def W_Attack(*qwp_extra): r = 0 if not W_CheckNoAmmo(): return qc.makevectors(qc.self.v_angle) # calculate forward angle for velocity qc.self.show_hostile = qc.time + 1 # wake monsters up if qc.self.weapon == defs.IT_AXE: qc.self.attack_finished = qc.time + 0.5 qc.self.sound(defs.CHAN_WEAPON, 'weapons/ax1.wav', 1, defs.ATTN_NORM) r = random.random() if r < 0.25: player.player_axe1() elif r < 0.5: player.player_axeb1() elif r < 0.75: player.player_axec1() else: player.player_axed1() elif qc.self.weapon == defs.IT_SHOTGUN: player.player_shot1() qc.self.attack_finished = qc.time + 0.5 W_FireShotgun() elif qc.self.weapon == defs.IT_SUPER_SHOTGUN: player.player_shot1() qc.self.attack_finished = qc.time + 0.7 W_FireSuperShotgun() elif qc.self.weapon == defs.IT_NAILGUN: player.player_nail1() elif qc.self.weapon == defs.IT_SUPER_NAILGUN: player.player_nail1() elif qc.self.weapon == defs.IT_GRENADE_LAUNCHER: player.player_rocket1() qc.self.attack_finished = qc.time + 0.6 W_FireGrenade() elif qc.self.weapon == defs.IT_ROCKET_LAUNCHER: player.player_rocket1() qc.self.attack_finished = qc.time + 0.8 W_FireRocket() elif qc.self.weapon == defs.IT_LIGHTNING: qc.self.attack_finished = qc.time + 0.1 qc.self.sound(defs.CHAN_AUTO, 'weapons/lstart.wav', 1, defs.ATTN_NORM) player.player_light1()
def W_Attack(*qwp_extra): if not W_CheckNoAmmo(): return qc.makevectors(qc.self.v_angle) # calculate forward angle for velocity qc.self.show_hostile = qc.time + 1 # wake monsters up if qc.self.weapon == defs.IT_GRAPPLE: if qc.self.hook_out: player.player_chain3() else: player.player_chain1() qc.self.attack_finished = qc.time + 0.1 if qc.self.weapon == defs.IT_AXE: qc.self.sound(defs.CHAN_WEAPON, 'weapons/ax1.wav', 1, defs.ATTN_NORM) r = random.random() if r < 0.25: player.player_axe1() elif r < 0.5: player.player_axeb1() elif r < 0.75: player.player_axec1() else: player.player_axed1() # RUNE: rune of hell magic if qc.self.player_flag & defs.ITEM_RUNE3_FLAG: qc.self.attack_finished = qc.time + 0.3 HasteSound() else: qc.self.attack_finished = qc.time + 0.5 elif qc.self.weapon == defs.IT_SHOTGUN: player.player_shot1() W_FireShotgun() # RUNE: rune of hell magic if qc.self.player_flag & defs.ITEM_RUNE3_FLAG: qc.self.attack_finished = qc.time + 0.3 HasteSound() else: qc.self.attack_finished = qc.time + 0.5 elif qc.self.weapon == defs.IT_SUPER_SHOTGUN: player.player_shot1() W_FireSuperShotgun() # RUNE: rune of hell magic if qc.self.player_flag & defs.ITEM_RUNE3_FLAG: qc.self.attack_finished = qc.time + 0.4 HasteSound() else: qc.self.attack_finished = qc.time + 0.7 elif qc.self.weapon == defs.IT_NAILGUN: player.player_nail1() elif qc.self.weapon == defs.IT_SUPER_NAILGUN: player.player_nail1() elif qc.self.weapon == defs.IT_GRENADE_LAUNCHER: player.player_rocket1() W_FireGrenade() # RUNE: rune of hell magic if qc.self.player_flag & defs.ITEM_RUNE3_FLAG: qc.self.attack_finished = qc.time + 0.3 HasteSound() else: qc.self.attack_finished = qc.time + 0.6 elif qc.self.weapon == defs.IT_ROCKET_LAUNCHER: player.player_rocket1() W_FireRocket() # RUNE: rune of hell magic if qc.self.player_flag & defs.ITEM_RUNE3_FLAG: qc.self.attack_finished = qc.time + 0.4 HasteSound() else: qc.self.attack_finished = qc.time + 0.8 elif qc.self.weapon == defs.IT_LIGHTNING: qc.self.attack_finished = qc.time + 0.1 qc.self.sound(defs.CHAN_AUTO, 'weapons/lstart.wav', 1, defs.ATTN_NORM) player.player_light1()