📄 p_weapon.pas
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(ent^.client^.pers.inventory[index] = 1) ) then
begin
gi.cprintf (ent, PRINT_HIGH, 'Can''t drop current weapon'#10);
Exit;
end;
Drop_Item (ent, item);
Dec(ent^.client^.pers.inventory[index]);
end;
{*
================
Weapon_Generic
A generic function to handle the basics of weapon thinking
================
*}
//const
// FRAME_FIRE_FIRST = (FRAME_ACTIVATE_LAST + 1);
// FRAME_IDLE_FIRST = (FRAME_FIRE_LAST + 1);
// FRAME_DEACTIVATE_FIRST = (FRAME_IDLE_LAST + 1);
// (GAME <> CTF)
{$IFDEF CTF}
{procedure static void Weapon_Generic2 (edict_t *ent,
int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST,
int *pause_frames, int *fire_frames, void ( *fire)(edict_t *ent));}
procedure Weapon_Generic2 (ent : edict_p;
FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST, FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST : integer;
pause_frames, fire_frames : array of integer{;, void ( *fire)(edict_t *ent)});
var
n : integer;
begin
if (ent.deadflag <> 0) OR (ent.s.modelindex <> 255) then // VWep animations screw up corpses
Exit;
if (ent.client.weaponstate = WEAPON_DROPPING) then
begin
if (ent.client.ps.gunframe = FRAME_DEACTIVATE_LAST)
then begin
ChangeWeapon (ent);
Exit;
end
else begin
if ((FRAME_DEACTIVATE_LAST - ent.client.ps.gunframe) = 4) then
begin
ent.client.anim_priority := ANIM_REVERSE;
if ((ent.client.ps.pmove.pm_flags AND PMF_DUCKED) <> 0)
then begin
ent.s.frame := FRAME_crpain4+1; // by FAB
ent.client.anim_end := FRAME_crpain1; // by FAB
end
else begin
ent.s.frame := FRAME_pain304+1; // by FAB
ent.client.anim_end := FRAME_pain301; // by FAB
end;
end;
end;//else
Inc(ent.client.ps.gunframe);
Exit;
end;
if (ent.client.weaponstate = WEAPON_ACTIVATING) then
begin
if (ent.client.ps.gunframe = FRAME_ACTIVATE_LAST) OR (instantweap.value <> 0) then // by FAB
begin
ent.client.weaponstate := WEAPON_READY;
ent.client.ps.gunframe := FRAME_IDLE_FIRST; // by FAB
// we go recursive here to instant ready the weapon
Weapon_Generic2 (ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST,
FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames,
fire_frames{, fire});
Exit;
end;
Inc(ent.client.ps.gunframe);
Exit;
end;
// if ((ent->client->newweapon) && (ent->client->weaponstate != WEAPON_FIRING)) then
if (ent.client.newweapon <> Nil) AND (ent.client.weaponstate <> WEAPON_FIRING) then
begin
ent.client.weaponstate := WEAPON_DROPPING;
if (instantweap.value <> 0) // by FAB
then begin
ChangeWeapon(ent);
Exit;
end
else
ent.client.ps.gunframe := FRAME_DEACTIVATE_FIRST ; //by FAB
if ((FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < 4) then //by FAB
begin
ent.client.anim_priority := ANIM_REVERSE;
if ((ent.client.ps.pmove.pm_flags AND PMF_DUCKED) <> 0)
then begin
ent.s.frame := FRAME_crpain4+1; // by FAB
ent.client.anim_end := FRAME_crpain1; // by FAB
end
else begin
ent.s.frame := FRAME_pain304+1; // by FAB
ent.client.anim_end := FRAME_pain301; //by FAB
end;
end;
Exit;
end;
if (ent.client.weaponstate = WEAPON_READY) then
begin
// if ( ((ent.client.latched_buttons|ent.client.buttons) & BUTTON_ATTACK) )
if ( ((ent.client.latched_buttons OR ent.client.buttons) AND BUTTON_ATTACK) <> 0 )
then begin
ent.client.latched_buttons := ent.client.latched_buttons AND (NOT BUTTON_ATTACK);
if ( (ent.client.ammo_index=0) OR
(ent.client.pers.inventory[ent.client.ammo_index] >= ent.client.pers.weapon.quantity) )
then begin
ent.client.ps.gunframe := FRAME_FIRE_FIRST; // by FAB
ent.client.weaponstate := WEAPON_FIRING; // by FAB
// start the animation
ent.client.anim_priority := ANIM_ATTACK;
if ((ent.client.ps.pmove.pm_flags AND PMF_DUCKED) <> 0)
then begin
ent.s.frame := FRAME_crattak1-1; // by FAB
ent.client.anim_end := FRAME_crattak9; //by FAB
end
else begin
ent.s.frame := FRAME_attack1-1; //by FAB
ent.client.anim_end := FRAME_attack8; //by FAB
end;
end
else begin
if (level.time >= ent.pain_debounce_time) then
begin
gi.sound(ent, CHAN_VOICE, gi.soundindex('weapons/noammo.wav'), 1, ATTN_NORM, 0);
ent.pain_debounce_time := level.time + 1;
end;
NoAmmoWeaponChange (ent);
end;//else
end
else begin
if (ent.client.ps.gunframe = FRAME_IDLE_LAST) then
begin
ent.client.ps.gunframe := FRAME_IDLE_FIRST; // by FAB
Exit;
end;
if (pause_frames) then
begin
//for (n = 0; pause_frames[n]; n++)
for n:=0 to pause_frames [n]-1 do
begin
if (ent.client.ps.gunframe = pause_frames[n]) then
if (rand() and 15) <> 0 then
Exit;
end;
end;
Inc(ent.client.ps.gunframe);
Exit;
end;//else
end;//if
if (ent.client.weaponstate = WEAPON_FIRING) then
begin
for (n = 0; fire_frames[n]; n++)
for n:= 0 to fire_frames[n]-1 do
begin
if (ent.client.ps.gunframe = fire_frames[n]) then
begin
//ZOID
(* if (!CTFApplyStrengthSound(ent)) then *)
//ZOID
if (ent.client.quad_framenum > level.framenum) then
gi.sound(ent, CHAN_ITEM, gi.soundindex('items/damage3.wav'), 1, ATTN_NORM, 0);
//ZOID
(* CTFApplyHasteSound(ent); *)
//ZOID
fire (ent);
exit ; //Break;
end;
end;
// if (!fire_frames[n]) then
if (fire_frames[n]=0) then
Inc(ent.client.ps.gunframe);
if (ent.client.ps.gunframe = FRAME_IDLE_FIRST+1) then // by FAB
ent.client.weaponstate := WEAPON_READY;
end;//if
end;//procedure onlyCTF
//ZOID
{procedure Weapon_Generic (edict_t *ent,
int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST,
int *pause_frames, int *fire_frames, void ( *fire)(edict_t *ent))}
procedure Weapon_Generic (ent : edict_p;
FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST, FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST : integer;
pause_frames, fire_frames : array of integer{;, void ( *fire)(edict_t *ent)});
var
oldstate : integer;
begin
oldstate := ent^.client^.weaponstate; // by FAB
Weapon_Generic2 (ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST,
FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames,
fire_frames{, fire});
// run the weapon frame again if hasted
if (*((stricmp(ent.client.pers.weapon.pickup_name, 'Grapple') = 0) AND
(ent.client.weaponstate = WEAPON_FIRING) then
Exit;
(*if ((CTFApplyHaste(ent) ||
(Q_stricmp(ent->client->pers.weapon->pickup_name, "Grapple") == 0 &&
ent->client->weaponstate != WEAPON_FIRING))
