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