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cg_drawgun 0 will now properly play gun noises
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parent
6d4576f314
commit
bde7cf3a8a
1 changed files with 16 additions and 7 deletions
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@ -1469,6 +1469,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
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CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_weapon");
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}
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else {
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CG_WeaponAnimation( cent, &gun.oldframe, &gun.frame, &gun.backlerp );
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CG_PositionWeaponOnTag( &gun, parent, parent->hModel, "tag_weapon");
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@ -1488,7 +1489,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
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{
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int i = 0;
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qboolean noSound = qfalse;
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while ( gun.frame != weapon->animationSounds->sfxInfo[i].frame )
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{
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if ( ++i == weapon->animationSounds->numFrames )
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@ -1511,6 +1512,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
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if (cg.curSyncSound.played == qfalse)
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{
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cg.curSyncSound.played = qtrue;
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//CG_Printf("Playing a timed sound (%i %i %1.1f)\n", gun.frame, gun.oldframe, gun.backlerp);
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trap_S_StartLocalSound ( cg.curSyncSound.sound, CHAN_WEAPON );
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}
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@ -1523,6 +1525,8 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
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if (cg.zoomed && ps)
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return;
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if (!cg_drawGun.integer) return;
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CG_AddWeaponWithPowerups( &gun, cent->currentState.powerups );
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// add the spinning barrel
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@ -1649,7 +1653,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
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if ( ps || cg.renderingThirdPerson ||
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cent->currentState.number != cg.predictedPlayerState.clientNum ) {
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if ( weapon->flashDlightColor[0] || weapon->flashDlightColor[1] || weapon->flashDlightColor[2] ) {
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trap_R_AddLightToScene( gun.origin, 300 + (rand()&31), weapon->flashDlightColor[0],
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if (!cg_drawGun.value)trap_R_AddLightToScene( gun.origin, 300 + (rand()&31), weapon->flashDlightColor[0],
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weapon->flashDlightColor[1], weapon->flashDlightColor[2] );
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}
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}
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@ -1708,7 +1712,9 @@ void CG_AddViewWeapon( playerState_t *ps ) {
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// allow the gun to be completely removed
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// Elder: don't draw if throwing
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if ( !cg_drawGun.integer || (cg.snap->ps.stats[STAT_RQ3] & RQ3_THROWWEAPON) == RQ3_THROWWEAPON) {
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// if ( !cg_drawGun.integer || (cg.snap->ps.stats[STAT_RQ3] & RQ3_THROWWEAPON) == RQ3_THROWWEAPON) {
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//Blaze: removed cg_drawGun checks and moved into other code.
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if ( (cg.snap->ps.stats[STAT_RQ3] & RQ3_THROWWEAPON) == RQ3_THROWWEAPON) {
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//Blaze: Removed these
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// vec3_t origin;
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@ -3923,27 +3929,30 @@ void CG_ReloadWeapon (centity_t *cent, int reloadStage)
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CG_Error( "CG_ReloadWeapon: ent->weapon >= WP_NUM_WEAPONS" );
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return;
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}
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weap = &cg_weapons[ent->weapon];
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switch ( reloadStage )
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{
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case 0:
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if (weap->worldReloadSound[0] && ent->clientNum != cg.snap->ps.clientNum)
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{
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trap_S_StartSound(cent->lerpOrigin, ent->number, CHAN_AUTO, weap->worldReloadSound[0]);
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}
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break;
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case 1:
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if (weap->worldReloadSound[1] && ent->clientNum != cg.snap->ps.clientNum)
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{
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trap_S_StartSound(cent->lerpOrigin, ent->number, CHAN_AUTO, weap->worldReloadSound[1]);
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}
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if ( ent->weapon == WP_HANDCANNON )
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CG_ShotgunEjectBrass( cent );
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break;
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case 2:
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if (weap->worldReloadSound[2] && ent->clientNum != cg.snap->ps.clientNum)
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{
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trap_S_StartSound(cent->lerpOrigin, ent->number, CHAN_AUTO, weap->worldReloadSound[2]);
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}
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break;
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default:
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CG_Error("CG_ReloadWeapon: Reload stage > 2\n");
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