diff options
author | Tim Angus <tim@ngus.net> | 2001-07-13 00:48:12 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2001-07-13 00:48:12 +0000 |
commit | 3beaebed802a096cccdee04f26526a3b667333ec (patch) | |
tree | 1815684c2ed51872dd3863c58da8965e66cc79e6 /src/cgame/cg_weapons.c | |
parent | 2ab1eefdb54b0d4a82001b3d87158d7fa876bdf4 (diff) |
Saved a couple of STAT_ indices. Added the pounce and clawing weapon
Diffstat (limited to 'src/cgame/cg_weapons.c')
-rw-r--r-- | src/cgame/cg_weapons.c | 25 |
1 files changed, 23 insertions, 2 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c index 74a1ef6a..a53336f9 100644 --- a/src/cgame/cg_weapons.c +++ b/src/cgame/cg_weapons.c @@ -601,6 +601,11 @@ void CG_RegisterWeapon( int weaponNum ) { weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse ); break; + case WP_POUNCE: + MAKERGB( weaponInfo->flashDlightColor, 0, 0, 0 ); + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse ); + break; + case WP_DBUILD: case WP_HBUILD: case WP_SCANNER: @@ -941,19 +946,35 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent if ( ps ) { if ( cg.predictedPlayerState.weapon == WP_RAILGUN - && cg.predictedPlayerState.weaponstate == WEAPON_FIRING ) { + && cg.predictedPlayerState.weaponstate == WEAPON_FIRING ) + { float f; f = (float)cg.predictedPlayerState.weaponTime / 1500; gun.shaderRGBA[1] = 0; gun.shaderRGBA[0] = gun.shaderRGBA[2] = 255 * ( 1.0 - f ); - } else { + } + else + { gun.shaderRGBA[0] = 255; gun.shaderRGBA[1] = 255; gun.shaderRGBA[2] = 255; gun.shaderRGBA[3] = 255; } + + //set weapon[1/2]Time when respective buttons change state + if( cg.weapon1Firing != ( cg.predictedPlayerState.eFlags & EF_FIRING ) ) + { + cg.weapon1Time = cg.time; + cg.weapon1Firing = ( cg.predictedPlayerState.eFlags & EF_FIRING ); + } + + if( cg.weapon2Firing != ( cg.predictedPlayerState.eFlags & EF_FIRING2 ) ) + { + cg.weapon2Time = cg.time; + cg.weapon2Firing = ( cg.predictedPlayerState.eFlags & EF_FIRING2 ); + } } gun.hModel = weapon->weaponModel; |