mirror of
https://github.com/ENSL/NS.git
synced 2024-11-10 15:21:54 +00:00
Fixed some client side animation bugs with leap.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@411 67975925-1194-0748-b3d5-c16f83f1a3a1
This commit is contained in:
parent
8ca100270c
commit
a12bd64a40
2 changed files with 18 additions and 5 deletions
|
@ -473,6 +473,10 @@ Handles weapon firing, reloading, etc.
|
|||
void CBasePlayerWeapon::ItemPostFrame( void )
|
||||
{
|
||||
|
||||
// Hack initialization
|
||||
if (this->m_flLastAnimationPlayed >= 3 * BALANCE_VAR(kLeapROF) * gpGlobals->time)
|
||||
this->m_flLastAnimationPlayed = 0.0f;
|
||||
|
||||
if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= 0.0))
|
||||
{
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
@ -528,11 +532,20 @@ void CBasePlayerWeapon::ItemPostFrame( void )
|
|||
// Find out what kind of special movement we are using, and execute the animation for it
|
||||
if (this->PrevAttack2Status == false)
|
||||
{
|
||||
int wID = AVH_ABILITY_LEAP;
|
||||
CBasePlayerWeapon* theWeapon = g_pWpns[wID];
|
||||
float test1 = 0.0f;
|
||||
float test2 = 0.0f;
|
||||
bool test3 = false;
|
||||
switch (gHUD.GetHUDUser3())
|
||||
{
|
||||
case AVH_USER3_ALIEN_PLAYER1:
|
||||
// TODO: Add prediction and cooldown to the leap animation!
|
||||
this->SendWeaponAnim(3);
|
||||
if ((this->m_flLastAnimationPlayed + (float)BALANCE_VAR(kLeapROF) <= gpGlobals->time) &&
|
||||
(theWeapon->IsUseable()))
|
||||
{
|
||||
this->SendWeaponAnim(3);
|
||||
this->m_flLastAnimationPlayed = gpGlobals->time;
|
||||
}
|
||||
break;
|
||||
case AVH_USER3_ALIEN_PLAYER4:
|
||||
switch (gHUD.GetCurrentWeaponID())
|
||||
|
@ -546,9 +559,6 @@ void CBasePlayerWeapon::ItemPostFrame( void )
|
|||
}
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
// (gHUD.GetHUDUser3() == AVH_USER3_ALIEN_PLAYER4)
|
||||
}
|
||||
|
||||
this->PrevAttack2Status = true;
|
||||
|
@ -685,6 +695,8 @@ void CBasePlayer::Spawn( void )
|
|||
{
|
||||
if (m_pActiveItem)
|
||||
m_pActiveItem->Deploy( );
|
||||
|
||||
// this->m_flLastAnimationPlayed = gpGlobals->time;
|
||||
}
|
||||
|
||||
/*
|
||||
|
|
|
@ -384,6 +384,7 @@ public:
|
|||
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
|
||||
float m_flLastAnimationPlayed;
|
||||
};
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue