亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频

? 歡迎來到蟲蟲下載站! | ?? 資源下載 ?? 資源專輯 ?? 關于我們
? 蟲蟲下載站

?? p_weapon.c

?? 著名游戲quake2原代碼最新版本(vc6.0可以編譯的)
?? C
?? 第 1 頁 / 共 3 頁
字號:
	int			damage = 8;
	int			kick = 2;
	vec3_t		offset;

	if (!(ent->client->buttons & BUTTON_ATTACK))
	{
		ent->client->machinegun_shots = 0;
		ent->client->ps.gunframe++;
		return;
	}

	if (ent->client->ps.gunframe == 5)
		ent->client->ps.gunframe = 4;
	else
		ent->client->ps.gunframe = 5;

	if (ent->client->pers.inventory[ent->client->ammo_index] < 1)
	{
		ent->client->ps.gunframe = 6;
		if (level.time >= ent->pain_debounce_time)
		{
			gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
			ent->pain_debounce_time = level.time + 1;
		}
		NoAmmoWeaponChange (ent);
		return;
	}

	if (is_quad)
	{
		damage *= 4;
		kick *= 4;
	}

	for (i=1 ; i<3 ; i++)
	{
		ent->client->kick_origin[i] = crandom() * 0.35;
		ent->client->kick_angles[i] = crandom() * 0.7;
	}
	ent->client->kick_origin[0] = crandom() * 0.35;
	ent->client->kick_angles[0] = ent->client->machinegun_shots * -1.5;

	// raise the gun as it is firing
	if (!deathmatch->value)
	{
		ent->client->machinegun_shots++;
		if (ent->client->machinegun_shots > 9)
			ent->client->machinegun_shots = 9;
	}

	// get start / end positions
	VectorAdd (ent->client->v_angle, ent->client->kick_angles, angles);
	AngleVectors (angles, forward, right, NULL);
	VectorSet(offset, 0, 8, ent->viewheight-8);
	P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
	fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN);

	gi.WriteByte (svc_muzzleflash);
	gi.WriteShort (ent-g_edicts);
	gi.WriteByte (MZ_MACHINEGUN | is_silenced);
	gi.multicast (ent->s.origin, MULTICAST_PVS);

	PlayerNoise(ent, start, PNOISE_WEAPON);

	if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
		ent->client->pers.inventory[ent->client->ammo_index]--;

	ent->client->anim_priority = ANIM_ATTACK;
	if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
	{
		ent->s.frame = FRAME_crattak1 - (int) (random()+0.25);
		ent->client->anim_end = FRAME_crattak9;
	}
	else
	{
		ent->s.frame = FRAME_attack1 - (int) (random()+0.25);
		ent->client->anim_end = FRAME_attack8;
	}
}

void Weapon_Machinegun (edict_t *ent)
{
	static int	pause_frames[]	= {23, 45, 0};
	static int	fire_frames[]	= {4, 5, 0};

	Weapon_Generic (ent, 3, 5, 45, 49, pause_frames, fire_frames, Machinegun_Fire);
}

void Chaingun_Fire (edict_t *ent)
{
	int			i;
	int			shots;
	vec3_t		start;
	vec3_t		forward, right, up;
	float		r, u;
	vec3_t		offset;
	int			damage;
	int			kick = 2;

	if (deathmatch->value)
		damage = 6;
	else
		damage = 8;

	if (ent->client->ps.gunframe == 5)
		gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnu1a.wav"), 1, ATTN_IDLE, 0);

	if ((ent->client->ps.gunframe == 14) && !(ent->client->buttons & BUTTON_ATTACK))
	{
		ent->client->ps.gunframe = 32;
		ent->client->weapon_sound = 0;
		return;
	}
	else if ((ent->client->ps.gunframe == 21) && (ent->client->buttons & BUTTON_ATTACK)
		&& ent->client->pers.inventory[ent->client->ammo_index])
	{
		ent->client->ps.gunframe = 15;
	}
	else
	{
		ent->client->ps.gunframe++;
	}

	if (ent->client->ps.gunframe == 22)
	{
		ent->client->weapon_sound = 0;
		gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnd1a.wav"), 1, ATTN_IDLE, 0);
	}
	else
	{
		ent->client->weapon_sound = gi.soundindex("weapons/chngnl1a.wav");
	}

