Don't allow weapon to be fired if owner's facing is FACING_DIE.

This commit is contained in:
Steve 2018-02-25 17:30:05 +00:00
parent 501db4420b
commit 4ff02a82e5
1 changed files with 115 additions and 88 deletions

View File

@ -69,6 +69,8 @@ void firePistol(void)
{ {
Bullet *bullet; Bullet *bullet;
if (world.bob->facing != FACING_DIE)
{
bullet = createBaseBullet((Unit*)world.bob); bullet = createBaseBullet((Unit*)world.bob);
bullet->weaponType = WPN_PISTOL; bullet->weaponType = WPN_PISTOL;
bullet->facing = world.bob->facing; bullet->facing = world.bob->facing;
@ -77,7 +79,8 @@ void firePistol(void)
world.bob->reload = 20; world.bob->reload = 20;
playSound(SND_PISTOL, CH_BOB); playSound(SND_PISTOL, world.bob->uniqueId % MAX_SND_CHANNELS);
}
} }
void fireAimedShot(Unit *owner) void fireAimedShot(Unit *owner)
@ -86,6 +89,8 @@ void fireAimedShot(Unit *owner)
float dx, dy; float dx, dy;
Bullet *bullet; Bullet *bullet;
if (owner->facing != FACING_DIE)
{
x = (int) (world.bob->x + rrnd(-8, 24)); x = (int) (world.bob->x + rrnd(-8, 24));
y = (int) (world.bob->y + rrnd(-8, 24)); y = (int) (world.bob->y + rrnd(-8, 24));
@ -100,26 +105,32 @@ void fireAimedShot(Unit *owner)
owner->reload = 15; owner->reload = 15;
playSound(SND_PISTOL, CH_WEAPON); playSound(SND_PISTOL, owner->uniqueId % MAX_SND_CHANNELS);
}
} }
void fireMachineGun(Unit *owner) void fireMachineGun(Unit *owner)
{ {
Bullet *bullet; Bullet *bullet;
if (owner->facing != FACING_DIE)
{
bullet = createBaseBullet(owner); bullet = createBaseBullet(owner);
bullet->weaponType = WPN_MACHINE_GUN; bullet->weaponType = WPN_MACHINE_GUN;
bullet->sprite[0] = bulletSprite[0]; bullet->sprite[0] = bulletSprite[0];
bullet->sprite[1] = bulletSprite[1]; bullet->sprite[1] = bulletSprite[1];
owner->reload = 8; owner->reload = 8;
playSound(SND_MACHINE_GUN, CH_WEAPON); playSound(SND_MACHINE_GUN, owner->uniqueId % MAX_SND_CHANNELS);
}
} }
void firePlasma(Unit *owner) void firePlasma(Unit *owner)
{ {
Bullet *bullet; Bullet *bullet;
if (owner->facing != FACING_DIE)
{
bullet = createBaseBullet(owner); bullet = createBaseBullet(owner);
bullet->weaponType = WPN_PLASMA; bullet->weaponType = WPN_PLASMA;
bullet->sprite[0] = plasmaSprite[0]; bullet->sprite[0] = plasmaSprite[0];
@ -128,7 +139,8 @@ void firePlasma(Unit *owner)
owner->reload = owner->type == ET_BOB ? 4 : 8; owner->reload = owner->type == ET_BOB ? 4 : 8;
playSound(SND_PLASMA, owner->type == ET_BOB ? CH_BOB : CH_WEAPON); playSound(SND_PLASMA, owner->uniqueId % MAX_SND_CHANNELS);
}
} }
void fireSpread(Unit *owner, int numberOfShots) void fireSpread(Unit *owner, int numberOfShots)
@ -137,6 +149,8 @@ void fireSpread(Unit *owner, int numberOfShots)
int i; int i;
float dy; float dy;
if (owner->facing != FACING_DIE)
{
dy = -(numberOfShots / 2) * 3; dy = -(numberOfShots / 2) * 3;
for (i = 0 ; i < numberOfShots ; i++) for (i = 0 ; i < numberOfShots ; i++)
@ -152,13 +166,16 @@ void fireSpread(Unit *owner, int numberOfShots)
owner->reload = 16; owner->reload = 16;
} }
playSound(SND_SPREAD, owner->type == ET_BOB ? CH_BOB : CH_WEAPON); playSound(SND_SPREAD, owner->uniqueId % MAX_SND_CHANNELS);
}
} }
void fireLaser(Unit *owner) void fireLaser(Unit *owner)
{ {
Bullet *laser; Bullet *laser;
if (owner->facing != FACING_DIE)
{
laser = createBaseBullet(owner); laser = createBaseBullet(owner);
laser->x = owner->x + owner->w / 2; laser->x = owner->x + owner->w / 2;
laser->y = owner->y + owner->h / 2; laser->y = owner->y + owner->h / 2;
@ -171,13 +188,16 @@ void fireLaser(Unit *owner)
owner->reload = owner->type == ET_BOB ? FPS / 2 : FPS; owner->reload = owner->type == ET_BOB ? FPS / 2 : FPS;
playSound(SND_LASER, owner->type == ET_BOB ? CH_BOB : CH_WEAPON); playSound(SND_LASER, owner->uniqueId % MAX_SND_CHANNELS);
}
} }
void fireGrenade(Unit *owner) void fireGrenade(Unit *owner)
{ {
Bullet *grenade; Bullet *grenade;
if (owner->facing != FACING_DIE)
{
grenade = createBaseBullet(owner); grenade = createBaseBullet(owner);
grenade->x = owner->x + owner->w / 2; grenade->x = owner->x + owner->w / 2;
grenade->y = owner->y; grenade->y = owner->y;
@ -191,7 +211,8 @@ void fireGrenade(Unit *owner)
owner->reload = FPS / 2; owner->reload = FPS / 2;
playSound(SND_THROW, owner->type == ET_BOB ? CH_BOB : CH_WEAPON); playSound(SND_THROW, owner->uniqueId % MAX_SND_CHANNELS);
}
} }
void fireShotgun(Unit *owner) void fireShotgun(Unit *owner)
@ -200,6 +221,8 @@ void fireShotgun(Unit *owner)
float dx, dy; float dx, dy;
Bullet *bullet; Bullet *bullet;
if (owner->facing != FACING_DIE)
{
for (i = 0 ; i < 8 ; i++) for (i = 0 ; i < 8 ; i++)
{ {
getSlope(world.bob->x + rrnd(0, 40), world.bob->y + rrnd(0, 40), owner->x, owner->y, &dx, &dy); getSlope(world.bob->x + rrnd(0, 40), world.bob->y + rrnd(0, 40), owner->x, owner->y, &dx, &dy);
@ -216,13 +239,16 @@ void fireShotgun(Unit *owner)
owner->reload = 15; owner->reload = 15;
} }
playSound(SND_SHOTGUN, CH_WEAPON); playSound(SND_SHOTGUN, owner->uniqueId % MAX_SND_CHANNELS);
}
} }
void fireMissile(Unit *owner) void fireMissile(Unit *owner)
{ {
Bullet *missile; Bullet *missile;
if (owner->facing != FACING_DIE)
{
missile = createBaseBullet(owner); missile = createBaseBullet(owner);
missile->x = owner->x + owner->w / 2; missile->x = owner->x + owner->w / 2;
missile->y = owner->y + 10; missile->y = owner->y + 10;
@ -236,7 +262,8 @@ void fireMissile(Unit *owner)
owner->reload = FPS / 2; owner->reload = FPS / 2;
playSound(SND_MISSILE, CH_WEAPON); playSound(SND_MISSILE, owner->uniqueId % MAX_SND_CHANNELS);
}
} }
int getRandomPlayerWeapon(int excludeGrenades) int getRandomPlayerWeapon(int excludeGrenades)