mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-26 22:21:16 +00:00
Elder:
VM 0-17-00 Client-side
This commit is contained in:
parent
c4638e632a
commit
4371354291
7 changed files with 66 additions and 173 deletions
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@ -48,10 +48,6 @@ static void CG_DropWeapon_f (void) {
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return;
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}
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//Elder: don't allow weapon dropping when in the middle of bursts
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if (cg.snap->ps.stats[STAT_BURST] > 0)
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return;
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if ((cg.snap->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK)
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{
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CG_Printf("You are too busy bandaging!\n");
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@ -85,10 +81,6 @@ static void CG_DropItem_f (void) {
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return;
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}
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//Elder: don't allow item dropping when in the middle of bursts
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//if (cg.snap->ps.stats[STAT_BURST] > 0)
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//return;
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trap_SendClientCommand("dropitem");
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}
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@ -608,8 +608,8 @@ static void CG_DrawStatusBar( void ) {
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}
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// Elder: temporary
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if (cg.snap->ps.stats[STAT_RELOADTIME] > 0)
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UI_DrawProportionalString( 10, 400, va("%i", cg.snap->ps.stats[STAT_RELOADTIME]), style, colors[2]);
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//if (cg.snap->ps.stats[STAT_RELOADTIME] > 0)
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//UI_DrawProportionalString( 10, 400, va("%i", cg.snap->ps.stats[STAT_RELOADTIME]), style, colors[2]);
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//Elder: draw grenades, if any, on the side
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if (cg.snap->ps.ammo[ WP_GRENADE ] > 0)
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@ -418,6 +418,7 @@ static void CG_Item( centity_t *cent ) {
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( item->giType == IT_AMMO) ||
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( item->giType == IT_HOLDABLE) ) {
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ent.renderfx |= RF_MINLIGHT;
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//ent.customShader = cgs.media.itemStrobeShader;
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}
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// increase the size of the weapons when they are presented as items
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@ -2125,7 +2125,7 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
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*/
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case RQ3_SOUND_LCA:
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//Global sound
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trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.media.lcaSound);
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//trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.media.lcaSound);
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break;
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case RQ3_SOUND_KEVLARHIT:
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//TODO: make sparks from hit position
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@ -403,18 +403,16 @@ typedef struct {
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#define MAX_OTHER_SOUNDS 5
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#define MAX_ANIM_SOUNDS 16
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// Singly-linked list
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struct sfxSyncInfo_s {
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int frame;
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sfxHandle_t sound;
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qboolean played;
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//struct sfxSyncInfo_s *next;
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};
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typedef struct sfxSyncInfo_s sfxSyncInfo_t;
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typedef struct sfxWeapTiming_s {
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typedef struct {
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int numFrames;
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sfxSyncInfo_t sfxInfo[MAX_ANIM_SOUNDS];
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} sfxWeapTiming_t;
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@ -463,18 +461,10 @@ typedef struct weaponInfo_s {
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sfxHandle_t readySound;
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sfxHandle_t firingSound;
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sfxWeapTiming_t animationSounds[MAX_ANIM_SOUNDS];
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// Elder: sounds to queue
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/*
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sfxSyncInfo_t activateSound[2]; // last one is an endpoint node
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sfxSyncInfo_t disarmSound[2]; // last one is an endpoint node
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sfxSyncInfo_t reloadSounds[MAX_RELOAD_SOUNDS];
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sfxSyncInfo_t otherSounds[MAX_OTHER_SOUNDS];
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*/
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// Deprecated
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sfxHandle_t reloadSound1; // Elder: for various reload stages such as
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sfxHandle_t reloadSound2; // Clip in, clip out, sliding, sliding bolt,
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sfxHandle_t reloadSound3; // etc. Three should be enough
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sfxWeapTiming_t animationSounds[MAX_ANIM_SOUNDS];
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sfxHandle_t worldReloadSound[3];
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qboolean loopFireSound;
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} weaponInfo_t;
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@ -850,6 +840,9 @@ typedef struct {
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qhandle_t backTileShader;
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qhandle_t noammoShader;
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//Elder: item strobe to increase brightness
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qhandle_t itemStrobeShader;
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//Elder: C3A Laser tutorial
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qhandle_t laserShader;
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@ -967,7 +960,7 @@ typedef struct {
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// sounds
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sfxHandle_t kickSound; //Elder: kick sound
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sfxHandle_t headshotSound; //Elder: splat
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sfxHandle_t lcaSound; //Elder: lights, camera, action!
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//sfxHandle_t lcaSound; //Elder: lights, camera, action!
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sfxHandle_t lensSound; //Elder: sniper lens zoom
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sfxHandle_t silencerSound;
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sfxHandle_t kevlarHitSound;
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@ -665,7 +665,7 @@ static void CG_RegisterSounds( void ) {
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cgs.media.kickSound = trap_S_RegisterSound( "sound/misc/kick.wav", qfalse);
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cgs.media.lensSound = trap_S_RegisterSound( "sound/misc/lens.wav", qfalse);
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cgs.media.headshotSound = trap_S_RegisterSound( "sound/misc/headshot.wav", qfalse);
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cgs.media.lcaSound = trap_S_RegisterSound( "sound/misc/lca.wav", qfalse);
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//cgs.media.lcaSound = trap_S_RegisterSound( "sound/misc/lca.wav", qfalse);
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cgs.media.silencerSound = trap_S_RegisterSound( "sound/misc/silencershot.wav", qfalse);
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cgs.media.kevlarHitSound = trap_S_RegisterSound( "sound/misc/vest.wav", qfalse);
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cgs.media.weapToggleSound = trap_S_RegisterSound( "sound/misc/click.wav", qfalse);
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@ -962,6 +962,7 @@ static void CG_RegisterGraphics( void ) {
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// Elder: RQ3 misc. shaders
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cgs.media.irPlayerShader = trap_R_RegisterShader("powerups/irdetail");
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cgs.media.itemStrobeShader = trap_R_RegisterShader("rq3-itemstrobe");
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#ifdef MISSIONPACK
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if ( cgs.gametype == GT_CTF || cgs.gametype == GT_1FCTF || cgs.gametype == GT_HARVESTER || cg_buildScript.integer ) {
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@ -20,12 +20,8 @@ static qboolean CG_ParseWeaponSoundFile( const char *filename, weaponInfo_t *wea
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int skip; // Elder: What's this for?
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char text[20000];
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fileHandle_t f;
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//animation_t *animations;
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//sfxSyncInfo_t *reloadSounds;
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sfxWeapTiming_t *weapTiming;
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//animations = weapon->animations;
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//reloadSounds = weapon->reloadSounds;
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weapTiming = weapon->animationSounds;
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// load the file
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@ -54,7 +50,7 @@ static qboolean CG_ParseWeaponSoundFile( const char *filename, weaponInfo_t *wea
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// Add it to the array
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if ( atoi( token ) )
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{
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Com_Printf("(%i): %s\n", i, token);
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//Com_Printf("(%i): %s\n", i, token);
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weapTiming->sfxInfo[i].frame = atoi(token);
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}
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else
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@ -66,106 +62,18 @@ static qboolean CG_ParseWeaponSoundFile( const char *filename, weaponInfo_t *wea
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if ( !token ) break;
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//return qfalse;
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Com_Printf("(%i): %s\n", i, token);
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//Com_Printf("(%i): %s\n", i, token);
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weapTiming->sfxInfo[i].sound = trap_S_RegisterSound( token, qfalse );
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}
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// Store total number
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weapTiming->numFrames = i;
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Com_Printf("Total Frames: %i\n", weapTiming->numFrames);
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//Com_Printf("Total Frames: %i\n", weapTiming->numFrames);
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return qtrue;
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// Old crap code
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/*
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// read information for each phase of a reload
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for ( i = 0 ; i < MAX_RELOAD_SOUNDS ; i++ )
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{
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token = COM_Parse( &text_p );
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if ( !token ) break;
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// handle "0"/blank listings
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if ( !atoi( token ) )
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{
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// set these to the end frames
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reloadSounds[i].frame = animations[WP_ANIM_RELOAD].firstFrame + animations[WP_ANIM_RELOAD].numFrames;
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continue;
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}
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else
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reloadSounds[i].frame = atoi( token );
