Beispiel #1
0
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;
}
Beispiel #2
0
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);
}
Beispiel #3
0
//============================================================================
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();
}
Beispiel #4
0
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();
}
Beispiel #5
0
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;
}