rifle -> carbine

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@6351 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
sireus
2011-04-26 00:13:42 +00:00
parent a463e549e8
commit f9a2e7c52d
23 changed files with 27 additions and 27 deletions
+1 -1
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@@ -17,7 +17,7 @@ menuitem "MTP-57 Assault Rifle" [ nextprimary 6; echo MTP-57 Assaul
menuitem "A-ARD/10 Submachine Gun" [ nextprimary 4; echo A-ARD/10 Submachine Gun selected ] [ chmenumdl Weapons weapons/subgun/menu mapmodel 75 12 ]
menuitem "Precision Tech AD-81 Sniper Rifle" [ nextprimary 5;echo Precision Tech AD-81 Sniper Rifle selected ] [ chmenumdl Weapons weapons/sniper/menu mapmodel 75 12 ]
menuitem "V-19 Combat Shotgun" [ nextprimary 3;echo V-19 Combat Shotgun selected ] [ chmenumdl Weapons weapons/shotgun/menu mapmodel 75 12 ]
menuitem "TMP-M&A Carbine" [ nextprimary 2;echo TMP-M&A Carbine selected ] [ chmenumdl Weapons weapons/rifle/menu mapmodel 75 12 ]
menuitem "TMP-M&A Carbine" [ nextprimary 2;echo TMP-M&A Carbine selected ] [ chmenumdl Weapons weapons/carbine/menu mapmodel 75 12 ]
// menuitem "Combat Pistol" [ nextprimary 7;echo Combat Pistol selected ] [ chmenumdl Weapons weapons/cpistol/menu mapmodel 75 12 ]
newmenu CLA
+3 -3
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@@ -18,8 +18,8 @@ registersound "weapon/waterimpact" // 6 - S_BULLETWATERHIT
registersound "weapon/knife" // 7 - S_KNIFE
registersound "weapon/usp" // 8 - S_PISTOL
registersound "weapon/pistol_reload" // 9 - S_RPISTOL
registersound "weapon/rifle" // 10 - S_RIFLE
registersound "weapon/rifle_reload" // 11 - S_RRIFLE // temporary
registersound "weapon/carbine" // 10 - S_CARBINE
registersound "weapon/carbine_reload" // 11 - S_RCARBINE // temporary
registersound "weapon/shotgun" // 12 - S_SHOTGUN
registersound "weapon/shotgun_reload" // 13 - S_RSHOTGUN
registersound "weapon/sub" // 14 - S_SUBGUN
@@ -118,4 +118,4 @@ registermusic "dcp/Dietmar_Pier_-_AssaultCube" // M_LASTMINUTE2
preload_music = [ loop m 3 [ musicpreload $m ] ]
// uncomment the line below if you want to preload the music (if you experience delay e.g. when picking up a flag)
//preload_music
//preload_music
+6 -6
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@@ -176,8 +176,8 @@ packages/audio/weapon/pistol_reload.ogg
packages/audio/weapon/ric1.ogg
packages/audio/weapon/ric2.ogg
packages/audio/weapon/ric3.ogg
packages/audio/weapon/rifle.ogg
packages/audio/weapon/rifle_reload.ogg
packages/audio/weapon/carbine.ogg
packages/audio/weapon/carbine_reload.ogg
packages/audio/weapon/shotgun.ogg
packages/audio/weapon/shotgun_reload.ogg
packages/audio/weapon/sniper.ogg
@@ -494,10 +494,10 @@ packages/models/weapons/knife/world
packages/models/weapons/pistol
packages/models/weapons/pistol
packages/models/weapons/pistol/world
packages/models/weapons/rifle/menu
packages/models/weapons/rifle
packages/models/weapons/rifle
packages/models/weapons/rifle/world
packages/models/weapons/carbine/menu
packages/models/weapons/carbine
packages/models/weapons/carbine
packages/models/weapons/carbine/world