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token = COM_Parse( &text_p );
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if ( !token ) break;
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reloadSounds[i].sound = trap_S_RegisterSound(token, qfalse);
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}
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if ( i != MAX_RELOAD_SOUNDS ) {
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CG_Printf( "Error parsing weapon sound file in reload stage: %s", filename );
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return qfalse;
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}
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// link our reload sound nodes
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for ( i = 0; i < MAX_RELOAD_SOUNDS ; i++ )
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{
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// end frames
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if (reloadSounds[i].frame == animations[WP_ANIM_RELOAD].firstFrame + animations[WP_ANIM_RELOAD].numFrames)
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reloadSounds[i].next = &reloadSounds[0];
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// normal case
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else if (i + 1 < MAX_RELOAD_SOUNDS && reloadSounds[i+1].frame != 0)
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reloadSounds[i].next = &reloadSounds[i+1];
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// shouldn't be here
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else
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reloadSounds[i].next = &reloadSounds[0];
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}
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// disarm sound
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token = COM_Parse( &text_p );
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if ( !token ) {
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CG_Printf( "Error parsing weapon sound file in disarm stage: %s", filename );
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return qfalse;
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}
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if ( !atoi( token ) )
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CG_Printf( "No disarm sound for %s\n", weapon->item->pickup_name);
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else
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{
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weapon->disarmSound[0].frame = atoi( token );
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token = COM_Parse( &text_p );
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if ( !token ) {
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CG_Printf( "Error parsing weapon sound file in disarm stage: %s", filename );
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return qfalse;
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}
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weapon->disarmSound[0].sound = trap_S_RegisterSound( token, qfalse );
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weapon->disarmSound[0].next = &weapon->disarmSound[1];
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weapon->disarmSound[1].frame = animations[WP_ANIM_DISARM].firstFrame + animations[WP_ANIM_DISARM].numFrames;
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weapon->disarmSound[1].next = &weapon->disarmSound[0];
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}
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// activate sound
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token = COM_Parse( &text_p );
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if ( !token ) {
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CG_Printf( "Error parsing weapon sound file in activate stage: %s", filename );
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return qfalse;
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}
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if ( !atoi( token ) )
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CG_Printf( "No activate sound for %s\n", weapon->item->pickup_name);
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else
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{
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weapon->activateSound[0].frame = atoi( token );
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token = COM_Parse( &text_p );
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if ( !token ) {
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CG_Printf( "Error parsing weapon sound file in activate stage: %s", filename );
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return qfalse;
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}
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weapon->activateSound[0].sound = trap_S_RegisterSound( token, qfalse );
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weapon->activateSound[0].next = &weapon->activateSound[1];
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weapon->activateSound[1].frame = animations[WP_ANIM_ACTIVATE].firstFrame + animations[WP_ANIM_ACTIVATE].numFrames;
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weapon->activateSound[1].next = &weapon->activateSound[0];
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}
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return qtrue;
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*/
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}
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/* [QUARANTINE] - Weapon Animations - CG_ParseWeaponAnimFile
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==========================
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CG_ParseWeaponAnimFile
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@ -312,12 +220,11 @@ static void CG_ShotgunEjectBrass( centity_t *cent ) {
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vec3_t velocity, xvelocity;
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vec3_t offset, xoffset;
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vec3_t v[3];
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int i,isHC;
