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- Fixed a bug with knife activate animation
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parent
2fec95c414
commit
43fece54e0
1 changed files with 5 additions and 2 deletions
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@ -1319,15 +1319,18 @@ may include ANIM_TOGGLEBIT
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static void CG_SetWeaponLerpFrame(clientInfo_t * ci, lerpFrame_t * lf, int newAnimation)
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static void CG_SetWeaponLerpFrame(clientInfo_t * ci, lerpFrame_t * lf, int newAnimation)
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{
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{
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animation_t *anim;
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animation_t *anim;
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qboolean isActivate;
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lf->animationNumber = newAnimation;
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lf->animationNumber = newAnimation;
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newAnimation &= ~ANIM_TOGGLEBIT;
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newAnimation &= ~ANIM_TOGGLEBIT;
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isActivate = (newAnimation == WP_ANIM_ACTIVATE || newAnimation == WP_ANIM_THROWACTIVATE);
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if (newAnimation < 0 || newAnimation >= MAX_WEAPON_ANIMATIONS) {
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if (newAnimation < 0 || newAnimation >= MAX_WEAPON_ANIMATIONS) {
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CG_Error("Bad weapon animation number: %i", newAnimation);
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CG_Error("Bad weapon animation number: %i", newAnimation);
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}
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}
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// Elder: selecting the right weapon animation
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// Elder: selecting the right weapon animation
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if (newAnimation == WP_ANIM_ACTIVATE || newAnimation == WP_ANIM_THROWACTIVATE)
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if (isActivate)
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anim = &cg_weapons[cg.weaponSelect].animations[newAnimation];
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anim = &cg_weapons[cg.weaponSelect].animations[newAnimation];
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else
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else
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anim = &cg_weapons[cg.snap->ps.weapon].animations[newAnimation];
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anim = &cg_weapons[cg.snap->ps.weapon].animations[newAnimation];
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@ -1344,7 +1347,7 @@ static void CG_SetWeaponLerpFrame(clientInfo_t * ci, lerpFrame_t * lf, int newAn
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//Elder: reset frame so there is no lerping between new animations
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//Elder: reset frame so there is no lerping between new animations
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// Paril: Only do this if the new animation is activation. It looked too jerky.
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// Paril: Only do this if the new animation is activation. It looked too jerky.
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if (newAnimation == WP_ANIM_ACTIVATE)
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if (isActivate)
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lf->oldFrame = lf->frame = lf->animation->firstFrame;
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lf->oldFrame = lf->frame = lf->animation->firstFrame;
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}
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}
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