packages/models/weapons/shotgun/menu
packages/models/weapons/shotgun
packages/models/weapons/shotgun

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@@ -24,7 +24,7 @@ extern void spawnstate(playerent *d);
void CACBot::Spawn()
{
// Init all bot variabeles
m_pMyEnt->nextprimary = 2 + rnd(5); // 2011jan18:ft: 2 == GUN_RIFLE, GUN_SHOTGUN, GUN_SUBGUN, GUN_SNIPER, GUN_ASSAULT - if CPISTOL is activated this needs a FIXME to rnd(6)
m_pMyEnt->nextprimary = 2 + rnd(5); // 2011jan18:ft: 2 == GUN_CARBINE, GUN_SHOTGUN, GUN_SUBGUN, GUN_SNIPER, GUN_ASSAULT - if CPISTOL is activated this needs a FIXME to rnd(6)
m_pMyEnt->targetyaw = m_pMyEnt->targetpitch = 0.0f;
m_pMyEnt->pBot = this;
+1 -1
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@@ -21,7 +21,7 @@ weaponinfo_s WeaponInfoTable[MAX_WEAPONS] =
// ---- Type : -- minDD -- maxDD -- minFD -- maxFD -- mA
{ TYPE_MELEE, 0.0f, 5.0f, 0.0f, 3.5f, 0 }, // KNIFE
{ TYPE_NORMAL, 3.5f, 15.0f, 3.0f, 60.0f, 6 }, // PISTOL
{ TYPE_SNIPER, 20.0f, 80.0f, 3.0f, 180.0f, 2 }, // RIFLE // min and max FD just guesstimates for now
{ TYPE_SNIPER, 20.0f, 80.0f, 3.0f, 180.0f, 2 }, // CARBINE // min and max FD just guesstimates for now
{ TYPE_SHOTGUN, 0.0f, 15.0f, 0.0f, 50.0f, 3 }, // SHOTGUN
{ TYPE_AUTO, 0.0f, 25.0f, 3.0f, 60.0f, 10 }, // SUBGUN
{ TYPE_SNIPER, 15.0f, 125.0f, 3.0f, 200.0f, 3 }, // SNIPER
+1 -1
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@@ -445,7 +445,7 @@ bool selectnextprimary(int num)
switch(num)
{
// case GUN_CPISTOL:
case GUN_RIFLE:
case GUN_CARBINE:
case GUN_SHOTGUN:
case GUN_SUBGUN:
case GUN_SNIPER:
+1 -1
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@@ -45,7 +45,7 @@ struct entity : persistent_entity
}
};
enum { GUN_KNIFE = 0, GUN_PISTOL, GUN_RIFLE, GUN_SHOTGUN, GUN_SUBGUN, GUN_SNIPER, GUN_ASSAULT, GUN_CPISTOL, GUN_GRENADE, GUN_AKIMBO, NUMGUNS };
enum { GUN_KNIFE = 0, GUN_PISTOL, GUN_CARBINE, GUN_SHOTGUN, GUN_SUBGUN, GUN_SNIPER, GUN_ASSAULT, GUN_CPISTOL, GUN_GRENADE, GUN_AKIMBO, NUMGUNS };
#define reloadable_gun(g) (g != GUN_KNIFE && g != GUN_GRENADE)
#define SGRAYS 21
+3 -3
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@@ -455,7 +455,7 @@ itemstat ammostats[NUMGUNS] =
{
{ 1, 1, 1, S_ITEMAMMO }, // knife dummy
{ 20, 60, 100, S_ITEMAMMO }, // pistol : CHANGED since 1.1.0.4 2010nov19
{ 15, 30, 30, S_ITEMAMMO }, // rifle
{ 15, 30, 30, S_ITEMAMMO }, // carbine
{ 14, 28, 21, S_ITEMAMMO }, // shotgun
{ 60, 90, 90, S_ITEMAMMO }, // subgun
{ 10, 20, 15, S_ITEMAMMO }, // sniper
@@ -482,7 +482,7 @@ guninfo guns[NUMGUNS] =
// sound reloadtime damage part recoil mKR reI reM pFX
{ "knife", S_KNIFE, S_NULL, 0, 500, 50, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, false },
{ "pistol", S_PISTOL, S_RPISTOL, 1400, 160, 18, 0, 0, 53, 10, 10, 6, 5, 6, 35, 58, 125, 1, false },
{ "rifle", S_RIFLE, S_RRIFLE, 1800, 720, 60, 0, 0, 10, 60, 10, 4, 4, 10, 60, 60, 150, 1, false },
{ "carbine", S_CARBINE, S_RCARBINE, 1800, 720, 60, 0, 0, 10, 60, 10, 4, 4, 10, 60, 60, 150, 1, false },
{ "shotgun", S_SHOTGUN, S_RSHOTGUN, 2400, 1000, 1, 0, 0, 1, 35, 7, 9, 9, 10, 140, 140, 125, 1, false }, // CAUTION dmg only sane for server!
{ "subgun", S_SUBGUN, S_RSUBGUN, 1650, 80, 15, 0, 0, 45, 15, 30, 1, 2, 4, 30, 50, 188, 1, true },
{ "sniper", S_SNIPER, S_RSNIPER, 1950, 1500, 82, 0, 0, 50, 50, 5, 4, 4, 10, 85, 85, 100, 1, false }, // 2011jan24:ft: dmg 82, spread 50
@@ -498,4 +498,4 @@ const char *teamnames_s[TEAM_NUM+1] = {"CLA", "RVSF", "CSPC", "RSPC", "SPEC", "v
// for both client and server
// default messages are hardcoded ! (in case there's a problem with cfgs)
char fragmessages[NUMGUNS][MAXKILLMSGLEN] = { "", "busted", "picked off", "peppered", "sprayed", "punctured", "shredded", "busted", "", "busted" };
char gibmessages[NUMGUNS][MAXKILLMSGLEN] = { "slashed", "", "", "splattered", "", "headshot", "", "", "gibbed", "" };
char gibmessages[NUMGUNS][MAXKILLMSGLEN] = { "slashed", "", "", "splattered", "", "headshot", "", "", "gibbed", "" };
+1 -1
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@@ -9,7 +9,7 @@ enum
S_BULLETAIR1, S_BULLETAIR2, S_BULLETHIT, S_BULLETWATERHIT,
S_KNIFE,
S_PISTOL, S_RPISTOL,
S_RIFLE, S_RRIFLE,
S_CARBINE, S_RCARBINE,
S_SHOTGUN, S_RSHOTGUN,
S_SUBGUN, S_RSUBGUN,
S_SNIPER, S_RSNIPER,
+5 -5
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@@ -660,7 +660,7 @@ const char *weapstr(unsigned int i)
return "V-19 SG";
case GUN_KNIFE:
return "Knife";
case GUN_RIFLE:
case GUN_CARBINE:
return "TMP-M&A CB";
case GUN_GRENADE:
return "Grenades";
@@ -867,7 +867,7 @@ void weapon::equipplayer(playerent *pl)
pl->weapons[GUN_KNIFE] = new knife(pl);
pl->weapons[GUN_PISTOL] = new pistol(pl);
pl->weapons[GUN_CPISTOL] = new cpistol(pl);
pl->weapons[GUN_RIFLE] = new rifle(pl);
pl->weapons[GUN_CARBINE] = new carbine(pl);
pl->weapons[GUN_SHOTGUN] = new shotgun(pl);
pl->weapons[GUN_SNIPER] = new sniperrifle(pl);
pl->weapons[GUN_SUBGUN] = new subgun(pl);
@@ -1302,11 +1302,11 @@ void sniperrifle::setscope(bool enable)
}
}
// rifle
// carbine
rifle::rifle(playerent *owner) : gun(owner, GUN_RIFLE) {}
carbine::carbine(playerent *owner) : gun(owner, GUN_CARBINE) {}
bool rifle::selectable() { return weapon::selectable() && !m_noprimary && this == owner->primweap; }
bool carbine::selectable() { return weapon::selectable() && !m_noprimary && this == owner->primweap; }
// assaultrifle
+2 -2
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@@ -119,9 +119,9 @@ struct sniperrifle : gun
};
struct rifle : gun
struct carbine : gun
{
rifle(playerent *owner);
carbine(playerent *owner);
bool selectable();
};
@@ -40,9 +40,9 @@ copy /Y %workingacdir%\packages\models\weapons\grenade\static\shadows.dat %acdir
copy /Y %workingacdir%\packages\models\weapons\grenade\world\shadows.dat %acdir%\packages\models\weapons\grenade\world\shadows.dat
copy /Y %workingacdir%\packages\models\weapons\knife\world\shadows.dat %acdir%\packages\models\weapons\knife\world\shadows.dat
copy /Y %workingacdir%\packages\models\weapons\pistol\world\shadows.dat %acdir%\packages\models\weapons\pistol\world\shadows.dat
copy /Y %workingacdir%\packages\models\weapons\rifle\world\shadows.dat %acdir%\packages\models\weapons\rifle\world\shadows.dat
copy /Y %workingacdir%\packages\models\weapons\carbine\world\shadows.dat %acdir%\packages\models\weapons\carbine\world\shadows.dat
copy /Y %workingacdir%\packages\models\weapons\shotgun\world\shadows.dat %acdir%\packages\models\weapons\shotgun\world\shadows.dat
copy /Y %workingacdir%\packages\models\weapons\sniper\world\shadows.dat %acdir%\packages\models\weapons\sniper\world\shadows.dat
copy /Y %workingacdir%\packages\models\weapons\subgun\world\shadows.dat %acdir%\packages\models\weapons\subgun\world\shadows.dat
pause
pause