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if (cent->currentState.weapon == WP_HANDCANNON) isHC=1;
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int i, isHC;
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if (cent->currentState.weapon == WP_HANDCANNON)
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isHC=1;
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else
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{
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isHC=0;
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}
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if ( cg_brassTime.integer <= 0 ) {
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return;
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@ -917,12 +824,14 @@ void CG_RegisterWeapon( int weaponNum ) {
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}
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weaponInfo->loopFireSound = qfalse;
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switch ( weaponNum ) {
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//Blaze: Reaction Pistol
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//Blaze: Reaction Pistol
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case WP_PISTOL:
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MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 );
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weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/mk23/mk23fire.wav", qfalse );
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weaponInfo->worldReloadSound[0] = trap_S_RegisterSound( "sound/weapons/mk23/mk23reload.wav", qfalse );
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weaponInfo->ejectBrassFunc = CG_MachineGunEjectBrass;
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cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" );
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@ -970,6 +879,7 @@ void CG_RegisterWeapon( int weaponNum ) {
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//Elder: added
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MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 );
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weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/m4/m4fire.wav", qfalse );
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weaponInfo->worldReloadSound[0] = trap_S_RegisterSound( "sound/weapons/m4/m4reload.wav", qfalse );
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weaponInfo->ejectBrassFunc = CG_MachineGunEjectBrass;
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cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" );
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@ -994,6 +904,9 @@ void CG_RegisterWeapon( int weaponNum ) {
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//Elder: added
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MAKERGB( weaponInfo->flashDlightColor, 1, 0.5f, 0 );
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weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/ssg3000/ssgfire.wav", qfalse );
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weaponInfo->worldReloadSound[0] = trap_S_RegisterSound( "sound/weapons/ssg3000/ssgbolt.wav", qfalse );
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weaponInfo->worldReloadSound[1] = trap_S_RegisterSound( "sound/weapons/ssg3000/ssgin.wav", qfalse );
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weaponInfo->worldReloadSound[2] = trap_S_RegisterSound( "sound/weapons/ssg3000/ssgbolt.wav", qfalse );
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weaponInfo->ejectBrassFunc = CG_MachineGunEjectBrass;
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cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" );
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Com_sprintf( filename, sizeof(filename), "models/weapons2/ssg3000/animation.cfg" );
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@ -1016,6 +929,7 @@ void CG_RegisterWeapon( int weaponNum ) {
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//Elder: added
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MAKERGB( weaponInfo->flashDlightColor, 1, 0.75f, 0 );
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weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/mp5/mp5fire.wav", qfalse );
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weaponInfo->worldReloadSound[0] = trap_S_RegisterSound( "sound/weapons/mp5/mp5reload.wav", qfalse );
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weaponInfo->ejectBrassFunc = CG_MachineGunEjectBrass;
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cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" );
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@ -1040,7 +954,8 @@ void CG_RegisterWeapon( int weaponNum ) {
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MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 );
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//Elder: changed to hcfire from cannon_fire
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weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/handcannon/hcfire.wav", qfalse );
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weaponInfo->ejectBrassFunc = CG_ShotgunEjectBrass;
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weaponInfo->worldReloadSound[0] = trap_S_RegisterSound( "sound/weapons/handcannon/hcreload.wav", qfalse );
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//weaponInfo->ejectBrassFunc = CG_ShotgunEjectBrass;
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cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" );
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Com_sprintf( filename, sizeof(filename), "models/weapons2/handcannon/animation.cfg" );
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@ -1063,6 +978,7 @@ void CG_RegisterWeapon( int weaponNum ) {
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case WP_M3:
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MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 );
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weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/m3/m3fire.wav", qfalse );
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weaponInfo->worldReloadSound[1] = trap_S_RegisterSound( "sound/weapons/m3/m3in.wav", qfalse );
