Team Fortress: Tweak wrench animations to actually fit.
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1 changed files with 14 additions and 21 deletions
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@ -17,14 +17,11 @@
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enum
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{
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WRENCH_IDLE,
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WRENCH_ATTACK1,
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WRENCH_ATTACK2,
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WRENCH_USE,
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WRENCH_DRAW,
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WRENCH_HOLSTER,
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WRENCH_ATTACK1HIT,
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WRENCH_ATTACK1MISS,
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WRENCH_ATTACK2MISS,
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WRENCH_ATTACK2HIT,
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WRENCH_ATTACK3MISS,
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WRENCH_ATTACK3HIT
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WRENCH_HOLSTER
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};
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void
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@ -37,8 +34,7 @@ w_wrench_precache(void)
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precache_sound("weapons/cbar_hitbod2.wav");
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precache_sound("weapons/cbar_hitbod3.wav");
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precache_model("models/v_tfc_spanner.mdl");
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precache_model("models/w_wrench.mdl");
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precache_model("models/p_wrench.mdl");
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precache_model("models/p_spanner.mdl");
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}
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void
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@ -52,18 +48,18 @@ w_wrench_updateammo(player pl)
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string
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w_wrench_wmodel(void)
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{
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return "models/w_wrench.mdl";
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return "models/ball.mdl";
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}
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string
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w_wrench_pmodel(void)
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{
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return "models/p_wrench.mdl";
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return "models/p_spanner.mdl";
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}
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string
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w_wrench_deathmsg(void)
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{
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return "%s was assaulted by %s's Wrench.";
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return "%s was assaulted by %s's wrench.";
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}
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void
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@ -94,23 +90,20 @@ w_wrench_primary(void)
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src = pl.origin + pl.view_ofs;
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traceline(src, src + (v_forward * 32), FALSE, pl);
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int r = (float)input_sequence % 3;
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int r = (float)input_sequence % 2;
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switch (r) {
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case 0:
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anim = trace_fraction >= 1 ? WRENCH_ATTACK1MISS:WRENCH_ATTACK1HIT;
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break;
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case 1:
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anim = trace_fraction >= 1 ? WRENCH_ATTACK2MISS:WRENCH_ATTACK2HIT;
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anim = WRENCH_ATTACK1;
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break;
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default:
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anim = trace_fraction >= 1 ? WRENCH_ATTACK3MISS:WRENCH_ATTACK3HIT;
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anim = WRENCH_ATTACK2;
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}
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Weapons_ViewAnimation(anim);
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if (trace_fraction >= 1.0) {
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pl.w_attack_next = 0.5f;
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} else {
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if (trace_fraction < 1.0) {
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pl.w_attack_next = 0.25f;
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} else {
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pl.w_attack_next = 0.5f;
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}
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pl.w_idle_next = 2.5f;
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