renamed laser to rifle.

This commit is contained in:
Magnus Auvinen 2008-02-04 07:59:25 +00:00
parent dd1e7adc00
commit da2d792186
3 changed files with 13 additions and 12 deletions

View file

@ -11,7 +11,7 @@ sounds {
"data/audio/wp_shotty_fire-03.wv" "data/audio/wp_shotty_fire-03.wv"
} }
laser_fire { rifle_fire {
"data/audio/wp_shotty_fire-01.wv" "data/audio/wp_shotty_fire-01.wv"
"data/audio/wp_shotty_fire-02.wv" "data/audio/wp_shotty_fire-02.wv"
"data/audio/wp_shotty_fire-03.wv" "data/audio/wp_shotty_fire-03.wv"
@ -374,9 +374,9 @@ weapons {
velocity 0 velocity 0
} }
laser { rifle {
sprite_body sprites.game.weapon_laser_body sprite_body sprites.game.weapon_rifle_body
sprite_cursor sprites.game.weapon_laser_cursor sprite_cursor sprites.game.weapon_rifle_cursor
sprite_proj sprites.game.weapon_shotgun_proj sprite_proj sprites.game.weapon_shotgun_proj
sprite_muzzles { sprite_muzzles {
} }
@ -386,7 +386,7 @@ weapons {
muzzleoffsety 0.0 muzzleoffsety 0.0
maxammo 10 maxammo 10
recoil 10 recoil 10
firedelay 600 firedelay 800
muzzleduration 0 muzzleduration 0
visual_size 128 visual_size 128
offsetx 24.0 offsetx 24.0
@ -491,8 +491,8 @@ sprites {
weapon_ninja_cursor 0 10 2 2 weapon_ninja_cursor 0 10 2 2
weapon_ninja_proj 0 0 0 0 weapon_ninja_proj 0 0 0 0
weapon_laser_body 2 12 9 3 weapon_rifle_body 2 12 9 3
weapon_laser_cursor 0 12 2 2 weapon_rifle_cursor 0 12 2 2
hook_chain 2 0 1 1 hook_chain 2 0 1 1
hook_head 3 0 2 1 hook_head 3 0 2 1

View file

@ -1300,6 +1300,7 @@ static void menu2_render_settings_controls(RECT main_view)
{ "Pistol:", &config.key_weapon2 }, { "Pistol:", &config.key_weapon2 },
{ "Shotgun:", &config.key_weapon3 }, { "Shotgun:", &config.key_weapon3 },
{ "Grenade:", &config.key_weapon4 }, { "Grenade:", &config.key_weapon4 },
{ "Rifle:", &config.key_weapon5 },
{ "Next Weapon:", &config.key_next_weapon }, { "Next Weapon:", &config.key_next_weapon },
{ "Prev. Weapon:", &config.key_prev_weapon }, { "Prev. Weapon:", &config.key_prev_weapon },
{ "Emoticon:", &config.key_emoticon }, { "Emoticon:", &config.key_emoticon },

View file

@ -482,7 +482,7 @@ bool laser::hit_player(vec2 from, vec2 to)
this->from = from; this->from = from;
pos = at; pos = at;
energy = -1; energy = -1;
hit->take_damage(vec2(0,0), tuning.laser_damage, owner->client_id, WEAPON_LASER); hit->take_damage(vec2(0,0), tuning.laser_damage, owner->client_id, WEAPON_RIFLE);
return true; return true;
} }
@ -818,8 +818,8 @@ void player::try_respawn()
weapons[WEAPON_GUN].got = true; weapons[WEAPON_GUN].got = true;
weapons[WEAPON_GUN].ammo = data->weapons[WEAPON_GUN].maxammo; weapons[WEAPON_GUN].ammo = data->weapons[WEAPON_GUN].maxammo;
weapons[WEAPON_LASER].got = true; weapons[WEAPON_RIFLE].got = true;
weapons[WEAPON_LASER].ammo = 100000; //data->weapons[WEAPON_LASER].maxammo; weapons[WEAPON_RIFLE].ammo = 100000; //data->weapons[WEAPON_LASER].maxammo;
active_weapon = WEAPON_GUN; active_weapon = WEAPON_GUN;
last_weapon = WEAPON_HAMMER; last_weapon = WEAPON_HAMMER;
@ -1078,10 +1078,10 @@ int player::handle_weapons()
break; break;
} }
case WEAPON_LASER: case WEAPON_RIFLE:
{ {
new laser(pos, direction, tuning.laser_reach, this); new laser(pos, direction, tuning.laser_reach, this);
create_sound(pos, SOUND_LASER_FIRE); create_sound(pos, SOUND_RIFLE_FIRE);
break; break;
} }