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Diffstat (limited to 'src/game/bg_pmove.c')
-rw-r--r--src/game/bg_pmove.c14
1 files changed, 10 insertions, 4 deletions
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c
index 685a0617..8bad877c 100644
--- a/src/game/bg_pmove.c
+++ b/src/game/bg_pmove.c
@@ -2161,9 +2161,6 @@ static void PM_Weapon( void )
return;
}
- if( pm->ps->weapon == WP_SCANNER )
- return; //doesn't actually do anything
-
// start the animation even if out of ammo
BG_unpackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, &ammo, &clips, &maxclips );
@@ -2182,6 +2179,8 @@ static void PM_Weapon( void )
switch( pm->ps->weapon )
{
case WP_MACHINEGUN:
+ case WP_MASS_DRIVER:
+ case WP_PULSE_RIFLE:
clips--;
BG_FindAmmoForWeapon( pm->ps->weapon, &ammo, NULL, NULL );
break;
@@ -2201,6 +2200,8 @@ static void PM_Weapon( void )
switch( pm->ps->weapon )
{
case WP_MACHINEGUN:
+ case WP_MASS_DRIVER:
+ case WP_PULSE_RIFLE:
addTime = 2000;
break;
@@ -2366,11 +2367,16 @@ static void PM_Weapon( void )
case WP_POUNCE:
addTime = 750;
break;
+ case WP_MASS_DRIVER:
+ addTime = 1000;
+ break;
+ case WP_PULSE_RIFLE:
+ addTime = 50;
+ break;
case WP_DBUILD:
case WP_DBUILD2:
case WP_HBUILD:
case WP_HBUILD2:
- case WP_SCANNER:
addTime = 1000; //abritutary since doesn't "fire"
break;
}