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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
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de4769abad
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2 changed files with 5 additions and 6 deletions
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@ -536,16 +536,13 @@ void CBasePlayerWeapon::ItemPostFrame( void )
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}
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}
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// +movement: Rewritten to allow us to use +attack2 for movement abilities
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else if ((m_pPlayer->pev->button & IN_ATTACK2) && (m_flNextPrimaryAttack <= 0.0))
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else if ((m_pPlayer->pev->button & IN_ATTACK2) && (m_flNextPrimaryAttack <= 0.0) && (gHUD.GetIsAlien()))
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{
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// Find out what kind of special movement we are using, and execute the animation for it
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if (this->PrevAttack2Status == false)
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{
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int wID = AVH_ABILITY_LEAP;
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CBasePlayerWeapon* theWeapon = g_pWpns[wID];
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float test1 = 0.0f;
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float test2 = 0.0f;
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bool test3 = false;
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switch (gHUD.GetHUDUser3())
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{
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case AVH_USER3_ALIEN_PLAYER1:
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@ -1318,7 +1315,9 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
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// Make sure that weapon animation matches what the game .dll is telling us
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// over the wire ( fixes some animation glitches )
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if (false) //g_runfuncs && ( HUD_GetWeaponAnim() != to->client.weaponanim ) && !(CheckInAttack2()) )
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// Ensure that the fade and onos won't get these, to play the blink and charge animations correctly
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bool noRun = (to->client.iuser3 == AVH_USER3_ALIEN_PLAYER4) || (to->client.iuser3 == AVH_USER3_ALIEN_PLAYER5);
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if (g_runfuncs && ( HUD_GetWeaponAnim() != to->client.weaponanim ) && !(CheckInAttack2()) && !noRun)
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{
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int body = 2;
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@ -21,7 +21,7 @@ unsigned char HashPlayerID(char const playerID[16])
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unsigned char curHash = 0;
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for(int i=0; i < 16; i++)
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curHash += (unsigned char)(playerID[i] & 0xFF);
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curHash += ((unsigned char)playerID[i] & 0xFF);
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return curHash;
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}
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