Tweaks here and there to other stuff. Refined wall jumping/climbing, also works on actors (including other players). Refined how boosting/dashing handles falling speeds. Added improved air control. It was very much needed. Added "kick" sounds to wall jumps. Add option to hear other player's voices in mp. Fix some broken localization. Fix invulnerable monsters bleeding from some attacks. Fix desync when jumping on top of another player with prediction enabled. Make moths immune to your damage, so you can stop accidentally killing them. Make normal ammo buyable in Hexen again.
553 lines
No EOL
15 KiB
Text
553 lines
No EOL
15 KiB
Text
// Inventory stuff
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Mixin Class SWWMAutoUseFix
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{
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override bool HandlePickup( Inventory item )
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{
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bool res = Super.HandlePickup(item);
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if ( res && (item.GetClass() == item.GetClass()) )
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{
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if ( Use(true) ) Amount--;
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if ( Amount <= 0 ) DepleteOrDestroy();
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}
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return res;
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}
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}
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// Base class for all SWWM Armors
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Class SWWMArmor : Armor abstract
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{
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int priority;
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String drainmsg;
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Class<SWWMSpareArmor> parent;
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Property ArmorPriority : priority;
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Property DrainMessage : drainmsg;
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Property GiverArmor : parent;
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Default
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{
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+INVENTORY.AUTOACTIVATE;
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+INVENTORY.UNTOSSABLE;
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+INVENTORY.UNDROPPABLE;
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+INVENTORY.KEEPDEPLETED;
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+INVENTORY.ALWAYSPICKUP;
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}
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override void AttachToOwner( Actor other )
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{
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Super.AttachToOwner(other);
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// find last armor that's better than us
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Inventory found = null;
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for ( Inventory i=other.Inv; i; i=i.Inv )
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{
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if ( !(i is 'SWWMArmor') || (i == self) || (SWWMArmor(i).priority < priority) ) continue;
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found = i;
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}
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if ( !found ) return;
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// place ourselves right after it
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Inventory saved = found.Inv;
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found.Inv = self;
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other.Inv = Inv;
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Inv = saved;
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}
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// for subclasses
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virtual int HandleDamage( int damage, Name damageType, int flags )
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{
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return damage;
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}
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override void ModifyDamage( int damage, Name damageType, out int newdamage, bool passive, Actor inflictor, Actor source, int flags )
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{
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if ( !passive ) return;
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int saved;
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if ( (amount > 0) && !DamageTypeDefinition.IgnoreArmor(damageType) && (damage > 0) )
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{
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SWWMHandler.DoFlash(Owner,Color(int(clamp(damage*.15,1,16)),255,224,192),3);
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Owner.A_StartSound("armor/hit",CHAN_BODY,CHANF_DEFAULT,clamp(damage*.03,0.,1.),2.5);
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saved = HandleDamage(damage,damageType,flags);
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if ( amount <= saved ) saved = amount;
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newdamage -= saved;
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if ( newdamage < 0 ) Owner.GiveBody(abs(newdamage));
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amount -= saved;
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damage = newdamage;
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if ( amount <= 0 )
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{
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if ( damage > 0 ) newdamage = ApplyDamageFactors(GetClass(),damageType,damage,damage);
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if ( Owner.CountInv(parent) > 0 )
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{
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Amount = default.Amount;
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if ( GetDefaultByType(parent).UseSound ) Owner.A_StartSound(GetDefaultByType(parent).UseSound,CHAN_ITEMEXTRA,CHANF_DEFAULT,.6);
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Owner.TakeInventory(parent,1);
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}
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else
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{
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if ( Owner.CheckLocalView() && (drainmsg != "") ) Console.Printf(StringTable.Localize(drainmsg));
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DepleteOrDestroy();
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}
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return;
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}
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}
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if ( damage > 0 ) newdamage = ApplyDamageFactors(GetClass(),damageType,damage,damage);
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}
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}
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// gives armor when used
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Class SWWMSpareArmor : Inventory abstract
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{
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Mixin SWWMAutoUseFix;
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Class<SWWMArmor> giveme;
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Property GiveArmor : giveme;
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override bool Use( bool pickup )
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{
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bool shouldautouse = false;
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if ( swwm_enforceautousearmor == 1 ) shouldautouse = true;
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else if ( swwm_enforceautousearmor == -1 ) shouldautouse = false;
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else shouldautouse = CVar.GetCVar('swwm_autousearmor',Owner.player).GetBool();
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if ( pickup && !shouldautouse ) return false;
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let cur = Owner.FindInventory(giveme);
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if ( !cur || (cur.Amount < cur.MaxAmount) )
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{
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Owner.GiveInventory(giveme,GetDefaultByType(giveme).Amount);
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if ( UseSound ) Owner.A_StartSound(UseSound,CHAN_ITEMEXTRA,CHANF_DEFAULT,.6);
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SWWMHandler.DoFlash(Owner,Color(48,96,255,64),5);
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return true;
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}
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return false;
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}
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Default
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{
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+INVENTORY.INVBAR;
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+INVENTORY.ISARMOR;
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+INVENTORY.AUTOACTIVATE;
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Inventory.MaxAmount 5;
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Inventory.InterHubAmount 5;
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+FLOATBOB;
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FloatBobStrength 0.25;
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}
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}
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Class SWWMHealth : Inventory abstract
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{
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Mixin SWWMAutoUseFix;
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// can't use the Health class for whatever reason
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// nice parser you got there I guess?
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Class<Inventory> giveme;
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Property GiveHealth : giveme;
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override bool Use( bool pickup )
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{
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bool shouldautouse = false;
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if ( swwm_enforceautousehealth == 1 ) shouldautouse = true;
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else if ( swwm_enforceautousehealth == -1 ) shouldautouse = false;
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else shouldautouse = CVar.GetCVar('swwm_autousehealth',Owner.player).GetBool();
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if ( pickup && !shouldautouse ) return false;
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if ( Owner.Health >= GetDefaultByType(giveme).MaxAmount ) return false;
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if ( UseSound ) Owner.A_StartSound(UseSound,CHAN_ITEMEXTRA,CHANF_DEFAULT,.6);
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SWWMHandler.DoFlash(Owner,Color(48,64,128,255),5);
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Owner.GiveInventory(giveme,GetDefaultByType(giveme).Amount);
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SWWMScoreObj.Spawn(GetDefaultByType(giveme).Amount,Owner.Vec3Offset(FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8)+Owner.Height/2),Font.CR_GREEN);
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return true;
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}
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virtual void AutoUseExtra()
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{
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}
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override void DoEffect()
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{
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Super.DoEffect();
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if ( Amount <= 0 ) DepleteOrDestroy();
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}
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override void ModifyDamage( int damage, Name damageType, out int newdamage, bool passive, Actor inflictor, Actor source, int flags )
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{
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if ( passive && (Owner.Health-damage <= 0) )
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{
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if ( UseSound ) Owner.A_StartSound(UseSound,CHAN_ITEMEXTRA,CHANF_DEFAULT,.6);
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while ( (Amount > 0) && (newdamage > 0) )
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{
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newdamage = damage-GetDefaultByType(giveme).Amount;
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if ( newdamage < 0 ) Owner.GiveBody(-newdamage,GetDefaultByType(giveme).MaxAmount);
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newdamage = max(0,newdamage);
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AutoUseExtra();
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Amount--;
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}
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}
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else newdamage = damage;
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}
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Default
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{
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+INVENTORY.INVBAR;
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+INVENTORY.ISHEALTH;
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+INVENTORY.AUTOACTIVATE;
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Inventory.MaxAmount 5;
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Inventory.InterHubAmount 5;
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Inventory.UseSound "misc/health_pkup";
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+FLOATBOB;
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FloatBobStrength 0.25;
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}
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}
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// Base casing classes
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Class SWWMCasing : Actor abstract
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{
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int deadtimer, numbounces;
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double pitchvel, anglevel;
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double heat;
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Default
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{
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Radius 2;
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Height 2;
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+NOBLOCKMAP;
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+MISSILE;
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+MOVEWITHSECTOR;
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+THRUACTORS;
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+USEBOUNCESTATE;
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+INTERPOLATEANGLES;
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+NOTELEPORT;
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+ROLLSPRITE;
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+ROLLCENTER;
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Mass 1;
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Gravity 0.35;
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BounceType "Hexen";
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WallBounceFactor 0.65;
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BounceFactor 0.65;
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BounceSound "explodium/casing";
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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deadtimer = 0;
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pitchvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
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anglevel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
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heat = 1.0;
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}
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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if ( InStateSequence(CurState,ResolveState("Death")) )
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{
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deadtimer++;
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if ( deadtimer > 300 ) A_FadeOut(0.05);
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return;
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}
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heat -= 0.05;
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if ( heat <= 0 ) return;
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let s = Spawn("SWWMSmallSmoke",pos);
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s.alpha *= heat;
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}
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States
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{
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Spawn:
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XZW1 A 1
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{
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angle += anglevel;
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pitch += pitchvel;
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}
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Loop;
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Bounce:
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#### # 0
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{
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pitchvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
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anglevel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
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vel = (vel.unit()+(FRandom[Junk](-.2,.2),FRandom[Junk](-.2,.2),FRandom[Junk](-.2,.2))).unit()*vel.length();
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if ( numbounces && ((numbounces > 3) || (Random[Junk](1,20) < 17) || (vel.z > -1.4)) )
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{
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ClearBounce();
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ExplodeMissile();
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}
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numbounces++;
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}
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Goto Spawn;
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Death:
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#### # -1
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{
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pitch = roll = 0;
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angle = FRandom[Junk](0,360);
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}
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Stop;
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}
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}
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Class SWWMBulletImpact : Actor
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{
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Default
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{
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RenderStyle "Add";
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Radius 0.1;
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Height 0;
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+NOGRAVITY;
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+NOBLOCKMAP;
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+DONTSPLASH;
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+NOTELEPORT;
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Scale 0.25;
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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A_SprayDecal("Pock",-20);
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int numpt = int(Random[Junk](5,10)*scale.x*4);
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Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (x+(FRandom[Junk](-.8,.8),FRandom[Junk](-.8,.8),FRandom[Junk](-.8,.8))).unit()*FRandom[Junk](0.1,1.2);
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let s = Spawn("SWWMSmoke",pos+x*2);
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s.vel = pvel;
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s.SetShade(Color(1,1,1)*Random[Junk](128,192));
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}
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numpt = int(Random[Junk](3,8)*scale.x*4);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Junk](-1,1),FRandom[Junk](-1,1),FRandom[Junk](-1,1)).unit()*FRandom[Junk](2,8);
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let s = Spawn("SWWMSpark",pos+x*2);
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s.vel = pvel;
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}
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numpt = int(Random[Junk](2,5)*scale.x*4);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Junk](-1,1),FRandom[Junk](-1,1),FRandom[Junk](-1,1)).unit()*FRandom[Junk](2,8);
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let s = Spawn("SWWMChip",pos+x*2);
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s.vel = pvel;
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}
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if ( !Random[Junk](0,3) ) A_StartSound("bullet/ricochet",CHAN_VOICE,attenuation:2.5);
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else A_StartSound("bullet/hit",CHAN_VOICE,attenuation:3.0);
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Spawn("InvisibleSplasher",pos);
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}
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States
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{
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Spawn:
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TNT1 A 1;
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Stop;
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}
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}
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Class SWWMWeaponLight : DynamicLight
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{
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int cnt;
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Default
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{
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DynamicLight.Type "Point";
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args 255,224,64,150;
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}
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override void Tick()
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{
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Super.Tick();
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if ( !target )
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{
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Destroy();
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return;
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}
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if ( target.player )
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{
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Vector3 x, y, z, origin;
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[x, y, z] = swwm_CoordUtil.GetAxes(target.pitch,target.angle,target.roll);
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origin = level.Vec3Offset(target.Vec2OffsetZ(0,0,target.player.viewz),x*12);
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SetOrigin(origin,true);
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}
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else SetOrigin(target.pos,true);
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if ( cnt++ > 2 ) Destroy();
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}
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}
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// Base class for all SWWM Weapons
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Class SWWMWeapon : Weapon abstract
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{
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private int SWeaponFlags;
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FlagDef NoFirstGive : SWeaponFlags, 0; // don't give ammo on first pickup (for weapons with a clip count)
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override void AttachToOwner (Actor other)
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{
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Inventory.AttachToOwner(other);
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Ammo1 = AddAmmo(Owner,AmmoType1,bNoFirstGive?0:AmmoGive1);
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Ammo2 = AddAmmo(Owner,AmmoType2,bNoFirstGive?0:AmmoGive2);
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SisterWeapon = AddWeapon(SisterWeaponType);
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if ( Owner.player )
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{
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if ( !Owner.player.GetNeverSwitch() && !bNo_Auto_Switch )
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Owner.player.PendingWeapon = self;
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if ( Owner.player.mo == players[consoleplayer].camera )
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StatusBar.ReceivedWeapon(self);
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}
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GivenAsMorphWeapon = false;
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}
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override void DetachFromOwner()
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{
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Owner.A_StopSound(CHAN_WEAPON);
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Owner.A_StopSound(CHAN_WEAPONEXTRA);
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Super.DetachFromOwner();
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}
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override void OwnerDied()
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{
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if ( Owner.player && (Owner.player.ReadyWeapon == self) )
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{
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Owner.A_StopSound(CHAN_WEAPON);
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Owner.A_StopSound(CHAN_WEAPONEXTRA);
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}
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A_ClearRefire();
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Super.OwnerDied();
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}
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override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
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{
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if ( mod == 'Melee' ) return StringTable.Localize("$O_MELEE");
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return Super.GetObituary(victim,inflictor,mod,playerattack);
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}
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// draw ammo on hud above weapon box
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virtual ui void DrawWeapon( double TicFrac, double bx, double by, Vector2 hs, Vector2 ss )
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{
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}
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// HUD-side ticking
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virtual ui void HudTick()
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{
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}
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// instant raise/lower
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action void A_FullRaise()
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{
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if ( !player ) return;
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if ( player.PendingWeapon != WP_NOCHANGE )
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{
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player.mo.DropWeapon();
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return;
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}
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if ( !player.ReadyWeapon ) return;
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let psp = player.GetPSprite(PSP_WEAPON);
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psp.y = WEAPONTOP;
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}
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action void A_FullLower()
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{
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if ( !player ) return;
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if ( !player.ReadyWeapon )
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{
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player.mo.BringUpWeapon();
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return;
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}
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let psp = player.GetPSprite(PSP_WEAPON);
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psp.y = WEAPONBOTTOM;
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if ( player.playerstate == PST_DEAD )
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{
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// Player is dead, so don't bring up a pending weapon
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// Player is dead, so keep the weapon off screen
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player.SetPSprite(PSP_FLASH,null);
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psp.SetState(player.ReadyWeapon.FindState('DeadLowered'));
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return;
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}
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// [RH] Clear the flash state. Only needed for Strife.
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player.SetPSprite(PSP_FLASH,null);
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player.mo.BringUpWeapon();
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}
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private action bool TryMelee( double angle, int dmg )
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{
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FTranslatedLineTarget t;
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double slope = AimLineAttack(angle,DEFMELEERANGE,t,0.,ALF_CHECK3D);
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FLineTraceData d;
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LineTrace(angle,DEFMELEERANGE,slope,0,player.viewheight,data:d);
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if ( d.HitType == TRACE_HitActor )
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{
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bool bloodless = true;
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double diff = deltaangle(self.angle,AngleTo(d.HitActor));
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self.angle += clamp(diff,-5.,5.);
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SWWMHandler.DoKnockback(d.HitActor,d.HitDir+(0,0,.2),dmg*2000);
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if ( CountInv("RagekitPower") )
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{
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invoker.bEXTREMEDEATH = true;
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invoker.bNOEXTREMEDEATH = false;
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}
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else
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{
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invoker.bEXTREMEDEATH = false;
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invoker.bNOEXTREMEDEATH = true;
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}
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d.HitActor.DaggerAlert(self);
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dmg = d.HitActor.DamageMobj(invoker,self,dmg,'Melee',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
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invoker.bEXTREMEDEATH = invoker.default.bEXTREMEDEATH;
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invoker.bNOEXTREMEDEATH = invoker.default.bEXTREMEDEATH;
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if ( d.HitActor.player ) d.HitActor.A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.25);
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if ( !d.HitActor.bNOBLOOD && !d.HitActor.bINVULNERABLE )
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{
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d.HitActor.TraceBleed(dmg,invoker);
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d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
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}
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else bloodless = false;
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A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
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A_StartSound(bloodless?"demolitionist/punch":"demolitionist/punchf",CHAN_WEAPON,CHANF_OVERLAP);
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A_AlertMonsters(300);
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return true;
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}
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return false;
|
|
}
|
|
action void A_Melee( int dmg = 40 )
|
|
{
|
|
for ( int i=0; i<16; i++ ) if ( TryMelee(angle+i*(45./16),dmg) || TryMelee(angle-i*(45./16),dmg) ) return;
|
|
// check for walls instead
|
|
FTranslatedLineTarget t;
|
|
double slope = AimLineAttack(angle,DEFMELEERANGE,t,0.,ALF_CHECK3D);
|
|
FLineTraceData d;
|
|
LineTrace(angle,DEFMELEERANGE,slope,TRF_THRUACTORS,player.viewheight,data:d);
|
|
if ( d.HitType == TRACE_HitNone ) return;
|
|
if ( d.HitType == TRACE_HitWall )
|
|
d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
|
|
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
|
|
A_StartSound("demolitionist/punch",CHAN_WEAPON,CHANF_OVERLAP);
|
|
A_AlertMonsters(100);
|
|
}
|
|
override void PlayUpSound( Actor origin )
|
|
{
|
|
if ( UpSound ) origin.A_StartSound(UpSound,CHAN_WEAPON,CHANF_OVERLAP);
|
|
}
|
|
action void A_SWWMFlash( StateLabel flashlabel = null )
|
|
{
|
|
if ( !player || !player.ReadyWeapon )
|
|
return;
|
|
Weapon weap = player.ReadyWeapon;
|
|
State flashstate = null;
|
|
if ( !flashlabel )
|
|
{
|
|
if ( weap.bAltFire )
|
|
flashstate = weap.FindState('AltFlash');
|
|
if ( !flashstate )
|
|
flashstate = weap.FindState('Flash');
|
|
}
|
|
else flashstate = weap.FindState(flashlabel);
|
|
player.SetPSprite(PSP_FLASH,flashstate);
|
|
A_OverlayFlags(PSP_FLASH,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
|
|
A_OverlayRenderStyle(PSP_FLASH,STYLE_Add);
|
|
}
|
|
// tells the SWWM HUD that this weapon has ammo available
|
|
virtual clearscope bool ReportHUDAmmo()
|
|
{
|
|
return (!Ammo1||(Ammo1.Amount>0)||(Ammo2&&(Ammo2.Amount>0)));
|
|
}
|
|
// tells the Embiggener that this weapon uses the specified ammo type
|
|
// even if it is not its primary one
|
|
virtual clearscope bool UsesAmmo( Class<Ammo> kind )
|
|
{
|
|
return (AmmoType1&&(kind is AmmoType1))||(AmmoType2&&(kind is AmmoType2));
|
|
}
|
|
override void ModifyDropAmount( int dropamount )
|
|
{
|
|
Super.ModifyDropAmount(dropamount);
|
|
if ( (AmmoGive1 <= 0) && (default.AmmoGive1 > 0) )
|
|
AmmoGive1 = 1;
|
|
if ( (AmmoGive2 <= 0) && (default.AmmoGive2 > 0) )
|
|
AmmoGive2 = 1;
|
|
}
|
|
Default
|
|
{
|
|
Weapon.BobStyle "Alpha";
|
|
Weapon.BobSpeed 3.0;
|
|
Weapon.BobRangeX 0.5;
|
|
Weapon.BobRangeY 0.2;
|
|
Weapon.YAdjust 0;
|
|
+WEAPON.NOALERT;
|
|
+WEAPON.NODEATHINPUT;
|
|
+FLOATBOB;
|
|
FloatBobStrength 0.25;
|
|
}
|
|
} |