diff --git a/reaction/game/bg_pmove.c b/reaction/game/bg_pmove.c index c19ca7a9..82e728ea 100644 --- a/reaction/game/bg_pmove.c +++ b/reaction/game/bg_pmove.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.90 2002/09/08 23:25:09 niceass +// made cg_rq3_predictweapons even more like quake 2, and it's simpler +// // Revision 1.89 2002/09/04 00:16:17 makro // Fixed 'unselectable grenade shown in the inventory if you switch weapons // after pulling the pin' bug @@ -172,9 +175,9 @@ static void PM_StartWeaponAnim(int anim) } // NiceAss: Don't do client prediction of weapon animations - if ( !pm->predict && (anim == WP_ANIM_FIRE || anim == WP_ANIM_IDLE || + /*if ( !pm->predict && (anim == WP_ANIM_FIRE || anim == WP_ANIM_IDLE || anim == WP_ANIM_EXTRA1 || anim == WP_ANIM_THROWFIRE ) ) - return; + return;*/ pm->ps->generic1 = ((pm->ps->generic1 & ANIM_TOGGLEBIT) ^ ANIM_TOGGLEBIT) | anim; } @@ -186,9 +189,10 @@ static void PM_ContinueWeaponAnim(int anim) } // NiceAss: Don't do client prediction of weapon animations + /* if ( !pm->predict && (anim == WP_ANIM_FIRE || anim == WP_ANIM_IDLE || anim == WP_ANIM_EXTRA1 || anim == WP_ANIM_THROWFIRE ) ) - return; + return;*/ PM_StartWeaponAnim(anim); } @@ -2180,8 +2184,8 @@ static void PM_Weapon(void) //NiceAss: I added this for smooth M4 rise if (pm->ps->weaponstate == WEAPON_FIRING && pm->ps->ammo[pm->ps->weapon] && pm->ps->weapon == WP_M4 && !pm->ps->stats[STAT_BURST] && - !(pm->ps->persistant[PERS_WEAPONMODES] & RQ3_M4MODE) && - pm->predict ) { + !(pm->ps->persistant[PERS_WEAPONMODES] & RQ3_M4MODE) /*&& + pm->predict*/ ) { pm->ps->delta_angles[0] -= ANGLE2SHORT(0.13); } @@ -2209,7 +2213,7 @@ static void PM_Weapon(void) if (pm->ps->weapon == WP_GRENADE && pm->ps->weaponstate == WEAPON_COCKED) { pm->ps->weaponstate = WEAPON_FIRING; pm->cmd.buttons &= ~BUTTON_ATTACK; - if (pm->predict) + //if (pm->predict) PM_AddEvent2(EV_FIRE_WEAPON, RQ3_WPMOD_GRENADEDROP); pm->ps->ammo[WP_GRENADE]--; //Makro - if this is the last grenade, remove the weapon from the inventory @@ -2466,7 +2470,7 @@ static void PM_Weapon(void) // fire weapon // NiceAss: Check to see if this is game or cgame - if (pm->predict) { + //if (pm->predict) { //Elder: check for silencer if (bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag == HI_SILENCER && (pm->ps->weapon == WP_PISTOL || pm->ps->weapon == WP_MP5 || pm->ps->weapon == WP_SSG3000)) { @@ -2477,7 +2481,7 @@ static void PM_Weapon(void) PM_AddEvent2(EV_FIRE_WEAPON, RQ3_WPMOD_KNIFENOMARK); } else PM_AddEvent(EV_FIRE_WEAPON); - } + //} switch (pm->ps->weapon) { default: @@ -2965,8 +2969,10 @@ void PmoveSingle(pmove_t * pmove) PM_SetWaterLevel(); // weapons - PM_Reload(); - PM_Weapon(); + if (pm->predict) { + PM_Reload(); + PM_Weapon(); + } // torso animation PM_TorsoAnimation();