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authorTim Angus <tim@ngus.net>2003-03-29 05:47:59 +0000
committerTim Angus <tim@ngus.net>2003-03-29 05:47:59 +0000
commitb8111f05848c2778ca1cb201e4c24df5fcdd0c26 (patch)
tree82685aeef9f1c65152be2c682cac837e18e35e36 /src/game
parent81ee503696d9d5973713afba2afc06b82e41fca8 (diff)
* Rewrote the weapon loader to reference a set of weapon.cfg files
* Removed the code deprecated by the above change * Fixed a typo in tremulous.h
Diffstat (limited to 'src/game')
-rw-r--r--src/game/bg_misc.c141
-rw-r--r--src/game/bg_public.h5
-rw-r--r--src/game/tremulous.h4
3 files changed, 2 insertions, 148 deletions
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c
index ed0f56ac..c38015a9 100644
--- a/src/game/bg_misc.c
+++ b/src/game/bg_misc.c
@@ -2058,9 +2058,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"rifle", //char *weaponName;
"Rifle", //char *weaponHumanName;
- { "models/weapons2/machinegun/machinegun.md3", 0, 0, 0 },
- "icons/iconw_rifle",
- "gfx/2d/crosshaira", 24,
RIFLE_CLIPSIZE, //int quan;
RIFLE_SPAWNCLIPS, //int clips;
RIFLE_MAXCLIPS, //int maxClips;
@@ -2083,9 +2080,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"flamer", //char *weaponName;
"Flame Thrower", //char *weaponHumanName;
- { "models/weapons2/plasma/plasma.md3", 0, 0, 0 },
- "icons/iconw_flamer",
- "gfx/2d/crosshaira", 24,
FLAMER_GAS, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2108,9 +2102,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"chaingun", //char *weaponName;
"Chaingun", //char *weaponHumanName;
- { "models/weapons2/machinegun/machinegun.md3", 0, 0, 0 },
- "icons/iconw_chaingun",
- "gfx/2d/crosshairb", 48,
CHAINGUN_BULLETS, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2133,9 +2124,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"mdriver", //char *weaponName;
"Mass Driver", //char *weaponHumanName;
- { "models/weapons2/bfg/bfg.md3", 0, 0, 0 },
- "icons/iconw_driver",
- "gfx/2d/crosshaira", 24,
MDRIVER_CLIPSIZE, //int quan;
MDRIVER_SPAWNCLIPS, //int clips;
MDRIVER_MAXCLIPS, //int maxClips;
@@ -2158,9 +2146,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"prifle", //char *weaponName;
"Pulse Rifle", //char *weaponHumanName;
- { "models/weapons2/prifle/prifle.md3", 0, 0, 0 },
- "icons/iconw_pulse",
- "gfx/2d/crosshaira", 24,
PRIFLE_CLIPS, //int quan;
PRIFLE_SPAWNCLIPS, //int clips;
PRIFLE_MAXCLIPS, //int maxClips;
@@ -2183,9 +2168,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"lcanon", //char *weaponName;
"Lucifer Canon", //char *weaponHumanName;
- { "models/weapons2/bfg/bfg.md3", 0, 0, 0 },
- "icons/iconw_lucifer",
- "gfx/2d/crosshaira", 24,
LCANON_AMMO, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2208,9 +2190,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"lgun", //char *weaponName;
"Las Gun", //char *weaponHumanName;
- { "models/weapons2/grenadel/grenadel.md3", 0, 0, 0 },
- "icons/iconw_lasgun",
- "gfx/2d/crosshaira", 24,
LASGUN_AMMO, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2233,9 +2212,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"psaw", //char *weaponName;
"Pain Saw", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_saw",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2258,9 +2234,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"ckit", //char *weaponName;
"Construction Kit", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_construct",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2283,9 +2256,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"ackit", //char *weaponName;
"Adv Construction Kit",//char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_construct",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2308,9 +2278,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"abuild", //char *weaponName;
"Alien build weapon", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_gauntlet",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2333,9 +2300,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"abuild2", //char *weaponName;
"Alien build weapon2",//char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_gauntlet",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2358,9 +2322,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"venom", //char *weaponName;
"Venom", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_gauntlet",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2383,9 +2344,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"pounce", //char *weaponName;
