pickup and armour fixes

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@34 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
arghvark
2005-08-23 16:02:53 +00:00
parent 407befc0f3
commit 50ed00160b
10 changed files with 152 additions and 76 deletions
+93 -28
View File
@@ -11,12 +11,18 @@ vec sg[SGRAYS];
//change the particales
guninfo guns[NUMGUNS] =
{
{ S_KNIFE, S_NULL, 0, 250, 50, 0, 0, 1, 1, 1, "knife" },␍
{ S_PISTOL, S_RPISTOL, 1400, 170, 20, 0, 0, 20, 10, 8, "pistol" }, // *SGRAYS␍
{ S_SHOTGUN, S_RSHOTGUN, 2400, 1100, 6, 0, 0, 1, 35, 7, "shotgun" }, //reload time is for 1 shell from 7 too powerful to 6␍
{ S_SUBGUN, S_RSUBGUN, 1650, 90, 14, 0, 0, 45, 15, 30, "subgun" },␍
{ S_SNIPER, S_RSNIPER, 1950, 1500, 72, 0, 0, 60, 50, 5, "sniper" },␍
{ S_ASSULT, S_RASSULT, 2000, 130, 33, 0, 0, 90, 40, 20, "assult" }, //recoil was 44␍
{ S_KNIFE, S_NULL, 0, 250, 50, 0, 0, 1, 1, 1, "knife" },
{ S_PISTOL, S_RPISTOL, 1400, 170, 20, 0, 0, 20, 10, 8, "pistol" }, // *SGRAYS
{ S_SHOTGUN, S_RSHOTGUN, 2400, 1100, 6, 0, 0, 1, 35, 7, "shotgun" }, //reload time is for 1 shell from 7 too powerful to 6
{ S_SUBGUN, S_RSUBGUN, 1650, 90, 14, 0, 0, 45, 15, 30, "subgun" },
{ S_SNIPER, S_RSNIPER, 1950, 1500, 72, 0, 0, 60, 50, 5, "sniper" },
{ S_ASSULT, S_RASSULT, 2000, 130, 33, 0, 0, 90, 40, 20, "assult" }, //recoil was 44
{ S_GRENADE, S_NULL, 0, 2000, 40, 30, 6, 1, 1, 1, "grenade" },
};
@@ -45,23 +51,40 @@ void wdw()
conoutf("%s selected", (int)guns[player1->gunselect].name);
};
void primary()␍
{␍
player1->gunselect=player1->primary;␍
};␍
␍
void secondary()␍
{␍
player1->gunselect=GUN_PISTOL;␍
};␍
␍
void melee()␍
{␍
player1->gunselect=GUN_KNIFE;␍
};␍
␍
COMMAND(primary,ARG_NONE);␍
COMMAND(secondary,ARG_NONE);␍
void primary()
{
player1->gunselect=player1->primary;
};
void secondary()
{
player1->gunselect=GUN_PISTOL;
};
void melee()
{
player1->gunselect=GUN_KNIFE;
};
COMMAND(primary,ARG_NONE);
COMMAND(secondary,ARG_NONE);
COMMAND(melee,ARG_NONE);
COMMAND(wup,ARG_NONE);
COMMAND(wdw,ARG_NONE);
@@ -245,7 +268,8 @@ void moveprojectiles(float time)
{
projectile *p = &projs[i];
if(!p->inuse) continue;
int qdam = guns[p->gun].damage*(p->owner->quadmillis ? 4 : 1);
//int qdam = guns[p->gun].damage*(p->owner->quadmillis ? 4 : 1);
int qdam = guns[p->gun].damage;
vdist(dist, v, p->o, p->to);
float dtime = dist*1000/p->speed;
if(time>dtime) dtime = time;
@@ -320,7 +344,7 @@ void raydamage(dynent *o, vec &from, vec &to, dynent *d, int i)
{
if(o->state!=CS_ALIVE) return;
int qdam = guns[d->gunselect].damage;
if(d->quadmillis) qdam *= 4;
//if(d->quadmillis) qdam *= 4;
if(d->gunselect==GUN_SHOTGUN)
{
int damage = 0;
@@ -331,7 +355,48 @@ void raydamage(dynent *o, vec &from, vec &to, dynent *d, int i)
};
void spreadandrecoil(vec & from, vec & to, dynent * d)
{
//nothing specail for a knife
//nothing specail for a knife␍
if (d->gunselect==GUN_KNIFE) return;␍
␍
//spread␍
vdist(dist, unitv, from, to);␍
float f = dist/1000;␍
int spd = guns[d->gunselect].spread;␍
␍
//recoil␍
int rcl = guns[d->gunselect].recoil*-0.01f;␍
␍
if (d->gunselect==GUN_ASSULT)␍
{␍
if (d->shots<=3)␍
spd = spd / 5;␍
␍
rcl += (rnd(8)*-0.01f);␍
};␍
␍
if ((d->gunselect==GUN_SNIPER) && (d->vel.x<.25f && d->vel.y<.25f))␍
{␍
spd = 1;␍
rcl = rcl / 3;␍
};␍
␍
if (d->gunselect!=GUN_SHOTGUN) //no spread on shotgun␍
{ ␍
vec r = { RNDD, RNDD, RNDD };␍
vadd(to, r);␍
};␍
␍
␍
␍
//increase pitch for recoil␍
vdiv(unitv, dist);␍
vec recoil = unitv;␍
vmul(recoil, rcl);␍
vadd(d->vel, recoil);␍
if(d->pitch<80.0f) d->pitch += guns[d->gunselect].recoil*0.05f;
/* old
//nothing specail for a knife
if (d->gunselect==GUN_KNIFE) return;
//spread
@@ -366,7 +431,7 @@ void spreadandrecoil(vec & from, vec & to, dynent * d)
vmul(recoil, rcl);
vadd(d->vel, recoil);
if(d->pitch<80.0f) d->pitch += guns[d->gunselect].recoil*0.05f;
*/
};
void shoot(dynent *d, vec &targ)
@@ -403,7 +468,7 @@ void shoot(dynent *d, vec &targ)
};
if(d->gunselect==GUN_SHOTGUN) createrays(from, to);
if(d->quadmillis && attacktime>200) playsoundc(S_ITEMPUP);
//if(d->quadmillis && attacktime>200) playsoundc(S_ITEMPUP);
shootv(d->gunselect, from, to, d, true);
addmsg(1, 8, SV_SHOT, d->gunselect, (int)(from.x*DMF), (int)(from.y*DMF), (int)(from.z*DMF), (int)(to.x*DMF), (int)(to.y*DMF), (int)(to.z*DMF));
d->gunwait = guns[d->gunselect].attackdelay;