if (self.weaponentity)
{
self.weaponentity.wframe = fr;
+ a = '0 0 0';
if (fr == WFRAME_IDLE)
a = self.weaponentity.anim_idle;
else if (fr == WFRAME_FIRE1)
a = self.weaponentity.anim_fire1;
else if (fr == WFRAME_FIRE2)
a = self.weaponentity.anim_fire2;
- else if (fr == WFRAME_RELOAD)
+ else // if (fr == WFRAME_RELOAD)
a = self.weaponentity.anim_reload;
a_z *= g_weaponratefactor;
setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
if((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
{
- if(self.weapon == WEP_SHOTGUN && self.BUTTON_ATCK2)
+ if(self.weapon == WEP_SHOTGUN && fr == WFRAME_FIRE2)
animdecide_setaction(self, ANIMACTION_MELEE, restartanim);
else
animdecide_setaction(self, ANIMACTION_SHOOT, restartanim);
vector W_CalculateProjectileSpread(vector forward, float spread)
{
float sigma;
- vector v1, v2;
+ vector v1 = '0 0 0', v2;
float dx, dy, r;
float sstyle;
spread *= g_weaponspreadfactor;