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https://github.com/ReactionQuake3/reaction.git
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Added cg_rq3_gunname cvars. These can be used to choose weapon replacements. You will need 3 icons that I will upload to the ftp. These should go in the next pk3
This commit is contained in:
parent
c3121c3f95
commit
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3 changed files with 126 additions and 29 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 1.127 2002/10/20 21:24:32 blaze
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// Added cg_rq3_gunname cvars. These can be used to choose weapon replacements. You will need 3 icons that I will upload to the ftp. These should go in the next pk3
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//
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// Revision 1.126 2002/09/01 21:14:37 makro
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// Sky portal tweaks
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//
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@ -1666,6 +1669,17 @@ extern vmCvar_t cg_deferPlayers;
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//Blaze: Anti OGC code
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extern vmCvar_t ogc_islame;
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//Blaze: replacement weapons
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extern vmCvar_t cg_rq3_knife;
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extern vmCvar_t cg_rq3_mk23;
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extern vmCvar_t cg_rq3_m4;
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extern vmCvar_t cg_rq3_ssg3000;
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extern vmCvar_t cg_rq3_mp5;
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extern vmCvar_t cg_rq3_handcannon;
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extern vmCvar_t cg_rq3_m3;
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extern vmCvar_t cg_rq3_akimbo;
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extern vmCvar_t cg_rq3_grenade;
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//Blaze: Reaction weapon positions
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//extern vmCvar_t cg_RQ3_drawWeapon;
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//Blaze: how long the glass stays around for
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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 1.112 2002/10/20 21:24:32 blaze
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// Added cg_rq3_gunname cvars. These can be used to choose weapon replacements. You will need 3 icons that I will upload to the ftp. These should go in the next pk3
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//
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// Revision 1.111 2002/09/08 03:15:16 niceass
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// tracerchance now can be 0.0 to 0.4
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//
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@ -386,6 +389,17 @@ vmCvar_t cg_RQ3_glasstime;
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//Blaze: Anti OGC code
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vmCvar_t ogc_islame;
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//Blaze: replacement weapons
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vmCvar_t cg_rq3_knife;
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vmCvar_t cg_rq3_mk23;
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vmCvar_t cg_rq3_m4;
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vmCvar_t cg_rq3_ssg3000;
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vmCvar_t cg_rq3_mp5;
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vmCvar_t cg_rq3_handcannon;
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vmCvar_t cg_rq3_m3;
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vmCvar_t cg_rq3_akimbo;
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vmCvar_t cg_rq3_grenade;
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//Elder: muzzle flash toggle
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vmCvar_t cg_RQ3_flash;
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@ -612,6 +626,17 @@ static cvarTable_t cvarTable[] = { // bk001129
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{&cg_noVoiceChats, "cg_noVoiceChats", "0", CVAR_ARCHIVE},
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{&cg_noVoiceText, "cg_noVoiceText", "0", CVAR_ARCHIVE},
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{&ogc_islame,"ogc_islame","1",CVAR_ROM},
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//Blaze: replacement weapons
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{&cg_rq3_knife, "cg_rq3_knife", "knife", CVAR_ARCHIVE},
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{&cg_rq3_mk23, "cg_rq3_mk23", "mk23", CVAR_ARCHIVE},
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{&cg_rq3_m4, "cg_rq3_m4", "m4", CVAR_ARCHIVE},
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{&cg_rq3_ssg3000, "cg_rq3_ssg3000", "ssg3000", CVAR_ARCHIVE},
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{&cg_rq3_mp5, "cg_rq3_mp5", "mp5", CVAR_ARCHIVE},
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{&cg_rq3_handcannon, "cg_rq3_handcannon", "handcannon", CVAR_ARCHIVE},
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{&cg_rq3_m3, "cg_rq3_m3", "m3", CVAR_ARCHIVE},
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{&cg_rq3_akimbo, "cg_rq3_akimbo", "akimbo", CVAR_ARCHIVE},
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{&cg_rq3_grenade, "cg_rq3_grenade", "grenade", CVAR_ARCHIVE},
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// the following variables are created in other parts of the system,
