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-rw-r--r--src/cgame/cg_weapons.c3
-rw-r--r--src/game/bg_pmove.c10
2 files changed, 11 insertions, 2 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index 3f290b5d..0f72a378 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -976,7 +976,6 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
gun.shadowPlane = parent->shadowPlane;
gun.renderfx = parent->renderfx;
- // set custom shading for railgun refire rate
if( ps )
{
gun.shaderRGBA[ 0 ] = 255;
@@ -1032,8 +1031,8 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
if( !noGunModel )
{
- CG_WeaponAnimation( cent, &gun.oldframe, &gun.frame, &gun.backlerp );
CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_weapon" );
+ CG_WeaponAnimation( cent, &gun.oldframe, &gun.frame, &gun.backlerp );
trap_R_AddRefEntityToScene( &gun );
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c
index 77f0a4a8..8c33a500 100644
--- a/src/game/bg_pmove.c
+++ b/src/game/bg_pmove.c
@@ -3267,6 +3267,16 @@ static void PM_Weapon( void )
// weapon.cfg
switch( pm->ps->weapon )
{
+ case WP_ALEVEL1_UPG:
+ case WP_ALEVEL1:
+ if( attack1 )
+ {
+ num %= 6;
+ PM_ForceLegsAnim( NSPA_ATTACK1 );
+ PM_StartWeaponAnim( WANIM_ATTACK1 + num );
+ }
+ break;
+
case WP_ALEVEL2_UPG:
if( attack2 )
{