SERVER: Bouncing betty update

Changing the frames and sound timing for the new betty model and animation
This commit is contained in:
DerpedCrusader 2024-04-20 16:49:39 -07:00
parent 3dffb7f245
commit 2edc5bcafd
2 changed files with 4 additions and 4 deletions

View file

@ -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;

View file

@ -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;
}