diff options
Diffstat (limited to 'src/cgame/cg_weapons.c')
-rw-r--r-- | src/cgame/cg_weapons.c | 33 |
1 files changed, 13 insertions, 20 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c index f4c8fbf8..d0968dd9 100644 --- a/src/cgame/cg_weapons.c +++ b/src/cgame/cg_weapons.c @@ -872,8 +872,9 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent // 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 ); + trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, + vec3_origin, ps ? cgs.media.lCannonWarningSound : + cgs.media.lCannonWarningSound2 ); if( !noGunModel ) { @@ -987,6 +988,9 @@ CG_AddViewWeapon Add the weapon, and flash for the player's view ============== */ + +#define WEAPON_CLICK_REPEAT 500 + void CG_AddViewWeapon( playerState_t *ps ) { refEntity_t hand; @@ -1072,27 +1076,16 @@ void CG_AddViewWeapon( playerState_t *ps ) VectorMA( hand.origin, cg_gun_y.value, cg.refdef.viewaxis[ 1 ], hand.origin ); VectorMA( hand.origin, ( cg_gun_z.value + fovOffset ), cg.refdef.viewaxis[ 2 ], hand.origin ); - if( weapon == WP_LUCIFER_CANNON ) + // Lucifer Cannon vibration effect + if( weapon == WP_LUCIFER_CANNON && ps->stats[ STAT_MISC ] > 0 ) { float fraction; - if( ps->stats[ STAT_MISC ] > 0 ) - { - // vibration effect - fraction = (float)ps->stats[ STAT_MISC ] / (float)LCANNON_TOTAL_CHARGE; - VectorMA( hand.origin, random( ) * fraction, cg.refdef.viewaxis[ 0 ], - hand.origin ); - VectorMA( hand.origin, random( ) * fraction, cg.refdef.viewaxis[ 1 ], - hand.origin ); - } - else if( ps->stats[ STAT_MISC2 ] > 0 ) - { - // reloading effect - fraction = (float)ps->stats[ STAT_MISC2 ] / 250.0f; - fraction = ( fraction > 1.0f ) ? 1.0f : fraction; - VectorMA( hand.origin, fraction * -3.0f, cg.refdef.viewaxis[ 2 ], - hand.origin ); - } + fraction = (float)ps->stats[ STAT_MISC ] / LCANNON_CHARGE_TIME_MAX; + VectorMA( hand.origin, random( ) * fraction, cg.refdef.viewaxis[ 0 ], + hand.origin ); + VectorMA( hand.origin, random( ) * fraction, cg.refdef.viewaxis[ 1 ], + hand.origin ); } AnglesToAxis( angles, hand.axis ); |