o Fixed bug where the shotgun reload animation would not play

o Fixed voice_banmgr.cpp debug error when compiling and running in debug mode

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@439 67975925-1194-0748-b3d5-c16f83f1a3a1
This commit is contained in:
tankefugl 2006-05-01 14:06:02 +00:00
parent de4769abad
commit 698eada0e5
2 changed files with 5 additions and 6 deletions

View file

@ -536,16 +536,13 @@ void CBasePlayerWeapon::ItemPostFrame( void )
}
}
// +movement: Rewritten to allow us to use +attack2 for movement abilities
else if ((m_pPlayer->pev->button & IN_ATTACK2) && (m_flNextPrimaryAttack <= 0.0))
else if ((m_pPlayer->pev->button & IN_ATTACK2) && (m_flNextPrimaryAttack <= 0.0) && (gHUD.GetIsAlien()))
{
// Find out what kind of special movement we are using, and execute the animation for it
if (this->PrevAttack2Status == false)
{
int wID = AVH_ABILITY_LEAP;
CBasePlayerWeapon* theWeapon = g_pWpns[wID];
float test1 = 0.0f;
float test2 = 0.0f;
bool test3 = false;
switch (gHUD.GetHUDUser3())
{
case AVH_USER3_ALIEN_PLAYER1:
@ -1318,7 +1315,9 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
// Make sure that weapon animation matches what the game .dll is telling us
// over the wire ( fixes some animation glitches )
if (false) //g_runfuncs && ( HUD_GetWeaponAnim() != to->client.weaponanim ) && !(CheckInAttack2()) )
// Ensure that the fade and onos won't get these, to play the blink and charge animations correctly
bool noRun = (to->client.iuser3 == AVH_USER3_ALIEN_PLAYER4) || (to->client.iuser3 == AVH_USER3_ALIEN_PLAYER5);
if (g_runfuncs && ( HUD_GetWeaponAnim() != to->client.weaponanim ) && !(CheckInAttack2()) && !noRun)
{
int body = 2;

View file

@ -21,7 +21,7 @@ unsigned char HashPlayerID(char const playerID[16])
unsigned char curHash = 0;
for(int i=0; i < 16; i++)
curHash += (unsigned char)(playerID[i] & 0xFF);
curHash += ((unsigned char)playerID[i] & 0xFF);
return curHash;
}