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-rw-r--r--src/cgame/cg_weapons.c19
1 files changed, 17 insertions, 2 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index a2e1bf3e..8f83e288 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -782,6 +782,11 @@ void CG_RegisterWeapon( int weaponNum )
weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/grenade1.md3" );
break;
+ case WP_GROUND_POUND:
+ MAKERGB( weaponInfo->flashDlightColor, 0, 0, 0 );
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse );
+ break;
+
case WP_ABUILD:
case WP_ABUILD2:
case WP_HBUILD:
@@ -1437,6 +1442,17 @@ void CG_AddViewWeapon( playerState_t *ps ) {
VectorMA( hand.origin, random( ) * fraction, cg.refdef.viewaxis[1], hand.origin );
}
+ if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_KNOCKEDOVER )
+ {
+ vec3_t weaponRumble;
+
+ VectorCopy( cg.rumbleVector, weaponRumble );
+ VectorInverse( weaponRumble );
+ VectorScale( weaponRumble, 0.1f, weaponRumble );
+
+ VectorAdd( hand.origin, weaponRumble, hand.origin );
+ }
+
AnglesToAxis( angles, hand.axis );
// map torso animations to weapon animations
@@ -1456,8 +1472,7 @@ void CG_AddViewWeapon( playerState_t *ps ) {
hand.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_MINLIGHT;
// add everything onto the hand
- CG_AddPlayerWeapon( &hand, ps, &cg.predictedPlayerEntity );
-}
+ CG_AddPlayerWeapon( &hand, ps, &cg.predictedPlayerEntity );}
/*
==============================================================================