weapon animation fixes

- Fixed animation issues with pistol binary trigger and moved the binary triggering to client code
- Fixed reload animation not always playing
- Fixed numerous incorrect or broken alien weapon animations on every class
- Added transitional animation out of gorge building
This commit is contained in:
pierow 2024-04-01 05:55:15 -04:00
parent d1da0553e8
commit 68b7278072
33 changed files with 276 additions and 107 deletions

View file

@ -244,7 +244,9 @@ weapon_data_t none
// DEFINE_DELTA( m_fInZoom, DT_INTEGER, 1, 1.0 ), // DEFINE_DELTA( m_fInZoom, DT_INTEGER, 1, 1.0 ),
// DEFINE_DELTA( m_iWeaponState, DT_INTEGER, 2, 1.0 ), // DEFINE_DELTA( m_iWeaponState, DT_INTEGER, 2, 1.0 ),
DEFINE_DELTA( m_iId, DT_INTEGER, 8, 1.0 ), DEFINE_DELTA( m_iId, DT_INTEGER, 8, 1.0 ),
DEFINE_DELTA( iuser2, DT_INTEGER, 1, 1.0 ), // m_fInAttack
DEFINE_DELTA( iuser3, DT_INTEGER, 3, 1.0 ), DEFINE_DELTA( iuser3, DT_INTEGER, 3, 1.0 ),
DEFINE_DELTA( iuser4, DT_INTEGER, 1, 1.0 ), // m_bAttackQueued
DEFINE_DELTA( fuser2, DT_SIGNED | DT_FLOAT, 22, 128.0 ), DEFINE_DELTA( fuser2, DT_SIGNED | DT_FLOAT, 22, 128.0 ),
DEFINE_DELTA( fuser3, DT_SIGNED | DT_FLOAT, 22, 128.0 ) DEFINE_DELTA( fuser3, DT_SIGNED | DT_FLOAT, 22, 128.0 )
} }

View file

@ -92,6 +92,7 @@ void HUD_SendWeaponAnim( int iAnim, int body, int force )
// Tell animation system new info // Tell animation system new info
gEngfuncs.pfnWeaponAnim( iAnim, body ); gEngfuncs.pfnWeaponAnim( iAnim, body );
//gEngfuncs.Con_Printf("forcing animation g_currentanim:%d new anim:%d\n", g_currentanim, iAnim);
} }
} }
@ -107,6 +108,11 @@ int HUD_GetWeaponAnim( void )
return g_currentanim; return g_currentanim;
} }
void HUD_SetWeaponAnim(int anim)
{
g_currentanim = anim;
}
/* /*
===================== =====================
HUD_PlaySound HUD_PlaySound

View file

@ -28,6 +28,7 @@ float UTIL_SharedRandomFloat( unsigned int seed, float low, float high );
int UTIL_SharedRandomLong( unsigned int seed, int low, int high ); int UTIL_SharedRandomLong( unsigned int seed, int low, int high );
int HUD_GetWeaponAnim( void ); int HUD_GetWeaponAnim( void );
void HUD_SetWeaponAnim(int anim);
void HUD_SendWeaponAnim( int iAnim, int body, int force ); void HUD_SendWeaponAnim( int iAnim, int body, int force );
void HUD_PlaySound( char *sound, float volume ); void HUD_PlaySound( char *sound, float volume );
void HUD_PlaybackEvent( int flags, const struct edict_s *pInvoker, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 ); void HUD_PlaybackEvent( int flags, const struct edict_s *pInvoker, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 );

View file

@ -151,6 +151,8 @@ int gSiegeViewHitEventID;
int gCommanderPointsAwardedEventID; int gCommanderPointsAwardedEventID;
int gBlinkEffectSuccessEventID; int gBlinkEffectSuccessEventID;
static float prevUseTime = 0;
//bool gPlayingJetpack = false; //bool gPlayingJetpack = false;
//CGlock g_Glock; //CGlock g_Glock;
//CCrowbar g_Crowbar; //CCrowbar g_Crowbar;
@ -502,6 +504,21 @@ void CBasePlayerWeapon::ItemPostFrame( void )
m_fInReload = FALSE; m_fInReload = FALSE;
} }
if (m_pPlayer->pev->button & IN_USE)
{
prevUseTime = gpGlobals->time;
}
else if (gHUD.GetHUDUser3() == AVH_USER3_ALIEN_PLAYER2 && m_pPlayer->m_afButtonReleased & IN_USE && m_pPlayer->pev->weaponanim == 4)
{
switch (gHUD.GetCurrentWeaponID())
{
case AVH_WEAPON_SPIT:
case AVH_WEAPON_BILEBOMB:
this->SendWeaponAnim(7);
break;
}
}
// Properly propagate the end animation // Properly propagate the end animation
if (this->PrevAttack2Status == true && !(m_pPlayer->pev->button & IN_ATTACK2)) if (this->PrevAttack2Status == true && !(m_pPlayer->pev->button & IN_ATTACK2))
{ {
@ -511,23 +528,21 @@ void CBasePlayerWeapon::ItemPostFrame( void )
this->SendWeaponAnim(12); this->SendWeaponAnim(12);
break; break;
case AVH_WEAPON_ACIDROCKET: case AVH_WEAPON_ACIDROCKET:
this->SendWeaponAnim(8); this->SendWeaponAnim(13);
break; break;
case AVH_WEAPON_CLAWS: case AVH_WEAPON_CLAWS:
this->SendWeaponAnim(9); this->SendWeaponAnim(9);
break; break;
case AVH_WEAPON_STOMP: case AVH_WEAPON_STOMP:
this->SendWeaponAnim(8);
break;
case AVH_WEAPON_DEVOUR:
this->SendWeaponAnim(11); this->SendWeaponAnim(11);
break; break;
case AVH_WEAPON_DEVOUR:
this->SendWeaponAnim(12);
break;
} }
} }
bool pistolAttackUp = ((CVAR_GET_FLOAT("cl_pistoltrigger") != 0) && m_pPlayer->m_afButtonLast & IN_ATTACK && m_pPlayer->m_afButtonReleased & IN_ATTACK && ii.iId == AVH_WEAPON_PISTOL); if ((m_pPlayer->pev->button & IN_ATTACK || (this->m_bAttackQueued && m_flNextPrimaryAttack <= 0.0)) && (!(m_pPlayer->pev->button & IN_ATTACK2) || gHUD.GetHUDUser3() == AVH_USER3_ALIEN_PLAYER3))
if ((m_pPlayer->pev->button & IN_ATTACK || this->m_bAttackQueued || pistolAttackUp) && (!(m_pPlayer->pev->button & IN_ATTACK2) || gHUD.GetHUDUser3() == AVH_USER3_ALIEN_PLAYER3))
{ {
if (GetCanUseWeapon()) if (GetCanUseWeapon())
{ {
@ -573,15 +588,16 @@ void CBasePlayerWeapon::ItemPostFrame( void )
this->m_flLastAnimationPlayed = gpGlobals->time; this->m_flLastAnimationPlayed = gpGlobals->time;
} }
} }
//#ifdef AVH_CLIENT
//if((m_iClip == 0) && ? PrimaryAttack();
//#endif
PrimaryAttack(pistolAttackUp);
//return; //return;
} }
else else
{ {
QueueAttack(pistolAttackUp); if (m_pPlayer->m_afButtonPressed & IN_ATTACK)
{
QueueAttack();
}
} }
} }
} }
@ -653,10 +669,10 @@ void CBasePlayerWeapon::ItemPostFrame( void )
this->SendWeaponAnim(5); this->SendWeaponAnim(5);
break; break;
case AVH_WEAPON_DEVOUR: case AVH_WEAPON_DEVOUR:
this->SendWeaponAnim(18); this->SendWeaponAnim(19);
break; break;
case AVH_WEAPON_STOMP: case AVH_WEAPON_STOMP:
this->SendWeaponAnim(15); this->SendWeaponAnim(16);
break; break;
} }
break; break;
@ -668,6 +684,8 @@ void CBasePlayerWeapon::ItemPostFrame( void )
else else
this->PrevAttack2Status = true; this->PrevAttack2Status = true;
this->PrevAttack2Time = gpGlobals->time;
return; return;
// if (GetCanUseWeapon()) // if (GetCanUseWeapon())
// { // {
@ -1236,6 +1254,7 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
pCurrent->m_flNextPrimaryAttack = pfrom->m_flNextPrimaryAttack; pCurrent->m_flNextPrimaryAttack = pfrom->m_flNextPrimaryAttack;
pCurrent->m_flNextSecondaryAttack = pfrom->m_flNextSecondaryAttack; pCurrent->m_flNextSecondaryAttack = pfrom->m_flNextSecondaryAttack;
pCurrent->m_flTimeWeaponIdle = pfrom->m_flTimeWeaponIdle; pCurrent->m_flTimeWeaponIdle = pfrom->m_flTimeWeaponIdle;
if(pWeapon && (pWeapon->m_iId == pfrom->m_iId)) if(pWeapon && (pWeapon->m_iId == pfrom->m_iId))
{ {
// Predict clip // Predict clip
@ -1260,8 +1279,9 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
pCurrent->m_flStartThrow = pfrom->fuser2; pCurrent->m_flStartThrow = pfrom->fuser2;
pCurrent->m_flReleaseThrow = pfrom->fuser3; pCurrent->m_flReleaseThrow = pfrom->fuser3;
// pCurrent->m_chargeReady = pfrom->iuser1; // pCurrent->m_chargeReady = pfrom->iuser1;
// pCurrent->m_fInAttack = pfrom->iuser2; pCurrent->m_fInAttack = pfrom->iuser2;
pCurrent->pev->iuser3 = pfrom->iuser3; pCurrent->pev->iuser3 = pfrom->iuser3;
pCurrent->m_bAttackQueued = pfrom->iuser4;
// pCurrent->m_iSecondaryAmmoType = (int)from->client.vuser3[2]; // pCurrent->m_iSecondaryAmmoType = (int)from->client.vuser3[2];
// pCurrent->m_iPrimaryAmmoType = (int)from->client.vuser4[0]; // pCurrent->m_iPrimaryAmmoType = (int)from->client.vuser4[0];
@ -1408,18 +1428,50 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
// Make sure that weapon animation matches what the game .dll is telling us // Make sure that weapon animation matches what the game .dll is telling us
// over the wire ( fixes some animation glitches ) // over the wire ( fixes some animation glitches )
// Ensure that the fade and onos won't get these, to play the blink and charge animations correctly if (g_runfuncs && HUD_GetWeaponAnim() != to->client.weaponanim)
bool noRun = (to->client.iuser3 == AVH_USER3_ALIEN_PLAYER4) || (to->client.iuser3 == AVH_USER3_ALIEN_PLAYER5);
if (g_runfuncs && ( HUD_GetWeaponAnim() != to->client.weaponanim ) && !(CheckInAttack2()) && !noRun)
{ {
int body = 2; int body = 2;
bool processTheAnim = true;
//Pop the model to body 0. //gEngfuncs.Con_Printf("trying to force animation on client currentanim:%d serveranim:%d nextattack:%f time:%f\n", HUD_GetWeaponAnim(), to->client.weaponanim, to->client.m_flNextAttack, gpGlobals->time);
//if ( pWeapon == &g_Tripmine ) //// 2024 - Don't correct with +movement transitional animations since +movement animations are hacked in on the client and it bugs out. Remove most of this if alien weapons get refactored to shared code.
// body = 0; if (to->client.iuser3 == AVH_USER3_ALIEN_PLAYER5)
{
if ((gpGlobals->time - pWeapon->PrevAttack2Time < 1.0f) || (to->client.weaponanim > 4 && to->client.weaponanim < 21))
//(to->client.weaponanim == 27 && gpGlobals->time - pWeapon->PrevAttack2Time < 10.0f) ||
{
processTheAnim = false;
}
}
else if (to->client.iuser3 == AVH_USER3_ALIEN_PLAYER4)
{
if ((gpGlobals->time - pWeapon->PrevAttack2Time < 1.0f) || (to->client.weaponanim > 7 && to->client.weaponanim < 14))
//(to->client.weaponanim == 5 && gpGlobals->time - pWeapon->PrevAttack2Time < 10.0f) ||
{
processTheAnim = false;
}
}
//else if (to->client.iuser3 == AVH_USER3_ALIEN_PLAYER3 && to->client.weaponanim > 6 && to->client.weaponanim < 13)
else if (to->client.iuser3 == AVH_USER3_ALIEN_PLAYER1)
{
if (gpGlobals->time - pWeapon->PrevAttack2Time < 1.0f)
processTheAnim = false;
}
// Gorge building animation fixes since it's server side and the new transition out of it is client side.
else if (to->client.iuser3 == AVH_USER3_ALIEN_PLAYER2)
{
if (player.pev->button & IN_USE ||
(to->client.weaponanim == 4 && gpGlobals->time - prevUseTime < 10.0f) ||
(to->client.weaponanim < 2 && gpGlobals->time - prevUseTime < 1.0f) ||
(HUD_GetWeaponAnim() == 4 && to->client.weaponanim == 5))
{
processTheAnim = false;
}
}
// Force a fixed anim down to viewmodel // Force a fixed anim down to viewmodel
HUD_SendWeaponAnim( to->client.weaponanim, body, 1 ); if (processTheAnim)
HUD_SendWeaponAnim(to->client.weaponanim, body, 1);
} }
for ( i = 0; i < 32; i++ ) for ( i = 0; i < 32; i++ )
@ -1445,8 +1497,9 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
// pto->fuser2 = pCurrent->m_flStartThrow; // pto->fuser2 = pCurrent->m_flStartThrow;
// pto->fuser3 = pCurrent->m_flReleaseThrow; // pto->fuser3 = pCurrent->m_flReleaseThrow;
// pto->iuser1 = pCurrent->m_chargeReady; // pto->iuser1 = pCurrent->m_chargeReady;
// pto->iuser2 = pCurrent->m_fInAttack; pto->iuser2 = pCurrent->m_fInAttack;
pto->iuser3 = pCurrent->pev->iuser3; pto->iuser3 = pCurrent->pev->iuser3;
pto->iuser4 = pCurrent->m_bAttackQueued;
// Decrement weapon counters, server does this at same time ( during post think, after doing everything else ) // Decrement weapon counters, server does this at same time ( during post think, after doing everything else )
pto->m_flNextReload -= cmd->msec / 1000.0; pto->m_flNextReload -= cmd->msec / 1000.0;

