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Diffstat (limited to 'src/game/bg_pmove.c')
-rw-r--r--src/game/bg_pmove.c135
1 files changed, 109 insertions, 26 deletions
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c
index 4fd73f1..f8f8a69 100644
--- a/src/game/bg_pmove.c
+++ b/src/game/bg_pmove.c
@@ -2861,9 +2861,10 @@ static void PM_BeginWeaponChange( int weapon )
if( pm->ps->weaponstate == WEAPON_DROPPING )
return;
- // prevent storing a primed rocket launcher
- if( pm->ps->weapon == WP_ROCKET_LAUNCHER &&
- pm->ps->stats[ STAT_MISC ] > 0 )
+ // prevent storing a primed rocket launcher or grenade
+ if( ( pm->ps->weapon == WP_ROCKET_LAUNCHER ||
+ pm->ps->weapon == WP_GRENADE ) &&
+ pm->ps->stats[ STAT_MISC ] > 0 )
return;
// cancel a reload
@@ -2932,9 +2933,17 @@ static void PM_TorsoAnimation( void )
if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) )
{
if( pm->ps->weapon == WP_BLASTER )
+ {
PM_ContinueTorsoAnim( TORSO_STAND2 );
+ }
+ else if( pm->ps->weapon == WP_GRENADE )
+ {
+ PM_ContinueTorsoAnim( TORSO_STAND3 );
+ }
else
+ {
PM_ContinueTorsoAnim( TORSO_STAND );
+ }
}
PM_ContinueWeaponAnim( WANIM_IDLE );
@@ -3104,6 +3113,32 @@ static void PM_Weapon( void )
}
}
+ if( pm->ps->weapon == WP_GRENADE )
+ {
+ if( !pm->ps->weaponTime &&
+ pm->ps->stats[ STAT_GRENADES ] > 0 &&
+ ( ( pm->cmd.buttons & BUTTON_ATTACK ) ||
+ pm->ps->stats[ STAT_MISC ] > 0 ) )
+ {
+ int old_time;
+
+ old_time = pm->ps->stats[ STAT_MISC ];
+
+ if( old_time == 0 )
+ {
+ PM_AddEvent( EV_GRENADE_PRIME );
+ }
+
+ pm->ps->stats[ STAT_MISC ] += pml.msec;
+
+ if( pm->ps->stats[ STAT_MISC ] < GRENADE_FUSE_TIME &&
+ old_time / 1000 < pm->ps->stats[ STAT_MISC ] / 1000 )
+ {
+ PM_AddEvent( EV_GRENADE_TICK );
+ }
+ }
+ }
+
// don't allow attack until all buttons are up
if( pm->ps->pm_flags & PMF_RESPAWNED )
return;
@@ -3200,7 +3235,9 @@ static void PM_Weapon( void )
else minAmmo = 1;
// check for out of ammo
- if( pm->ps->ammo < minAmmo && !pm->ps->clips && !BG_Weapon( pm->ps->weapon )->infiniteAmmo )
+ if( ( pm->ps->weapon != WP_GRENADE && pm->ps->ammo < minAmmo &&
+ !pm->ps->clips && !BG_Weapon( pm->ps->weapon )->infiniteAmmo ) ||
+ ( pm->ps->weapon == WP_GRENADE && pm->ps->stats[ STAT_GRENADES ] <= 0 ) )
{
if( attack1 || ( BG_Weapon( pm->ps->weapon )->hasAltMode && attack2 ) || ( BG_Weapon( pm->ps->weapon )->hasThirdMode && attack3 ) )
{
@@ -3345,6 +3382,36 @@ static void PM_Weapon( void )
return;
}
+ case WP_GRENADE:
+ if( attack1 || pm->ps->stats[ STAT_MISC ] == 0 )
+ {
+ pm->ps->weaponTime = 0;
+
+ if( pm->ps->stats[ STAT_MISC ] < GRENADE_FUSE_TIME )
+ {
+ pm->ps->weaponstate = WEAPON_READY;
+ return;
+ }
+ }
+
+ if( pm->ps->stats[ STAT_MISC ] > GRENADE_TIME_MIN )
+ {
+ attack1 = qtrue;
+ }
+ else if( pm->ps->stats[ STAT_MISC ] > 0 )
+ {
+ pm->ps->weaponTime = 0;
+ pm->ps->weaponstate = WEAPON_READY;
+ return;
+ }
+ else
+ {
+ pm->ps->weaponTime = 0;
+ pm->ps->weaponstate = WEAPON_READY;
+ return;
+ }
+ break;
+
default:
if( !attack1 && !attack2 && !attack3 )
{
@@ -3462,7 +3529,11 @@ static void PM_Weapon( void )
//FIXME: this should be an option in the client weapon.cfg
switch( pm->ps->weapon )
{
-
+ case WP_GRENADE:
+ PM_StartTorsoAnim( TORSO_ATTACK3 );
+ PM_StartWeaponAnim( WANIM_ATTACK1 );
+ break;
+
case WP_BLASTER:
PM_StartTorsoAnim( TORSO_ATTACK2 );
PM_StartWeaponAnim( WANIM_ATTACK1 );
@@ -3544,27 +3615,39 @@ static void PM_Weapon( void )
( pm->ps->weapon == WP_ALEVEL4 && attack3 )||
( pm->ps->weapon == WP_ALEVEL5 && attack3 ))
{
- switch( pm->ps->weapon ) {
- case WP_MASS_DRIVER:
- if( attack3 ) {
- pm->ps->ammo -= 7;
- if( pm->ps->ammo < 7 ) pm->ps->ammo += 1;
- } else pm->ps->ammo--;
- break;
- case WP_LUCIFER_CANNON:
- if( attack1 && !attack2 ) {
- pm->ps->ammo -= ( pm->ps->stats[ STAT_MISC ] * LCANNON_CHARGE_AMMO +
- LCANNON_CHARGE_TIME_MAX - 1 ) / LCANNON_CHARGE_TIME_MAX;
- } else pm->ps->ammo--;
- break;
- case WP_LAS_GUN:
- if( attack2 ) {
- pm->ps->ammo -= 25;
- } else pm->ps->ammo--;
- break;
- default:
- pm->ps->ammo--;
- break;
+ switch( pm->ps->weapon )
+ {
+ case WP_LUCIFER_CANNON:
+ if( attack1 && !attack2 )
+ {
+ pm->ps->ammo -=
+ ( pm->ps->stats[ STAT_MISC ] * LCANNON_CHARGE_AMMO +
+ LCANNON_CHARGE_TIME_MAX - 1 ) / LCANNON_CHARGE_TIME_MAX;
+ }
+ else
+ {
+ pm->ps->ammo--;
+ }
+ break;
+
+ case WP_LAS_GUN:
+ if( attack2 )
+ {
+ pm->ps->ammo -= 25;
+ }
+ else
+ {
+ pm->ps->ammo--;
+ }
+ break;
+
+ case WP_GRENADE:
+ pm->ps->stats[ STAT_GRENADES ]--;
+ break;
+
+ default:
+ pm->ps->ammo--;
+ break;
}
// Stay on the safe side