fixed weapon animations

This commit is contained in:
Scott Brooks 2001-07-28 12:32:54 +00:00
parent 01f7221980
commit 81f8573e99

View file

@ -599,7 +599,7 @@ void CG_RegisterWeapon( int weaponNum ) {
if ( !weaponInfo->handsModel ) {
//Elder: WTF!?
weaponInfo->handsModel = trap_R_RegisterModel( "models/weapons2/m3/m3_hand.md3" );
weaponInfo->handsModel = trap_R_RegisterModel( "models/weapons2/mk23/mk23_hand.md3" );
}
//Elder: if no _1st model, point to the weaponModel... this may get funky :)
@ -1250,8 +1250,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
return;
}
if ( ps || cg.renderingThirdPerson ||
cent->currentState.number != cg.predictedPlayerState.clientNum ) {
if ( ps || cg.renderingThirdPerson || cent->currentState.number != cg.predictedPlayerState.clientNum ) {
// add lightning bolt
//Blaze: No need for this
//CG_LightningBolt( nonPredictedCent, flash.origin );
@ -1281,10 +1280,10 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
weapon->flashDlightColor[1], weapon->flashDlightColor[2] );
}
}
if (ps)
CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->firstModel, "tag_flash");
else
CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash");
//if (ps)
// CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->firstModel, "tag_flash");
//else
// CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash");
}
@ -1411,7 +1410,7 @@ void CG_AddViewWeapon( playerState_t *ps ) {
hand.backlerp = cent->pe.torso.backlerp;
}
hand.hModel = weapon->firstModel;
hand.hModel = weapon->handsModel;
hand.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_MINLIGHT;
// add everything onto the hand