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Tweaked the weapon queuing
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1 changed files with 20 additions and 2 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 1.126 2002/06/10 23:32:03 slicer
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// Tweaked the weapon queuing
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//
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// Revision 1.125 2002/06/10 19:10:59 jbravo
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// Voting system fixed for TP
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//
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@ -2524,9 +2527,24 @@ void Cmd_Weapon(gentity_t *ent)
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return;
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}
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ent->client->weapon_after_bandage_warned = qfalse;
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/*
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//Can't use weapon while firing
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if ( ent->client->ps.weaponTime > 0 || ent->client->ps.stats[STAT_RELOADTIME] > 0) {
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// if ( ent->client->ps.weaponTime > 0 || ent->client->ps.stats[STAT_RELOADTIME] > 0) {
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WEAPON_READY, //sync with WP_ANIM_IDLE
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WEAPON_COCKED, //sync with WP_ANIM_EXTRA1 for grenade
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WEAPON_RAISING, //sync with WP_ANIM_ACTIVATE
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WEAPON_DROPPING, //sync with WP_ANIM_DISARM
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WEAPON_FIRING, //sync with WP_ANIM_FIRE
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WEAPON_RELOADING, //sync with WP_ANIM_RELOAD
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WEAPON_STALL, //for delaying weapon fires (knife, grenade)
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WEAPON_MODECHANGE, // NiceAss: sync with WP_ANIM_EXTRA1 & WP_ANIM_EXTRA2 for knife.
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WEAPON_BANDAGING // NiceAss: Added to follow AQ2 and fix a bug.
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*/
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if(ent->client->ps.weaponstate == WEAPON_RELOADING ||
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ent->client->ps.weaponstate == WEAPON_FIRING ||
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ent->client->ps.weaponstate == WEAPON_DROPPING ||
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ent->client->ps.weaponstate == WEAPON_RAISING) {
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ent->client->weapon_attempts++;
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return;
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}
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