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m4 kick now smooth
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parent
7536843a10
commit
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2 changed files with 20 additions and 20 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.81 2002/06/18 06:15:30 niceass
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// m4 kick now smooth
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//
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// Revision 1.80 2002/06/18 05:18:55 niceass
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// adjustment to leg damage
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//
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@ -2155,15 +2158,14 @@ static void PM_Weapon(void)
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pm->cmd.buttons |= BUTTON_ATTACK;
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}
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}
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//NiceAss: I added this smoother M4 rise. Should this be used?
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/*
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if ( ( pm->cmd.buttons & 1 || pm->ps->stats[STAT_BURST] ) && pm->ps->ammo[pm->ps->weapon]) {
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if ( pm->ps->weapon == WP_M4)
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{
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pm->ps->delta_angles[0] = ANGLE2SHORT(SHORT2ANGLE(pm->ps->delta_angles[0]) - 0.08);
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}
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}
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*/
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// if ( ( pm->cmd.buttons & BUTTON_ATTACK || pm->ps->stats[STAT_BURST] ) && pm->ps->ammo[pm->ps->weapon] ) {
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if ( pm->ps->weaponstate == WEAPON_FIRING && pm->ps->ammo[pm->ps->weapon] ) {
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if ( pm->ps->weapon == WP_M4) {
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pm->ps->delta_angles[0] = pm->ps->delta_angles[0] - ANGLE2SHORT(0.13);
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}
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}
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// make weapon function
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if (pm->ps->weaponTime > 0) {
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@ -2254,6 +2256,7 @@ static void PM_Weapon(void)
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return;
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}
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// NiceAss: Added for knife animation switch.
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// At the moment, this is only used for changing knife-throw modes.
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if (pm->ps->weaponstate == WEAPON_MODECHANGE) {
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@ -2388,10 +2391,6 @@ static void PM_Weapon(void)
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pm->ps->weaponstate = WEAPON_FIRING;
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// Elder: akimbo check to auto-fire the second bullet
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//if ( pm->ps->weapon == WP_AKIMBO && pm->ps->stats[STAT_BURST] == 0)
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//pm->ps->stats[STAT_BURST] = 1;
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// Elder: increment stat if alt-fire mode --needs to be predicted as well
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if ((pm->ps->weapon == WP_M4 &&
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(pm->ps->persistant[PERS_WEAPONMODES] & RQ3_M4MODE) == RQ3_M4MODE) ||
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@ -2402,19 +2401,20 @@ static void PM_Weapon(void)
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(pm->ps->weapon == WP_KNIFE && (pm->ps->persistant[PERS_WEAPONMODES] & RQ3_KNIFEMODE) == RQ3_KNIFEMODE)) {
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pm->ps->stats[STAT_BURST]++;
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}
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//Elder: M4 kick code
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//ent->client->ps.delta_angles[0] = ANGLE2SHORT(SHORT2ANGLE(ent->client->ps.delta_angles[0]) - 0.7);
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/*
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if (pm->ps->weapon == WP_M4 && ((pm->ps->persistant[PERS_WEAPONMODES] & RQ3_M4MODE) != RQ3_M4MODE)) {
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pm->ps->delta_angles[0] = ANGLE2SHORT(SHORT2ANGLE(pm->ps->delta_angles[0]) - 0.7);
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}
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*/
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// take an ammo away if not infinite
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if (pm->ps->ammo[pm->ps->weapon] != -1) {
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//Blaze: Dont remove ammo for knife
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//Elder: don't remove ammo if slashing knife
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if (!
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(pm->ps->weapon == WP_KNIFE
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&& (pm->ps->persistant[PERS_WEAPONMODES] & RQ3_KNIFEMODE) == RQ3_KNIFEMODE)) {
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//G_Printf("Taking away ammo\n");
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pm->ps->ammo[pm->ps->weapon]--;
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}
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//Elder: special weapon case handling
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@ -2431,10 +2431,6 @@ static void PM_Weapon(void)
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else if (pm->ps->weapon == WP_HANDCANNON) {
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pm->ps->ammo[WP_HANDCANNON]--;
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}
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//Elder: take away an extra bullet if available - handled in g_weapon.c as well
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//else if (pm->ps->weapon == WP_AKIMBO && pm->ps->ammo[ WP_AKIMBO ] > 0) {
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//pm->ps->ammo[ WP_AKIMBO ] --;
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//}
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//Elder: sync bullets a la AQ2 style
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if (pm->ps->weapon == WP_AKIMBO && pm->ps->ammo[WP_AKIMBO] < 12) {
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@ -2443,6 +2439,7 @@ static void PM_Weapon(void)
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pm->ps->ammo[WP_AKIMBO]--;
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}
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}
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// fire weapon
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//Elder: check for silencer
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if (bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag == HI_SILENCER &&
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.79 2002/06/18 06:15:30 niceass
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// m4 kick now smooth
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//
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// Revision 1.78 2002/06/17 00:27:29 jbravo
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// Cleanup
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//
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@ -1397,7 +1400,7 @@ void ClientEndFrame(gentity_t * ent)
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(ent->client->ps.ammo[WP_M4] <= 0 || ent->client->ps.weaponstate != WEAPON_FIRING)) {
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//Restore view after shots if not firing
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ent->client->ps.delta_angles[0] =
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ANGLE2SHORT(SHORT2ANGLE(ent->client->ps.delta_angles[0]) - ent->client->consecutiveShots * -0.7f);
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ANGLE2SHORT(SHORT2ANGLE(ent->client->ps.delta_angles[0]) - ent->client->consecutiveShots * -0.8);//-0.7f);
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ent->client->consecutiveShots = 0;
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}
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// Check to reset our openDoor boolean
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