--- /dev/null
+Plane,g_blaster_luma
--- /dev/null
+Plane,g_blaster_simple
\ No newline at end of file
+++ /dev/null
-Plane,g_campingrifle_luma
+++ /dev/null
-Plane,g_campingrifle_simple
\ No newline at end of file
--- /dev/null
+Plane,g_devastator_luma
--- /dev/null
+Plane,g_devastator_simple
\ No newline at end of file
+++ /dev/null
-Plane,g_gl_luma
+++ /dev/null
-Plane,g_gl_simple
\ No newline at end of file
--- /dev/null
+Plane,g_hook_luma
--- /dev/null
+Plane,g_hook_simple
\ No newline at end of file
+++ /dev/null
-Plane,g_hookgun_luma
+++ /dev/null
-Plane,g_hookgun_simple
\ No newline at end of file
+++ /dev/null
-Plane,g_laser_luma
+++ /dev/null
-Plane,g_laser_simple
\ No newline at end of file
--- /dev/null
+Plane,g_machinegun_luma
--- /dev/null
+Plane,g_machinegun_simple
\ No newline at end of file
+++ /dev/null
-Plane,g_minstanex_luma
+++ /dev/null
-Plane,g_minstanex_simple
\ No newline at end of file
--- /dev/null
+Plane,g_mortar_luma
--- /dev/null
+Plane,g_mortar_simple
\ No newline at end of file
+++ /dev/null
-Plane,g_nex_luma
+++ /dev/null
-Plane,g_nex_simple
\ No newline at end of file
+++ /dev/null
-Plane,g_ok_rl_luma
+++ /dev/null
-Plane,g_ok_rl_simple
\ No newline at end of file
--- /dev/null
+Plane,g_ok_rpc_luma
--- /dev/null
+Plane,g_ok_rpc_simple
\ No newline at end of file
--- /dev/null
+Plane,g_rifle_luma
--- /dev/null
+Plane,g_rifle_simple
\ No newline at end of file
+++ /dev/null
-Plane,g_rl_luma
+++ /dev/null
-Plane,g_rl_simple
\ No newline at end of file
+++ /dev/null
-Plane,g_uzi_luma
+++ /dev/null
-Plane,g_uzi_simple
\ No newline at end of file
--- /dev/null
+Plane,g_vaporizer_luma
--- /dev/null
+Plane,g_vaporizer_simple
\ No newline at end of file
--- /dev/null
+Plane,g_vortex_luma
--- /dev/null
+Plane,g_vortex_simple
\ No newline at end of file
--- /dev/null
+1 8 20 0 // fire
+9 5 20 0 // fire2
+15 200 20 1 // idle
+215 40 20 0 // reload
+++ /dev/null
-1 8 20 0 // fire
-9 5 20 0 // fire2
-15 200 20 1 // idle
-215 39 20 0 // reload
--- /dev/null
+/*
+Generated framegroups file for h_devastator
+Used by DarkPlaces to simulate frame groups in DPM models.
+*/
+
+1 31 30 0 // h_devastator fire
+32 31 30 0 // h_devastator fire
+63 101 3 1 // h_devastator idle
+164 101 3 1 // h_devastator idle
+++ /dev/null
-/*
-Generated framegroups file for h_gl
-Used by DarkPlaces to simulate frame groups in DPM models.
-*/
-
-1 25 30 0 // h_gl fire
-26 25 30 0 // h_gl fire
-51 101 3 1 // h_gl idle
-152 101 3 1 // h_gl idle
--- /dev/null
+1 8 20 0 // fire
+9 5 20 0 // fire2
+15 200 20 1 // idle
+215 40 20 0 // reload
+++ /dev/null
-1 8 20 0 // fire
-9 5 20 0 // fire2
-15 200 20 1 // idle
-215 40 20 0 // reload
+++ /dev/null
-1 8 20 0 // fire
-9 5 20 0 // fire2
-15 200 20 1 // idle
-215 40 20 0 // reload
--- /dev/null
+1 8 20 0 // fire
+9 5 20 0 // fire2
+15 200 20 1 // idle
+215 40 20 0 // reload
+++ /dev/null
-/*
-Generated framegroups file for h_minstanex
-Used by DarkPlaces to simulate frame groups in DPM models.
-*/
-
-1 21 20 0 // h_minstanex fire
-22 21 20 0 // h_minstanex fire
-43 101 6 1 // h_minstanex idle
-144 101 30 0 // h_minstanex reload
--- /dev/null
+/*
+Generated framegroups file for h_mortar
+Used by DarkPlaces to simulate frame groups in DPM models.
+*/
+
+1 25 30 0 // h_mortar fire
+26 25 30 0 // h_mortar fire
+51 101 3 1 // h_mortar idle
+152 101 3 1 // h_mortar idle
+++ /dev/null
-1 8 20 0 // fire
-9 5 20 0 // fire2
-15 200 20 1 // idle
-215 40 20 0 // reload
--- /dev/null
+/*
+Generated framegroups file for h_ok_sniper
+Used by DarkPlaces to simulate frame groups in DPM models.
+*/
+
+1 31 30 0 // h_ok_sniper fire
+32 31 30 0 // h_ok_sniper fire
+63 121 5 1 // h_ok_sniper idle
+184 31 30 0 // h_ok_sniper reload
+++ /dev/null
-/*
-Generated framegroups file for h_uzi
-Used by DarkPlaces to simulate frame groups in DPM models.
-*/
-
-1 61 30 0 // h_uzi mgafire
-62 61 30 0 // h_uzi mgafire
-123 101 3 1 // h_uzi mgaidle
-224 61 30 0 // h_uzi mgafire
-285 61 30 0 // h_uzi mgafire
--- /dev/null
+/*
+Generated framegroups file for h_uzi
+Used by DarkPlaces to simulate frame groups in DPM models.
+*/
+
+1 61 30 0 // h_uzi mgafire
+62 61 30 0 // h_uzi mgafire
+123 101 3 1 // h_uzi mgaidle
+224 61 30 0 // h_uzi mgafire
+285 61 30 0 // h_uzi mgafire
+++ /dev/null
-/*
-Generated framegroups file for h_ok_sniper
-Used by DarkPlaces to simulate frame groups in DPM models.
-*/
-
-1 31 30 0 // h_ok_sniper fire
-32 31 30 0 // h_ok_sniper fire
-63 121 5 1 // h_ok_sniper idle
-184 31 30 0 // h_ok_sniper reload
--- /dev/null
+1 8 20 0 // fire
+9 5 20 0 // fire2
+15 200 20 1 // idle
+215 39 20 0 // reload
+++ /dev/null
-/*
-Generated framegroups file for h_rl
-Used by DarkPlaces to simulate frame groups in DPM models.
-*/
-
-1 31 30 0 // h_rl fire
-32 31 30 0 // h_rl fire
-63 101 3 1 // h_rl idle
-164 101 3 1 // h_rl idle
+++ /dev/null
-1 8 20 0 // fire
-9 5 20 0 // fire2
-15 200 20 1 // idle
-215 40 20 0 // reload
--- /dev/null
+/*
+Generated framegroups file for h_vaporizer
+Used by DarkPlaces to simulate frame groups in DPM models.
+*/
+
+1 21 20 0 // h_vaporizer fire
+22 21 20 0 // h_vaporizer fire
+43 101 6 1 // h_vaporizer idle
+144 101 30 0 // h_vaporizer reload
--- /dev/null
+1 8 20 0 // fire
+9 5 20 0 // fire2
+15 200 20 1 // idle
+215 40 20 0 // reload
# grep '* color' ../../qcsrc/common/weapons/w_*.qc | awk '{ print $1 " \t" $4 " " $5 " " $6 }'
# def h(r,g,b): return '#{:02x}{:02x}{:02x}'.format(int(round(r*255)),int(round(g*255)),int(round(b*255)))
sprite arc "Arc" ffffff # White
-sprite laser "Blaster" ff8080 # Vivid Tangerine
+sprite blaster "Blaster" ff8080 # Vivid Tangerine
sprite crylink "Crylink" ff80ff # Blush Pink
-sprite rl "Devastator" ffff00 # Yellow
+sprite devastator "Devastator" ffff00 # Yellow
sprite electro "Electro" 0080ff # Azure Radiance
sprite fireball "Fireball" ff8000 # Flush Orange
sprite hagar "Hagar" ffff80 # Dolly
sprite hlac "HLAC" 00ff00 # Green
-sprite hookgun "Grappling\nHook" 008000 # Japanese Laurel
-sprite uzi "Machine\nGun" ffff00 # Yellow
+sprite hook "Grappling\nHook" 008000 # Japanese Laurel
+sprite machinegun "Machine\nGun" ffff00 # Yellow
sprite minelayer "Mine\nLayer" bfff00 # Lime
-sprite gl "Mortar" ff0000 # Red
+sprite mortar "Mortar" ff0000 # Red
sprite porto "Port-O-Launch" 808080 # Gray
-sprite campingrifle "Rifle" 80ff00 # Chartreuse
+sprite rifle "Rifle" 80ff00 # Chartreuse
sprite seeker "T.A.G.\nSeeker" 80ff00 # Chartreuse
#sprite shockwave "Shockwave" 804000 # Cinnamon
sprite shotgun "Shotgun" 804000 # Cinnamon
sprite tuba "Tuba" 00ff00 # Green
-sprite minstanex "Vaporizer" 80ffff # Anakiwa
-sprite nex "Vortex" 80ffff # Anakiwa
+sprite vaporizer "Vaporizer" 80ffff # Anakiwa
+sprite vortex "Vortex" 80ffff # Anakiwa
MODEL(OK_HMG, W_Model("g_ok_hmg.md3"));
-MODEL(OK_RPC, W_Model("g_ok_rl.md3"));
+MODEL(OK_RPC, W_Model("g_ok_rpc.md3"));
MODEL(OK_MG_VIEW, W_Model("h_ok_mg.iqm"));
MODEL(OK_MG_WORLD, W_Model("v_ok_mg.md3"));
MODEL(OK_SHOTGUN_WORLD, W_Model("v_ok_shotgun.md3"));
MODEL(OK_SHOTGUN_ITEM, W_Model("g_ok_shotgun.md3"));
-MODEL(OK_SNIPER_VIEW, W_Model("h_ok_sniper.iqm"));
-MODEL(OK_SNIPER_WORLD, W_Model("v_ok_sniper.md3"));
-MODEL(OK_SNIPER_ITEM, W_Model("g_ok_sniper.md3"));
+MODEL(OK_NEX_VIEW, W_Model("h_ok_nex.iqm"));
+MODEL(OK_NEX_WORLD, W_Model("v_ok_nex.md3"));
+MODEL(OK_NEX_ITEM, W_Model("g_ok_nex.md3"));
MODEL(ONS_CP, "models/onslaught/controlpoint_icon.md3");
MODEL(ONS_CP_SHIELD, "models/onslaught/controlpoint_shield.md3");
MODEL(BUFF, "models/relics/relic.md3");
-MODEL(BLASTER_VIEW, W_Model("h_laser.iqm"));
-MODEL(BLASTER_WORLD, W_Model("v_laser.md3"));
-MODEL(BLASTER_ITEM, W_Model("g_laser.md3"));
+MODEL(BLASTER_VIEW, W_Model("h_blaster.iqm"));
+MODEL(BLASTER_WORLD, W_Model("v_blaster.md3"));
+MODEL(BLASTER_ITEM, W_Model("g_blaster.md3"));
MODEL(SHOTGUN_MUZZLEFLASH, "models/uziflash.md3");
MODEL(SHOTGUN_VIEW, W_Model("h_shotgun.iqm"));
MODEL(SHOTGUN_ITEM, W_Model("g_shotgun.md3"));
MODEL(MACHINEGUN_MUZZLEFLASH, "models/uziflash.md3");
-MODEL(MACHINEGUN_VIEW, W_Model("h_uzi.iqm"));
-MODEL(MACHINEGUN_WORLD, W_Model("v_uzi.md3"));
-MODEL(MACHINEGUN_ITEM, W_Model("g_uzi.md3"));
+MODEL(MACHINEGUN_VIEW, W_Model("h_machinegun.iqm"));
+MODEL(MACHINEGUN_WORLD, W_Model("v_machinegun.md3"));
+MODEL(MACHINEGUN_ITEM, W_Model("g_machinegun.md3"));
-MODEL(MORTAR_VIEW, W_Model("h_gl.iqm"));
-MODEL(MORTAR_WORLD, W_Model("v_gl.md3"));
-MODEL(MORTAR_ITEM, W_Model("g_gl.md3"));
+MODEL(MORTAR_VIEW, W_Model("h_mortar.iqm"));
+MODEL(MORTAR_WORLD, W_Model("v_mortar.md3"));
+MODEL(MORTAR_ITEM, W_Model("g_mortar.md3"));
MODEL(MINELAYER_MUZZLEFLASH, "models/flash.md3");
MODEL(MINELAYER_MINE, "models/mine.md3");
MODEL(CRYLINK_ITEM, W_Model("g_crylink.md3"));
MODEL(VORTEX_MUZZLEFLASH, "models/nexflash.md3");
-MODEL(VORTEX_VIEW, W_Model("h_nex.iqm"));
-MODEL(VORTEX_WORLD, W_Model("v_nex.md3"));
-MODEL(VORTEX_ITEM, W_Model("g_nex.md3"));
+MODEL(VORTEX_VIEW, W_Model("h_vortex.iqm"));
+MODEL(VORTEX_WORLD, W_Model("v_vortex.md3"));
+MODEL(VORTEX_ITEM, W_Model("g_vortex.md3"));
MODEL(HAGAR_VIEW, W_Model("h_hagar.iqm"));
MODEL(HAGAR_WORLD, W_Model("v_hagar.md3"));
MODEL(HAGAR_ITEM, W_Model("g_hagar.md3"));
MODEL(DEVASTATOR_MUZZLEFLASH, "models/flash.md3");
-MODEL(DEVASTATOR_VIEW, W_Model("h_rl.iqm"));
-MODEL(DEVASTATOR_WORLD, W_Model("v_rl.md3"));
-MODEL(DEVASTATOR_ITEM, W_Model("g_rl.md3"));
+MODEL(DEVASTATOR_VIEW, W_Model("h_devastator.iqm"));
+MODEL(DEVASTATOR_WORLD, W_Model("v_devastator.md3"));
+MODEL(DEVASTATOR_ITEM, W_Model("g_devastator.md3"));
MODEL(PORTAL, "models/portal.md3");
MODEL(PORTO_VIEW, W_Model("h_porto.iqm"));
MODEL(PORTO_ITEM, W_Model("g_porto.md3"));
MODEL(VAPORIZER_MUZZLEFLASH, "models/nexflash.md3");
-MODEL(VAPORIZER_VIEW, W_Model("h_minstanex.iqm"));
-MODEL(VAPORIZER_WORLD, W_Model("v_minstanex.md3"));
-MODEL(VAPORIZER_ITEM, W_Model("g_minstanex.md3"));
+MODEL(VAPORIZER_VIEW, W_Model("h_vaporizer.iqm"));
+MODEL(VAPORIZER_WORLD, W_Model("v_vaporizer.md3"));
+MODEL(VAPORIZER_ITEM, W_Model("g_vaporizer.md3"));
MODEL(HOOK, "models/hook.md3");
-MODEL(HOOK_VIEW, W_Model("h_hookgun.iqm"));
-MODEL(HOOK_WORLD, W_Model("v_hookgun.md3"));
-MODEL(HOOK_ITEM, W_Model("g_hookgun.md3"));
+MODEL(HOOK_VIEW, W_Model("h_hook.iqm"));
+MODEL(HOOK_WORLD, W_Model("v_hook.md3"));
+MODEL(HOOK_ITEM, W_Model("g_hook.md3"));
MODEL(HLAC_VIEW, W_Model("h_hlac.iqm"));
MODEL(HLAC_WORLD, W_Model("v_hlac.md3"));
MODEL(KLEINBOTTLE_VIEW, W_Model("h_kleinbottle.iqm"));
MODEL(KLEINBOTTLE_WORLD, W_Model("v_kleinbottle.md3"));
-MODEL(RIFLE_VIEW, W_Model("h_campingrifle.iqm"));
-MODEL(RIFLE_WORLD, W_Model("v_campingrifle.md3"));
-MODEL(RIFLE_ITEM, W_Model("g_campingrifle.md3"));
+MODEL(RIFLE_VIEW, W_Model("h_rifle.iqm"));
+MODEL(RIFLE_WORLD, W_Model("v_rifle.md3"));
+MODEL(RIFLE_ITEM, W_Model("g_rifle.md3"));
MODEL(FIREBALL_SPHERE, "models/sphere/sphere.md3");
MODEL(FIREBALL_VIEW, W_Model("h_fireball.iqm"));
MODEL(HMG_ITEM, W_Model("g_ok_hmg.md3"));
MODEL(RPC_MUZZLEFLASH, "models/flash.md3");
-MODEL(RPC_VIEW, W_Model("h_ok_rl.iqm"));
-MODEL(RPC_WORLD, W_Model("v_ok_rl.md3"));
-MODEL(RPC_ITEM, W_Model("g_ok_rl.md3"));
+MODEL(RPC_VIEW, W_Model("h_ok_rpc.iqm"));
+MODEL(RPC_WORLD, W_Model("v_ok_rpc.md3"));
+MODEL(RPC_ITEM, W_Model("g_ok_rpc.md3"));
MODEL(TUR_GIB_BASE1, "models/turrets/base-gib1.md3");
MODEL(TUR_GIB_BASE2, "models/turrets/base-gib2.md3");
W_DecreaseAmmo(WEP_OVERKILL_HMG, actor, WEP_CVAR_PRI(okhmg, ammo), weaponentity);
- W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okhmg, damage), WEP_OVERKILL_HMG.m_id);
+ W_SetupShot(actor, weaponentity, true, 0, SND_MACHINEGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okhmg, damage), WEP_OVERKILL_HMG.m_id);
if(!autocvar_g_norecoil)
{
W_DecreaseAmmo(WEP_OVERKILL_MACHINEGUN, actor, WEP_CVAR_PRI(okmachinegun, ammo), weaponentity);
- W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okmachinegun, damage), WEP_OVERKILL_MACHINEGUN.m_id);
+ W_SetupShot(actor, weaponentity, true, 0, SND_MACHINEGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okmachinegun, damage), WEP_OVERKILL_MACHINEGUN.m_id);
if(!autocvar_g_norecoil)
{
actor.punchangle_x = random() - 0.5;
mydmg *= charge;
myforce *= charge;
- W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg, thiswep.m_id);
+ W_SetupShot(actor, weaponentity, true, 5, SND_VORTEX_FIRE, CH_WEAPON_A, mydmg, thiswep.m_id);
if(charge > WEP_CVAR(oknex, charge_animlimit) && WEP_CVAR(oknex, charge_animlimit)) // if the OverkillNex is overcharged, we play an extra sound
{
- sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(oknex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(oknex, charge_animlimit)), ATTN_NORM);
+ sound(actor, CH_WEAPON_B, SND_VORTEX_CHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(oknex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(oknex, charge_animlimit)), ATTN_NORM);
}
yoda = 0;
vector org2 = w_org + w_backoff * 6;
pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
if(!w_issilent)
- sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
+ sound(this, CH_SHOTS, SND_VORTEX_IMPACT, VOL_BASE, ATTN_NORM);
}
METHOD(OverkillNex, wr_init, void(entity thiswep))
{
if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
{
- precache_pic("gfx/reticle_nex");
+ precache_pic("gfx/reticle_vortex");
}
}
/* flags */ ATTRIB(OverkillNex, spawnflags, int, WEP_FLAG_HIDDEN | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_MUTATORBLOCKED);
/* rating */ ATTRIB(OverkillNex, bot_pickupbasevalue, float, 8000);
/* color */ ATTRIB(OverkillNex, wpcolor, vector, '0.5 1 1');
-/* modelname */ ATTRIB(OverkillNex, mdl, string, "ok_sniper");
+/* modelname */ ATTRIB(OverkillNex, mdl, string, "ok_nex");
#ifdef GAMEQC
-/* model */ ATTRIB(OverkillNex, m_model, Model, MDL_OK_SNIPER_ITEM);
+/* model */ ATTRIB(OverkillNex, m_model, Model, MDL_OK_NEX_ITEM);
#endif
-/* crosshair */ ATTRIB(OverkillNex, w_crosshair, string, "gfx/crosshairnex");
+/* crosshair */ ATTRIB(OverkillNex, w_crosshair, string, "gfx/crosshairvortex");
/* crosshair */ ATTRIB(OverkillNex, w_crosshair_size, float, 0.65);
-/* reticle */ ATTRIB(OverkillNex, w_reticle, string, "gfx/reticle_nex");
+/* reticle */ ATTRIB(OverkillNex, w_reticle, string, "gfx/reticle_vortex");
/* wepimg */ ATTRIB(OverkillNex, model2, string, "ok_weapon_rail");
/* refname */ ATTRIB(OverkillNex, netname, string, "oknex");
/* wepname */ ATTRIB(OverkillNex, m_name, string, _("Overkill Nex"));
SOUND(ARC_LOOP, W_Sound("arc_loop"));
SOUND(ARC_LOOP_OVERHEAT, W_Sound("arc_loop_overheat"));
SOUND(ARC_STOP, W_Sound("arc_stop"));
-SOUND(CAMPINGRIFLE_FIRE2, W_Sound("campingrifle_fire2"));
-SOUND(CAMPINGRIFLE_FIRE, W_Sound("campingrifle_fire"));
SOUND(CRYLINK_FIRE2, W_Sound("crylink_fire2"));
SOUND(CRYLINK_FIRE, W_Sound("crylink_fire"));
SOUND(CRYLINK_IMPACT2, W_Sound("crylink_impact2"));
SOUND(LASERGUN_FIRE, W_Sound("lasergun_fire"));
SOUND(LASERIMPACT, W_Sound("laserimpact"));
SOUND(LGBEAM_FLY, W_Sound("lgbeam_fly"));
+SOUND(MACHINEGUN_FIRE, W_Sound("machinegun_fire"));
SOUND(MINE_DET, W_Sound("mine_det"));
SOUND(MINE_EXP, W_Sound("mine_exp"));
SOUND(MINE_FIRE, W_Sound("mine_fire"));
SOUND(MINE_STICK, W_Sound("mine_stick"));
SOUND(MINE_TRIGGER, W_Sound("mine_trigger"));
-SOUND(MINSTANEXFIRE, W_Sound("minstanexfire"));
-SOUND(NEXCHARGE, W_Sound("nexcharge"));
-SOUND(NEXFIRE, W_Sound("nexfire"));
-SOUND(NEXIMPACT, W_Sound("neximpact"));
+SOUND(RIFLE_FIRE2, W_Sound("rifle_fire2"));
+SOUND(RIFLE_FIRE, W_Sound("rifle_fire"));
+SOUND(VAPORIZER_FIRE, W_Sound("vaporizer_fire"));
+SOUND(VORTEX_CHARGE, W_Sound("vortex_charge"));
+SOUND(VORTEX_FIRE, W_Sound("vortex_fire"));
+SOUND(VORTEX_IMPACT, W_Sound("vortex_impact"));
SOUND(NEXWHOOSH1, W_Sound("nexwhoosh1"));
SOUND(NEXWHOOSH2, W_Sound("nexwhoosh2"));
SOUND(NEXWHOOSH3, W_Sound("nexwhoosh3"));
SOUND(TAG_IMPACT, W_Sound("tag_impact"));
SOUND(TAG_ROCKET_FLY, W_Sound("tag_rocket_fly"));
SOUND(UNAVAILABLE, W_Sound("unavailable"));
-SOUND(UZI_FIRE, W_Sound("uzi_fire"));
SOUND(WEAPONPICKUP, W_Sound("weaponpickup"));
SOUND(WEAPONPICKUP_NEW_TOYS, W_Sound("weaponpickup_new_toys"));
SOUND(WEAPON_SWITCH, W_Sound("weapon_switch"));
setattachment(beam, actor.tur_head, "tag_fire");
- soundat (actor, trace_endpos, CH_SHOTS, SND(NEXIMPACT), VOL_BASE, ATTEN_NORM);
+ soundat (actor, trace_endpos, CH_SHOTS, SND(VORTEX_IMPACT), VOL_BASE, ATTEN_NORM);
if (!isPlayer)
if (actor.tur_head.frame == 0)
actor.tur_head.frame = 1;
actor.tur_head = actor;
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
}
- sound (actor, CH_WEAPON_A, SND_UZI_FIRE, VOL_BASE, ATTEN_NORM);
+ sound (actor, CH_WEAPON_A, SND_MACHINEGUN_FIRE, VOL_BASE, ATTEN_NORM);
fireBullet(actor, weaponentity, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, 0, actor.shot_force, DEATH_TURRET_WALK_GUN.m_id, EFFECT_BULLET);
Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
}
fireBullet(this, weaponentity, v, v_forward, autocvar_g_vehicle_spiderbot_minigun_spread, autocvar_g_vehicle_spiderbot_minigun_solidpenetration,
autocvar_g_vehicle_spiderbot_minigun_damage, 0, autocvar_g_vehicle_spiderbot_minigun_force, DEATH_VH_SPID_MINIGUN.m_id, EFFECT_BULLET);
- sound (gun, CH_WEAPON_A, SND_UZI_FIRE, VOL_BASE, ATTEN_NORM);
+ sound (gun, CH_WEAPON_A, SND_MACHINEGUN_FIRE, VOL_BASE, ATTEN_NORM);
//trailparticles(this, _particleeffectnum("spiderbot_minigun_trail"), v, trace_endpos);
Send_Effect(EFFECT_SPIDERBOT_MINIGUN_MUZZLEFLASH, v, v_forward * 2500, 1);
/* flags */ ATTRIB(Blaster, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
/* rating */ ATTRIB(Blaster, bot_pickupbasevalue, float, 0);
/* color */ ATTRIB(Blaster, wpcolor, vector, '1 0.5 0.5');
-/* modelname */ ATTRIB(Blaster, mdl, string, "laser");
+/* modelname */ ATTRIB(Blaster, mdl, string, "blaster");
#ifdef GAMEQC
/* model */ ATTRIB(Blaster, m_model, Model, MDL_BLASTER_ITEM);
/* flash mdl */ ATTRIB(Blaster, m_muzzlemodel, Model, MDL_Null);
/* flash eff */ ATTRIB(Blaster, m_muzzleeffect, entity, EFFECT_BLASTER_MUZZLEFLASH);
#endif
-/* crosshair */ ATTRIB(Blaster, w_crosshair, string, "gfx/crosshairlaser");
+/* crosshair */ ATTRIB(Blaster, w_crosshair, string, "gfx/crosshairblaster");
/* crosshair */ ATTRIB(Blaster, w_crosshair_size, float, 0.5);
-/* wepimg */ ATTRIB(Blaster, model2, string, "weaponlaser");
+/* wepimg */ ATTRIB(Blaster, model2, string, "weaponblaster");
/* refname */ ATTRIB(Blaster, netname, string, "blaster");
/* wepname */ ATTRIB(Blaster, m_name, string, _("Blaster"));
/* flags */ ATTRIB(Devastator, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
/* rating */ ATTRIB(Devastator, bot_pickupbasevalue, float, 8000);
/* color */ ATTRIB(Devastator, wpcolor, vector, '1 1 0');
-/* modelname */ ATTRIB(Devastator, mdl, string, "rl");
+/* modelname */ ATTRIB(Devastator, mdl, string, "devastator");
#ifdef GAMEQC
/* model */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM);
/* flash mdl */ ATTRIB(Devastator, m_muzzlemodel, Model, MDL_DEVASTATOR_MUZZLEFLASH);
/* flash eff */ ATTRIB(Devastator, m_muzzleeffect, entity, EFFECT_ROCKET_MUZZLEFLASH);
#endif
-/* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher");
+/* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairdevastator");
/* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7);
-/* wepimg */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher");
+/* wepimg */ ATTRIB(Devastator, model2, string, "weapondevastator");
/* refname */ ATTRIB(Devastator, netname, string, "devastator");
/* wepname */ ATTRIB(Devastator, m_name, string, _("Devastator"));
/* flags */ ATTRIB(Hook, spawnflags, int, WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH | WEP_FLAG_NOTRUEAIM);
/* rating */ ATTRIB(Hook, bot_pickupbasevalue, float, 0);
/* color */ ATTRIB(Hook, wpcolor, vector, '0 0.5 0');
-/* modelname */ ATTRIB(Hook, mdl, string, "hookgun");
+/* modelname */ ATTRIB(Hook, mdl, string, "hook");
#ifdef GAMEQC
/* model */ ATTRIB(Hook, m_model, Model, MDL_HOOK_ITEM);
/* flash mdl */ ATTRIB(Hook, m_muzzlemodel, Model, MDL_Null);
void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity weaponentity)
{
- W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, ((actor.(weaponentity).misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)), deathtype);
+ W_SetupShot(actor, weaponentity, true, 0, SND_MACHINEGUN_FIRE, CH_WEAPON_A, ((actor.(weaponentity).misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)), deathtype);
if(!autocvar_g_norecoil)
{
actor.punchangle_x = random() - 0.5;
W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, sustained_ammo), weaponentity);
- W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage), thiswep.m_id);
+ W_SetupShot(actor, weaponentity, true, 0, SND_MACHINEGUN_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage), thiswep.m_id);
if(!autocvar_g_norecoil)
{
actor.punchangle_x = random() - 0.5;
void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage), thiswep.m_id);
+ W_SetupShot(actor, weaponentity, true, 0, SND_MACHINEGUN_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage), thiswep.m_id);
if(!autocvar_g_norecoil)
{
actor.punchangle_x = random() - 0.5;
/* flags */ ATTRIB(MachineGun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_PENETRATEWALLS | WEP_FLAG_BLEED);
/* rating */ ATTRIB(MachineGun, bot_pickupbasevalue, float, 7000);
/* color */ ATTRIB(MachineGun, wpcolor, vector, '1 1 0');
-/* modelname */ ATTRIB(MachineGun, mdl, string, "uzi");
+/* modelname */ ATTRIB(MachineGun, mdl, string, "machinegun");
#ifdef GAMEQC
/* model */ ATTRIB(MachineGun, m_model, Model, MDL_MACHINEGUN_ITEM);
/* flash mdl */ ATTRIB(MachineGun, m_muzzlemodel, Model, MDL_MACHINEGUN_MUZZLEFLASH);
/* flash eff */ ATTRIB(MachineGun, m_muzzleeffect, entity, EFFECT_MACHINEGUN_MUZZLEFLASH);
#endif
-/* crosshair */ ATTRIB(MachineGun, w_crosshair, string, "gfx/crosshairuzi");
+/* crosshair */ ATTRIB(MachineGun, w_crosshair, string, "gfx/crosshairmachinegun");
/* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6);
-/* wepimg */ ATTRIB(MachineGun, model2, string, "weaponuzi");
+/* wepimg */ ATTRIB(MachineGun, model2, string, "weaponmachinegun");
/* refname */ ATTRIB(MachineGun, netname, string, "machinegun");
/* wepname */ ATTRIB(MachineGun, m_name, string, _("MachineGun"));
/* flags */ ATTRIB(Mortar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH | WEP_FLAG_NOTRUEAIM);
/* rating */ ATTRIB(Mortar, bot_pickupbasevalue, float, 7000);
/* color */ ATTRIB(Mortar, wpcolor, vector, '1 0 0');
-/* modelname */ ATTRIB(Mortar, mdl, string, "gl");
+/* modelname */ ATTRIB(Mortar, mdl, string, "mortar");
#ifdef GAMEQC
/* model */ ATTRIB(Mortar, m_model, Model, MDL_MORTAR_ITEM);
/* flash mdl */ ATTRIB(Mortar, m_muzzlemodel, Model, MDL_Null);
/* flash eff */ ATTRIB(Mortar, m_muzzleeffect, entity, EFFECT_GRENADE_MUZZLEFLASH);
#endif
-/* crosshair */ ATTRIB(Mortar, w_crosshair, string, "gfx/crosshairgrenadelauncher");
+/* crosshair */ ATTRIB(Mortar, w_crosshair, string, "gfx/crosshairmortar");
/* crosshair */ ATTRIB(Mortar, w_crosshair_size, float, 0.7);
-/* wepimg */ ATTRIB(Mortar, model2, string, "weapongrenadelauncher");
+/* wepimg */ ATTRIB(Mortar, model2, string, "weaponmortar");
/* refname */ ATTRIB(Mortar, netname, string, "mortar");
/* wepname */ ATTRIB(Mortar, m_name, string, _("Mortar"));
void W_Rifle_Attack(Weapon thiswep, entity actor, .entity weaponentity)
{
- W_Rifle_FireBullet(thiswep, weaponentity, WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, headshot_multiplier), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), thiswep.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND_CAMPINGRIFLE_FIRE, actor);
+ W_Rifle_FireBullet(thiswep, weaponentity, WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, headshot_multiplier), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), thiswep.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND_RIFLE_FIRE, actor);
}
void W_Rifle_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
{
- W_Rifle_FireBullet(thiswep, weaponentity, WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, headshot_multiplier), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), thiswep.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND_CAMPINGRIFLE_FIRE2, actor);
+ W_Rifle_FireBullet(thiswep, weaponentity, WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, headshot_multiplier), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), thiswep.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND_RIFLE_FIRE2, actor);
}
.void(Weapon thiswep, entity actor, .entity weaponentity) rifle_bullethail_attackfunc;
{
if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
{
- precache_pic("gfx/reticle_nex");
+ precache_pic("gfx/reticle_vortex");
}
}
METHOD(Rifle, wr_zoom, bool(entity thiswep, entity actor))
/* flags */ ATTRIB(Rifle, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_PENETRATEWALLS);
/* rating */ ATTRIB(Rifle, bot_pickupbasevalue, float, 7000);
/* color */ ATTRIB(Rifle, wpcolor, vector, '0.5 1 0');
-/* modelname */ ATTRIB(Rifle, mdl, string, "campingrifle");
+/* modelname */ ATTRIB(Rifle, mdl, string, "rifle");
#ifdef GAMEQC
/* model */ ATTRIB(Rifle, m_model, Model, MDL_RIFLE_ITEM);
/* flash mdl */ ATTRIB(Rifle, m_muzzlemodel, Model, MDL_Null);
#endif
/* crosshair */ ATTRIB(Rifle, w_crosshair, string, "gfx/crosshairrifle");
/* crosshair */ ATTRIB(Rifle, w_crosshair_size, float, 0.6);
-/* reticle */ ATTRIB(Rifle, w_reticle, string, "gfx/reticle_nex");
+/* reticle */ ATTRIB(Rifle, w_reticle, string, "gfx/reticle_vortex");
/* wepimg */ ATTRIB(Rifle, model2, string, "weaponrifle");
/* refname */ ATTRIB(Rifle, netname, string, "rifle");
/* wepname */ ATTRIB(Rifle, m_name, string, _("Rifle"));
W_SetupShot(actor, weaponentity, true, 0, SND_Null, CH_WEAPON_A, vaporizer_damage, thiswep.m_id);
// handle sound separately so we can change the volume
// added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
- sound (actor, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM);
+ sound (actor, CH_WEAPON_A, SND_VAPORIZER_FIRE, VOL_BASE * 0.8, ATTEN_NORM);
yoda = 0;
