akimbo pistols added

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@236 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
arghvark
2006-03-27 21:41:12 +00:00
parent 153464c848
commit 4ffef7d66a
5 changed files with 54 additions and 30 deletions
+10 -4
View File
@@ -87,7 +87,8 @@ COMMAND(wdw,ARG_NONE);
void reload()
{
if(player1->gunselect==GUN_KNIFE || player1->gunselect==GUN_GRENADE) return;
if(player1->mag[player1->gunselect]>=guns[player1->gunselect].magsize) return;
if(player1->gunselect==GUN_PISTOL && player1->akimbo!=0 && player1->mag[player1->gunselect]>=(guns[player1->gunselect].magsize * 2)) return;
else if(player1->mag[player1->gunselect]>=guns[player1->gunselect].magsize && player1->akimbo==0) return;
if(player1->ammo[player1->gunselect]<=0) return;
if(player1->reloading) return;
@@ -97,8 +98,10 @@ void reload()
player1->gunwait = guns[player1->gunselect].reloadtime;
//temp hack in drawhudgun() so no guns drawn while reloading, needs fixed
int a = guns[player1->gunselect].magsize - player1->mag[player1->gunselect];
if(player1->gunselect==GUN_PISTOL && player1->akimbo!=0)
a = guns[player1->gunselect].magsize * 2 - player1->mag[player1->gunselect];
if (a >= player1->ammo[player1->gunselect])
{
player1->mag[player1->gunselect] += player1->ammo[player1->gunselect];
@@ -542,7 +545,9 @@ void shoot(dynent *d, vec &targ)
if(d->gunselect!=GUN_SUBGUN && d->gunselect!=GUN_ASSULT && d->gunselect!=GUN_GRENADE) d->attacking = false; //makes sub/assult autos
else d->shots++;
if (d->gunselect==GUN_PISTOL && d->akimbo!=0) d->attacking = true; //make akimbo auto
d->lastaction = lastmillis;
d->lastattackgun = d->gunselect;
if(!d->mag[d->gunselect]) { playsoundc(S_NOAMMO); d->gunwait = 250; d->lastattackgun = -1; return; };
@@ -568,7 +573,8 @@ void shoot(dynent *d, vec &targ)
//if(d->quadmillis && attacktime>200) playsoundc(S_ITEMPUP);
d->gunwait = guns[d->gunselect].attackdelay;
if(d->gunselect==GUN_PISTOL && d->akimbo) d->gunwait = guns[d->gunselect].attackdelay / 2; //make akimbo pistols shoot twice as fast as normal pistol
else d->gunwait = guns[d->gunselect].attackdelay;
if(d->gunselect==GUN_GRENADE) // activate
{