*** empty log message ***

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@38 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
driAn
2005-10-13 22:12:47 +00:00
parent 5d7a290652
commit f3f6bf158c
16 changed files with 498 additions and 456 deletions
+15 -12
View File
@@ -2,7 +2,7 @@
#include "cube.h"
struct guninfo { short sound, reload, reloadtime, attackdelay, damage, projspeed, part, spread, recoil, magsize; char *name; };
struct guninfo { short sound, reload, reloadtime, attackdelay, damage, projspeed, part, spread, recoil, magsize, mdl_kick_rot, mdl_kick_back; char *name; };
const int SGRAYS = 20; //down from 20 (defualt)
const float SGSPREAD = 2;
@@ -11,19 +11,19 @@ vec sg[SGRAYS];
//change the particales
guninfo guns[NUMGUNS] =
{
{ S_KNIFE, S_NULL, 0, 250, 50, 0, 0, 1, 1, 1, "knife" },
{ S_KNIFE, S_NULL, 0, 250, 50, 0, 0, 1, 1, 1, 0, 0, "knife" },
{ S_PISTOL, S_RPISTOL, 1400, 170, 20, 0, 0, 20, 10, 8, "pistol" }, // *SGRAYS
{ S_PISTOL, S_RPISTOL, 1400, 170, 20, 0, 0, 20, 10, 8, 6, 5, "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_SHOTGUN, S_RSHOTGUN, 2400, 1100, 6, 0, 0, 1, 35, 7, 10, 10, "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_SUBGUN, S_RSUBGUN, 1650, 90, 14, 0, 0, 45, 15, 30, 3, 2, "subgun" },
{ S_SNIPER, S_RSNIPER, 1950, 1500, 72, 0, 0, 60, 50, 5, "sniper" },
{ S_SNIPER, S_RSNIPER, 1950, 1500, 72, 0, 0, 60, 50, 5, 3, 2, "sniper" },
{ S_ASSULT, S_RASSULT, 2000, 130, 33, 0, 0, 90, 40, 20, "assult" }, //recoil was 44
{ S_ASSULT, S_RASSULT, 2000, 130, 33, 0, 0, 90, 40, 20, 4, 2, "assult" }, //recoil was 44
{ S_GRENADE, S_NULL, 0, 2000, 40, 30, 6, 1, 1, 1, "grenade" },
{ S_GRENADE, S_NULL, 0, 2000, 40, 30, 6, 1, 1, 1, 3, 1, "grenade" },
};
//weapon selection
@@ -120,7 +120,9 @@ void reload()
COMMAND(reload,ARG_NONE);
int reloadtime(int gun) { return guns[gun].attackdelay; };
int reloadtime(int gun) { return guns[gun].attackdelay; };
int kick_rot(int gun) { return guns[gun].mdl_kick_rot; };
int kick_back(int gun) { return guns[gun].mdl_kick_back; };
void createrays(vec &from, vec &to) // create random spread of rays for the shotgun
@@ -165,14 +167,14 @@ bool intersect(dynent *d, vec &from, vec &to) // if lineseg hits entity boundi
&& p->z >= d->o.z-d->eyeheight;
};
char *playerincrosshair()
dynent *playerincrosshair()
{
if(demoplayback) return NULL;
loopv(players)
{
dynent *o = players[i];
if(!o) continue;
if(intersect(o, player1->o, worldpos)) return o->name;
if(intersect(o, player1->o, worldpos)) return o;
};
return NULL;
};
@@ -322,7 +324,8 @@ void shootv(int gun, vec &from, vec &to, dynent *d, bool local) // create vi
case GUN_GRENADE:
pspeed = guns[gun].projspeed;
newprojectile(from, to, (float)pspeed, local, d, gun);
newprojectile(from, to, (float)pspeed, local, d, gun);
conoutf("NADE");
break;
case GUN_SNIPER: