// System-wide global variables $server = false; $localplayer = true; $origin = [ 0, 0, 0 ]; $view_ofs = [ 0, 0, 0 ]; $angles = [ 0, 0, 0 ]; $gun_position [ 0, 0, 0 ]; $gun_angles[ 0, 0, 0 ]; $usehull = 0; $client_time = 0; // $snd = ""; $model = ""; $shell_origin = [ 0, 0, 0 ]; $shell_velocity = [ 0, 0, 0 ]; $forward = [ 0, 0, 0 ]; $right = [ 0, 0, 0 ]; $up = [ 0, 0, 0 ]; public Fire_Glock() { // Play a sound $snd = weapons/pl_gun3.wav; $model = models/shell.mdl; Native_PlayPlayerSound( $player = $localplayer, $sound = $snd, $channel = CHAN_STATIC, $pitch = $def_pitch, $attenuation = $def_attn, $pitch = $def_pitch ); // Eject shells // for ( $i = 0; $i < 2; $i++ ) { $shell_origin = $origin + $view_ofs; $shell_velocity = $forward * 24 + right * 6 + $up * 20; $shell_angles = $angles; $angles[0] = 0; $angles[2] = 0; Native_CreateTempEntity ( $te_origin = $shell_origin, $te_angles = $angles, $te_framemax = Native_FrameCountForModel( $model = $model ), $te_flags = FTENT_COLLIDEWORLD | FTENT_GRAVITY | FTENT_ROTATE, $te_hitSound = BOUNCE_SHELL; $te_baselineangles = Native_RandomAngles(), $te_basedirection = $shell_velocity, $te_die = $client_time + 3.5, $te_body = Native_Random( 0, $te_framemax ) ) // Now fire bullets $start = $origin; $end = $origin + 8192 * $gun_angles; Native_PerformTrace( $start = $start, $end = $end, $flags = PM_STUDIO_BOX ); if ( $trace_fraction != 1.0 ) { Native_PlaySoundAtPosition( $origin = $trace_endpos, $sound = weapons/bullet_hit1.wav ); Native_ImpactParticles( $origin = $trace_endpos ); Native_PlaceDecal( $origin = $trace_endpos, $decal = "{shot2", $trace_entity ); } } }
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 7292 | Andrew McDonald | initial submittal | ||
//guest/sam_stafford/p4hl/dist/events/glock2.sc | |||||
#1 | 937 | Sam Stafford |
Renaming my guest directory to the more conventional sam_stafford. |
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//guest/samwise/p4hl/dist/events/glock2.sc | |||||
#1 | 936 | Sam Stafford |
Adding P4HL to the public depot. See relnotes.txt for installation instructions; all relevant files are under p4hl/dist. Source code is under p4hl/src in the form of a VC++ project. |