STG-44-Update

new model weapon animations the whole 9 yards
This commit is contained in:
DerpedCrusader 2023-01-11 11:34:17 -07:00
parent 7b7c86f31d
commit 4e90db4b62

View file

@ -1283,7 +1283,7 @@ float(float wep, float delaytype) getWeaponDelay =
return 0.283;
case W_STG:
if (delaytype == RELOAD)
return 2.15;
return 2.5;
else if (delaytype == FIRE)
return 0.110;
case W_SPATZ:
@ -1421,7 +1421,7 @@ vector GetWeaponADSPos(float wep) {
return [-9.79, 6.6, 2.44];
case W_STG:
case W_SPATZ:
return [-9.79, 7.3, 4.94];
return [-9.79, 4.9, 1.54];
case W_TRENCH:
case W_GUT:
return [0, 2.85, 1.4];
@ -1501,7 +1501,7 @@ vector GetWeaponADSOfs_PSP(float wep) =
return [-400, -200, 0];
case W_STG:
case W_SPATZ:
return [-14534, 8920, 0];
return [-9834, 2920, 0];
case W_M1:
case W_M1000:
return [-7700, 2200, 0];
@ -2256,29 +2256,29 @@ float(float wep, float frametype, optional float z) GetFrame =
case FIRE_START:
return 1;
case FIRE_END:
return 2;
case RELOAD_START:
return 3;
case RELOAD_START:
return 6;
case RELOAD_END:
return 24;
return 49;
case SPRINT_IN_START:
return 40;
return 63;
case SPRINT_IN_END:
return 42;
return 67;
case SPRINT_OUT_START:
return 43;
return 68;
case SPRINT_OUT_END:
return 45;
return 73;
case TAKE_OUT_START:
return 42;
return 54;
case TAKE_OUT_END:
return 46;
return 61;
case PUT_OUT_START:
return 39;
return 50;
case PUT_OUT_END:
return 42;
return 53;
case RELOAD_CANCEL:
return 16;
return 30;
}
break;
case W_TRENCH:
@ -3153,10 +3153,14 @@ void (float wep, float anim_style, float dualwep, float curweaponframe) PlayWeap
break;
case W_STG:
case W_SPATZ:
if (curweaponframe == 11) {
if (curweaponframe == 15) {
sound (self ,5, "sounds/weapons/stg/magout.wav", 1, ATTN_NORM);
} else if (curweaponframe == 21) {
} else if (curweaponframe == 28) {
sound (self ,5, "sounds/weapons/stg/magin.wav", 1, ATTN_NORM);
} else if (curweaponframe == 37) {
sound (self ,5, "sounds/weapons/stg/boltback.wav", 1, ATTN_NORM);
} else if (curweaponframe == 41) {
sound (self ,5, "sounds/weapons/stg/boltrelease.wav", 1, ATTN_NORM);
}
break;
case W_TRENCH:
@ -3374,6 +3378,8 @@ void(float weptype) precache_extra =
precache_sound ("sounds/weapons/stg/magout.wav");
precache_sound ("sounds/weapons/stg/magin.wav");
precache_sound ("sounds/weapons/stg/shoot.wav");
precache_sound ("sounds/weapons/stg/boltback.wav");
precache_sound ("sounds/weapons/stg/boltrelease.wav");
break;
case W_TRENCH:
case W_GUT:
@ -4079,7 +4085,7 @@ vector (float wep) GetWeaponFlash_Offset =
return [19300, -15300, 85000];
case W_STG:
case W_SPATZ:
return [14300, -16230, 100000];
return [10300, -10230, 100000];
case W_M1:
case W_M1000:
return [3506, -1500, 33000];