impressive_hits = 0;
else
{
pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
- if(!w_issilent) { sound(actor, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
+ if(!w_issilent) { sound(actor, CH_SHOTS, SND_VORTEX_IMPACT, VOL_BASE, ATTN_NORM); }
}
}
METHOD(Vaporizer, wr_init, void(entity thiswep))
{
if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
{
- precache_pic("gfx/reticle_nex");
+ precache_pic("gfx/reticle_vortex");
}
}
METHOD(Vaporizer, wr_zoom, bool(entity thiswep, entity actor))
/* flags */ ATTRIB(Vaporizer, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN | WEP_FLAG_NODUAL);
/* rating */ ATTRIB(Vaporizer, bot_pickupbasevalue, float, 10000);
/* color */ ATTRIB(Vaporizer, wpcolor, vector, '0.5 1 1');
-/* modelname */ ATTRIB(Vaporizer, mdl, string, "minstanex");
+/* modelname */ ATTRIB(Vaporizer, mdl, string, "vaporizer");
#ifdef GAMEQC
/* model */ ATTRIB(Vaporizer, m_model, Model, MDL_VAPORIZER_ITEM);
/* flash mdl */ ATTRIB(Vaporizer, m_muzzlemodel, Model, MDL_Null);
/* flash eff */ ATTRIB(Vaporizer, m_muzzleeffect, entity, EFFECT_VORTEX_MUZZLEFLASH);
#endif
-/* crosshair */ ATTRIB(Vaporizer, w_crosshair, string, "gfx/crosshairminstanex");
+/* crosshair */ ATTRIB(Vaporizer, w_crosshair, string, "gfx/crosshairvaporizer");
/* crosshair */ ATTRIB(Vaporizer, w_crosshair_size, float, 0.6);
-/* reticle */ ATTRIB(Vaporizer, w_reticle, string, "gfx/reticle_nex");
-/* wepimg */ ATTRIB(Vaporizer, model2, string, "weaponminstanex");
+/* reticle */ ATTRIB(Vaporizer, w_reticle, string, "gfx/reticle_vortex");
+/* wepimg */ ATTRIB(Vaporizer, model2, string, "weaponvaporizer");
/* refname */ ATTRIB(Vaporizer, netname, string, "vaporizer");
/* wepname */ ATTRIB(Vaporizer, m_name, string, _("Vaporizer"));
mydmg *= charge;
myforce *= charge;
- W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg, dtype);
+ W_SetupShot(actor, weaponentity, true, 5, SND_VORTEX_FIRE, CH_WEAPON_A, mydmg, dtype);
if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
{
- sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
+ sound(actor, CH_WEAPON_B, SND_VORTEX_CHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
}
yoda = 0;
vector org2 = w_org + w_backoff * 6;
pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
if(!w_issilent)
- sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
+ sound(this, CH_SHOTS, SND_VORTEX_IMPACT, VOL_BASE, ATTN_NORM);
}
METHOD(Vortex, wr_init, void(entity thiswep))
{
if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
{
- precache_pic("gfx/reticle_nex");
+ precache_pic("gfx/reticle_vortex");
}
}
METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
/* flags */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
/* rating */ ATTRIB(Vortex, bot_pickupbasevalue, float, 8000);
/* color */ ATTRIB(Vortex, wpcolor, vector, '0.5 1 1');
-/* modelname */ ATTRIB(Vortex, mdl, string, "nex");
+/* modelname */ ATTRIB(Vortex, mdl, string, "vortex");
#ifdef GAMEQC
/* model */ ATTRIB(Vortex, m_model, Model, MDL_VORTEX_ITEM);
/* flash mdl */ ATTRIB(Vortex, m_muzzlemodel, Model, MDL_Null);
/* flash eff */ ATTRIB(Vortex, m_muzzleeffect, entity, EFFECT_VORTEX_MUZZLEFLASH);
#endif
-/* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairnex");
+/* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairvortex");
/* crosshair */ ATTRIB(Vortex, w_crosshair_size, float, 0.65);
-/* reticle */ ATTRIB(Vortex, w_reticle, string, "gfx/reticle_nex");
-/* wepimg */ ATTRIB(Vortex, model2, string, "weaponnex");
+/* reticle */ ATTRIB(Vortex, w_reticle, string, "gfx/reticle_vortex");
+/* wepimg */ ATTRIB(Vortex, model2, string, "weaponvortex");
/* refname */ ATTRIB(Vortex, netname, string, "vortex");
/* wepname */ ATTRIB(Vortex, m_name, string, _("Vortex"));