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// but we also reference them here
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{&cg_buildScript, "com_buildScript", "0", 0}, // force loading of all possible data amd error on failures
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@ -1927,13 +1952,14 @@ static void CG_RegisterGraphics(void)
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// only register the items that the server says we need
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strcpy(items, CG_ConfigString(CS_ITEMS));
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CG_Printf("Items: (%s)\n",items);
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for (i = 1; i < bg_numItems; i++)
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if (items[i] == '1' || cg_buildScript.integer)
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num++;
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for (i = 1; i < bg_numItems; i++) {
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if (items[i] == '1' || cg_buildScript.integer) {
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CG_LoadingItem(i);
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CG_RegisterItemVisuals(i);
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if (num)
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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 1.97 2002/10/20 21:24:32 blaze
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// Added cg_rq3_gunname cvars. These can be used to choose weapon replacements. You will need 3 icons that I will upload to the ftp. These should go in the next pk3
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//
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// Revision 1.96 2002/09/09 06:40:35 niceass
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// smoke puff less intrusive
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//
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@ -811,7 +814,11 @@ void CG_RegisterWeapon(int weaponNum)
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// QUARANTINE - Weapon Animations - Added Variable
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char filename[MAX_QPATH]; //Used to open animation.cfg files
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char mname[MAX_QPATH];
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char md3name[MAX_QPATH];
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char newname[MAX_QPATH];
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char newicon[MAX_QPATH];
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char teststuff[MAX_QPATH];
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// END
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int i;
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@ -840,9 +847,59 @@ void CG_RegisterWeapon(int weaponNum)
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CG_Error("Couldn't find weapon %i", weaponNum);
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}
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CG_RegisterItemVisuals(item - bg_itemlist);
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strcpy(mname,item->world_model[0]+16);
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mname[strstr(mname,"/")-mname] = '\0';
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strcpy(md3name,item->world_model[0]+16+strlen(mname)+1);
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//CG_Printf("Weapon: (%s) (%s) (%s) (%s)\n",mname, md3name,item->icon, item->world_model[0]);
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// load cmodel before model so filecache works
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weaponInfo->weaponModel = trap_R_RegisterModel(item->world_model[0]);
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if (!strcmp(mname,"knife"))
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{
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Com_sprintf(newname,MAX_QPATH,"models/weapons2/%s/%s",cg_rq3_knife.string,md3name);
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Com_sprintf(newicon,strlen(cg_rq3_knife.string) + 13, "icons/iconw_%s",cg_rq3_knife.string);
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}
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else if (!strcmp(mname,"mk23"))
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{
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Com_sprintf(newname,MAX_QPATH,"models/weapons2/%s/%s",cg_rq3_mk23.string,md3name);
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Com_sprintf(newicon,strlen(cg_rq3_mk23.string) + 13, "icons/iconw_%s",cg_rq3_mk23.string);
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}
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else if (!strcmp(mname,"m4"))
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{
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Com_sprintf(newname,MAX_QPATH,"models/weapons2/%s/%s",cg_rq3_m4.string,md3name);
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Com_sprintf(newicon,strlen(cg_rq3_m4.string) + 13, "icons/iconw_%s",cg_rq3_m4.string);
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}
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else if (!strcmp(mname,"ssg3000"))
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{
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Com_Printf("hmm: (%s)\n",md3name);
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Com_sprintf(newname,MAX_QPATH,"models/weapons2/%s/%s",cg_rq3_ssg3000.string,md3name);
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Com_sprintf(newicon,strlen(cg_rq3_ssg3000.string) + 13, "icons/iconw_%s",cg_rq3_ssg3000.string);
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}