	ent->client->anim_priority = ANIM_ATTACK;
	if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
	{
		ent->s.frame = FRAME_crattak1 - (ent->client->ps.gunframe & 1);
		ent->client->anim_end = FRAME_crattak9;
	}
	else
	{
		ent->s.frame = FRAME_attack1 - (ent->client->ps.gunframe & 1);
		ent->client->anim_end = FRAME_attack8;
	}

	if (ent->client->ps.gunframe <= 9)
		shots = 1;
	else if (ent->client->ps.gunframe <= 14)
	{
		if (ent->client->buttons & BUTTON_ATTACK)
			shots = 2;
		else
			shots = 1;
	}
	else
		shots = 3;

	if (ent->client->pers.inventory[ent->client->ammo_index] < shots)
		shots = ent->client->pers.inventory[ent->client->ammo_index];

	if (!shots)
	{
		if (level.time >= ent->pain_debounce_time)
		{
			gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
			ent->pain_debounce_time = level.time + 1;
		}
		NoAmmoWeaponChange (ent);
		return;
	}

	if (is_quad)
	{
		damage *= 4;
		kick *= 4;
	}

	for (i=0 ; i<3 ; i++)
	{
		ent->client->kick_origin[i] = crandom() * 0.35;
		ent->client->kick_angles[i] = crandom() * 0.7;
	}

	for (i=0 ; i<shots ; i++)
	{
		// get start / end positions
		AngleVectors (ent->client->v_angle, forward, right, up);
		r = 7 + crandom()*4;
		u = crandom()*4;
		VectorSet(offset, 0, r, u + ent->viewheight-8);
		P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);

		fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_CHAINGUN);
	}

	// send muzzle flash
	gi.WriteByte (svc_muzzleflash);
	gi.WriteShort (ent-g_edicts);
	gi.WriteByte ((MZ_CHAINGUN1 + shots - 1) | is_silenced);
	gi.multicast (ent->s.origin, MULTICAST_PVS);

	PlayerNoise(ent, start, PNOISE_WEAPON);

	if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
		ent->client->pers.inventory[ent->client->ammo_index] -= shots;
}


void Weapon_Chaingun (edict_t *ent)
{
	static int	pause_frames[]	= {38, 43, 51, 61, 0};
	static int	fire_frames[]	= {5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 0};

	Weapon_Generic (ent, 4, 31, 61, 64, pause_frames, fire_frames, Chaingun_Fire);
}


/*
======================================================================

SHOTGUN / SUPERSHOTGUN

======================================================================
*/

void weapon_shotgun_fire (edict_t *ent)
{
	vec3_t		start;
	vec3_t		forward, right;
	vec3_t		offset;
	int			damage = 4;
	int			kick = 8;

	if (ent->client->ps.gunframe == 9)
	{
		ent->client->ps.gunframe++;
		return;
	}

	AngleVectors (ent->client->v_angle, forward, right, NULL);

	VectorScale (forward, -2, ent->client->kick_origin);
	ent->client->kick_angles[0] = -2;

	VectorSet(offset, 0, 8,  ent->viewheight-8);
	P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);

	if (is_quad)
	{
		damage *= 4;
		kick *= 4;
	}

	if (deathmatch->value)
		fire_shotgun (ent, start, forward, damage, kick, 500, 500, DEFAULT_DEATHMATCH_SHOTGUN_COUNT, MOD_SHOTGUN);
	else
		fire_shotgun (ent, start, forward, damage, kick, 500, 500, DEFAULT_SHOTGUN_COUNT, MOD_SHOTGUN);

	// send muzzle flash
	gi.WriteByte (svc_muzzleflash);
	gi.WriteShort (ent-g_edicts);
	gi.WriteByte (MZ_SHOTGUN | is_silenced);
	gi.multicast (ent->s.origin, MULTICAST_PVS);

	ent->client->ps.gunframe++;
	PlayerNoise(ent, start, PNOISE_WEAPON);

	if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
		ent->client->pers.inventory[ent->client->ammo_index]--;
}

void Weapon_Shotgun (edict_t *ent)
{
	static int	pause_frames[]	= {22, 28, 34, 0};
	static int	fire_frames[]	= {8, 9, 0};

