamemode==m_arena) - d->armour = 100; - } - - d->gunselect = d->primary; //draw main weapon - }; - - void item(int num) - { - if (num>0 && num<7) player1->nextprimary = num; - - //if (num==6) conoutf("sorry, no nades yet"); - - if (num==7) { player1->hasarmour=!player1->hasarmour; /*toggle armour*/ }; - - }; - - void weapon(int num) - { - if(num>0 && num<7) { player1->nextprimary = num; @@ -522,13 +264,8 @@ void weapon(int num) radd(player1); } + gun_changed = true; } - - - - -COMMAND(item, ARG_1INT); - COMMAND(weapon, ARG_1INT); - +COMMAND(item,ARG_1INT);