From 2edc5bcafde4bc42fef1e075783692def24d7071 Mon Sep 17 00:00:00 2001 From: DerpedCrusader Date: Sat, 20 Apr 2024 16:49:39 -0700 Subject: [PATCH] SERVER: Bouncing betty update Changing the frames and sound timing for the new betty model and animation --- source/server/weapons/bouncing_betty.qc | 6 +++--- source/server/weapons/frames_core.qc | 2 +- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/source/server/weapons/bouncing_betty.qc b/source/server/weapons/bouncing_betty.qc index 92c31cd..f008df1 100644 --- a/source/server/weapons/bouncing_betty.qc +++ b/source/server/weapons/bouncing_betty.qc @@ -139,7 +139,7 @@ void() Betty_CheckForRelease = if(self.grenade_delay < time) self.grenade_delay = time + 0.05; self.isBuying = true; - Set_W_Frame (18, 23, 0.3, 5, GRENADE, Betty_Drop, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT); + Set_W_Frame (13, 19, 0.3, 5, GRENADE, Betty_Drop, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT); sound (self, CHAN_WEAPON, "sounds/weapons/grenade/throw.wav", 1, ATTN_NORM); self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = time + 0.4; self.throw_delay = time + 0.9; @@ -147,7 +147,7 @@ void() Betty_CheckForRelease = // Keep holding it else { self.isBuying = true; - Set_W_Frame (18, 18, 0, 0, GRENADE, Betty_CheckForRelease, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT); + Set_W_Frame (13, 13, 0, 0, GRENADE, Betty_CheckForRelease, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT); } } @@ -169,7 +169,7 @@ void() W_PrimeBetty = W_HideCrosshair(self); // Play the "prime" animation for the betty viewmodel. - Set_W_Frame (0, 18, 1, 0, GRENADE, Betty_CheckForRelease, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT); + Set_W_Frame (0, 13, 1, 0, GRENADE, Betty_CheckForRelease, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT); // Subtract a betty from our inventory, set up delays, prevent use spam. self.secondary_grenades -= 1; diff --git a/source/server/weapons/frames_core.qc b/source/server/weapons/frames_core.qc index 15e3741..27d0de7 100644 --- a/source/server/weapons/frames_core.qc +++ b/source/server/weapons/frames_core.qc @@ -154,7 +154,7 @@ void () W_Frame_Update = PlayWeaponSound(self.weapon, self.weapon_anim_type, FALSE, self.weaponframe); // FIXME: We need a way to play sounds at specific frames for any viewmodel, not just weapons - if (self.weaponmodel == "models/weapons/grenade/v_betty.mdl" && self.weaponframe == 12) + if (self.weaponmodel == "models/weapons/grenade/v_betty.mdl" && self.weaponframe == 9) sound (self, CHAN_WEAPON, "sounds/weapons/grenade/prime.wav", 1, ATTN_NORM); return; }