Valve: Fixed idle animation selection on WEAPON_SHOTGUN

This commit is contained in:
Marco Cawthorne 2020-03-24 09:08:50 +01:00
parent 8ceb0a54a1
commit b736235ffd

View file

@ -208,19 +208,21 @@ void w_shotgun_release(void)
} }
if (pl.a_ammo3 == SHOTTY_IDLE) { if (pl.a_ammo3 == SHOTTY_IDLE) {
int r = floor(random(0,3)); int r = (float)input_sequence % 3;
switch (r) { switch (r) {
case 0:
Weapons_ViewAnimation(SHOTGUN_IDLE1);
break;
case 1: case 1:
Weapons_ViewAnimation(SHOTGUN_IDLE2); Weapons_ViewAnimation(SHOTGUN_IDLE2);
pl.w_idle_next = 2.222222f;
break; break;
case 2: case 2:
Weapons_ViewAnimation(SHOTGUN_IDLE3); Weapons_ViewAnimation(SHOTGUN_IDLE3);
pl.w_idle_next = 5.0f;
break;
default:
Weapons_ViewAnimation(SHOTGUN_IDLE1);
pl.w_idle_next = 2.222222f;
break; break;
} }
pl.w_idle_next = 15.0f;
} else if (pl.a_ammo3 == SHOTTY_RELOAD_START) { } else if (pl.a_ammo3 == SHOTTY_RELOAD_START) {
Weapons_ViewAnimation(SHOTGUN_START_RELOAD); Weapons_ViewAnimation(SHOTGUN_START_RELOAD);
pl.a_ammo3 = SHOTTY_RELOAD; pl.a_ammo3 = SHOTTY_RELOAD;