Weapons: Add player model animations for the hammer, shotgun and change the aim animation for the chainsaw to be that of the Egon
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3 changed files with 32 additions and 12 deletions
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@ -144,6 +144,11 @@ w_cannon_primary(void)
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Weapons_ViewAnimation(CANNON_FIREBOTH);
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pl.w_attack_next = 1.5f;
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pl.w_idle_next = 2.5f;
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if (self.flags & FL_CROUCHING)
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Animation_PlayerTop(pl, ANIM_CR_SHOOTSHOTGUN, 0.41f);
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else
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Animation_PlayerTop(pl, ANIM_SHOOTSHOTGUN, 0.5f);
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}
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void
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@ -178,6 +183,11 @@ w_cannon_secondary(void)
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pl.w_attack_next = 1.5f;
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pl.w_idle_next = 2.5f;
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if (self.flags & FL_CROUCHING)
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Animation_PlayerTop(pl, ANIM_CR_SHOOTSHOTGUN, 0.41f);
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else
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Animation_PlayerTop(pl, ANIM_SHOOTSHOTGUN, 0.5f);
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}
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void
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w_cannon_release(void)
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@ -160,7 +160,7 @@ void w_chainsaw_release(void)
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float w_chainsaw_aimanim(void)
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{
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return self.flags & FL_CROUCHING ? ANIM_CR_AIMSQUEAK : ANIM_AIMSQUEAK;
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return self.flags & FL_CROUCHING ? ANIM_CR_AIMEGON : ANIM_AIMEGON;
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}
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void w_chainsaw_hudpic(int s, vector pos, float a)
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@ -145,23 +145,33 @@ void w_hammer_release(void)
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#endif
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Weapons_ViewAnimation(HAMMER_ATTACK1);
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pl.w_attack_next = 1.0f;
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if (self.flags & FL_CROUCHING)
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Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.41f);
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else
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Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
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} else if (pl.ammo_hammer_state == 2) {
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#ifdef SERVER
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if (trace_ent.takedamage) {
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if (trace_ent.iBleeds) {
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FX_Blood(trace_endpos, [1,0,0]);
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if (trace_ent.takedamage) {
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if (trace_ent.iBleeds) {
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FX_Blood(trace_endpos, [1,0,0]);
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}
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hitsound = floor(random(1, 2));
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hdmg = Skill_GetValue("plr_hammeralt", 200);
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Damage_Apply(trace_ent, self, hdmg, WEAPON_HAMMER, DMG_BLUNT);
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} else {
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if (trace_fraction < 1.0) {
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hitsound = 2;
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}
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}
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hitsound = floor(random(1, 2));
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hdmg = Skill_GetValue("plr_hammeralt", 200);
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Damage_Apply(trace_ent, self, hdmg, WEAPON_HAMMER, DMG_BLUNT);
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} else {
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if (trace_fraction < 1.0) {
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hitsound = 2;
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}
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}
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#endif
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Weapons_ViewAnimation(HAMMER_ATTACK2);
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pl.w_attack_next = 0.75f;
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if (self.flags & FL_CROUCHING)
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Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.41f);
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else
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Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
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}
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#ifdef SERVER
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