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SERVER: Bouncing betty update
Changing the frames and sound timing for the new betty model and animation
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3dffb7f245
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2 changed files with 4 additions and 4 deletions
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@ -139,7 +139,7 @@ void() Betty_CheckForRelease =
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if(self.grenade_delay < time)
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self.grenade_delay = time + 0.05;
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self.isBuying = true;
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Set_W_Frame (18, 23, 0.3, 5, GRENADE, Betty_Drop, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT);
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Set_W_Frame (13, 19, 0.3, 5, GRENADE, Betty_Drop, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT);
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sound (self, CHAN_WEAPON, "sounds/weapons/grenade/throw.wav", 1, ATTN_NORM);
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self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = time + 0.4;
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self.throw_delay = time + 0.9;
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@ -147,7 +147,7 @@ void() Betty_CheckForRelease =
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// Keep holding it
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else {
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self.isBuying = true;
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Set_W_Frame (18, 18, 0, 0, GRENADE, Betty_CheckForRelease, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT);
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Set_W_Frame (13, 13, 0, 0, GRENADE, Betty_CheckForRelease, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT);
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}
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}
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@ -169,7 +169,7 @@ void() W_PrimeBetty =
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W_HideCrosshair(self);
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// Play the "prime" animation for the betty viewmodel.
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Set_W_Frame (0, 18, 1, 0, GRENADE, Betty_CheckForRelease, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT);
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Set_W_Frame (0, 13, 1, 0, GRENADE, Betty_CheckForRelease, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT);
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// Subtract a betty from our inventory, set up delays, prevent use spam.
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self.secondary_grenades -= 1;
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@ -154,7 +154,7 @@ void () W_Frame_Update =
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PlayWeaponSound(self.weapon, self.weapon_anim_type, FALSE, self.weaponframe);
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// FIXME: We need a way to play sounds at specific frames for any viewmodel, not just weapons
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if (self.weaponmodel == "models/weapons/grenade/v_betty.mdl" && self.weaponframe == 12)
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if (self.weaponmodel == "models/weapons/grenade/v_betty.mdl" && self.weaponframe == 9)
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sound (self, CHAN_WEAPON, "sounds/weapons/grenade/prime.wav", 1, ATTN_NORM);
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return;
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}
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