
- #Crack life campaign mode maps full version
- #Crack life campaign mode maps code
- #Crack life campaign mode maps crack
#Crack life campaign mode maps full version
“In short, we’re planning to add more maps, gear, abilities, game modes and skins in the full version of Midnight Ghost Hunt. How is the full version planned to differ from the Early Access version? We are also fully prepared for it to take even longer, if it means a better and more well-rounded experience in the end.” We currently foresee that we will be able to maintain that speed and keep adding meaningful content for another 1-2 years. “Midnight Ghost Hunt has been in development for over three years, but it’s only during the last year or so that we’ve expanded the team significantly and moved into full production, picking up speed as we add substantial pieces of content to the game on a regular basis. Our firm belief is that the best game mechanics, the coolest gear, the tropiest maps and tightest balancing will emerge during the Early Access period, and only then will we start seeing what the complete Midnight Ghost Hunt experience truly is.”Īpproximately how long will this game be in Early Access? We have laid the foundation for a game that was always meant to grow and mature with the help of engaged players. We’ve always had an amazing time playing it ourselves as well as with the larger community during our many public tests. Int bResult = (pOther->GiveAmmo(SNIPER_DEFAULT_AMMO, "ammo_snipars",ĮMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.“We are very proud of Midnight Ghost Hunt in its current state. PRECACHE_MODEL ("models/w_9mmARclip.mdl") īOOL CSniperAmmoClip::AddAmmo( CBaseEntity *pOther ) SET_MODEL(ENT(pev), "models/w_9mmARclip.mdl") M_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15) If (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) M_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ) M_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5 ĭefaultReload( SNIPER_DEFAULT_AMMO, SNIPER_RELOAD, SNIPER_RELOAD_TIME ) Pev->nextthink = UTIL_WeaponTimeBase() + 0.1 M_pPlayer->pev->fov = m_pPlayer->m_iFOV = 20 M_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0 // 0 means reset to default fov M_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, SNIPER_FIRE_DELAY + 1, SNIPER_FIRE_DELAY + 2) M_flNextPrimaryAttack = UTIL_WeaponTimeBase() + SNIPER_FIRE_DELAY Add a delay before the player can fire the next shot PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), (m_InZoom ? m_event_z :m_event), 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, (m_iClip ? 0 : 1), 0 ) Vector vecDir(m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAim, vecAcc, 8192, BULLET_PLAYER_SNIPER, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed )) Vector vecAcc(InZoom() ? VECTOR_CONE_1DEGREES : VECTOR_CONE_3DEGREES) Accuracy of the weapon in degrees, zoomed in is way more accurate Vector vecAim(m_pPlayer->GetAutoaimVector(AUTOAIM_2DEGREES)) Vector vecSrc(m_pPlayer->GetGunPosition()) M_pPlayer->SetAnimation( PLAYER_ATTACK1 ) M_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH M_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH

If (m_iClip m_iWeaponVolume = NORMAL_GUN_VOLUME If (!(m_pPlayer->m_afButtonPressed & IN_ATTACK) & InZoom()) This weapon is single shot when zoomed in, auto otherwise Return DefaultDeploy( SNIPER_MODEL_1STPERSON, SNIPER_MODEL_3RDPERSON, SNIPER_DEPLOY, "mp5" ) MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ) If ( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) Int CSniper::AddToPlayer( CBasePlayer *pPlayer ) P->iWeight = SNIPER_WEIGHT // for autoswitching P->iId = m_iId = WEAPON_SNIPER // The weapon id

P->iFlags = ITEM_FLAG_NOAUTOSWITCHEMPTY | ITEM_FLAG_SELECTONEMPTY P->iPosition = SNIPER_POSITION // The position in a HUD slot P->iSlot = SNIPER_SLOT - 1 // The number in the HUD P->iMaxClip = SNIPER_MAX_CLIP // The clip size P->iMaxAmmo1 = SNIPER_MAX_AMMO // Max ammo the player can carry P->pszAmmo1 = "ammo_snipars" // The type of ammo it uses M_event_z = PRECACHE_EVENT( 1, "events/sniperz.sc" ) M_event = PRECACHE_EVENT( 1, "events/sniper.sc" ) M_iShell = PRECACHE_MODEL ("models/shell.mdl") // brass shell Pev->classname = MAKE_STRING("weapon_snipars") // hack to allow for old names LINK_ENTITY_TO_CLASS( ammo_snipars, CSniperAmmoClip ) LINK_ENTITY_TO_CLASS( weapon_snipars, CSniper ) Merry Christmas to all :) snipars.cpp #include "extdll.h"
#Crack life campaign mode maps code
Here is the Sniper Code if you are interested in helping me The deploy animation appears when it is recharging and the firing animation when the weapon is taken out and I don't know what the hell I'm doing wrong The problem is the animations which do not come out when they should
#Crack life campaign mode maps crack
I made a filthy copy paste of the mp5 code and modified it to look like the Sniper from Crack life

Well I'll get to the point, since I'm a programming noob, I come to ask you masters of programming for a little help
