Use propper weapon anims on TP spawns

This commit is contained in:
Richard Allen 2002-03-03 03:11:37 +00:00
parent cfe94c1d40
commit fbde6bc7d3
2 changed files with 20 additions and 2 deletions

View file

@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.44 2002/03/03 03:11:37 jbravo
// Use propper weapon anims on TP spawns
//
// Revision 1.43 2002/03/02 15:39:34 jbravo // Revision 1.43 2002/03/02 15:39:34 jbravo
// Fixed team auto (PickTeam) up for TP // Fixed team auto (PickTeam) up for TP
// //
@ -1514,7 +1517,8 @@ void ClientSpawn(gentity_t *ent) {
client->ps.torsoAnim = TORSO_STAND; client->ps.torsoAnim = TORSO_STAND;
client->ps.legsAnim = LEGS_IDLE; client->ps.legsAnim = LEGS_IDLE;
// weapon animations // weapon animations
client->ps.generic1 = ( ( client->ps.generic1 & ANIM_TOGGLEBIT ) if (g_gametype.integer != GT_TEAMPLAY)
client->ps.generic1 = ( ( client->ps.generic1 & ANIM_TOGGLEBIT )
^ ANIM_TOGGLEBIT ) | WP_ANIM_IDLE; ^ ANIM_TOGGLEBIT ) | WP_ANIM_IDLE;
if ( level.intermissiontime ) { if ( level.intermissiontime ) {