View file

@ -107,6 +107,8 @@ extern cvar_t *in_joystick;
int in_impulse = 0; int in_impulse = 0;
int in_cancel = 0; int in_cancel = 0;
bool pistolHandlerDown = false;
cvar_t *m_pitch; cvar_t *m_pitch;
cvar_t *m_yaw; cvar_t *m_yaw;
cvar_t *m_forward; cvar_t *m_forward;
@ -825,6 +827,35 @@ void IN_AttackUpForced(void)
KeyUpForced( &in_attack ); KeyUpForced( &in_attack );
} }
void IN_AttackHandlerDown(void)
{
if (gHUD.GetCurrentWeaponID() == AVH_WEAPON_PISTOL && cl_pistoltrigger && cl_pistoltrigger->value)
{
IN_AttackDown();
IN_AttackUp();
pistolHandlerDown = true;
}
else
{
IN_AttackDown();
}
}
void IN_AttackHandlerUp(void)
{
// Pistol binary trigger. Check if attack was down, otherwise the engine will fire the pistol when closing the console or tabbing in as it calls every -command.
if (gHUD.GetCurrentWeaponID() == AVH_WEAPON_PISTOL && cl_pistoltrigger && cl_pistoltrigger->value && pistolHandlerDown)
{
IN_AttackDown();
IN_AttackUp();
pistolHandlerDown = false;
}
else
{
IN_AttackUp();
}
}
// Special handling // Special handling
void IN_Cancel(void) void IN_Cancel(void)
{ {
@ -1642,8 +1673,8 @@ void InitInput (void)
gEngfuncs.pfnAddCommand ("-moveright", IN_MoverightUp); gEngfuncs.pfnAddCommand ("-moveright", IN_MoverightUp);
gEngfuncs.pfnAddCommand ("+speed", IN_SpeedDown); gEngfuncs.pfnAddCommand ("+speed", IN_SpeedDown);
gEngfuncs.pfnAddCommand ("-speed", IN_SpeedUp); gEngfuncs.pfnAddCommand ("-speed", IN_SpeedUp);
gEngfuncs.pfnAddCommand ("+attack", IN_AttackDown); gEngfuncs.pfnAddCommand ("+attack", IN_AttackHandlerDown);
gEngfuncs.pfnAddCommand ("-attack", IN_AttackUp); gEngfuncs.pfnAddCommand ("-attack", IN_AttackHandlerUp);
//gEngfuncs.pfnAddCommand ("+movement", IN_Attack2Down); //gEngfuncs.pfnAddCommand ("+movement", IN_Attack2Down);
//gEngfuncs.pfnAddCommand ("-movement", IN_Attack2Up); //gEngfuncs.pfnAddCommand ("-movement", IN_Attack2Up);
gEngfuncs.pfnAddCommand ("+use", IN_UseDown); gEngfuncs.pfnAddCommand ("+use", IN_UseDown);
@ -1727,7 +1758,7 @@ void InitInput (void)
cl_chatbeep = gEngfuncs.pfnRegisterVariable ("cl_chatbeep", "1", FCVAR_ARCHIVE); cl_chatbeep = gEngfuncs.pfnRegisterVariable ("cl_chatbeep", "1", FCVAR_ARCHIVE);
cl_mutemenu = gEngfuncs.pfnRegisterVariable ("cl_mutemenu", "3", FCVAR_ARCHIVE); cl_mutemenu = gEngfuncs.pfnRegisterVariable ("cl_mutemenu", "3", FCVAR_ARCHIVE);
cl_weaponcfgs = gEngfuncs.pfnRegisterVariable ("cl_weaponcfgs", "1", FCVAR_ARCHIVE); cl_weaponcfgs = gEngfuncs.pfnRegisterVariable ("cl_weaponcfgs", "1", FCVAR_ARCHIVE);
cl_pistoltrigger = gEngfuncs.pfnRegisterVariable ("cl_pistoltrigger", "1", FCVAR_ARCHIVE | FCVAR_USERINFO); cl_pistoltrigger = gEngfuncs.pfnRegisterVariable ("cl_pistoltrigger", "1", FCVAR_ARCHIVE);
cl_cmcancellast = gEngfuncs.pfnRegisterVariable("cl_cmcancellast", "0", FCVAR_ARCHIVE); cl_cmcancellast = gEngfuncs.pfnRegisterVariable("cl_cmcancellast", "0", FCVAR_ARCHIVE);

View file

@ -2081,10 +2081,11 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
item->fuser2 = gun->m_flStartThrow; item->fuser2 = gun->m_flStartThrow;
item->fuser3 = gun->m_flReleaseThrow; item->fuser3 = gun->m_flReleaseThrow;
//item->iuser1 = gun->m_chargeReady; //item->iuser1 = gun->m_chargeReady;
//item->iuser2 = gun->m_fInAttack; item->iuser2 = gun->m_fInAttack;
// Pass along enabled state in iuser3 (for when hives and ensnare enable and disable weapons) // Pass along enabled state in iuser3 (for when hives and ensnare enable and disable weapons)
item->iuser3 = gun->pev->iuser3; item->iuser3 = gun->pev->iuser3;
item->iuser4 = gun->m_bAttackQueued;
//item->m_flPumpTime = max( gun->m_flPumpTime, -0.001 ); //item->m_flPumpTime = max( gun->m_flPumpTime, -0.001 );
} }

View file

@ -361,9 +361,7 @@ public:
// Added by mmcguire. // Added by mmcguire.
virtual bool GetCanUseWeapon() const { return true; } virtual bool GetCanUseWeapon() const { return true; }
// Networked user options
int m_iAutoWeaponSwap; int m_iAutoWeaponSwap;
int m_iPistolTrigger;
}; };
#define AUTOAIM_2DEGREES 0.0348994967025 #define AUTOAIM_2DEGREES 0.0348994967025

View file

@ -951,8 +951,7 @@ void CBasePlayerWeapon::ItemPostFrame( void )
{ {
// Block attacks during +movement except for lerk. // Block attacks during +movement except for lerk.
bool theAttackPressed = (m_pPlayer->pev->button & IN_ATTACK) && (!(m_pPlayer->pev->button & IN_ATTACK2) || m_pPlayer->pev->iuser3 == AVH_USER3_ALIEN_PLAYER3); bool theAttackPressed = (m_pPlayer->pev->button & IN_ATTACK) && (!(m_pPlayer->pev->button & IN_ATTACK2) || m_pPlayer->pev->iuser3 == AVH_USER3_ALIEN_PLAYER3);
bool pistolAttackUp = (m_pPlayer->m_iPistolTrigger && m_pPlayer->m_afButtonLast & IN_ATTACK && m_pPlayer->m_afButtonReleased & IN_ATTACK && m_iId == AVH_WEAPON_PISTOL); bool attackQueuedAndCanAttack = m_bAttackQueued && CanAttack(m_flNextPrimaryAttack, gpGlobals->time, UseDecrement());
bool theWeaponPrimes = (this->GetWeaponPrimeTime() > 0.0f); bool theWeaponPrimes = (this->GetWeaponPrimeTime() > 0.0f);
bool theWeaponIsPriming = this->GetIsWeaponPriming(); bool theWeaponIsPriming = this->GetIsWeaponPriming();
bool theWeaponIsPrimed = this->GetIsWeaponPrimed(); bool theWeaponIsPrimed = this->GetIsWeaponPrimed();
@ -990,7 +989,7 @@ void CBasePlayerWeapon::ItemPostFrame( void )
else else
*/ */
if ( (theAttackPressed || m_bAttackQueued || pistolAttackUp) && m_pPlayer->GetCanUseWeapon()) if ( (theAttackPressed || attackQueuedAndCanAttack) && m_pPlayer->GetCanUseWeapon())
{ {
if ((m_fInSpecialReload == 1 || m_fInSpecialReload == 2) && m_iClip != 0) if ((m_fInSpecialReload == 1 || m_fInSpecialReload == 2) && m_iClip != 0)
{ {
@ -1005,11 +1004,14 @@ void CBasePlayerWeapon::ItemPostFrame( void )
} }
m_pPlayer->TabulateAmmo(); m_pPlayer->TabulateAmmo();
PrimaryAttack(pistolAttackUp); PrimaryAttack();
} }
else else
{ {
QueueAttack(pistolAttackUp); if (m_pPlayer->m_afButtonPressed & IN_ATTACK)
{
QueueAttack();
}
} }
} }
else if (m_pPlayer->pev->button & IN_ATTACK2) else if (m_pPlayer->pev->button & IN_ATTACK2)

View file

@ -353,8 +353,8 @@ public:
virtual void ItemPostFrame( void ); // called each frame by the player PostThink virtual void ItemPostFrame( void ); // called each frame by the player PostThink
// called by CBasePlayerWeapons ItemPostFrame() // called by CBasePlayerWeapons ItemPostFrame()
virtual void PrimaryAttack( bool fireOnAttackUp = false ) { return; } // do "+ATTACK" virtual void PrimaryAttack( void ) { return; } // do "+ATTACK"
virtual void QueueAttack( bool fireOnAttackUp = false ) { return; } // queue an attack virtual void QueueAttack(void) { return; } // queue an attack
virtual void SecondaryAttack( void ) { return; } // do "+ATTACK2" virtual void SecondaryAttack( void ) { return; } // do "+ATTACK2"
virtual void Reload( void ) { return; } // do "+RELOAD" virtual void Reload( void ) { return; } // do "+RELOAD"
virtual void WeaponIdle( void ) { return; } // called when no buttons pressed virtual void WeaponIdle( void ) { return; } // called when no buttons pressed
@ -385,6 +385,7 @@ public:
int m_iDefaultAmmo;// how much ammo you get when you pick up this weapon as placed by a level designer. int m_iDefaultAmmo;// how much ammo you get when you pick up this weapon as placed by a level designer.
bool PrevAttack2Status; // HACK: For +movement weapon animations bool PrevAttack2Status; // HACK: For +movement weapon animations
float PrevAttack2Time;
float m_flLastAnimationPlayed; float m_flLastAnimationPlayed;
bool m_bAttackQueued; bool m_bAttackQueued;
}; };

