Valve: Fixed idle animation selection on WEAPON_SHOTGUN
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1 changed files with 7 additions and 5 deletions
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@ -208,19 +208,21 @@ void w_shotgun_release(void)
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}
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}
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if (pl.a_ammo3 == SHOTTY_IDLE) {
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if (pl.a_ammo3 == SHOTTY_IDLE) {
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int r = floor(random(0,3));
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int r = (float)input_sequence % 3;
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switch (r) {
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switch (r) {
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case 0:
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Weapons_ViewAnimation(SHOTGUN_IDLE1);
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break;
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case 1:
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case 1:
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Weapons_ViewAnimation(SHOTGUN_IDLE2);
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Weapons_ViewAnimation(SHOTGUN_IDLE2);
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pl.w_idle_next = 2.222222f;
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break;
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break;
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case 2:
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case 2:
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Weapons_ViewAnimation(SHOTGUN_IDLE3);
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Weapons_ViewAnimation(SHOTGUN_IDLE3);
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pl.w_idle_next = 5.0f;
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break;
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default:
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Weapons_ViewAnimation(SHOTGUN_IDLE1);
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pl.w_idle_next = 2.222222f;
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break;
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break;
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}
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}
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pl.w_idle_next = 15.0f;
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} else if (pl.a_ammo3 == SHOTTY_RELOAD_START) {
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} else if (pl.a_ammo3 == SHOTTY_RELOAD_START) {
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Weapons_ViewAnimation(SHOTGUN_START_RELOAD);
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Weapons_ViewAnimation(SHOTGUN_START_RELOAD);
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pl.a_ammo3 = SHOTTY_RELOAD;
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pl.a_ammo3 = SHOTTY_RELOAD;
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