WEAPON_GLOCK18: Play idle animations when idle.
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1 changed files with 23 additions and 4 deletions
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@ -189,7 +189,7 @@ w_glock18_primary(player pl)
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#endif
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pl.gflags |= GF_SEMI_TOGGLED;
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pl.w_idle_next = pl.w_attack_next;
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pl.w_idle_next = pl.w_attack_next + 1.0f;
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}
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void
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@ -212,7 +212,7 @@ w_glock18_secondary(player pl)
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#endif
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pl.w_attack_next = 0.5f;
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pl.w_idle_next = pl.w_attack_next;
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pl.w_idle_next = pl.w_attack_next + 1.0f;
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}
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void
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@ -242,13 +242,12 @@ w_glock18_reload(player pl)
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#endif
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pl.w_attack_next = 2.1f;
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pl.w_idle_next = pl.w_attack_next;
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pl.w_idle_next = pl.w_attack_next + 1.0f;
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}
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void
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w_glock18_release(player pl)
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{
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w_cstrike_weaponrelease();
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/* auto-reload if need be */
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@ -257,6 +256,26 @@ w_glock18_release(player pl)
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Weapons_Reload(pl);
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return;
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}
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if (pl.w_idle_next)
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return;
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int r = floor(pseudorandom() * 3);
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switch (r) {
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case 0:
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Weapons_ViewAnimation(pl, GLOCK_IDLE1);
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pl.w_idle_next = 2.8125f;
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break;
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case 1:
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Weapons_ViewAnimation(pl, GLOCK_IDLE2);
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pl.w_idle_next = 2.25f;
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break;
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case 2:
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Weapons_ViewAnimation(pl, GLOCK_IDLE3);
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pl.w_idle_next = 2.5f;
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break;
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}
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}
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float
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