View file

@ -212,10 +212,10 @@ int AvHAcidRocketGun::GetDeployAnimation() const
break; break;
case AVH_WEAPON_SWIPE: case AVH_WEAPON_SWIPE:
case AVH_WEAPON_BLINK:
theDeployAnimation = 8; theDeployAnimation = 8;
break; break;
case AVH_WEAPON_BLINK:
case AVH_WEAPON_METABOLIZE: case AVH_WEAPON_METABOLIZE:
theDeployAnimation = 13; theDeployAnimation = 13;
break; break;

View file

@ -86,7 +86,21 @@ int AvHLeap::GetBarrelLength() const
int AvHLeap::GetDeployAnimation() const int AvHLeap::GetDeployAnimation() const
{ {
return 6; int theDeployAnimation = 5;
AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
switch (thePreviousID)
{
case AVH_WEAPON_BITE:
case AVH_WEAPON_PARASITE:
case AVH_ABILITY_LEAP:
case AVH_WEAPON_DIVINEWIND:
theDeployAnimation = -1;
break;
}
return theDeployAnimation;
} }
float AvHLeap::GetDeployTime() const float AvHLeap::GetDeployTime() const
@ -224,11 +238,11 @@ int AvHCharge::GetDeployAnimation() const
break; break;
case AVH_WEAPON_DEVOUR: case AVH_WEAPON_DEVOUR:
theDeployAnimation = 18; theDeployAnimation = 19;
break; break;
case AVH_WEAPON_STOMP: case AVH_WEAPON_STOMP:
theDeployAnimation = 15; theDeployAnimation = 16;
break; break;
} }

View file

@ -1193,6 +1193,8 @@ public:
virtual bool GetFiresUnderwater() const; virtual bool GetFiresUnderwater() const;
virtual int GetIdleAnimation() const;
virtual bool GetIsDroppable() const; virtual bool GetIsDroppable() const;
virtual int GetShootAnimation() const; virtual int GetShootAnimation() const;

View file

@ -170,7 +170,8 @@ AvHBasePlayerWeapon::AvHBasePlayerWeapon()
this->mEndEvent = 0; this->mEndEvent = 0;
this->mRange = 8012; this->mRange = 8012;
this->mDamage = 10; this->mDamage = 10;
this->mAttackButtonDownLastFrame = false; //this->mAttackButtonDownLastFrame = false;
this->m_fInAttack = FALSE;
this->mTimeOfLastResupply = -1; this->mTimeOfLastResupply = -1;
this->mTimeOfLastPrime = -1; this->mTimeOfLastPrime = -1;
this->mWeaponPrimeStarted = false; this->mWeaponPrimeStarted = false;
@ -180,8 +181,6 @@ AvHBasePlayerWeapon::AvHBasePlayerWeapon()
this->mIsPersistent = false; this->mIsPersistent = false;
this->mLifetime = -1; this->mLifetime = -1;
#endif #endif
this->mFireOnAttackUp = false;
} }
void AvHBasePlayerWeapon::PrintWeaponToClient(CBaseEntity *theAvHPlayer) { void AvHBasePlayerWeapon::PrintWeaponToClient(CBaseEntity *theAvHPlayer) {
char msg[1024]; char msg[1024];
@ -284,6 +283,11 @@ BOOL AvHBasePlayerWeapon::DefaultDeploy( char *szViewModel, char *szWeaponModel,
//this->m_pPlayer->SetAnimation(PLAYER_ANIM(iAnim)); //this->m_pPlayer->SetAnimation(PLAYER_ANIM(iAnim));
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + this->GetDeployTime(); m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + this->GetDeployTime();
// 2024 - Fix some +movement animation issues on aliens and also make alien idle trigger faster so they look more organic.
if (m_pPlayer->pev->iuser3 > 2 && m_pPlayer->pev->iuser3 < 9)
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + this->GetDeployTime() + 2.0f;
else
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + this->GetDeployTime() + kDeployIdleInterval; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + this->GetDeployTime() + kDeployIdleInterval;
return TRUE; return TRUE;
@ -328,6 +332,7 @@ BOOL AvHBasePlayerWeapon::DefaultReload( int iClipSize, int iAnim, float fDelay,
this->m_pPlayer->SetAnimation(PLAYER_RELOAD); this->m_pPlayer->SetAnimation(PLAYER_RELOAD);
m_fInReload = TRUE; m_fInReload = TRUE;
m_bAttackQueued = false;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + kDeployIdleInterval; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + kDeployIdleInterval;
@ -494,7 +499,8 @@ bool AvHBasePlayerWeapon::GetFiresUnderwater() const
bool AvHBasePlayerWeapon::GetIsFiring() const bool AvHBasePlayerWeapon::GetIsFiring() const
{ {
return this->mAttackButtonDownLastFrame; //return this->mAttackButtonDownLastFrame;
return this->m_fInAttack;
} }
bool AvHBasePlayerWeapon::GetHasMuzzleFlash() const bool AvHBasePlayerWeapon::GetHasMuzzleFlash() const
@ -679,6 +685,7 @@ void AvHBasePlayerWeapon::Holster( int skiplocal)
#endif #endif
this->m_bAttackQueued = false; this->m_bAttackQueued = false;
this->m_fInAttack = FALSE;
} }
float AvHBasePlayerWeapon::GetTimePassedThisTick() const float AvHBasePlayerWeapon::GetTimePassedThisTick() const
@ -781,7 +788,7 @@ bool AvHBasePlayerWeapon::ProcessValidAttack(void)
{ {
if((this->m_flNextPrimaryAttack <= 0) && !this->m_fInSpecialReload) if((this->m_flNextPrimaryAttack <= 0) && !this->m_fInSpecialReload)
{ {
if(!this->GetMustPressTriggerForEachShot() || !this->mAttackButtonDownLastFrame || this->mFireOnAttackUp) if(!this->GetMustPressTriggerForEachShot() || !this->m_fInAttack)
{ {
//ALERT(at_console, "trueattack1 primammo:%d primatype:%d secammo:%d secatype:%d\n", this->m_pPlayer->m_rgAmmo[this->m_iPrimaryAmmoType], this->m_iPrimaryAmmoType, this->m_pPlayer->m_rgAmmo[this->m_iSecondaryAmmoType], this->m_iSecondaryAmmoType); //ALERT(at_console, "trueattack1 primammo:%d primatype:%d secammo:%d secatype:%d\n", this->m_pPlayer->m_rgAmmo[this->m_iPrimaryAmmoType], this->m_iPrimaryAmmoType, this->m_pPlayer->m_rgAmmo[this->m_iSecondaryAmmoType], this->m_iSecondaryAmmoType);
theAttackIsValid = true; theAttackIsValid = true;
@ -1027,15 +1034,16 @@ void AvHBasePlayerWeapon::SetNextAttack(void)
} }
void AvHBasePlayerWeapon::PrimaryAttack(bool fireOnAttackUp) void AvHBasePlayerWeapon::PrimaryAttack(void)
{ {
if (this->ProcessValidAttack()) if (this->ProcessValidAttack())
{ {
//if (!this->mAttackButtonDownLastFrame)
if (!this->mAttackButtonDownLastFrame) if (!this->m_fInAttack)
{ {
this->PlaybackEvent(this->mStartEvent); this->PlaybackEvent(this->mStartEvent);
this->mAttackButtonDownLastFrame = true; //this->mAttackButtonDownLastFrame = true;
this->m_fInAttack = TRUE;
} }
this->PlaybackEvent(this->mEvent, this->GetShootAnimation()); this->PlaybackEvent(this->mEvent, this->GetShootAnimation());
@ -1059,7 +1067,6 @@ void AvHBasePlayerWeapon::PrimaryAttack(bool fireOnAttackUp)
this->DeductCostForShot(); this->DeductCostForShot();
this->SetNextAttack(); this->SetNextAttack();
} }
} }
@ -1379,10 +1386,12 @@ void AvHBasePlayerWeapon::WeaponIdle(void)
// //gEngfuncs.Con_Printf("during idle, clip is %d\n", sz); // //gEngfuncs.Con_Printf("during idle, clip is %d\n", sz);
//#endif //#endif
if(this->mAttackButtonDownLastFrame) //if(this->mAttackButtonDownLastFrame)
if (this->m_fInAttack)
{ {
this->PlaybackEvent(this->mEndEvent); this->PlaybackEvent(this->mEndEvent);
this->mAttackButtonDownLastFrame = false; //this->mAttackButtonDownLastFrame = false;
this->m_fInAttack = FALSE;
} }
ResetEmptySound(); ResetEmptySound();
@ -1391,6 +1400,10 @@ void AvHBasePlayerWeapon::WeaponIdle(void)
if(this->m_flTimeWeaponIdle <= UTIL_WeaponTimeBase()) if(this->m_flTimeWeaponIdle <= UTIL_WeaponTimeBase())
{ {
// +movement transitional animation fix
#ifdef AVH_CLIENT
if (gpGlobals->time - this->PrevAttack2Time > 1.0f)
#endif
this->SendWeaponAnim(this->GetIdleAnimation()); this->SendWeaponAnim(this->GetIdleAnimation());
this->m_pPlayer->SetAnimation(PLAYER_IDLE); this->m_pPlayer->SetAnimation(PLAYER_IDLE);

View file

@ -177,7 +177,7 @@ public:
virtual void Precache(); virtual void Precache();
virtual void PrimaryAttack(bool fireOnAttackUp = false); virtual void PrimaryAttack();
virtual void Reload(); virtual void Reload();
@ -247,7 +247,7 @@ protected:
float mRange; float mRange;
float mDamage; float mDamage;
bool mAttackButtonDownLastFrame; //bool mAttackButtonDownLastFrame;
float mTimeOfLastResupply; float mTimeOfLastResupply;
float mTimeOfLastPrime; float mTimeOfLastPrime;
@ -261,8 +261,6 @@ protected:
// sounds // sounds
CStringList mFireSounds; CStringList mFireSounds;
bool mFireOnAttackUp;
}; };
#endif #endif

View file

@ -73,9 +73,11 @@ int AvHBite2::GetDeployAnimation() const
switch(thePreviousID) switch(thePreviousID)
{ {
case AVH_WEAPON_PRIMALSCREAM:
theDeployAnimation = -1;
break;
case AVH_WEAPON_UMBRA: case AVH_WEAPON_UMBRA:
case AVH_WEAPON_SPORES: case AVH_WEAPON_SPORES:
//case AVH_WEAPON_PRIMALSCREAM:
theDeployAnimation = 12; theDeployAnimation = 12;
break; break;
} }

View file

@ -94,7 +94,7 @@ float AvHClaws::GetRateOfFire() const
int AvHClaws::GetDeployAnimation() const int AvHClaws::GetDeployAnimation() const
{ {
// Look at most recently used weapon and see if we can transition from it // Look at most recently used weapon and see if we can transition from it
int theDeployAnimation = 9; int theDeployAnimation = 27;
AvHWeaponID thePreviousID = this->GetPreviousWeaponID(); AvHWeaponID thePreviousID = this->GetPreviousWeaponID();

View file

@ -98,7 +98,21 @@ float AvHDivineWind::GetRateOfFire() const
int AvHDivineWind::GetDeployAnimation() const int AvHDivineWind::GetDeployAnimation() const
{ {
return 13; int theDeployAnimation = 5;
AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
switch (thePreviousID)
{
case AVH_WEAPON_BITE:
case AVH_WEAPON_PARASITE:
case AVH_ABILITY_LEAP:
case AVH_WEAPON_DIVINEWIND:
theDeployAnimation = -1;
break;
}
return theDeployAnimation;
} }
bool AvHDivineWind::GetFiresUnderwater() const bool AvHDivineWind::GetFiresUnderwater() const

