Raygun culling and animation adjustments

fixed some faces that were manually culled out before that should have been visible, as well as animation adjustments that save a small amount of RAM
This commit is contained in:
DerpedCrusader 2023-11-03 13:08:40 -07:00
parent 9866a529b0
commit 863175a720

View file

@ -2440,35 +2440,35 @@ float(float wep, float frametype, optional float z) GetFrame =
switch (frametype)
{
case FIRE_START:
return 3;
return 2;
case FIRE_END:
return 7;
return 5;
case RELOAD_START:
return 9;
return 7;
case RELOAD_END:
return 54;
return 49;
case SPRINT_IN_START:
return 60;
case SPRINT_IN_END:
return 64;
case SPRINT_START:
return 64;
case SPRINT_END:
return 69;
case SPRINT_OUT_START:
return 70;
case SPRINT_OUT_END:
return 73;
case TAKE_OUT_START:
return 57;
case TAKE_OUT_END:
return 59;
case PUT_OUT_START:
return 54;
case PUT_OUT_END:
return 56;
case SPRINT_IN_END:
return 59;
case SPRINT_START:
return 59;
case SPRINT_END:
return 66;
case SPRINT_OUT_START:
return 66;
case SPRINT_OUT_END:
return 69;
case TAKE_OUT_START:
return 53;
case TAKE_OUT_END:
return 55;
case PUT_OUT_START:
return 50;
case PUT_OUT_END:
return 53;
case RELOAD_CANCEL:
return 36;
return 49;
}
break;
case W_STG:
@ -3424,13 +3424,13 @@ void (float wep, float anim_style, float dualwep, float curweaponframe) PlayWeap
break;
case W_RAY:
case W_PORTER:
if (curweaponframe == 14) {
if (curweaponframe == 10) {
sound (self ,5, "sounds/weapons/raygun/open.wav", 1, ATTN_NORM);
} else if (curweaponframe == 23) {
} else if (curweaponframe == 19) {
sound (self ,5, "sounds/weapons/raygun/out.wav", 1, ATTN_NORM);
} else if (curweaponframe == 36) {
} else if (curweaponframe == 33) {
sound (self ,5, "sounds/weapons/raygun/in.wav", 1, ATTN_NORM);
} else if (curweaponframe == 45) {
} else if (curweaponframe == 41) {
sound (self ,5, "sounds/weapons/raygun/close.wav", 1, ATTN_NORM);
}
break;