void player_light2() { self->s.v.frame = 106; self->think = ( func_t ) player_light1; self->s.v.nextthink = g_globalvars.time + 0.1; if ( !self->s.v.button0 || intermission_running || self->s.v.impulse ) { if (lgc_enabled()) { lgc_register_fire_stop(self); } self->walkframe = 0; player_run(); return; } set_idealtime(); muzzleflash(); self->s.v.weaponframe = self->s.v.weaponframe + 1; if ( self->s.v.weaponframe >= 5 ) self->s.v.weaponframe = 1; SuperDamageSound(); W_FireLightning(); self->attack_finished = g_globalvars.time + 0.2; }
void player_nail2() { self->s.v.frame = 104; self->think = ( func_t ) player_nail1; self->s.v.nextthink = g_globalvars.time + 0.1; if ( !self->s.v.button0 || intermission_running || self->s.v.impulse ) { self->walkframe = 0; player_run(); return; } set_idealtime(); muzzleflash(); self->s.v.weaponframe = self->s.v.weaponframe + 1; if ( self->s.v.weaponframe >= 9 ) self->s.v.weaponframe = 1; SuperDamageSound(); W_FireSpikes( -4 ); self->attack_finished = g_globalvars.time + 0.2; AmmoUsed (self); }
//============================================================================ void player_rocket1() { self->s.v.frame = 107; self->think = ( func_t ) player_rocket2; self->s.v.nextthink = g_globalvars.time + 0.1; self->s.v.weaponframe = 1; muzzleflash(); }
void player_shot1() { self->s.v.frame = 113; self->s.v.think = ( func_t ) player_shot2; self->s.v.nextthink = g_globalvars.time + 0.1; self->s.v.weaponframe = 1; muzzleflash(); }
void W_FireBigAss ( ) { vec3_t dir, vtemp; if ( self->s.v.ammo_shells < 10 ) { make_explosion ( ); // G_sprint (self, 2, "Ammo chamber jammed!\n"); // I just don't like excess messages sound ( self, 1, "weapons/asscan4.wav", 1, 1 ); stuffcmd ( self, "bf\n" ); self->option4 = 0; return; } self->nojumptime = ( g_globalvars.time + 0.75 ); // stops the 10.30.98 20mm speed "bug" // "weapons/sgun1.wav" was the old sound, this is 11.11.04's sound sound( self, 1, "weapons/20mm.wav", 1, 1 ); KickPlayer( -5, self ); muzzleflash( ); stuffcmd (self, "bf\n"); // self.ammo_shells = (self.ammo_shells - 10); // self.currentammo = (self.ammo_shells - 10); //self->s.v.currentammo = self->s.v.ammo_shells - 10; self->s.v.ammo_shells = self->s.v.ammo_shells - 10; self->s.v.currentammo = self->s.v.ammo_shells; makevectors( self->s.v.v_angle ); dir[0] = g_globalvars.v_forward[0];dir[1] = g_globalvars.v_forward[1];dir[2] = g_globalvars.v_forward[2]; mtf_deathmsg( 46 ); BigAssBullet( dir, 50 ); EjectShell ( ); //self->s.v.velocity = (self.velocity - (v_forward * 200)); VectorScale( g_globalvars.v_forward, 200, vtemp ); VectorSubtract( self->s.v.velocity, vtemp, vtemp ); self->s.v.velocity[0] = vtemp[0]; self->s.v.velocity[1] = vtemp[1]; if ( vtemp[2] > 179.9 && self->s.v.button2 ) vtemp[2] = vtemp[2] * 2.1; // "fixes" 20mm jump when facing down self->s.v.velocity[2] = vtemp[2]; if ( self->s.v.ammo_shells == 0 ) self->s.v.ammo_shells = 1; }