&& oldstate == ent->client->weaponstate)* )
if ( CTFApplyHaste(ent) OR
( (Q_stricmp(ent.client.pers.weapon.pickup_name, 'Grapple') = 0) AND
(ent.client.weaponstate <> WEAPON_FIRING) )
) AND
(oldstate = ent.client.weaponstate) then*)
Weapon_Generic2 (ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST,
FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames,
fire_frames{, fire});
end;//procedure onlyCTF
//ZOID*)
{$ELSE}
procedure Weapon_Generic (ent : edict_p;
FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST, FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST : integer;
pause_frames, fire_frames : PIntegerArray; fire : Proc_edit_s);
var
FRAME_FIRE_FIRST,
FRAME_IDLE_FIRST,
FRAME_DEACTIVATE_FIRST,
n : integer;
begin
if (ent^.deadflag <> 0) OR (ent^.s.modelindex <> 255) then // VWep animations screw up corpses
Exit;
FRAME_FIRE_FIRST := (FRAME_ACTIVATE_LAST + 1);
FRAME_IDLE_FIRST := (FRAME_FIRE_LAST + 1);
FRAME_DEACTIVATE_FIRST := (FRAME_IDLE_LAST + 1);
if (ent^.client^.weaponstate = WEAPON_DROPPING) then
begin
if (ent^.client^.ps.gunframe = FRAME_DEACTIVATE_LAST) then
begin
ChangeWeapon (ent);
Exit;
end
else if ((FRAME_DEACTIVATE_LAST - ent^.client^.ps.gunframe) = 4) then
begin
ent^.client^.anim_priority := ANIM_REVERSE;
if ((ent^.client^.ps.pmove.pm_flags AND PMF_DUCKED) <> 0) then
begin
ent^.s.frame := FRAME_crpain4 + 1; // by FAB
ent^.client^.anim_end := FRAME_crpain1; //by FAB
end
else begin
ent^.s.frame := FRAME_pain304 + 1; //by FAB
ent^.client^.anim_end := FRAME_pain301; //by FAB
end;
end;
Inc(ent^.client^.ps.gunframe);
Exit;
end;
if (ent^.client^.weaponstate = WEAPON_ACTIVATING) then
begin
if (ent^.client^.ps.gunframe = FRAME_ACTIVATE_LAST) then
begin
ent^.client^.weaponstate := WEAPON_READY;
ent^.client^.ps.gunframe := FRAME_IDLE_FIRST;
Exit;
end;
Inc(ent^.client^.ps.gunframe);
Exit;
end;
if (ent^.client^.newweapon <> Nil) AND (ent^.client^.weaponstate <> WEAPON_FIRING) then
begin
ent^.client^.weaponstate := WEAPON_DROPPING;
ent^.client^.ps.gunframe := FRAME_DEACTIVATE_FIRST;
if ((FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < 4) then
begin
ent^.client^.anim_priority := ANIM_REVERSE;
if (ent^.client^.ps.pmove.pm_flags AND PMF_DUCKED) <> 0 then
begin
ent^.s.frame := FRAME_crpain4 + 1; // by FAB
ent^.client^.anim_end := FRAME_crpain1; //by FAB
end
else begin
ent^.s.frame := FRAME_pain304 + 1; //by FAB
ent^.client^.anim_end := FRAME_pain301; //by FAB
end;
end;
Exit;
end;
if (ent^.client^.weaponstate = WEAPON_READY) then
begin
// if ( ((ent.client.latched_buttons OR ent.client.buttons) & BUTTON_ATTACK) )
if ( ((ent^.client^.latched_buttons OR ent^.client^.buttons) AND BUTTON_ATTACK) <> 0 ) then
begin
ent^.client^.latched_buttons := ent^.client^.latched_buttons AND (NOT BUTTON_ATTACK);
if ( (ent^.client^.ammo_index = 0) OR
(ent^.client^.pers.inventory[ent^.client^.ammo_index] >= ent^.client^.pers.weapon^.quantity) ) then
begin
ent^.client^.ps.gunframe := FRAME_FIRE_FIRST;
ent^.client^.weaponstate := WEAPON_FIRING; // by FAB
// start the animation
ent^.client^.anim_priority := ANIM_ATTACK;
if ((ent^.client^.ps.pmove.pm_flags AND PMF_DUCKED) <> 0) then
begin
ent^.s.frame := FRAME_crattak1 - 1; //by FAB
ent^.client^.anim_end := FRAME_crattak9;// by FAB
end
else begin
ent^.s.frame := FRAME_attack1 - 1; //by FAB
ent^.client^.anim_end := FRAME_attack8; //by FAB
end;
end
else begin
if (level.time >= ent^.pain_debounce_time) then
begin
gi.sound(ent, CHAN_VOICE, gi.soundindex('weapons/noammo.wav'), 1, ATTN_NORM, 0);
ent^.pain_debounce_time := level.time + 1;
end;
NoAmmoWeaponChange (ent);
end;
end
else begin
if (ent^.client^.ps.gunframe = FRAME_IDLE_LAST) then
begin
ent^.client^.ps.gunframe := FRAME_IDLE_FIRST;
Exit;
end;
if (pause_frames <> nil) then
begin
n := 0;
while pause_frames[n] <> 0 do
begin
if (ent^.client^.ps.gunframe = pause_frames[n]) then
if (rand() and 15) <> 0 then
Exit;
n := n + 1;
end;
end;
Inc(ent^.client^.ps.gunframe);
Exit;
end;
end;
if (ent^.client^.weaponstate = WEAPON_FIRING) then
begin
n := 0;
while fire_frames[n] <> 0 do
begin
if (ent^.client^.ps.gunframe = fire_frames[n]) then
begin
if (ent^.client^.quad_framenum > level.framenum) then
gi.sound(ent, CHAN_ITEM, gi.soundindex('items/damage3.wav'), 1, ATTN_NORM, 0);
fire (ent);
Break;
end;
n := n + 1;
end;
if (fire_frames[n] = 0) then
Inc(ent^.client^.ps.gunframe);
if (ent^.client^.ps.gunframe = FRAME_IDLE_FIRST+1) then
ent^.client^.weaponstate := WEAPON_READY;
end;
end;
{$ENDIF}
{*
======================================================================
GRENADE
======================================================================
*}
const
GRENADE_TIMER = 3.0;
GRENADE_MINSPEED = 400;
GRENADE_MAXSPEED = 800;
procedure weapon_grenade_fire (ent : edict_p; held : qboolean); cdecl;
var
offset,
forward_, right,
start : vec3_t;
timer,
radius : Single; // was Float ...by FAB
speed, damage : integer;
begin
damage := 125;
radius := damage + 40;
if (is_quad) then
damage := damage * 4;
VectorSet(offset, 8, 8, ent^.viewheight-8);
AngleVectors (ent^.client^.v_angle, @forward_, @right, NIL); //..by FAB
P_ProjectSource (ent^.client, ent^.s.origin, offset, forward_, right, start);
timer := ent^.client^.grenade_time - level.time;
(* speed = GRENADE_MINSPEED + (GRENADE_TIMER - timer) * ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER); *)
speed := Trunc(GRENADE_MINSPEED + (GRENADE_TIMER - timer) * ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER));
fire_grenade2 (ent, start, forward_, damage, speed, timer, radius, held);
if ( (Trunc(dmflags^.value) AND DF_INFINITE_AMMO) = 0 ) then
Dec(ent^.client^.pers.inventory[ent^.client^.ammo_index]);
ent^.client^.grenade_time := level.time + 1.0;
if (ent^.deadflag <> 0) OR (ent^.s.modelindex <> 255) then // VWep animations screw up corpses
Exit;
{$IFNDEF CTF} //onlyGAME
if (ent^.health <= 0) then
Exit;
{$ENDIF}
if ((ent^.client^.ps.pmove.pm_flags AND PMF_DUCKED) <> 0)
then begin
ent^.client^.anim_priority := ANIM_ATTACK;
ent^.s.frame := FRAME_crattak1-1;
ent^.client^.anim_end := FRAME_crattak3; //by ..FAB
end
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