View file

@ -119,6 +119,8 @@
#include "AvHHulls.h" #include "AvHHulls.h"
#include "AvHServerVariables.h" #include "AvHServerVariables.h"
#include "cl_dll/com_weapons.h"
//extern AvHKnife gKnife; //extern AvHKnife gKnife;
//extern AvHMachineGun gMachineGun; //extern AvHMachineGun gMachineGun;
//extern AvHPistol gPistol; //extern AvHPistol gPistol;
@ -3606,10 +3608,13 @@ void EV_DistressBeacon(struct event_args_s* inArgs)
void EV_WeaponAnimation(struct event_args_s* inArgs) void EV_WeaponAnimation(struct event_args_s* inArgs)
{ {
//gEngfuncs.Con_Printf("ev_weapanim attempt islocal:%d anim:%d g_currentanim:%d clienttime:%f\n", EV_IsLocal(inArgs->entindex), inArgs->iparam2, HUD_GetWeaponAnim(), gEngfuncs.GetClientTime());
// General x-punch axis // General x-punch axis
if(EV_IsLocal(inArgs->entindex)) if(EV_IsLocal(inArgs->entindex))
{ {
int theAnimation = max(inArgs->iparam2, 0); int theAnimation = max(inArgs->iparam2, 0);
// 2024 - Set this here to be checked in weapons think later to force animations if needed since event playback doesn't always work.
HUD_SetWeaponAnim(theAnimation);
gEngfuncs.pEventAPI->EV_WeaponAnimation(theAnimation, 2); gEngfuncs.pEventAPI->EV_WeaponAnimation(theAnimation, 2);
} }
} }

View file

@ -947,16 +947,11 @@ void AvHGamerules::ClientUserInfoChanged(CBasePlayer *pPlayer, char *infobuffer)
// NOTE: Not currently calling down to parent CHalfLifeTeamplay // NOTE: Not currently calling down to parent CHalfLifeTeamplay
const char* theAutoWeapSwapValue = g_engfuncs.pfnInfoKeyValue(infobuffer, "cl_weaponswap"); const char* theAutoWeapSwapValue = g_engfuncs.pfnInfoKeyValue(infobuffer, "cl_weaponswap");
if (theAutoWeapSwapValue) if (theAutoWeapSwapValue)
{ {
pPlayer->m_iAutoWeaponSwap = atoi(theAutoWeapSwapValue); pPlayer->m_iAutoWeaponSwap = atoi(theAutoWeapSwapValue);
} }
const char* thePistolTriggerValue = g_engfuncs.pfnInfoKeyValue(infobuffer, "cl_pistoltrigger");
if (thePistolTriggerValue)
{
pPlayer->m_iPistolTrigger = atoi(thePistolTriggerValue);
}
} }
void AvHGamerules::ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, BOOL bKill, BOOL bGib ) void AvHGamerules::ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, BOOL bKill, BOOL bGib )

View file

@ -238,16 +238,18 @@ BOOL AvHGrenade::IsUseable(void)
} }
void AvHGrenade::PrimaryAttack(bool fireOnAttackUp) void AvHGrenade::PrimaryAttack(void)
{ {
if (this->ProcessValidAttack()) if (this->ProcessValidAttack())
{ {
if (!this->mAttackButtonDownLastFrame) //if (!this->mAttackButtonDownLastFrame)
if (!this->m_fInAttack)
{ {
this->PlaybackEvent(this->mStartEvent); this->PlaybackEvent(this->mStartEvent);
this->mAttackButtonDownLastFrame = true; //this->mAttackButtonDownLastFrame = true;
this->m_fInAttack = TRUE;
} }
if (m_flStartThrow == 0) if (m_flStartThrow == 0)

View file

@ -141,6 +141,7 @@
#include "AvHAlienAbilityConstants.h" #include "AvHAlienAbilityConstants.h"
#include <list> #include <list>
#include "../common/entity_types.h" #include "../common/entity_types.h"
#include "cl_dll/com_weapons.h"
void IN_GetMousePos( int *mx, int *my ); void IN_GetMousePos( int *mx, int *my );
@ -3819,6 +3820,9 @@ void AvHHud::RenderAlienUI()
if (GetHUDUser3() == AVH_USER3_ALIEN_EMBRYO) if (GetHUDUser3() == AVH_USER3_ALIEN_EMBRYO)
{ {
// 2024 - Set this so deploy animations play properly once out of the egg. This is here because weapons think doesn't happen durring gestation.
HUD_SetWeaponAnim(-1);
if (mMembraneSprite) if (mMembraneSprite)
{ {
AvHSpriteSetRenderMode(kRenderTransAdd); AvHSpriteSetRenderMode(kRenderTransAdd);

View file

@ -233,9 +233,9 @@ public:
virtual void Precache(void); virtual void Precache(void);
virtual void PrimaryAttack(bool fireOnAttackUp = false); virtual void PrimaryAttack();
virtual void QueueAttack(bool fireOnAttackUp); virtual void QueueAttack(void);
virtual void Spawn(); virtual void Spawn();
@ -624,7 +624,7 @@ public:
virtual void WeaponIdle(); virtual void WeaponIdle();
virtual void PrimaryAttack(bool fireOnAttackUp = false); virtual void PrimaryAttack(void);
protected: protected:

View file

@ -109,7 +109,21 @@ int AvHParasiteGun::GetDamageType() const
int AvHParasiteGun::GetDeployAnimation() const int AvHParasiteGun::GetDeployAnimation() const
{ {
return 6; int theDeployAnimation = 5;
AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
switch (thePreviousID)
{
case AVH_WEAPON_BITE:
case AVH_WEAPON_PARASITE:
case AVH_ABILITY_LEAP:
case AVH_WEAPON_DIVINEWIND:
theDeployAnimation = -1;
break;
}
return theDeployAnimation;
} }
bool AvHParasiteGun::GetFiresUnderwater() const bool AvHParasiteGun::GetFiresUnderwater() const

View file

@ -174,25 +174,16 @@ void AvHPistol::Precache()
this->mEvent = PRECACHE_EVENT(1, kHGEventName); this->mEvent = PRECACHE_EVENT(1, kHGEventName);
} }
void AvHPistol::PrimaryAttack(bool fireOnAttackUp) void AvHPistol::PrimaryAttack()
{ {
this->m_bAttackQueued = false; this->m_bAttackQueued = false;
this->mFireOnAttackUp = fireOnAttackUp;
if (fireOnAttackUp)
{
this->m_iPlayEmptySound = true;
}
AvHMarineWeapon::PrimaryAttack(); AvHMarineWeapon::PrimaryAttack();
this->mFireOnAttackUp = false;
} }
void AvHPistol::QueueAttack(bool fireOnAttackUp) void AvHPistol::QueueAttack(void)
{ {
if (!this->mAttackButtonDownLastFrame || fireOnAttackUp)
{
this->m_bAttackQueued = true; this->m_bAttackQueued = true;
this->mAttackButtonDownLastFrame = false;
}
} }
void AvHPistol::Spawn() void AvHPistol::Spawn()

View file

@ -4863,6 +4863,7 @@ void AvHPlayer::PlayerConstructUse()
if((this->mTimeOfLastConstructUseAnimation == 0) || (gpGlobals->time > (this->mTimeOfLastConstructUseAnimation + kConstructAnimationInterval))) if((this->mTimeOfLastConstructUseAnimation == 0) || (gpGlobals->time > (this->mTimeOfLastConstructUseAnimation + kConstructAnimationInterval)))
{ {
// Play special builder animation // Play special builder animation
this->pev->weaponanim = kConstructAnimationIndex;
PLAYBACK_EVENT_FULL(0, this->edict(), gWeaponAnimationEventID, 0, this->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 0, kConstructAnimationIndex, 0, 0 ); PLAYBACK_EVENT_FULL(0, this->edict(), gWeaponAnimationEventID, 0, this->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 0, kConstructAnimationIndex, 0, 0 );
// Delay idle // Delay idle

View file

@ -868,7 +868,6 @@ private:
bool mUsedKilled; bool mUsedKilled;
//TODO: remove this system from AvHPlayer and create an //TODO: remove this system from AvHPlayer and create an
// explicit balance forwarding class registered to each // explicit balance forwarding class registered to each
// client instead. This functionality is tangential to // client instead. This functionality is tangential to

View file

@ -82,14 +82,18 @@ bool AvHPrimalScream::GetFiresUnderwater() const
int AvHPrimalScream::GetDeployAnimation() const int AvHPrimalScream::GetDeployAnimation() const
{ {
// Look at most recently used weapon and see if we can transition from it // Look at most recently used weapon and see if we can transition from it
int theDeployAnimation = -1; int theDeployAnimation = 1;
AvHWeaponID thePreviousID = this->GetPreviousWeaponID(); AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
switch(thePreviousID) switch(thePreviousID)
{ {
case AVH_WEAPON_BITE2: case AVH_WEAPON_BITE2:
theDeployAnimation = 9; theDeployAnimation = -1;
break;
case AVH_WEAPON_SPORES:
case AVH_WEAPON_UMBRA:
theDeployAnimation = 12;
break; break;
case AVH_WEAPON_SPIKE: case AVH_WEAPON_SPIKE:
theDeployAnimation = 8; theDeployAnimation = 8;

View file

@ -177,13 +177,14 @@ int AvHSpitGun::GetDamageType() const
int AvHSpitGun::GetDeployAnimation() const int AvHSpitGun::GetDeployAnimation() const
{ {
// Look at most recently used weapon and see if we can transition from it // Look at most recently used weapon and see if we can transition from it
int theDeployAnimation = 7; int theDeployAnimation = 11;
AvHWeaponID thePreviousID = this->GetPreviousWeaponID(); AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
switch(thePreviousID) switch(thePreviousID)
{ {
case AVH_WEAPON_SPIT: case AVH_WEAPON_SPIT:
case AVH_WEAPON_BILEBOMB:
theDeployAnimation = -1; theDeployAnimation = -1;
break; break;

View file

@ -247,15 +247,19 @@ int AvHSpore::GetShootAnimation() const
int AvHSpore::GetDeployAnimation() const int AvHSpore::GetDeployAnimation() const
{ {
// Look at most recently used weapon and see if we can transition from it // Look at most recently used weapon and see if we can transition from it
int theDeployAnimation = -1; int theDeployAnimation = 2;
AvHWeaponID thePreviousID = this->GetPreviousWeaponID(); AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
switch(thePreviousID) switch(thePreviousID)
{ {
case AVH_WEAPON_BITE2: case AVH_WEAPON_BITE2:
case AVH_WEAPON_PRIMALSCREAM:
theDeployAnimation = 9; theDeployAnimation = 9;
break; break;
case AVH_WEAPON_UMBRA:
theDeployAnimation = -1;
break;
case AVH_WEAPON_SPIKE: case AVH_WEAPON_SPIKE:
theDeployAnimation = 8; theDeployAnimation = 8;
break; break;

View file

@ -224,6 +224,11 @@ bool AvHStomp::GetFiresUnderwater() const
return false; return false;
} }
int AvHStomp::GetIdleAnimation() const
{
return 3;
}
bool AvHStomp::GetIsDroppable() const bool AvHStomp::GetIsDroppable() const
{ {
return false; return false;

View file

@ -163,15 +163,19 @@ float AvHUmbraGun::GetRateOfFire() const
int AvHUmbraGun::GetDeployAnimation() const int AvHUmbraGun::GetDeployAnimation() const
{ {
int theDeployAnimation = -1; int theDeployAnimation = 2;
AvHWeaponID thePreviousID = this->GetPreviousWeaponID(); AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
switch(thePreviousID) switch(thePreviousID)
{ {
case AVH_WEAPON_BITE2: case AVH_WEAPON_BITE2:
case AVH_WEAPON_PRIMALSCREAM:
theDeployAnimation = 9; theDeployAnimation = 9;
break; break;
case AVH_WEAPON_SPORES:
theDeployAnimation = -1;
break;
case AVH_WEAPON_SPIKE: case AVH_WEAPON_SPIKE:
theDeployAnimation = 8; theDeployAnimation = 8;
break; break;

View file

@ -297,6 +297,7 @@ int AvHWebSpinner::GetDeployAnimation() const
switch(thePreviousID) switch(thePreviousID)
{ {
case AVH_WEAPON_WEBSPINNER: case AVH_WEAPON_WEBSPINNER:
case AVH_WEAPON_HEALINGSPRAY:
theDeployAnimation = -1; theDeployAnimation = -1;
break; break;

View file

@ -246,7 +246,8 @@ void AvHWelder::Holster( int skiplocal )
void AvHWelder::WeaponIdle(void) void AvHWelder::WeaponIdle(void)
{ {
#ifdef AVH_SERVER #ifdef AVH_SERVER
if(this->GetIsWelding() && this->mAttackButtonDownLastFrame) //if(this->GetIsWelding() && this->mAttackButtonDownLastFrame)
if (this->GetIsWelding() && this->m_fInAttack)
{ {
PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), gWelderConstEventID, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 1, 0, 0, 0 ); PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), gWelderConstEventID, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 1, 0, 0, 0 );
this->SetIsWelding(false); this->SetIsWelding(false);