HC reload

This commit is contained in:
Scott Brooks 2001-08-17 14:28:52 +00:00
parent 5634cc1b9c
commit 4956cd281e
2 changed files with 12 additions and 8 deletions

View file

@ -811,6 +811,10 @@ void CG_RegisterWeapon( int weaponNum ) {
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/handcannon/hcfire.wav", qfalse );
weaponInfo->ejectBrassFunc = CG_ShotgunEjectBrass;
cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" );
Com_sprintf( filename, sizeof(filename), "models/weapons2/handcannon/animation.cfg" );
if ( !CG_ParseWeaponAnimFile(filename, weaponInfo) ) {
Com_Printf("Failed to load weapon animation file %s\n", filename);
}
break;
case WP_M3:
@ -1499,7 +1503,7 @@ void CG_AddViewWeapon( playerState_t *ps ) {
//if ( ps->weapon != WP_PISTOL && ps->weapon != WP_M3)
//{
// map torso animations to weapon animations
if ( cg_gun_frame.integer || ps->weapon == WP_PISTOL || ps->weapon == WP_M3) {
if ( cg_gun_frame.integer || ps->weapon == WP_PISTOL || ps->weapon == WP_M3 || ps->weapon == WP_HANDCANNON) {
// development tool
hand.frame = hand.oldframe = cg_gun_frame.integer;
hand.backlerp = 0;

View file

@ -1797,7 +1797,7 @@ static void PM_BeginWeaponChange( int weapon ) {
}
//Elder: temp hack
if (pm->ps->weapon == WP_PISTOL || pm->ps->weapon == WP_M3)
if (pm->ps->weapon == WP_PISTOL || pm->ps->weapon == WP_M3 || pm->ps->weapon == WP_HANDCANNON)
PM_StartWeaponAnim(WP_ANIM_DISARM);
PM_StartTorsoAnim( TORSO_DROP );
@ -1870,7 +1870,7 @@ static void PM_FinishWeaponChange( void ) {
}
//Elder: temp hack
if (pm->ps->weapon == WP_PISTOL || pm->ps->weapon == WP_M3)
if (pm->ps->weapon == WP_PISTOL || pm->ps->weapon == WP_M3 || pm->ps->weapon == WP_HANDCANNON)
PM_StartWeaponAnim(WP_ANIM_ACTIVATE);
PM_StartTorsoAnim( TORSO_RAISE );
@ -1894,7 +1894,7 @@ static void PM_TorsoAnimation( void ) {
// QUARANTINE - Weapon Animation
// Should always draw the weapon when it is just ready
//Elder: temp hack
if (pm->ps->weapon == WP_PISTOL || pm->ps->weapon == WP_M3)
if (pm->ps->weapon == WP_PISTOL || pm->ps->weapon == WP_M3 || pm->ps->weapon == WP_HANDCANNON)
PM_ContinueWeaponAnim( WP_ANIM_IDLE );
// PM_ContinueWeaponAnim( WP_ANIM_READY );
@ -2051,7 +2051,7 @@ static void PM_Weapon( void ) {
{
//Elder: added
if (pm->ps->weaponstate == WEAPON_READY &&
(pm->ps->weapon == WP_PISTOL || pm->ps->weapon == WP_M3))
(pm->ps->weapon == WP_PISTOL || pm->ps->weapon == WP_M3 || pm->ps->weapon == WP_HANDCANNON))
PM_ContinueWeaponAnim(WP_ANIM_IDLE);
}
}
@ -2093,7 +2093,7 @@ static void PM_Weapon( void ) {
// QUARANTINE - Weapon Animation
// Should always draw the weapon when it is just ready
// PM_StartWeaponAnim( WP_ANIM_READY );
if (pm->ps->weapon == WP_PISTOL || pm->ps->weapon == WP_M3)
if (pm->ps->weapon == WP_PISTOL || pm->ps->weapon == WP_M3 || pm->ps->weapon == WP_HANDCANNON)
PM_StartWeaponAnim( WP_ANIM_IDLE );
return;
}
@ -2178,7 +2178,7 @@ static void PM_Weapon( void ) {
// QUARANTINE - Weapon animations
// This should change pm->ps->generic1 so we can animate
// Elder: don't repeat if on semi-auto
if (pm->ps->weapon == WP_PISTOL || pm->ps->weapon == WP_M3)
if (pm->ps->weapon == WP_PISTOL || pm->ps->weapon == WP_M3 || pm->ps->weapon == WP_HANDCANNON)
PM_StartWeaponAnim( WP_ANIM_FIRE );
}
}
@ -2742,7 +2742,7 @@ void PmoveSingle (pmove_t *pmove) {
//weapon animations(rq3 specific)
//Elder: hack to avoid messing up fast-reloads
if (pm->ps->weapon == WP_PISTOL || pm->ps->weapon == WP_M3)
if (pm->ps->weapon == WP_PISTOL || pm->ps->weapon == WP_M3 || pm->ps->weapon == WP_HANDCANNON)
PM_WeaponAnimation();
// torso animation