View file

@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.26 2002/03/03 03:11:37 jbravo
// Use propper weapon anims on TP spawns
//
// Revision 1.25 2002/03/02 16:16:54 jbravo // Revision 1.25 2002/03/02 16:16:54 jbravo
// Fixed the uneven team calculations // Fixed the uneven team calculations
// //
@ -642,6 +645,7 @@ void EquipPlayer (gentity_t *ent)
ent->client->numClips[ WP_SSG3000 ] = RQ3_SSG3000_EXTRA_AMMO; ent->client->numClips[ WP_SSG3000 ] = RQ3_SSG3000_EXTRA_AMMO;
ent->client->ps.ammo[ WP_SSG3000 ] = RQ3_SSG3000_AMMO; ent->client->ps.ammo[ WP_SSG3000 ] = RQ3_SSG3000_AMMO;
ent->client->ps.weapon = WP_SSG3000; ent->client->ps.weapon = WP_SSG3000;
ent->client->ps.weaponTime = RQ3_SSG3000_ACTIVATE_DELAY;
ent->client->weaponCount[ent->client->ps.weapon] = 1; ent->client->weaponCount[ent->client->ps.weapon] = 1;
ent->client->uniqueWeapons = 1; ent->client->uniqueWeapons = 1;
break; break;
@ -652,6 +656,7 @@ void EquipPlayer (gentity_t *ent)
ent->client->numClips[ WP_MP5 ] = RQ3_MP5_EXTRA_AMMO; ent->client->numClips[ WP_MP5 ] = RQ3_MP5_EXTRA_AMMO;
ent->client->ps.ammo[ WP_MP5 ] = RQ3_MP5_AMMO; ent->client->ps.ammo[ WP_MP5 ] = RQ3_MP5_AMMO;
ent->client->ps.weapon = WP_MP5; ent->client->ps.weapon = WP_MP5;
ent->client->ps.weaponTime = RQ3_MP5_ACTIVATE_DELAY;
ent->client->weaponCount[ent->client->ps.weapon] = 1; ent->client->weaponCount[ent->client->ps.weapon] = 1;
ent->client->uniqueWeapons = 1; ent->client->uniqueWeapons = 1;
break; break;
@ -662,6 +667,7 @@ void EquipPlayer (gentity_t *ent)
ent->client->numClips[ WP_M3 ] = RQ3_M3_EXTRA_AMMO; ent->client->numClips[ WP_M3 ] = RQ3_M3_EXTRA_AMMO;
ent->client->ps.ammo[ WP_M3 ] = RQ3_M3_AMMO; ent->client->ps.ammo[ WP_M3 ] = RQ3_M3_AMMO;
ent->client->ps.weapon = WP_M3; ent->client->ps.weapon = WP_M3;
ent->client->ps.weaponTime = RQ3_M3_ACTIVATE_DELAY;
ent->client->weaponCount[ent->client->ps.weapon] = 1; ent->client->weaponCount[ent->client->ps.weapon] = 1;
ent->client->uniqueWeapons = 1; ent->client->uniqueWeapons = 1;
break; break;
@ -672,6 +678,7 @@ void EquipPlayer (gentity_t *ent)
ent->client->numClips[ WP_M4 ] = RQ3_M4_EXTRA_AMMO; ent->client->numClips[ WP_M4 ] = RQ3_M4_EXTRA_AMMO;
ent->client->ps.ammo[ WP_M4 ] = RQ3_M4_AMMO; ent->client->ps.ammo[ WP_M4 ] = RQ3_M4_AMMO;
ent->client->ps.weapon = WP_M4; ent->client->ps.weapon = WP_M4;
ent->client->ps.weaponTime = RQ3_M4_ACTIVATE_DELAY;
ent->client->weaponCount[ent->client->ps.weapon] = 1; ent->client->weaponCount[ent->client->ps.weapon] = 1;
ent->client->uniqueWeapons = 1; ent->client->uniqueWeapons = 1;
break; break;
@ -682,6 +689,7 @@ void EquipPlayer (gentity_t *ent)
ent->client->numClips[ WP_AKIMBO ] = RQ3_AKIMBO_EXTRA_AMMO; ent->client->numClips[ WP_AKIMBO ] = RQ3_AKIMBO_EXTRA_AMMO;
ent->client->ps.ammo[ WP_AKIMBO ] = RQ3_AKIMBO_AMMO; ent->client->ps.ammo[ WP_AKIMBO ] = RQ3_AKIMBO_AMMO;
ent->client->ps.weapon = WP_AKIMBO; ent->client->ps.weapon = WP_AKIMBO;
ent->client->ps.weaponTime = RQ3_AKIMBO_ACTIVATE_DELAY;
ent->client->weaponCount[ent->client->ps.weapon] = 1; ent->client->weaponCount[ent->client->ps.weapon] = 1;
ent->client->uniqueWeapons = 0; ent->client->uniqueWeapons = 0;
break; break;
@ -692,6 +700,7 @@ void EquipPlayer (gentity_t *ent)
ent->client->numClips[ WP_HANDCANNON ] = RQ3_HANDCANNON_EXTRA_AMMO; ent->client->numClips[ WP_HANDCANNON ] = RQ3_HANDCANNON_EXTRA_AMMO;
ent->client->ps.ammo[ WP_HANDCANNON ] = RQ3_HANDCANNON_AMMO; ent->client->ps.ammo[ WP_HANDCANNON ] = RQ3_HANDCANNON_AMMO;
ent->client->ps.weapon = WP_HANDCANNON; ent->client->ps.weapon = WP_HANDCANNON;
ent->client->ps.weaponTime = RQ3_HANDCANNON_ACTIVATE_DELAY;
ent->client->weaponCount[ent->client->ps.weapon] = 1; ent->client->weaponCount[ent->client->ps.weapon] = 1;
ent->client->uniqueWeapons = 1; ent->client->uniqueWeapons = 1;
break; break;
@ -700,6 +709,7 @@ void EquipPlayer (gentity_t *ent)
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PISTOL ); ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PISTOL );
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE ); ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE );
ent->client->ps.ammo[ WP_KNIFE ] = 10 * bandolierFactor; ent->client->ps.ammo[ WP_KNIFE ] = 10 * bandolierFactor;
// ent->client->ps.weaponTime = RQ3_KNIFE_ACTIVATE_DELAY;
ent->client->weaponCount[ent->client->ps.weapon] = 1; ent->client->weaponCount[ent->client->ps.weapon] = 1;
ent->client->uniqueWeapons = 0; ent->client->uniqueWeapons = 0;
break; break;
@ -712,7 +722,11 @@ void EquipPlayer (gentity_t *ent)
ent->client->ps.ammo[WP_GRENADE] = grenades; ent->client->ps.ammo[WP_GRENADE] = grenades;
ent->client->uniqueWeapons++; ent->client->uniqueWeapons++;
} }
ent->client->ps.weaponstate = WEAPON_RAISING; if (ent->client->teamplayWeapon != WP_KNIFE) {
ent->client->ps.generic1 = ((ent->client->ps.generic1 & ANIM_TOGGLEBIT) ^
ANIM_TOGGLEBIT) | WP_ANIM_ACTIVATE;
ent->client->ps.weaponstate = WEAPON_RAISING;
}
ent->client->ps.stats[STAT_HOLDABLE_ITEM] = BG_FindItemForHoldable( ent->client->teamplayItem ) - bg_itemlist; ent->client->ps.stats[STAT_HOLDABLE_ITEM] = BG_FindItemForHoldable( ent->client->teamplayItem ) - bg_itemlist;
ent->client->uniqueItems = 1; ent->client->uniqueItems = 1;