	Weapon_Generic (ent, 7, 18, 36, 39, pause_frames, fire_frames, weapon_shotgun_fire);
}


void weapon_supershotgun_fire (edict_t *ent)
{
	vec3_t		start;
	vec3_t		forward, right;
	vec3_t		offset;
	vec3_t		v;
	int			damage = 6;
	int			kick = 12;

	AngleVectors (ent->client->v_angle, forward, right, NULL);

	VectorScale (forward, -2, ent->client->kick_origin);
	ent->client->kick_angles[0] = -2;

	VectorSet(offset, 0, 8,  ent->viewheight-8);
	P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);

	if (is_quad)
	{
		damage *= 4;
		kick *= 4;
	}

	v[PITCH] = ent->client->v_angle[PITCH];
	v[YAW]   = ent->client->v_angle[YAW] - 5;
	v[ROLL]  = ent->client->v_angle[ROLL];
	AngleVectors (v, forward, NULL, NULL);
	fire_shotgun (ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2, MOD_SSHOTGUN);
	v[YAW]   = ent->client->v_angle[YAW] + 5;
	AngleVectors (v, forward, NULL, NULL);
	fire_shotgun (ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2, MOD_SSHOTGUN);

	// send muzzle flash
	gi.WriteByte (svc_muzzleflash);
	gi.WriteShort (ent-g_edicts);
	gi.WriteByte (MZ_SSHOTGUN | is_silenced);
	gi.multicast (ent->s.origin, MULTICAST_PVS);

	ent->client->ps.gunframe++;
	PlayerNoise(ent, start, PNOISE_WEAPON);

	if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
		ent->client->pers.inventory[ent->client->ammo_index] -= 2;
}

void Weapon_SuperShotgun (edict_t *ent)
{
	static int	pause_frames[]	= {29, 42, 57, 0};
	static int	fire_frames[]	= {7, 0};

	Weapon_Generic (ent, 6, 17, 57, 61, pause_frames, fire_frames, weapon_supershotgun_fire);
}



/*
======================================================================

RAILGUN

======================================================================
*/

void weapon_railgun_fire (edict_t *ent)
{
	vec3_t		start;
	vec3_t		forward, right;
	vec3_t		offset;
	int			damage;
	int			kick;

	if (deathmatch->value)
	{	// normal damage is too extreme in dm
		damage = 100;
		kick = 200;
	}
	else
	{
		damage = 150;
		kick = 250;
	}

	if (is_quad)
	{
		damage *= 4;
		kick *= 4;
	}

	AngleVectors (ent->client->v_angle, forward, right, NULL);

	VectorScale (forward, -3, ent->client->kick_origin);
	ent->client->kick_angles[0] = -3;

	VectorSet(offset, 0, 7,  ent->viewheight-8);
	P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
	fire_rail (ent, start, forward, damage, kick);

	// send muzzle flash
	gi.WriteByte (svc_muzzleflash);
	gi.WriteShort (ent-g_edicts);
	gi.WriteByte (MZ_RAILGUN | is_silenced);
	gi.multicast (ent->s.origin, MULTICAST_PVS);

	ent->client->ps.gunframe++;
	PlayerNoise(ent, start, PNOISE_WEAPON);

	if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
		ent->client->pers.inventory[ent->client->ammo_index]--;
}


void Weapon_Railgun (edict_t *ent)
{
	static int	pause_frames[]	= {56, 0};
	static int	fire_frames[]	= {4, 0};

	Weapon_Generic (ent, 3, 18, 56, 61, pause_frames, fire_frames, weapon_railgun_fire);
}


/*
======================================================================

BFG10K

======================================================================
*/

void weapon_bfg_fire (edict_t *ent)
{
	vec3_t	offset, start;
	vec3_t	forward, right;
	int		damage;
	float	damage_radius = 1000;

	if (deathmatch->value)
		damage = 200;
	else
		damage = 500;

	if (ent->client->ps.gunframe == 9)
	{
		// send muzzle flash
		gi.WriteByte (svc_muzzleflash);
		gi.WriteShort (ent-g_edicts);
		gi.WriteByte (MZ_BFG | is_silenced);
		gi.multicast (ent->s.origin, MULTICAST_PVS);

		ent->client->ps.gunframe++;

