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Waits for pin-pull animation before throwing - NiceAss
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d090ed8331
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0850476274
1 changed files with 6 additions and 3 deletions
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@ -1199,7 +1199,7 @@ static int PM_FootstepForSurface( void ) {
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if ( pml.groundTrace.surfaceFlags & SURF_GRASS ) {
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return EV_FOOTSTEP_GRASS;
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}
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//if ( pml.groundTrace.surfaceFlags & SURF_GRAVEL ) {
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//return EV_FOOTSTEP_GRAVEL;
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//}
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@ -2689,7 +2689,10 @@ static void PM_Weapon( void ) {
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{
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if ( pm->ps->weapon == WP_GRENADE )
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{
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pm->ps->weaponTime = 0;
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// NiceAss: Add a delay so the pin-pull animation can complete.
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if (pm->ps->weaponstate != WEAPON_COCKED) {
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pm->ps->weaponTime = 800;
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}
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// put it in the "cocked" position and play the pin-pull animation
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pm->ps->weaponstate = WEAPON_COCKED;
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PM_ContinueWeaponAnim(WP_ANIM_EXTRA1);
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@ -2707,7 +2710,7 @@ static void PM_Weapon( void ) {
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}
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}
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// check for fire release
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// check for fireA release
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// if they aren't pressing attack
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if (!(pm->cmd.buttons & 1)) {
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// if we had them cocked and then they aren't pressing it then
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