WEAPON_MP5: Randomize between the three firing animations the _right_ way
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82557ee0b0
commit
78eb9a04b2
2 changed files with 9 additions and 5 deletions
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@ -30,7 +30,7 @@ player::Physics_Jump(void)
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} else {
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} else {
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/* Half-Life: Longjump module */
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/* Half-Life: Longjump module */
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if (flags & FL_CROUCHING && g_items & 0x00008000i) {
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if (flags & FL_CROUCHING && g_items & 0x00008000i) {
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makevectors(v_angle);
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makevectors([0, v_angle[1], 0]);
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velocity = v_forward * 512;
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velocity = v_forward * 512;
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velocity[2] += 100;
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velocity[2] += 100;
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}
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}
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@ -171,13 +171,17 @@ w_mp5_primary(player pl)
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pl.mp5_mag--;
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pl.mp5_mag--;
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/* Actual firing */
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/* Actual firing */
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int r = (float)input_sequence % 3;
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int r = floor(pseudorandom() * 3.0f);
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if (r == 0) {
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switch (r) {
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case 1:
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Weapons_ViewAnimation(pl, MP5_FIRE1);
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Weapons_ViewAnimation(pl, MP5_FIRE1);
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} else if (r = 2) {
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break;
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case 2:
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Weapons_ViewAnimation(pl, MP5_FIRE2);
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Weapons_ViewAnimation(pl, MP5_FIRE2);
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} else {
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break;
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default:
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Weapons_ViewAnimation(pl, MP5_FIRE3);
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Weapons_ViewAnimation(pl, MP5_FIRE3);
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break;
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}
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}
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
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