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else if (!strcmp(mname,"mp5"))
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{
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Com_sprintf(newname,MAX_QPATH,"models/weapons2/%s/%s",cg_rq3_mp5.string,md3name);
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Com_sprintf(newicon,strlen(cg_rq3_mp5.string) + 13, "icons/iconw_%s",cg_rq3_mp5.string);
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}
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else if (!strcmp(mname,"handcannon"))
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{
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Com_sprintf(newname,MAX_QPATH,"models/weapons2/%s/%s",cg_rq3_handcannon.string,md3name);
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Com_sprintf(newicon,strlen(cg_rq3_handcannon.string) + 13, "icons/iconw_%s",cg_rq3_handcannon.string);
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}
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else if (!strcmp(mname,"m3"))
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{
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Com_sprintf(newname,MAX_QPATH,"models/weapons2/%s/%s",cg_rq3_m3.string,md3name);
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Com_sprintf(newicon,strlen(cg_rq3_m3.string) + 13, "icons/iconw_%s",cg_rq3_m3.string);
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}
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else if (!strcmp(mname,"akimbo"))
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{
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Com_sprintf(newname,MAX_QPATH,"models/weapons2/%s/%s",cg_rq3_akimbo.string,md3name);
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Com_sprintf(newicon,strlen(cg_rq3_akimbo.string) + 13, "icons/iconw_%s",cg_rq3_akimbo.string);
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}
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else if (!strcmp(mname,"grenade"))
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{
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Com_sprintf(newname,MAX_QPATH,"models/weapons2/%s/%s",cg_rq3_grenade.string,md3name);
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Com_sprintf(newicon,strlen(cg_rq3_grenade.string) + 13, "icons/iconw_%s",cg_rq3_grenade.string);
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}
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//Com_Printf("Loading (%s) instead of (%s)\n",newname,item->world_model[0]);
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weaponInfo->weaponModel = trap_R_RegisterModel(newname);
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// calc midpoint for rotation
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trap_R_ModelBounds(weaponInfo->weaponModel, mins, maxs);
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weaponInfo->weaponMidpoint[i] = mins[i] + 0.5 * (maxs[i] - mins[i]);
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}
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weaponInfo->weaponIcon = trap_R_RegisterShader(item->icon);
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weaponInfo->ammoIcon = trap_R_RegisterShader(item->icon);
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weaponInfo->weaponIcon = trap_R_RegisterShader(newicon);
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weaponInfo->ammoIcon = trap_R_RegisterShader(newicon);
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for (ammo = bg_itemlist + 1; ammo->classname; ammo++) {
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if (ammo->giType == IT_AMMO && ammo->giTag == weaponNum) {
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weaponInfo->ammoIcon = trap_R_RegisterShader(ammo->icon);
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}
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strcpy(path, item->world_model[0]);
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strcpy(path, newname);
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COM_StripExtension(path, path);
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strcat(path, "_flash.md3");
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weaponInfo->flashModel = trap_R_RegisterModel(path);
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strcpy(path, item->world_model[0]);
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strcpy(path, newname);
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COM_StripExtension(path, path);
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strcat(path, "_barrel.md3");
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weaponInfo->barrelModel = trap_R_RegisterModel(path);
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strcpy(path, item->world_model[0]);
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strcpy(path, newname);
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COM_StripExtension(path, path);
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strcat(path, "_hand.md3");
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weaponInfo->handsModel = trap_R_RegisterModel(path);
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//Elder: added to cache 1st-person models
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strcpy(path, item->world_model[0]);
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strcpy(path, newname);
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COM_StripExtension(path, path);
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strcat(path, "_1st.md3");
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weaponInfo->firstModel = trap_R_RegisterModel(path);
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cgs.media.bulletExplosionShader = trap_R_RegisterShader("bulletExplosion");
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// Load the animation information
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Com_sprintf(filename, sizeof(filename), "models/weapons2/mk23/animation.cfg");
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Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/animation.cfg",cg_rq3_mk23.string);
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if (!CG_ParseWeaponAnimFile(filename, weaponInfo)) {
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Com_Printf("Failed to load weapon animation file %s\n", filename);
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weapAnimLoad = qfalse;
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}
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// Load sound information -- ALWAYS DO THIS AFTER THE ANIMATION
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if (weapAnimLoad) {
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Com_sprintf(filename, sizeof(filename), "models/weapons2/mk23/sound.cfg");
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Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/sound.cfg",cg_rq3_mk23.string);
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if (!CG_ParseWeaponSoundFile(filename, weaponInfo)) {
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Com_Printf("Failed to load weapon sound file %s\n", filename);
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}
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@ -937,10 +994,10 @@ void CG_RegisterWeapon(int weaponNum)
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case WP_KNIFE:
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MAKERGB(weaponInfo->flashDlightColor, 1, 0.70f, 0);
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weaponInfo->flashSound[0] = trap_S_RegisterSound("sound/weapons/knife/slash.wav", qfalse);
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weaponInfo->missileModel = trap_R_RegisterModel("models/weapons2/knife/knife.md3");
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weaponInfo->missileModel = trap_R_RegisterModel(va("models/weapons2/%s/knife.md3",cg_rq3_knife.string));
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// Load the animation information
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Com_sprintf(filename, sizeof(filename), "models/weapons2/knife/animation.cfg");
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Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/animation.cfg",cg_rq3_knife.string);
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if (!CG_ParseWeaponAnimFile(filename, weaponInfo)) {
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Com_Printf("Failed to load weapon animation file %s\n", filename);
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weapAnimLoad = qfalse;
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@ -959,14 +1016,14 @@ void CG_RegisterWeapon(int weaponNum)
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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/m4/animation.cfg");
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Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/animation.cfg",cg_rq3_m4.string);
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if (!CG_ParseWeaponAnimFile(filename, weaponInfo)) {
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Com_Printf("Failed to load weapon animation file %s\n", filename);
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weapAnimLoad = qfalse;
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}
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if (weapAnimLoad) {
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Com_sprintf(filename, sizeof(filename), "models/weapons2/m4/sound.cfg");
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Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/sound.cfg",cg_rq3_m4.string);
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if (!CG_ParseWeaponSoundFile(filename, weaponInfo)) {
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Com_Printf("Failed to load weapon sound file %s\n", filename);
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}
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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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Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/animation.cfg",cg_rq3_ssg3000.string);
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if (!CG_ParseWeaponAnimFile(filename, weaponInfo)) {
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Com_Printf("Failed to load weapon animation file %s\n", filename);
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}
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// Load sound information -- ALWAYS DO THIS AFTER THE ANIMATION
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if (weapAnimLoad) {
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Com_sprintf(filename, sizeof(filename), "models/weapons2/ssg3000/sound.cfg");
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Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/sound.cfg",cg_rq3_ssg3000.string);
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if (!CG_ParseWeaponSoundFile(filename, weaponInfo)) {
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Com_Printf("Failed to load weapon sound file %s\n", filename);
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}
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@ -1008,14 +1065,14 @@ void CG_RegisterWeapon(int weaponNum)
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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/mp5/animation.cfg");
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Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/animation.cfg",cg_rq3_mp5.string);
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if (!CG_ParseWeaponAnimFile(filename, weaponInfo)) {
