r134 - trunk/progsqc

DONOTREPLY at icculus.org DONOTREPLY at icculus.org
Tue Jan 20 22:08:34 EST 2009


Author: vermeulen
Date: 2009-01-20 22:08:32 -0500 (Tue, 20 Jan 2009)
New Revision: 134

Modified:
   trunk/progsqc/actor.qc
   trunk/progsqc/gamedefs.qc
   trunk/progsqc/inventory.qc
   trunk/progsqc/player.qc
Log:


Modified: trunk/progsqc/actor.qc
===================================================================
--- trunk/progsqc/actor.qc	2009-01-20 14:59:42 UTC (rev 133)
+++ trunk/progsqc/actor.qc	2009-01-21 03:08:32 UTC (rev 134)
@@ -328,7 +328,7 @@
 			//bprint("lowering\n");
 			weapon_state(WS_LOWER);
 		}
-		else if ((self.weapinfo_ammo <= self.weapinfo_ammo1minimumtofire) && (cvar("g_autoreload")) && (self.weapinfo_ammoinventory >= 1))
+		else if ((self.weapinfo_ammo < self.weapinfo_ammo1minimumtofire) && (cvar("g_autoreload")) && (self.weapinfo_ammoinventory >= 1))
 			weapon_state(WS_RELOAD);
 		else if (self.button4 && ((self.weapinfo_ammo < self.weapinfo_ammomax && self.weapinfo_ammoinventory >= 1)))
 			weapon_state(WS_RELOAD);

Modified: trunk/progsqc/gamedefs.qc
===================================================================
--- trunk/progsqc/gamedefs.qc	2009-01-20 14:59:42 UTC (rev 133)
+++ trunk/progsqc/gamedefs.qc	2009-01-21 03:08:32 UTC (rev 134)
@@ -61,6 +61,7 @@
 .float sight;
 .float fire1distance;
 .float fire2distance;
+.float itemdrop;
 
 .float combodie;
 

Modified: trunk/progsqc/inventory.qc
===================================================================
--- trunk/progsqc/inventory.qc	2009-01-20 14:59:42 UTC (rev 133)
+++ trunk/progsqc/inventory.qc	2009-01-21 03:08:32 UTC (rev 134)
@@ -613,7 +613,9 @@
 	{
 		item = Inventory_GetItem(from, weaptype);
 		if (item != '0 0 0')
+		{
 			Inventory_ModifyItem(to, weaptype, item_x, item_y);
+		}
 		weaptype = weaptype + 1;
 	}
 };
@@ -764,53 +766,53 @@
 
 void() weapon_thenex =
 {
- 	Item_Spawn(weaptype_WEAP10,1,50,self.origin,'0 0 0',10,1.5,world);
+ 	Item_Spawn(weaptype_WEAP10,1,50,self.origin,'0 0 0',0,1.5,world);
 }
 
 
 void() weapon_weap1 =
 {
- 	Item_Spawn(weaptype_WEAP1,1,100,self.origin,'0 0 0',0,1.5,world);
+ 	Item_Spawn(weaptype_WEAP1,1,25,self.origin,'0 0 0',0,1.5,world);
 }
 
 void() weapon_weap2 =
 {
- 	Item_Spawn(weaptype_WEAP2,1,100,self.origin,'0 0 0',0,1.5,world);
+ 	Item_Spawn(weaptype_WEAP2,1,25,self.origin,'0 0 0',0,1.5,world);
 }
 
 void() weapon_weap3 =
 {
- 	Item_Spawn(weaptype_WEAP3,1,100,self.origin,'0 0 0',0,1.5,world);
+ 	Item_Spawn(weaptype_WEAP3,1,25,self.origin,'0 0 0',0,1.5,world);
 }
 
 void() weapon_weap4 =
 {
- 	Item_Spawn(weaptype_WEAP4,1,100,self.origin,'0 0 0',0,1.5,world);
+ 	Item_Spawn(weaptype_WEAP4,1,25,self.origin,'0 0 0',0,1.5,world);
 }
 
 void() weapon_weap5 =
 {
- 	Item_Spawn(weaptype_WEAP5,1,100,self.origin,'0 0 0',0,1.5,world);
+ 	Item_Spawn(weaptype_WEAP5,1,25,self.origin,'0 0 0',0,1.5,world);
 }
 
 void() weapon_weap6 =
 {
- 	Item_Spawn(weaptype_WEAP6,1,100,self.origin,'0 0 0',0,1.5,world);
+ 	Item_Spawn(weaptype_WEAP6,1,25,self.origin,'0 0 0',0,1.5,world);
 }
 
 void() weapon_weap7 =
 {
- 	Item_Spawn(weaptype_WEAP7,1,100,self.origin,'0 0 0',0,1.5,world);
+ 	Item_Spawn(weaptype_WEAP7,1,25,self.origin,'0 0 0',0,1.5,world);
 }
 
 void() weapon_weap8 =
 {
- 	Item_Spawn(weaptype_WEAP8,1,100,self.origin,'0 0 0',0,1.5,world);
+ 	Item_Spawn(weaptype_WEAP8,1,25,self.origin,'0 0 0',0,1.5,world);
 }
 
 void() weapon_weap9 =
 {
- 	Item_Spawn(weaptype_WEAP9,1,100,self.origin,'0 0 0',0,1.5,world);
+ 	Item_Spawn(weaptype_WEAP9,1,25,self.origin,'0 0 0',0,1.5,world);
 }
 