		PlayerNoise(ent, start, PNOISE_WEAPON);
		return;
	}

	// cells can go down during windup (from power armor hits), so
	// check again and abort firing if we don't have enough now
	if (ent->client->pers.inventory[ent->client->ammo_index] < 50)
	{
		ent->client->ps.gunframe++;
		return;
	}

	if (is_quad)
		damage *= 4;

	AngleVectors (ent->client->v_angle, forward, right, NULL);

	VectorScale (forward, -2, ent->client->kick_origin);

	// make a big pitch kick with an inverse fall
	ent->client->v_dmg_pitch = -40;
	ent->client->v_dmg_roll = crandom()*8;
	ent->client->v_dmg_time = level.time + DAMAGE_TIME;

	VectorSet(offset, 8, 8, ent->viewheight-8);
	P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
	fire_bfg (ent, start, forward, damage, 400, damage_radius);

	ent->client->ps.gunframe++;

	PlayerNoise(ent, start, PNOISE_WEAPON);

	if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
		ent->client->pers.inventory[ent->client->ammo_index] -= 50;
}

void Weapon_BFG (edict_t *ent)
{
	static int	pause_frames[]	= {39, 45, 50, 55, 0};
	static int	fire_frames[]	= {9, 17, 0};

	Weapon_Generic (ent, 8, 32, 55, 58, pause_frames, fire_frames, weapon_bfg_fire);
}


