ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)\r
\r
if (!g_norecoil)\r
- ent.punchangle_x = recoil * -1;\r
+ {\r
+ ent.punchangle_x += crandom() * recoil;\r
+ ent.punchangle_y += crandom() * recoil;\r
+ }\r
\r
if (snd != "")\r
{\r
\r
// if we are a micro or macro, size the weapon model accordingly\r
if(cvar("g_healthsize") && cvar("g_healthsize_weapon_scalefactor"))\r
- if(self.model != "")\r
+ if(self.owner.scale) // prevents some exceptions\r
{\r
- self.weaponentity.scale = (1 + cvar("g_healthsize_weapon_scalefactor")) - cvar("g_healthsize_weapon_scalefactor") * self.owner.scale;\r
- if(self.weaponentity.scale < 0.1)\r
- self.weaponentity.scale = 0.1; // stuff breaks if scale is smaller than this\r
- self.weaponentity.origin_z = (1 - self.weaponentity.scale) * cvar("g_healthsize_weapon_scalefactor_pos");\r
+ self.scale = pow(1 / self.owner.scale, cvar("g_healthsize_weapon_scalefactor"));\r
+ if(self.scale < 0.1)\r
+ self.scale = 0.1; // stuff breaks if scale is smaller than this\r
+ self.origin_z = (1 - self.scale) * cvar("g_healthsize_weapon_scalefactor_pos");\r
+\r
+ // copy properties to the static weapon entity as well\r
+ if(self.weaponentity != world) // prevents assignment to world\r
+ {\r
+ self.weaponentity.scale = self.scale;\r
+ self.weaponentity.origin = self.origin;\r
+ }\r
}\r
};\r
\r
#define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"))\r
#define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"))\r
\r
+void W_DisplayDigitThink()\r
+{\r
+ self.nextthink = time;\r
+\r
+ // the owner has switched to another weapon, remove the digits\r
+ if(self.weapon != self.owner.weapon || self.owner.classname != "player" || self.deadflag != DEAD_NO)\r
+ {\r
+ self.nextthink = 0;\r
+ remove(self);\r
+ self = world;\r
+ return;\r
+ }\r
+\r
+ entity gun;\r
+ if(self.dmg) // exterior weapon\r
+ {\r
+ // keep the digit attached to the same bone as the gun\r
+ setattachment(self, self.owner, "bip01 r hand");\r
+ gun = self.owner.exteriorweaponentity;\r
+ }\r
+ else // view weapon\r
+ {\r
+ // keep the digit attached to the same bone as the gun\r
+ // TODO: Does this work with self-animated weapons too?\r
+ if(gettagindex(self.owner.weaponentity, "weapon"))\r
+ setattachment(self, self.owner.weaponentity, "weapon");\r
+ else if(gettagindex(self.owner.weaponentity, "tag_weapon"))\r
+ setattachment(self, self.owner.weaponentity, "tag_weapon");\r
+ gun = self.owner.weaponentity;\r
+ }\r
+\r
+ // copy all properties of the weapon to the digit\r
+ self.origin = gun.origin;\r
+ self.angles = gun.angles;\r
+ self.scale = gun.scale;\r
+ self.effects = gun.effects;\r
+ self.alpha = gun.alpha;\r
+ self.colormap = gun.colormap;\r
+ self.colormod = gun.colormod; // used by the regurgitating colors\r
+ self.glowmod = gun.glowmod;\r
+\r
+ string txt;\r
+ if(self.team) // weapon load display\r
+ {\r
+ if(self.owner.weapon_load[self.owner.weapon] <= 0)\r
+ {\r
+ self.skin = 11; // unavailable digit\r
+ return;\r
+ }\r
+ else\r
+ {\r
+ txt = ftos(floor(self.owner.weapon_load[self.owner.weapon]));\r
+ txt = substring(txt, self.cnt - 1, 1);\r
+ }\r
+ }\r
+ else // ammo display\r
+ {\r
+ txt = ftos(floor(self.owner.(self.owner.current_ammo)));\r
+ txt = substring(txt, self.cnt - 1, 1);\r
+ }\r
+\r
+ if((!txt || txt == ""))\r
+ self.skin = 10; // empty digit\r
+ else\r
+ self.skin = stof(txt);\r
+}\r
+\r
+void W_DisplayDigitSetup(entity own, float num, float load, float exterior)\r
+{\r
+ entity digit, e;\r
+ digit = spawn();\r
+ digit.owner = own;\r
+ digit.weapon = own.weapon;\r
+ digit.dmg = exterior;\r
+ digit.team = load;\r
+ digit.cnt = num;\r
+ e = get_weaponinfo(digit.weapon);\r
+\r
+ if(load)\r
+ {\r
+ // weapon load digit\r
+ setmodel(digit, strcat("models/weapons/v_", e.netname, "_digit1-", ftos(num) , ".md3"));\r
+ }\r
+ else\r
+ {\r
+ // ammo count digit\r
+ setmodel(digit, strcat("models/weapons/v_", e.netname, "_digit2-", ftos(num) , ".md3"));\r
+ }\r
+ digit.think = W_DisplayDigitThink;\r
+ digit.nextthink = time;\r
+}\r
+\r
+void W_Display(entity own, float load_num, float ammo_num)\r
+{\r
+ float i;\r
+ for(i = 1; i <= load_num; i++)\r
+ {\r
+ W_DisplayDigitSetup(own, i, TRUE, FALSE); // weapon load digit, view model\r
+ W_DisplayDigitSetup(own, i, TRUE, TRUE); // weapon load digit, exterior model\r
+ }\r
+ for(i = 1; i <= ammo_num; i++)\r
+ {\r
+ W_DisplayDigitSetup(own, i, FALSE, FALSE); // ammo count digit, view model\r
+ W_DisplayDigitSetup(own, i, FALSE, TRUE); // ammo count digit, exterior model\r
+ }\r
+}\r
+\r
void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)\r
{\r
if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)\r