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