Inside3D tutorials.
Created By: | ShockMan |
eMail: | qfiles@quakemania.com |
Difficulty Scale: | Medium-Hard |
void (float amount) CCamUp = { self.camview_x = self.camview_x + amount; if (self.camview_x < -16) self.camview_x = -16; if (self.camview_x > 16) self.camview_x = 16; }; void (float amount) CCamRight = { local string aa; self.camview_y = self.camview_y + amount; if (self.camview_y < -8) self.camview_y = -8; if (self.camview_y > 8) self.camview_y = 8; }; void (float amount) CCamForward = { self.camview_z = self.camview_z + amount; if (self.camview_z > -48) self.camview_z = -48; if (self.camview_z < -72) self.camview_z = -72; };
if (self.impulse == 16) CCamUp (2); if (self.impulse == 17) CCamRight (2); if (self.impulse == 18) CCamForward (2); if (self.impulse == 19) CCamUp (-2); if (self.impulse == 20) CCamRight (-2); if (self.impulse == 21) CCamForward (-2);
void() W_SetCurrentAmmo = { player_run (); // get out of any weapon firing states self.items = self.items - ( self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS) ); self.weaponmodel = ""; if (self.weapon == IT_AXE) { self.currentammo = 0; if (self.aflag != TRUE) self.weaponmodel = "progs/v_axe.mdl"; self.weaponframe = 0; } else if (self.weapon == IT_SHOTGUN) { self.currentammo = self.ammo_shells; if (self.aflag != TRUE) self.weaponmodel = "progs/v_shot.mdl"; self.weaponframe = 0; self.items = self.items | IT_SHELLS; } else if (self.weapon == IT_SUPER_SHOTGUN) { self.currentammo = self.ammo_shells; if (self.aflag != TRUE) self.weaponmodel = "progs/v_shot2.mdl"; self.weaponframe = 0; self.items = self.items | IT_SHELLS; } else if (self.weapon == IT_NAILGUN) { self.currentammo = self.ammo_nails; if (self.aflag != TRUE) self.weaponmodel = "progs/v_nail.mdl"; self.weaponframe = 0; self.items = self.items | IT_NAILS; } else if (self.weapon == IT_SUPER_NAILGUN) { self.currentammo = self.ammo_nails; if (self.aflag != TRUE) self.weaponmodel = "progs/v_nail2.mdl"; self.weaponframe = 0; self.items = self.items | IT_NAILS; } else if (self.weapon == IT_GRENADE_LAUNCHER) { self.currentammo = self.ammo_rockets; if (self.aflag != TRUE) self.weaponmodel = "progs/v_rock.mdl"; self.weaponframe = 0; self.items = self.items | IT_ROCKETS; } else if (self.weapon == IT_ROCKET_LAUNCHER) { self.currentammo = self.ammo_rockets; if (self.aflag != TRUE) self.weaponmodel = "progs/v_rock2.mdl"; self.weaponframe = 0; self.items = self.items | IT_ROCKETS; } else if (self.weapon == IT_LIGHTNING) { self.currentammo = self.ammo_cells; if (self.aflag != TRUE) self.weaponmodel = "progs/v_light.mdl"; self.weaponframe = 0; self.items = self.items | IT_CELLS; } else { self.currentammo = 0; self.weaponmodel = ""; self.weaponframe = 0; } };