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Com_Printf("Failed to load weapon animation file %s\n", filename);
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weapAnimLoad = qfalse;
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}
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if (weapAnimLoad) {
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Com_sprintf(filename, sizeof(filename), "models/weapons2/mp5/sound.cfg");
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Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/sound.cfg",cg_rq3_mp5.string);
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if (!CG_ParseWeaponSoundFile(filename, weaponInfo)) {
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Com_Printf("Failed to load weapon sound file %s\n", filename);
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}
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@ -1033,14 +1090,14 @@ void CG_RegisterWeapon(int weaponNum)
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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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Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/animation.cfg",cg_rq3_handcannon.string);
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if (!CG_ParseWeaponAnimFile(filename, weaponInfo)) {
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Com_Printf("Failed to load weapon animation file %s\n", filename);
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weapAnimLoad = qfalse;
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}
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if (weapAnimLoad) {
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Com_sprintf(filename, sizeof(filename), "models/weapons2/handcannon/sound.cfg");
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Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/sound.cfg",cg_rq3_handcannon.string);
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if (!CG_ParseWeaponSoundFile(filename, weaponInfo)) {
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Com_Printf("Failed to load weapon sound file %s\n", filename);
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}
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@ -1056,14 +1113,14 @@ void CG_RegisterWeapon(int weaponNum)
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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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Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/animation.cfg",cg_rq3_m3.string);
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if (!CG_ParseWeaponAnimFile(filename, weaponInfo)) {
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Com_Printf("Failed to load weapon animation file %s\n", filename);
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weapAnimLoad = qfalse;
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}
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if (weapAnimLoad) {
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Com_sprintf(filename, sizeof(filename), "models/weapons2/m3/sound.cfg");
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Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/sound.cfg",cg_rq3_m3.string);
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if (!CG_ParseWeaponSoundFile(filename, weaponInfo)) {
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Com_Printf("Failed to load weapon sound file %s\n", filename);
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}
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@ -1081,14 +1138,14 @@ void CG_RegisterWeapon(int weaponNum)
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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");
|
||||
Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/animation.cfg",cg_rq3_akimbo.string);
|
||||
if (!CG_ParseWeaponAnimFile(filename, weaponInfo)) {
|
||||
Com_Printf("Failed to load weapon animation file %s\n", filename);
|
||||
weapAnimLoad = qfalse;
|
||||
}
|
||||
// Load sound information -- ALWAYS DO THIS AFTER THE ANIMATION
|
||||
if (weapAnimLoad) {
|
||||
Com_sprintf(filename, sizeof(filename), "models/weapons2/akimbo/sound.cfg");
|
||||
Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/sound.cfg",cg_rq3_akimbo.string);
|
||||
if (!CG_ParseWeaponSoundFile(filename, weaponInfo)) {
|
||||
Com_Printf("Failed to load weapon sound file %s\n", filename);
|
||||
}
|
||||
|
@ -1111,14 +1168,14 @@ void CG_RegisterWeapon(int weaponNum)
|
|||
//cgs.media.grenadeExplosionShader = trap_R_RegisterShader( "grenadeExplosion" );
|
||||
|
||||
// Load the animation information
|
||||
Com_sprintf(filename, sizeof(filename), "models/weapons2/grenade/animation.cfg");
|
||||
Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/animation.cfg",cg_rq3_grenade.string);
|
||||
if (!CG_ParseWeaponAnimFile(filename, weaponInfo)) {
|
||||
Com_Printf("Failed to load weapon animation file %s\n", filename);
|
||||
weapAnimLoad = qfalse;
|
||||
}
|
||||
// Load sound information -- ALWAYS DO THIS AFTER THE ANIMATION
|
||||
if (weapAnimLoad) {
|
||||
Com_sprintf(filename, sizeof(filename), "models/weapons2/grenade/sound.cfg");
|
||||
Com_sprintf(filename, sizeof(filename), "models/weapons2/%s/sound.cfg",cg_rq3_grenade.string);
|
||||
if (!CG_ParseWeaponSoundFile(filename, weaponInfo)) {
|
||||
Com_Printf("Failed to load weapon sound file %s\n", filename);
|
||||
}
|
||||
|
@ -1155,7 +1212,7 @@ void CG_RegisterItemVisuals(int itemNum)
|
|||
|
||||
memset(itemInfo, 0, sizeof(&itemInfo));
|
||||
itemInfo->registered = qtrue;
|
||||
|
||||
|
||||
itemInfo->models[0] = trap_R_RegisterModel(item->world_model[0]);
|
||||
|
||||
itemInfo->icon = trap_R_RegisterShader(item->icon);
|
||||
|
|
Loading…
Reference in a new issue