From 5ddf59bc9f8dc4b64b47a1f2aa465ef4486d547d Mon Sep 17 00:00:00 2001 From: driAn Date: Tue, 14 Nov 2006 19:47:44 +0000 Subject: [PATCH] no message git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@670 e016b1c5-ed68-44aa-a2f7-31cac88cffde --- README.html | 16 +++++++++++----- docs/docs.css | 2 +- docs/game.html | 2 +- docs/getstarted.html | 27 ++++++++++++++++++++------- docs/history.html | 2 +- docs/misc.html | 2 +- docs/server.html | 28 +++------------------------- source/src/weapon.cpp | 8 +++++++- 8 files changed, 45 insertions(+), 42 deletions(-) diff --git a/README.html b/README.html index bdaf990e..3dfb972a 100644 --- a/README.html +++ b/README.html @@ -15,7 +15,7 @@
-

ActionCube v0.9 (BETA)

+

ActionCube v0.91 (BETA)

About

@@ -34,6 +34,7 @@
- + diff --git a/docs/docs.css b/docs/docs.css index 24c1146a..3db1df7d 100644 --- a/docs/docs.css +++ b/docs/docs.css @@ -1,4 +1,4 @@ -@charset "utf-8"; + body { diff --git a/docs/game.html b/docs/game.html index debd017f..05b35fea 100644 --- a/docs/game.html +++ b/docs/game.html @@ -362,7 +362,7 @@

- + diff --git a/docs/getstarted.html b/docs/getstarted.html index f1478b52..1fb0e4c5 100644 --- a/docs/getstarted.html +++ b/docs/getstarted.html @@ -18,7 +18,7 @@

If your Cube installation runs fine, ActionCube does too.
- Minimum specs: P-III 500 Mhz with gf1/radeon or better + Minimum specs: P-III 500 Mhz with gf1/radeon or better.

@@ -31,20 +31,33 @@

  • Anisotropic Filtering:OFF
  • +

    + Linux users: Make sure you have libSDL 1.2, libSDL_image and libSDL_mixer installed. +

    +

    Setting Resolution

    - The default resolution is 1024x768. If you need to change it, modify actioncube.bat accordingly. + The default resolution is 1024x768. If you need to change it, modify actioncube.bat accordingly, e.g.:

    - -w sets width
    - -h sets height + -w800 -h600

    In linux, simply pass those parameters in the command line or add them to the actioncube.sh shell script.

    +

    Running the game

    + +

    + Windows: Start the actioncube.bat +

    + +

    + Linux: cd to the main actioncube directory and execute actioncube.sh +

    +

    Basics

    Interface

    @@ -57,11 +70,11 @@

    The menu covers the most important actions. Further customizations and actions can be done using CubeScript: To get a console press T to open up the chat prompt. You can use it as console if you put a “/” (slash) at its beginning followed by a command. - As example, type this into the console: + As example, type this command into the console:

    - /crosshairsize 25 + crosshairsize 25

    @@ -112,7 +125,7 @@

    - + diff --git a/docs/history.html b/docs/history.html index 97b9f406..3404a91f 100644 --- a/docs/history.html +++ b/docs/history.html @@ -114,7 +114,7 @@

    - + diff --git a/docs/misc.html b/docs/misc.html index dee2245d..93c26d02 100644 --- a/docs/misc.html +++ b/docs/misc.html @@ -64,7 +64,7 @@

    - + diff --git a/docs/server.html b/docs/server.html index 269d0b6c..9111b91d 100644 --- a/docs/server.html +++ b/docs/server.html @@ -1,5 +1,4 @@ - - + ActionCube README @@ -22,28 +21,7 @@

    In the file actioncube_server.bat (or the respective .sh file in linux) you can add or change command line options. The possible command line options can be obtained from the - cube config documentation. - ActionCube behaves mostly like Cube, there are a few differences though: -

    - - - -

    - See the next chapter for more information about the effect of new command line options. + configuration section of this readme.

    Maprotation

    @@ -110,7 +88,7 @@ ac_depot:5:10:1

    - + diff --git a/source/src/weapon.cpp b/source/src/weapon.cpp index 137845c5..29fefb1e 100644 --- a/source/src/weapon.cpp +++ b/source/src/weapon.cpp @@ -65,6 +65,7 @@ void weapon(int gun) { if(player1->state!=CS_ALIVE || player1->weaponchanging || NADE_IN_HAND || player1->reloading) return; if(gun != GUN_KNIFE && gun != GUN_GRENADE && gun != GUN_PISTOL && gun != player1->primary) return; + if(gun == player1->gunselect) return; if(m_noguns && gun != GUN_KNIFE && gun != GUN_GRENADE) return; if(m_noprimary && gun != GUN_KNIFE && gun != GUN_GRENADE && gun != GUN_PISTOL) return; @@ -562,6 +563,8 @@ bool hasammo(playerent *d) // bot mod } else return true; } +VARP(autoreload, 0, 1, 1); + const int grenadepulltime = 650; bool akimboside = false; @@ -623,7 +626,7 @@ void shoot(playerent *d, vec &targ) d->attacking = true; //make akimbo auto d->akimbolastaction[akimboside?1:0] = lastmillis; akimboside = !akimboside; - } + }; if(d->gunselect!=GUN_KNIFE) d->mag[d->gunselect]--; from.z -= 0.2f; // below eye @@ -647,6 +650,9 @@ void shoot(playerent *d, vec &targ) shootv(d->gunselect, from, to, d, 0); if(d->type==ENT_PLAYER) addmsg(SV_SHOT, "ri8", 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), 0 ); + + if(autoreload && d == player1 && !d->mag[d->gunselect]) reload(d); + if(guns[d->gunselect].projspeed || d->gunselect==GUN_GRENADE) return; raydamage(from, to, d);