"Claw and pounce", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_gauntlet",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2408,9 +2366,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"pounce_upgrade", //char *weaponName;
"Claw and pounce (upgrade)", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_gauntlet",
- NULL, 0,
3, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2433,9 +2388,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"grabandclaw", //char *weaponName;
"Claws", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_gauntlet",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2458,9 +2410,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"grabandclaw_upgrade",//char *weaponName;
"Claws Upgrade", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_gauntlet",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2483,9 +2432,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"areazap", //char *weaponName;
"Area Zap", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_gauntlet",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2508,9 +2454,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"directzap", //char *weaponName;
"Directed Zap", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_gauntlet",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2533,9 +2476,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"groundpound", //char *weaponName;
"Ground Pound", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_gauntlet",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2558,9 +2498,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"lockblob", //char *weaponName;
"Lock Blob", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_gauntlet",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2583,9 +2520,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"teslagen", //char *weaponName;
"Tesla Generator", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_gauntlet",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2727,81 +2661,6 @@ char *BG_FindHumanNameForWeapon( int weapon )
/*
==============
-BG_FindModelsForWeapon
-==============
-*/
-char *BG_FindModelsForWeapon( int weapon, int modelNum )
-{
- int i;
-
- for( i = 0; i < bg_numWeapons; i++ )
- {
- if( bg_weapons[ i ].weaponNum == weapon )
- return bg_weapons[ i ].models[ modelNum ];
- }
-
- //wimp out
- return 0;
-}
-
-/*
-==============
-BG_FindIconForWeapon
-==============
-*/
-char *BG_FindIconForWeapon( int weapon )
-{
- int i;
-
- for( i = 0; i < bg_numWeapons; i++ )
- {
- if( bg_weapons[ i ].weaponNum == weapon )
- return bg_weapons[ i ].icon;
- }
-
- //wimp out
- return 0;
-}
-
-/*
-==============
-BG_FindCrosshairForWeapon
-==============
-*/
-char *BG_FindCrosshairForWeapon( int weapon )
-{
- int i;
-
- for( i = 0; i < bg_numWeapons; i++ )
- {
- if( bg_weapons[ i ].weaponNum == weapon )
- return bg_weapons[ i ].crosshair;
- }
-
- //wimp out
- return 0;
-}
-
-/*
-==============
-BG_FindCrosshairSizeForWeapon
-==============
-*/
-int BG_FindCrosshairSizeForWeapon( int weapon )
-{
- int i;
-
- for( i = 0; i < bg_numWeapons; i++ )
- {
- if( bg_weapons[ i ].weaponNum == weapon )
- return bg_weapons[ i ].crosshairSize;
- }
-
- return 24;
-}
-
-/*
-==============
BG_FindAmmoForWeapon
==============
*/
diff --git a/src/game/bg_public.h b/src/game/bg_public.h
index e14e1448..a61f9ef7 100644
--- a/src/game/bg_public.h
+++ b/src/game/bg_public.h
@@ -957,11 +957,6 @@ typedef struct
char *weaponName;
char *weaponHumanName;
- char *models[ MAX_ITEM_MODELS ];
- char *icon;
- char *crosshair;
- int crosshairSize;
-
int quan;
int clips;
int maxClips;
diff --git a/src/game/tremulous.h b/src/game/tremulous.h
index f97e865c..deb419c9 100644
--- a/src/game/tremulous.h
+++ b/src/game/tremulous.h
@@ -410,12 +410,12 @@
#define MGTURRET_BP 80
#define MGTURRET_HEALTH HBHM(100)
#define MGTURRET_SPLASHDAMAGE 50
-#define MGTURRET_SPLASHRADIUS 1000
+#define MGTURRET_SPLASHRADIUS 100
#define MGTURRET_ANGULARSPEED 5 //degrees/think ~= 200deg/sec
#define MGTURRET_ACCURACYTOLERANCE MGTURRET_ANGULARSPEED / 2 //angular difference for turret to fire
#define MGTURRET_VERTICALCAP 30 // +/- maximum pitch
#define MGTURRET_REPEAT 100
-#define MGTURRET_RANGE 200
+#define MGTURRET_RANGE 250
#define TESLAGEN_BP 100
#define TESLAGEN_HEALTH HBHM(200)