//======================================================================

?? 快捷鍵說明

復制代碼 Ctrl + C
搜索代碼 Ctrl + F
全屏模式 F11
切換主題 Ctrl + Shift + D
顯示快捷鍵 ?
增大字號 Ctrl + =
減小字號 Ctrl + -
亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频
亚洲gay无套男同| 日韩伦理av电影| 久久久久亚洲蜜桃| 蜜臀99久久精品久久久久久软件| 国产欧美日韩三级| 国产成人在线色| 一区二区三区中文字幕电影| 欧美亚洲免费在线一区| 五月天精品一区二区三区| 精品va天堂亚洲国产| jlzzjlzz欧美大全| 亚洲一区在线电影| 中文字幕欧美三区| 欧美精品在线一区二区三区| 亚洲bt欧美bt精品| 奇米色一区二区三区四区| 国产亚洲女人久久久久毛片| 精品视频一区二区三区免费| 国产麻豆精品久久一二三| 亚洲精品成人悠悠色影视| 久久亚洲捆绑美女| 欧美视频一区二区在线观看| 欧美日韩电影在线播放| 成人性视频网站| 另类人妖一区二区av| 一区二区三区国产| 久久精品国产99国产精品| 粉嫩在线一区二区三区视频| 激情都市一区二区| 狂野欧美性猛交blacked| 成人免费视频网站在线观看| 在线亚洲精品福利网址导航| 国产成人自拍网| 在线亚洲高清视频| 久久久久久久久蜜桃| 亚洲制服欧美中文字幕中文字幕| 91.麻豆视频| 在线观看欧美精品| 欧美成人三级在线| 大尺度一区二区| av在线不卡网| 欧美一区二区三区免费在线看 | 亚洲在线观看免费| 精品无人区卡一卡二卡三乱码免费卡| 欧美亚日韩国产aⅴ精品中极品| 国产又黄又大久久| 欧美在线不卡一区| 欧美精品一区二| 亚洲大型综合色站| 93久久精品日日躁夜夜躁欧美| 亚洲综合在线观看视频| 激情综合五月婷婷| 欧美一区二区精品在线| 国产欧美日韩不卡| 久久精品噜噜噜成人av农村| 在线日韩av片| 亚洲欧美在线aaa| 亚洲欧美区自拍先锋| 一区二区三区中文字幕精品精品 | 日韩成人一级大片| 日韩不卡免费视频| 91国产丝袜在线播放| 欧美性色综合网| 中文字幕中文在线不卡住| 亚洲图片激情小说| 波多野结衣亚洲| 国产日韩精品一区| 国产麻豆一精品一av一免费| 日韩视频123| 国产精品美女一区二区三区| 最好看的中文字幕久久| 粉嫩av亚洲一区二区图片| 日韩欧美国产午夜精品| 欧美韩日一区二区三区| 国产白丝网站精品污在线入口| 国产精品一区二区你懂的| 成人一区二区三区视频在线观看 | ...av二区三区久久精品| 国产美女在线精品| 日韩三级视频中文字幕| 欧美aaaaa成人免费观看视频| 韩国女主播一区| www国产精品av| 国产69精品久久久久777| 欧美精品一区二区三区蜜臀| 国产ts人妖一区二区| 国产精品乱码妇女bbbb| 91日韩一区二区三区| 欧美电影在线免费观看| 日本视频中文字幕一区二区三区| 日韩精品亚洲一区二区三区免费| 国产片一区二区| 丰满白嫩尤物一区二区| 欧美高清在线视频| 色女孩综合影院| www久久精品| 成人av在线资源网| 久久精品人人做人人爽97| 国产69精品久久久久777| 日韩伦理av电影| 欧美一级二级三级蜜桃| 国产成人精品www牛牛影视| 国产精品动漫网站| 在线播放视频一区| 国产成人在线电影| 亚洲福利视频导航| 一本大道久久a久久综合婷婷| 精品免费国产一区二区三区四区| 亚洲欧洲在线观看av| 欧美日韩国产一级二级| 久久66热偷产精品| 综合亚洲深深色噜噜狠狠网站| 久久成人羞羞网站| 欧美激情在线看| 欧美喷水一区二区| 99riav一区二区三区| 开心九九激情九九欧美日韩精美视频电影 | 国产欧美综合在线| 欧美三区在线观看| 国产激情偷乱视频一区二区三区| 69av一区二区三区| 国产jizzjizz一区二区| 秋霞午夜鲁丝一区二区老狼| 国产日韩欧美电影| 欧美一区二区在线播放| 色八戒一区二区三区| 国产精品中文有码| 美女任你摸久久| 午夜精品福利视频网站| 亚洲欧美另类综合偷拍| 欧美国产精品一区二区| 久久夜色精品国产噜噜av| 欧美日韩一区久久| 色婷婷av一区二区三区gif| 成人黄色在线网站| 国产成人自拍网| 国产麻豆视频精品| 国产真实乱子伦精品视频| 日本免费新一区视频| 日韩电影在线看| 丝袜国产日韩另类美女| 亚洲一区视频在线| 亚洲中国最大av网站| 亚洲永久精品大片| 亚洲综合一二区| 亚洲国产另类精品专区| 亚洲欧美另类久久久精品2019| 色综合久久综合网97色综合| 成人免费毛片高清视频| 国产成人综合自拍| 久久精品国产在热久久| 老司机精品视频在线| 日本不卡视频一二三区| 日韩国产欧美在线视频| 麻豆成人91精品二区三区| 奇米色777欧美一区二区| 久久精品国产秦先生| 国产又粗又猛又爽又黄91精品| 国产精品福利电影一区二区三区四区 | 蜜臀a∨国产成人精品| 亚洲一区二区av在线| 五月天亚洲精品| 久久av资源站| 成人网页在线观看| 99久久国产免费看| 欧美性受xxxx黑人xyx| 91麻豆精品国产91久久久更新时间| 激情综合网av| 国产999精品久久| 91欧美一区二区| 欧美综合一区二区| 4438x亚洲最大成人网| 久久日韩精品一区二区五区| 国产日韩视频一区二区三区| 亚洲日本乱码在线观看| 日韩精品亚洲一区| 国产成人亚洲综合色影视| 91麻豆免费观看| 91精品国产综合久久精品app | 中文av一区二区| 亚洲影院久久精品| 精品写真视频在线观看| 成人v精品蜜桃久久一区| 欧美日韩亚洲国产综合| 久久嫩草精品久久久精品一| 亚洲天堂成人在线观看| 日韩在线a电影| 国产精品一卡二卡在线观看| 99国产麻豆精品| 精品久久国产字幕高潮| 亚洲人成亚洲人成在线观看图片| 日韩视频一区二区三区在线播放 | 欧美日本韩国一区二区三区视频| 东方aⅴ免费观看久久av| 91在线观看美女| 2021中文字幕一区亚洲| 一区二区三区日韩欧美| 国产酒店精品激情| 欧美性大战久久久| 国产精品拍天天在线|