diff options
-rw-r--r-- | src/cgame/cg_weapons.c | 14 | ||||
-rw-r--r-- | src/game/bg_pmove.c | 6 |
2 files changed, 7 insertions, 13 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c index d0ea8737..45318cf8 100644 --- a/src/cgame/cg_weapons.c +++ b/src/cgame/cg_weapons.c @@ -869,12 +869,6 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->readySound ); } - // Lucifer cannon charge warning beep - if( weaponNum == WP_LUCIFER_CANNON && - ( cent->currentState.eFlags & EF_WARN_CHARGE ) ) - trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, - vec3_origin, cgs.media.lCannonWarningSound ); - if( !noGunModel ) { CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_weapon" ); @@ -1021,6 +1015,12 @@ void CG_AddViewWeapon( playerState_t *ps ) if( ( ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE ) CG_GhostBuildable( ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ); + // Lucifer cannon charge warning beep + if( weapon == WP_LUCIFER_CANNON && + ps->stats[ STAT_MISC ] > LCANNON_TOTAL_CHARGE * 2 / 3 ) + trap_S_AddLoopingSound( ps->clientNum, ps->origin, vec3_origin, + cgs.media.lCannonWarningSound ); + // no gun if in third person view if( cg.renderingThirdPerson ) return; @@ -1084,7 +1084,7 @@ void CG_AddViewWeapon( playerState_t *ps ) hand.origin ); VectorMA( hand.origin, random( ) * fraction, cg.refdef.viewaxis[ 1 ], hand.origin ); - } + } else if( ps->stats[ STAT_MISC2 ] > 0 ) { // reloading effect diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c index 3f44debd..45cf89e0 100644 --- a/src/game/bg_pmove.c +++ b/src/game/bg_pmove.c @@ -2783,12 +2783,6 @@ static void PM_Weapon( void ) qboolean attack2 = qfalse; qboolean attack3 = qfalse; - // Set overcharging flag so other players can hear warning - pm->ps->eFlags &= ~EF_WARN_CHARGE; - if( pm->ps->weapon == WP_LUCIFER_CANNON && - pm->ps->stats[ STAT_MISC ] > LCANNON_TOTAL_CHARGE * 2 / 3 ) - pm->ps->eFlags |= EF_WARN_CHARGE; - // don't allow attack until all buttons are up if( pm->ps->pm_flags & PMF_RESPAWNED ) return; |