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weaponInfo->ejectBrassFunc = CG_ShotgunEjectBrass;
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Com_sprintf( filename, sizeof(filename), "models/weapons2/m3/animation.cfg" );
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@ -1087,6 +1003,7 @@ void CG_RegisterWeapon( int weaponNum ) {
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MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0.5f );
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// Elder: no more pseudo-dual sound needed :)
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weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/mk23/mk23fire.wav", qfalse );
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weaponInfo->worldReloadSound[0] = trap_S_RegisterSound( "sound/weapons/akimbo/akimboreload.wav", qfalse );
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weaponInfo->ejectBrassFunc = CG_MachineGunEjectBrass;
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cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" );
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Com_sprintf( filename, sizeof(filename), "models/weapons2/akimbo/animation.cfg" );
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@ -1110,7 +1027,7 @@ void CG_RegisterWeapon( int weaponNum ) {
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case WP_GRENADE:
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//Use the projectile model
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weaponInfo->missileModel = trap_R_RegisterModel( "models/weapons2/grenade/gren_projectile.md3" );
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//Elder: removed for the last time! :)
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//Elder: removed smoke for the last time! :)
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//weaponInfo->missileTrailFunc = CG_GrenadeTrail;
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weaponInfo->wiTrailTime = 700;
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weaponInfo->trailRadius = 32;
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@ -1584,7 +1501,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
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if (cg.curSyncSound.played == qfalse)
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{
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cg.curSyncSound.played = qtrue;
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CG_Printf("Playing a timed sound (%i %i %1.1f)\n", gun.frame, gun.oldframe, gun.backlerp);
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//CG_Printf("Playing a timed sound (%i %i %1.1f)\n", gun.frame, gun.oldframe, gun.backlerp);
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trap_S_StartLocalSound ( cg.curSyncSound.sound, CHAN_WEAPON );
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}
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}
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@ -3126,6 +3043,8 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin,
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shader = cgs.media.bulletExplosionShader;
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if (soundType == IMPACTSOUND_GLASS)
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mark = cgs.media.glassMarkShader;
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else if (soundType == IMPACTSOUND_METAL)
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mark = cgs.media.metalMarkShader;
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else
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mark = cgs.media.bulletMarkShader;
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||||
sfx = 0;
|
||||
|
@ -3884,52 +3803,39 @@ void CG_ReloadWeapon (centity_t *cent, int reloadStage)
|
|||
weaponInfo_t *weap;
|
||||
|
||||
ent = ¢->currentState;
|
||||
if ( ent->weapon == WP_NONE ) {
|
||||
if ( ent->weapon == WP_NONE )
|
||||
return;
|
||||
}
|
||||
if ( ent->weapon >= WP_NUM_WEAPONS ) {
|
||||
|
||||
if ( ent->weapon >= WP_NUM_WEAPONS )
|
||||
{
|
||||
CG_Error( "CG_ReloadWeapon: ent->weapon >= WP_NUM_WEAPONS" );
|
||||
return;
|
||||
}
|
||||
|
||||
weap = &cg_weapons[ ent->weapon ];
|
||||
/*
|
||||
switch (reloadStage)
|
||||
weap = &cg_weapons[ent->weapon];
|
||||
switch ( reloadStage )
|
||||
{
|
||||
case 0:
|
||||
if (weap->reloadSound1)
|
||||
{
|
||||
if (ent->clientNum == cg.snap->ps.clientNum)
|
||||
trap_S_StartLocalSound(weap->reloadSound1, CHAN_AUTO);
|
||||
else
|
||||
trap_S_StartSound(cent->lerpOrigin, ent->number,
|
||||
CHAN_AUTO, weap->reloadSound1);
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
if (weap->reloadSound2)
|
||||
{
|
||||
if (ent->clientNum == cg.snap->ps.clientNum)
|
||||
trap_S_StartLocalSound(weap->reloadSound2, CHAN_AUTO);
|
||||
else
|
||||
trap_S_StartSound(cent->lerpOrigin, ent->number,
|
||||
CHAN_AUTO, weap->reloadSound2);
|
||||
}
|
||||
//TODO: drop handcannon shells here
|
||||
break;
|
||||
case 2:
|
||||
if (weap->reloadSound3)
|
||||
{
|
||||
if (ent->clientNum == cg.snap->ps.clientNum)
|
||||
trap_S_StartLocalSound(weap->reloadSound3, CHAN_AUTO);
|
||||
else
|
||||
trap_S_StartSound(cent->lerpOrigin, ent->number,
|
||||
CHAN_AUTO, weap->reloadSound3);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
CG_Error("CG_ReloadWeapon: Reload stage > 2\n");
|
||||
break;
|
||||
case 0:
|
||||
if (weap->worldReloadSound[0] && ent->clientNum != cg.snap->ps.clientNum)
|
||||
trap_S_StartSound(cent->lerpOrigin, ent->number, CHAN_AUTO, weap->worldReloadSound[0]);
|
||||
|
||||
break;
|
||||
case 1:
|
||||
if (weap->worldReloadSound[1] && ent->clientNum != cg.snap->ps.clientNum)
|
||||
trap_S_StartSound(cent->lerpOrigin, ent->number, CHAN_AUTO, weap->worldReloadSound[1]);
|
||||
|
||||
if ( ent->weapon == WP_HANDCANNON )
|
||||
CG_ShotgunEjectBrass( cent );
|
||||
|
||||
break;
|
||||
case 2:
|
||||
if (weap->worldReloadSound[2] && ent->clientNum != cg.snap->ps.clientNum)
|
||||
trap_S_StartSound(cent->lerpOrigin, ent->number, CHAN_AUTO, weap->worldReloadSound[2]);
|
||||
|
||||
break;
|
||||
default:
|
||||
CG_Error("CG_ReloadWeapon: Reload stage > 2\n");
|
||||
break;
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue