WEAPON_EGON: Fix jerky animation on idle.
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1 changed files with 6 additions and 5 deletions
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@ -241,20 +241,21 @@ void w_egon_release(void)
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p.alpha = 0.0f;
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#endif
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if (pl.mode_tempstate != 0) {
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if (pl.mode_tempstate != 0 && pl.mode_tempstate < 3) {
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#ifdef SERVER
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sound(pl, CHAN_WEAPON, "weapons/egon_off1.wav", 1, ATTN_NORM, 100, 0);
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#endif
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pl.mode_tempstate = 0;
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pl.mode_tempstate = 3;
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Weapons_ViewPunchAngle([-2,0,0]);
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}
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pl.gflags &= ~GF_EGONBEAM;
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#ifndef SERVER
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if (Weapons_GetAnimation() == EGON_ALTFIRECYCLE) {
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if (pl.mode_tempstate == 3) {
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Weapons_ViewAnimation(EGON_ALTFIREOFF);
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pl.w_idle_next = 1.0f;
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pl.w_attack_next = 1.1f;
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pl.mode_tempstate = 0;
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} else {
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if (pl.w_idle_next > 0.0f) {
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return;
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@ -267,8 +268,8 @@ void w_egon_release(void)
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Weapons_ViewAnimation(EGON_IDLE1);
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pl.w_idle_next = 2.0f;
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}
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pl.mode_tempstate = 0;
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}
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#endif
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}
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void w_egon_crosshair(void)
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{
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