Scientist Hunt: Tweak the chainsaw for a bit animation wise.
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0841eb65f0
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9f68bc97e1
1 changed files with 12 additions and 19 deletions
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@ -74,7 +74,9 @@ void w_chainsaw_primary(void)
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return;
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}
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pl.a_ammo3 = 1;
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pl.a_ammo3 = 1;
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Weapons_ViewAnimation(CHAINSAW_CONTINUEFIRE);
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#ifdef SSQC
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Weapons_MakeVectors();
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vector src = pl.origin + pl.view_ofs;
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@ -82,7 +84,7 @@ void w_chainsaw_primary(void)
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if (trace_fraction >= 1.0) {
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Weapons_PlaySound(pl, CHAN_WEAPON, "sh/chainsaw_idle2.wav", 1, ATTN_NORM);
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pl.w_attack_next = 0.16f;
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pl.w_attack_next = 0.2f;
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} else {
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Effect_Impact(IMPACT_MELEE, trace_endpos, trace_plane_normal);
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@ -102,16 +104,9 @@ void w_chainsaw_primary(void)
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}
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#endif
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pl.w_idle_next = 0.2f;
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}
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void w_chainsaw_secondary(void)
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{
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}
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void w_chainsaw_reload(void)
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{
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pl.w_idle_next = 0.0f;
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}
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void w_chainsaw_release(void)
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{
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player pl = (player)self;
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@ -123,18 +118,16 @@ void w_chainsaw_release(void)
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if (pl.a_ammo3 == 1) {
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pl.a_ammo3 = 0;
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pl.w_idle_next = 1.0f;
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Weapons_ViewAnimation(CHAINSAW_STOPFIRE);
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return;
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} else {
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pl.w_idle_next = 10.0f;
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}
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int r = floor(random(0,2));
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switch (r) {
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case 0:
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if (random() < 0.5) {
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Weapons_ViewAnimation(CHAINSAW_IDLE1);
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break;
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case 1:
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} else {
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Weapons_ViewAnimation(CHAINSAW_IDLE2);
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break;
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}
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}
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@ -162,8 +155,8 @@ weapon_t w_chainsaw =
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w_chainsaw_draw,
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w_chainsaw_holster,
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w_chainsaw_primary,
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w_chainsaw_secondary,
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w_chainsaw_reload,
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w_chainsaw_release,
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w_chainsaw_release,
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w_chainsaw_release,
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__NULL__,
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w_chainsaw_precache,
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