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Use propper weapon anims on TP spawns
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parent
cfe94c1d40
commit
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2 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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//
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//
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// $Log$
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// $Log$
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// Revision 1.44 2002/03/03 03:11:37 jbravo
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// Use propper weapon anims on TP spawns
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//
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// Revision 1.43 2002/03/02 15:39:34 jbravo
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// Revision 1.43 2002/03/02 15:39:34 jbravo
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// Fixed team auto (PickTeam) up for TP
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// Fixed team auto (PickTeam) up for TP
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//
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//
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@ -1514,7 +1517,8 @@ void ClientSpawn(gentity_t *ent) {
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client->ps.torsoAnim = TORSO_STAND;
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client->ps.torsoAnim = TORSO_STAND;
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client->ps.legsAnim = LEGS_IDLE;
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client->ps.legsAnim = LEGS_IDLE;
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// weapon animations
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// weapon animations
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client->ps.generic1 = ( ( client->ps.generic1 & ANIM_TOGGLEBIT )
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if (g_gametype.integer != GT_TEAMPLAY)
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client->ps.generic1 = ( ( client->ps.generic1 & ANIM_TOGGLEBIT )
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^ ANIM_TOGGLEBIT ) | WP_ANIM_IDLE;
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^ ANIM_TOGGLEBIT ) | WP_ANIM_IDLE;
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if ( level.intermissiontime ) {
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if ( level.intermissiontime ) {
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// $Log$
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// $Log$
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// Revision 1.26 2002/03/03 03:11:37 jbravo
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// Use propper weapon anims on TP spawns
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//
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// Revision 1.25 2002/03/02 16:16:54 jbravo
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// Revision 1.25 2002/03/02 16:16:54 jbravo
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// Fixed the uneven team calculations
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// Fixed the uneven team calculations
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//
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//
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@ -642,6 +645,7 @@ void EquipPlayer (gentity_t *ent)
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ent->client->numClips[ WP_SSG3000 ] = RQ3_SSG3000_EXTRA_AMMO;
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ent->client->numClips[ WP_SSG3000 ] = RQ3_SSG3000_EXTRA_AMMO;
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ent->client->ps.ammo[ WP_SSG3000 ] = RQ3_SSG3000_AMMO;
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ent->client->ps.ammo[ WP_SSG3000 ] = RQ3_SSG3000_AMMO;
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ent->client->ps.weapon = WP_SSG3000;
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ent->client->ps.weapon = WP_SSG3000;
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ent->client->ps.weaponTime = RQ3_SSG3000_ACTIVATE_DELAY;
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ent->client->weaponCount[ent->client->ps.weapon] = 1;
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ent->client->weaponCount[ent->client->ps.weapon] = 1;
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ent->client->uniqueWeapons = 1;
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ent->client->uniqueWeapons = 1;
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break;
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break;
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@ -652,6 +656,7 @@ void EquipPlayer (gentity_t *ent)
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ent->client->numClips[ WP_MP5 ] = RQ3_MP5_EXTRA_AMMO;
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ent->client->numClips[ WP_MP5 ] = RQ3_MP5_EXTRA_AMMO;
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ent->client->ps.ammo[ WP_MP5 ] = RQ3_MP5_AMMO;
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ent->client->ps.ammo[ WP_MP5 ] = RQ3_MP5_AMMO;
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ent->client->ps.weapon = WP_MP5;
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ent->client->ps.weapon = WP_MP5;
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ent->client->ps.weaponTime = RQ3_MP5_ACTIVATE_DELAY;
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ent->client->weaponCount[ent->client->ps.weapon] = 1;
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ent->client->weaponCount[ent->client->ps.weapon] = 1;
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ent->client->uniqueWeapons = 1;
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ent->client->uniqueWeapons = 1;
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break;
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break;
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@ -662,6 +667,7 @@ void EquipPlayer (gentity_t *ent)
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ent->client->numClips[ WP_M3 ] = RQ3_M3_EXTRA_AMMO;
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ent->client->numClips[ WP_M3 ] = RQ3_M3_EXTRA_AMMO;
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ent->client->ps.ammo[ WP_M3 ] = RQ3_M3_AMMO;
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ent->client->ps.ammo[ WP_M3 ] = RQ3_M3_AMMO;
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ent->client->ps.weapon = WP_M3;
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ent->client->ps.weapon = WP_M3;
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ent->client->ps.weaponTime = RQ3_M3_ACTIVATE_DELAY;
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ent->client->weaponCount[ent->client->ps.weapon] = 1;
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ent->client->weaponCount[ent->client->ps.weapon] = 1;
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ent->client->uniqueWeapons = 1;
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ent->client->uniqueWeapons = 1;
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break;
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break;
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@ -672,6 +678,7 @@ void EquipPlayer (gentity_t *ent)
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ent->client->numClips[ WP_M4 ] = RQ3_M4_EXTRA_AMMO;
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ent->client->numClips[ WP_M4 ] = RQ3_M4_EXTRA_AMMO;
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ent->client->ps.ammo[ WP_M4 ] = RQ3_M4_AMMO;
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ent->client->ps.ammo[ WP_M4 ] = RQ3_M4_AMMO;
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ent->client->ps.weapon = WP_M4;
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ent->client->ps.weapon = WP_M4;
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ent->client->ps.weaponTime = RQ3_M4_ACTIVATE_DELAY;
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ent->client->weaponCount[ent->client->ps.weapon] = 1;
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ent->client->weaponCount[ent->client->ps.weapon] = 1;
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ent->client->uniqueWeapons = 1;
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ent->client->uniqueWeapons = 1;
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break;
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break;
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@ -682,6 +689,7 @@ void EquipPlayer (gentity_t *ent)
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ent->client->numClips[ WP_AKIMBO ] = RQ3_AKIMBO_EXTRA_AMMO;
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ent->client->numClips[ WP_AKIMBO ] = RQ3_AKIMBO_EXTRA_AMMO;
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ent->client->ps.ammo[ WP_AKIMBO ] = RQ3_AKIMBO_AMMO;
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ent->client->ps.ammo[ WP_AKIMBO ] = RQ3_AKIMBO_AMMO;
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ent->client->ps.weapon = WP_AKIMBO;
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ent->client->ps.weapon = WP_AKIMBO;
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ent->client->ps.weaponTime = RQ3_AKIMBO_ACTIVATE_DELAY;
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ent->client->weaponCount[ent->client->ps.weapon] = 1;
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ent->client->weaponCount[ent->client->ps.weapon] = 1;
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ent->client->uniqueWeapons = 0;
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ent->client->uniqueWeapons = 0;
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break;
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break;
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@ -692,6 +700,7 @@ void EquipPlayer (gentity_t *ent)
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ent->client->numClips[ WP_HANDCANNON ] = RQ3_HANDCANNON_EXTRA_AMMO;
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ent->client->numClips[ WP_HANDCANNON ] = RQ3_HANDCANNON_EXTRA_AMMO;
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ent->client->ps.ammo[ WP_HANDCANNON ] = RQ3_HANDCANNON_AMMO;
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ent->client->ps.ammo[ WP_HANDCANNON ] = RQ3_HANDCANNON_AMMO;
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ent->client->ps.weapon = WP_HANDCANNON;
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ent->client->ps.weapon = WP_HANDCANNON;
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ent->client->ps.weaponTime = RQ3_HANDCANNON_ACTIVATE_DELAY;
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ent->client->weaponCount[ent->client->ps.weapon] = 1;
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ent->client->weaponCount[ent->client->ps.weapon] = 1;
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ent->client->uniqueWeapons = 1;
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ent->client->uniqueWeapons = 1;
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break;
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break;
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@ -700,6 +709,7 @@ void EquipPlayer (gentity_t *ent)
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ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PISTOL );
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ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PISTOL );
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ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE );
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ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE );
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ent->client->ps.ammo[ WP_KNIFE ] = 10 * bandolierFactor;
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ent->client->ps.ammo[ WP_KNIFE ] = 10 * bandolierFactor;
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// ent->client->ps.weaponTime = RQ3_KNIFE_ACTIVATE_DELAY;
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ent->client->weaponCount[ent->client->ps.weapon] = 1;
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ent->client->weaponCount[ent->client->ps.weapon] = 1;
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ent->client->uniqueWeapons = 0;
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ent->client->uniqueWeapons = 0;
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break;
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break;
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@ -712,7 +722,11 @@ void EquipPlayer (gentity_t *ent)
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ent->client->ps.ammo[WP_GRENADE] = grenades;
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ent->client->ps.ammo[WP_GRENADE] = grenades;
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ent->client->uniqueWeapons++;
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ent->client->uniqueWeapons++;
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}
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}
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ent->client->ps.weaponstate = WEAPON_RAISING;
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if (ent->client->teamplayWeapon != WP_KNIFE) {
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ent->client->ps.generic1 = ((ent->client->ps.generic1 & ANIM_TOGGLEBIT) ^
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ANIM_TOGGLEBIT) | WP_ANIM_ACTIVATE;
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ent->client->ps.weaponstate = WEAPON_RAISING;
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}
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ent->client->ps.stats[STAT_HOLDABLE_ITEM] = BG_FindItemForHoldable( ent->client->teamplayItem ) - bg_itemlist;
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ent->client->ps.stats[STAT_HOLDABLE_ITEM] = BG_FindItemForHoldable( ent->client->teamplayItem ) - bg_itemlist;
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ent->client->uniqueItems = 1;
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ent->client->uniqueItems = 1;
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