mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-23 12:42:36 +00:00
release 23
This commit is contained in:
parent
feb975fc8b
commit
f530afb4ab
2 changed files with 4 additions and 15 deletions
|
@ -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 );
|
||||
|
||||
|
|
|
@ -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");
|
||||
|
|
Loading…
Reference in a new issue