 //void() item_ammo1 =
@@ -819,15 +821,15 @@
 //}
 void() item_ammo2 =
 {
- 	Item_Spawn(weaptype_AMMO2,50,0,self.origin,'0 0 0',0,1,world);
+ 	Item_Spawn(weaptype_AMMO2,25,0,self.origin,'0 0 0',0,1,world);
 }
 void() item_ammo3 =
 {
- 	Item_Spawn(weaptype_AMMO3,50,0,self.origin,'0 0 0',0,1,world);
+ 	Item_Spawn(weaptype_AMMO3,25,0,self.origin,'0 0 0',0,1,world);
 }
 void() item_ammo4 =
 {
- 	Item_Spawn(weaptype_AMMO4,50,0,self.origin,'0 0 0',0,1,world);
+ 	Item_Spawn(weaptype_AMMO4,25,0,self.origin,'0 0 0',0,1,world);
 }
 
 void armor_small_toss (vector velo) =
@@ -860,7 +862,7 @@
 	armor_small_toss('0 0 0');
 }
 
-void() armor_medium =
+void armor_medium_toss (vector velo) =
 {
 	newmis = spawn();
 	newmis.armorvalue = 50;
@@ -870,7 +872,7 @@
 	newmis.ispointable = TRUE;
 	newmis.solid = SOLID_TRIGGER;
 	newmis.movetype = MOVETYPE_TOSS;
-	newmis.velocity = '0 0 0';
+	newmis.velocity = velo;
 	newmis.angles = '0 0 0';
 	newmis.nextthink = time + 10;
 	newmis.think = Item_Think;
@@ -885,6 +887,10 @@
 	newmis.effects = newmis.effects | EF_ADDITIVE | EF_FULLBRIGHT;
 }
 
+void armor_medium () =
+{
+	armor_medium_toss('0 0 0');
+}
 
 void health_small_toss (vector velo) =
 {
@@ -916,7 +922,7 @@
 	health_small_toss('0 0 0');
 }
 
-void() health_medium =
+void health_medium_toss (vector velo) =
 {
 	newmis = spawn();
 	newmis.health = 50;
@@ -926,7 +932,7 @@
 	newmis.ispointable = TRUE;
 	newmis.solid = SOLID_TRIGGER;
 	newmis.movetype = MOVETYPE_TOSS;
-	newmis.velocity = '0 0 0';
+	newmis.velocity = velo;
 	newmis.angles = '0 0 0';
 	newmis.nextthink = time + 10;
 	newmis.think = Item_Think;
@@ -941,7 +947,12 @@
 	newmis.effects = newmis.effects | EF_ADDITIVE | EF_FULLBRIGHT;
 }
 
+void health_medium ( ) =
+{
+	health_medium_toss('0 0 0');
+}
 
+
 /*
 // _x = quantity, _y = ammo type, _z = ammo quantity
 .vector inventory_weap1;

Modified: trunk/progsqc/player.qc
===================================================================
--- trunk/progsqc/player.qc	2009-01-20 14:59:42 UTC (rev 133)
+++ trunk/progsqc/player.qc	2009-01-21 03:08:32 UTC (rev 134)
@@ -83,6 +83,7 @@
 		  pc.sight = cvar(cname,"_sight");
 		  pc.fire1distance = cvar(cname,"_fire1distance");
 		  pc.fire2distance = cvar(cname,"_fire2distance");
+		  pc.itemdrop = cvar(cname,"_itemdrop");
 		  
 		  if (pc.animationtype == 1)
 		  {
@@ -282,6 +283,10 @@
 	self.sight = pc.sight;
 	self.fire1distance = pc.fire1distance;
 	self.fire2distance = pc.fire2distance;
+	self.itemdrop = pc.itemdrop;
+
+	self.modelflags = 0;
+	self.velocity = '0 0 0';
 	
 	setsize (self, pc.mins, pc.maxs);
 	Inventory_CloneFromInventory(self, pc);
@@ -1073,22 +1078,31 @@
 void() item_toss =
 {
 	local float c;
-	c = random() * 3;
+	c = random() * 2;
 	if (c < 1)
 	{ 
- 		health_small_toss('-200 0 100');
- 		health_small_toss('0 -200 100');
+		if (self.itemdrop == 1)
+		{
+ 			health_medium_toss('-200 0 100');
+		}
+		else
+		{
+ 			health_small_toss('-200 0 100');
+ 			health_small_toss('0 -200 100');
+		}
 	}
 	else if (c < 2)
-	{
- 		health_small_toss('-200 0 100');
- 		armor_small_toss('0 -200 100');
+	{		
+		if (self.itemdrop == 1)
+		{
+ 			armor_medium_toss('-200 0 100');
+		}
+		else
+		{
+ 			health_small_toss('-200 0 100');
+ 			armor_small_toss('0 -200 100');
+		}
 	}
-	else
-	{
- 		armor_small_toss('-200 0 100');
- 		armor_small_toss('0 -200 100');
-	}
 }
 
 void() player_die =




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