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