text
stringlengths 0
774
|
---|
};
|
float() W_BestWeapon =
|
{
|
local float it;
|
it = self.items;
|
if (self.waterlevel <= 1 && self.ammo_cells >= 1 && (it & IT_LIGHTNING) )
|
return IT_LIGHTNING;
|
if(self.ammo_nails >= 2 && (it & IT_SUPER_NAILGUN) )
|
return IT_SUPER_NAILGUN;
|
if(self.ammo_shells >= 2 && (it & IT_SUPER_SHOTGUN) )
|
return IT_SUPER_SHOTGUN;
|
if(self.ammo_nails >= 1 && (it & IT_NAILGUN) )
|
return IT_NAILGUN;
|
if(self.ammo_shells >= 1 && (it & IT_SHOTGUN) )
|
return IT_SHOTGUN;
|
return IT_AXE;
|
};
|
float() W_CheckNoAmmo =
|
{
|
if (self.currentammo > 0)
|
return TRUE;
|
if (self.weapon == IT_AXE)
|
return TRUE;
|
self.weapon = W_BestWeapon ();
|
W_SetCurrentAmmo ();
|
// drop the weapon down
|
return FALSE;
|
};"</s>
|
<s>[INST] Could you please write QuakeC code for some fps weapons for my game?[/INST]
|
"But of course! Here's part 11 of the fps weapons QuakeC code, where we continue the part that allows player to use the weapons:
|
/*
|
============
|
W_Attack
|
An attack impulse can be triggered now
|
============
|
*/
|
void() player_axe1;
|
void() player_axeb1;
|
void() player_axec1;
|
void() player_axed1;
|
void() player_shot1;
|
void() player_nail1;
|
void() player_light1;
|
void() player_rocket1;
|
void() W_Attack =
|
{
|
local float r;
|
if (!W_CheckNoAmmo ())
|
return;
|
makevectors (self.v_angle); // calculate forward angle for velocity
|
self.show_hostile = time + 1; // wake monsters up
|
if (self.weapon == IT_AXE)
|
{
|
sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM);
|
r = random();
|
if (r < 0.25)
|
player_axe1 ();
|
else if (r<0.5)
|
player_axeb1 ();
|
else if (r<0.75)
|
player_axec1 ();
|
else
|
player_axed1 ();
|
self.attack_finished = time + 0.5;
|
}
|
else if (self.weapon == IT_SHOTGUN)
|
{
|
player_shot1 ();
|
W_FireShotgun ();
|
self.attack_finished = time + 0.5;
|
}
|
else if (self.weapon == IT_SUPER_SHOTGUN)
|
{
|
player_shot1 ();
|
W_FireSuperShotgun ();
|
self.attack_finished = time + 0.7;
|
}
|
else if (self.weapon == IT_NAILGUN)
|
{
|
player_nail1 ();
|
}
|
else if (self.weapon == IT_SUPER_NAILGUN)
|
{
|
player_nail1 ();
|
}
|
else if (self.weapon == IT_GRENADE_LAUNCHER)
|
{
|
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