MP40 Update

New model, animations, textures
This commit is contained in:
DerpedCrusader 2022-12-29 16:20:35 -07:00
parent c25ad01a79
commit 857920ac05

View file

@ -1352,7 +1352,7 @@ vector GetWeaponADSPos(float wep) {
return [-0.6, 2.7, 1.94];
case W_MP40:
case W_AFTERBURNER:
return [-3.79, 6.1, 4.04];
return [-3.79, 5.74, 3.25];
case W_MG:
case W_BARRACUDA:
return [-3.9, 3.5, 1.84];
@ -1435,7 +1435,7 @@ vector GetWeaponADSOfs_PSP(float wep) =
return [-7500, 3000, 0];
case W_MP40:
case W_AFTERBURNER:
return [-12320, 7600, 0];
return [-11400, 6700, 0];
case W_TYPE:
case W_SAMURAI:
return [-400, -200, 0];
@ -1966,29 +1966,29 @@ float(float wep, float frametype, optional float z) GetFrame =
case FIRE_START:
return 1;
case FIRE_END:
return 2;
return 4;
case RELOAD_START:
return 3;
case RELOAD_END:
return 21;
case SPRINT_IN_START:
return 37;
case SPRINT_IN_END:
return 38;
case SPRINT_OUT_START:
return 39;
case SPRINT_OUT_END:
return 40;
case TAKE_OUT_START:
return 32;
case TAKE_OUT_END:
return 35;
case PUT_OUT_START:
return 30;
case RELOAD_END:
return 60;
case SPRINT_IN_START:
return 72;
case SPRINT_IN_END:
return 76;
case SPRINT_OUT_START:
return 77;
case SPRINT_OUT_END:
return 83;
case TAKE_OUT_START:
return 65;
case TAKE_OUT_END:
return 71;
case PUT_OUT_START:
return 61;
case PUT_OUT_END:
return 32;
return 65;
case RELOAD_CANCEL:
return 16;
return 45;
}
break;
case W_MG:
@ -2964,10 +2964,12 @@ void (float wep, float anim_style, float dualwep, float curweaponframe) PlayWeap
break;
case W_MP40:
case W_AFTERBURNER:
if (curweaponframe == 10) {
if (curweaponframe == 33) {
sound (self ,5, "sounds/weapons/mp40/magout.wav", 1, ATTN_NORM);
} else if (curweaponframe == 17) {
} else if (curweaponframe == 43) {
sound (self ,5, "sounds/weapons/mp40/magin.wav", 1, ATTN_NORM);
} else if (curweaponframe == 52) {
sound (self ,5, "sounds/weapons/mp40/boltback.wav", 1, ATTN_NORM);
}
break;
case W_PANZER:
@ -3195,6 +3197,7 @@ void(float weptype) precache_extra =
precache_sound ("sounds/weapons/mp40/shoot.wav");
precache_sound ("sounds/weapons/mp40/magout.wav");
precache_sound ("sounds/weapons/mp40/magin.wav");
precache_sound ("sounds/weapons/mp40/boltback.wav");
break;
case W_MG:
case W_BARRACUDA:
@ -3929,7 +3932,7 @@ vector (float wep) GetWeaponFlash_Offset =
return [11100, -9000, 86300];
case W_MP40:
case W_AFTERBURNER:
return [11300, -11300, 80000];
return [11300, -11300, 85000];
case W_STG:
case W_SPATZ:
return [14300, -16230, 100000];