made weapon_cubemap work well as a regular weapon and added it to Give Random Weapon

This commit is contained in:
Pinsplash 2024-04-14 18:09:37 -05:00
parent 2918cefb48
commit 9f7e0cf8ce
22 changed files with 189 additions and 2 deletions

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@ -0,0 +1,62 @@
// Cubemap visualization tool
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "ORBS"
"viewmodel" "models/shadertest/envballs.mdl"
"playermodel" "models/shadertest/w_envballs.mdl"
"anim_prefix" "envballs"
"bucket" "5"
"bucket_position" "2"
"clip_size" "-1"
"clip2_size" "-1"
"default_clip" "-1"
"default_clip2" "-1"
"primary_ammo" "None"
"secondary_ammo" "None"
"weight" "0"
"item_flags" "0"
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "z"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "z"
}
"weapon_small"
{
"font" "WeaponIconsSmall"
"character" "z"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "z"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}

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@ -0,0 +1,62 @@
// Cubemap visualization tool
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "ORBS"
"viewmodel" "models/shadertest/envballs.mdl"
"playermodel" "models/shadertest/w_envballs.mdl"
"anim_prefix" "envballs"
"bucket" "5"
"bucket_position" "2"
"clip_size" "-1"
"clip2_size" "-1"
"default_clip" "-1"
"default_clip2" "-1"
"primary_ammo" "None"
"secondary_ammo" "None"
"weight" "0"
"item_flags" "0"
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "z"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "z"
}
"weapon_small"
{
"font" "WeaponIconsSmall"
"character" "z"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "z"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}

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@ -0,0 +1,62 @@
// Cubemap visualization tool
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "ORBS"
"viewmodel" "models/shadertest/envballs.mdl"
"playermodel" "models/shadertest/w_envballs.mdl"
"anim_prefix" "envballs"
"bucket" "5"
"bucket_position" "2"
"clip_size" "-1"
"clip2_size" "-1"
"default_clip" "-1"
"default_clip2" "-1"
"primary_ammo" "None"
"secondary_ammo" "None"
"weight" "0"
"item_flags" "0"
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "z"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "z"
}
"weapon_small"
{
"font" "WeaponIconsSmall"
"character" "z"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "z"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}

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@ -6979,10 +6979,10 @@ void CERandomWeaponGive::StartEffect()
{
UTIL_GetLocalPlayer()->EquipSuit();
int nRandom;
//TODO: harpoon, stunstick, alyxgun, annabelle, citizenpackage, citizensuitcase, cubemap
//TODO: harpoon, stunstick, alyxgun, annabelle, citizenpackage, citizensuitcase
for (int iWeaponAttempts = 0; iWeaponAttempts <= 30; iWeaponAttempts++)
{
nRandom = chaos_rng1.GetInt() == -1 ? RandomInt(0, 11) : chaos_rng1.GetInt();
nRandom = chaos_rng1.GetInt() == -1 ? RandomInt(0, 12) : chaos_rng1.GetInt();
if (nRandom == 0) if (ChaosSpawnWeapon("weapon_crowbar", MAKE_STRING("Give Crowbar"))) return;
if (nRandom == 1) if (ChaosSpawnWeapon("weapon_physcannon", MAKE_STRING("Give Gravity Gun"))) return;
if (nRandom == 2) if (ChaosSpawnWeapon("weapon_pistol", MAKE_STRING("Give Pistol"), 255, "Pistol")) return;
@ -7002,6 +7002,7 @@ void CERandomWeaponGive::StartEffect()
}
}
if (nRandom == 11) if (ChaosSpawnWeapon("weapon_slam", MAKE_STRING("Give S.L.A.M"), 5, "slam")) return;
if (nRandom == 12) if (ChaosSpawnWeapon("weapon_cubemap", MAKE_STRING("Give Orbs"))) return;
}
}
void CERandomVehicle::StartEffect()