SERVER: Better support for hiding crosshair during dual reload

This commit is contained in:
cypress 2023-10-23 16:51:15 -04:00
parent 6fe33b26d9
commit 206120f01e
2 changed files with 8 additions and 2 deletions

View file

@ -93,6 +93,8 @@ void () W2_Frame_Update =
} }
else else
{ {
if (self.callfuncat2 != self.weapon2frame && self.reload_delay <= time)
W_ShowCrosshair(self);
self.weapon2frame = self.weapon2frame_end = self.weapon2frame = GetFrame(self.weapon,BASE_FRAME); self.weapon2frame = self.weapon2frame_end = self.weapon2frame = GetFrame(self.weapon,BASE_FRAME);
self.new_anim2_stop = FALSE; self.new_anim2_stop = FALSE;
self.weapon2_anim_type = 0; self.weapon2_anim_type = 0;
@ -159,7 +161,7 @@ void () W_Frame_Update =
} }
else else
{ {
if (self.callfuncat != self.weaponframe) if (self.callfuncat != self.weaponframe && self.reload_delay2 <= time)
W_ShowCrosshair(self); W_ShowCrosshair(self);
self.weaponframe_end = self.weaponframe = GetFrame(self.weapon,BASE_FRAME); self.weaponframe_end = self.weaponframe = GetFrame(self.weapon,BASE_FRAME);
self.new_anim_stop = FALSE; self.new_anim_stop = FALSE;

View file

@ -411,7 +411,11 @@ void(float side) W_Reload =
W_AimOut(); W_AimOut();
W_SprintStop(); W_SprintStop();
W_HideCrosshair(self);
// If it's a dual wielded weapon, we don't want to hide the crosshair
// unless both weapons are being reloaded.
if (!IsDualWeapon(self.weapon) || (self.reload_delay > time || self.reload_delay2 > time))
W_HideCrosshair(self);
float endframe, startframe, reloadcancelframe, delay; float endframe, startframe, reloadcancelframe, delay;
string modelname = ""; string modelname = "";