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fixed weapon animations
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parent
01f7221980
commit
81f8573e99
1 changed files with 58 additions and 59 deletions
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@ -599,7 +599,7 @@ void CG_RegisterWeapon( int weaponNum ) {
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if ( !weaponInfo->handsModel ) {
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//Elder: WTF!?
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weaponInfo->handsModel = trap_R_RegisterModel( "models/weapons2/m3/m3_hand.md3" );
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weaponInfo->handsModel = trap_R_RegisterModel( "models/weapons2/mk23/mk23_hand.md3" );
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}
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//Elder: if no _1st model, point to the weaponModel... this may get funky :)
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@ -1250,8 +1250,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
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return;
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}
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if ( ps || cg.renderingThirdPerson ||
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cent->currentState.number != cg.predictedPlayerState.clientNum ) {
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if ( ps || cg.renderingThirdPerson || cent->currentState.number != cg.predictedPlayerState.clientNum ) {
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// add lightning bolt
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//Blaze: No need for this
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//CG_LightningBolt( nonPredictedCent, flash.origin );
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@ -1281,10 +1280,10 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
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weapon->flashDlightColor[1], weapon->flashDlightColor[2] );
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}
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}
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if (ps)
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CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->firstModel, "tag_flash");
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else
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CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash");
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//if (ps)
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// CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->firstModel, "tag_flash");
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//else
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// CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash");
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}
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@ -1411,7 +1410,7 @@ void CG_AddViewWeapon( playerState_t *ps ) {
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hand.backlerp = cent->pe.torso.backlerp;
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}
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hand.hModel = weapon->firstModel;
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hand.hModel = weapon->handsModel;
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hand.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_MINLIGHT;
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// add everything onto the hand
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