DEFINES: Set up defines for first take weapon frames

This commit is contained in:
Steam Deck User 2023-03-22 10:19:14 -04:00
parent 02a2db5609
commit 55061f3f8b
2 changed files with 12 additions and 6 deletions

View file

@ -158,12 +158,14 @@ const float EVENT_WEAPONRECOIL = 40;
#define SPRINT_OUT_END 15 // End of sprint stop
#define TAKE_OUT_START 16 // Start of taking out weapon
#define TAKE_OUT_END 17 // End of taking out weapon
#define PUT_OUT_START 18 // Start of putting away weapon
#define PUT_OUT_END 19 // End of putting away weapon
#define RELOAD_CANCEL 20 // Frame where mag variable is filled
#define AIM_IN 30 // Frame to snap to when in ADS (optional)
#define AIM_FIRE_START 31 // Start of firing while ADS (optional)
#define AIM_FIRE_END 32 // End of firing while ADS (optional)
#define FIRST_TAKE_START 18 // The "first raise" (first time weapon is taken)
#define FIRST_TAKE_END 19 // End of "first raise"
#define PUT_OUT_START 20 // Start of putting away weapon
#define PUT_OUT_END 21 // End of putting away weapon
#define RELOAD_CANCEL 22 // Frame where mag variable is filled
#define AIM_IN 23 // Frame to snap to when in ADS (optional)
#define AIM_FIRE_START 24 // Start of firing while ADS (optional)
#define AIM_FIRE_END 25 // End of firing while ADS (optional)
//Animation types
#define RELOAD 1

View file

@ -2065,6 +2065,10 @@ float(float wep, float frametype, optional float z) GetFrame =
return 8;
case SPRINT_OUT_END:
return 0;
case FIRST_TAKE_START:
return 6;
case FIRST_TAKE_END:
return 17;
case TAKE_OUT_START:
return 2;
case TAKE_OUT_END: