release 23

This commit is contained in:
Bryce Hutchings 2001-11-25 23:17:41 +00:00
parent feb975fc8b
commit f530afb4ab
2 changed files with 4 additions and 15 deletions

View file

@ -622,10 +622,6 @@ void CG_PredictPlayerState( void ) {
}
}
// NiceAss: Added to remove prediction (like q2).
if (cg_RQ3_oldpredict.integer)
return;
// fire events and other transition triggered things
CG_TransitionPlayerState( &cg.predictedPlayerState, &oldPlayerState );

View file

@ -1469,7 +1469,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_weapon");
}
else {
CG_WeaponAnimation( cent, &gun.oldframe, &gun.frame, &gun.backlerp );
CG_PositionWeaponOnTag( &gun, parent, parent->hModel, "tag_weapon");
@ -1489,7 +1489,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
{
int i = 0;
qboolean noSound = qfalse;
while ( gun.frame != weapon->animationSounds->sfxInfo[i].frame )
{
if ( ++i == weapon->animationSounds->numFrames )
@ -1512,7 +1512,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
if (cg.curSyncSound.played == qfalse)
{
cg.curSyncSound.played = qtrue;
//CG_Printf("Playing a timed sound (%i %i %1.1f)\n", gun.frame, gun.oldframe, gun.backlerp);
trap_S_StartLocalSound ( cg.curSyncSound.sound, CHAN_WEAPON );
}
@ -1709,13 +1709,6 @@ void CG_AddViewWeapon( playerState_t *ps ) {
return;
}
// Added by NiceAss so sounds will be played even if the weapon isn't drawn.
if ( !cg_drawGun.integer && (cg.snap->ps.stats[STAT_RQ3] & RQ3_THROWWEAPON) != RQ3_THROWWEAPON) {
// NiceAss: TODO--Play sounds even if cg_drawGun.integer == 0 (helps the player know
// when bandaging is completed.
}
// allow the gun to be completely removed
// Elder: don't draw if throwing
// if ( !cg_drawGun.integer || (cg.snap->ps.stats[STAT_RQ3] & RQ3_THROWWEAPON) == RQ3_THROWWEAPON) {
@ -3958,7 +3951,7 @@ void CG_ReloadWeapon (centity_t *cent, int reloadStage)
{
trap_S_StartSound(cent->lerpOrigin, ent->number, CHAN_AUTO, weap->worldReloadSound[2]);
}
break;
default:
CG_Error("CG_ReloadWeapon: Reload stage > 2\n");