]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_weaponsystem.qc
Merge branch 'terencehill/ca_arena_mutators' of git://git.xonotic.org/xonotic/xonotic...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_weaponsystem.qc
index e2e547a2354b0301ac24f83ae11c281d2a033534..a75e2be5af16fee8e3758a60e0590a28f020ad0f 100644 (file)
@@ -1008,13 +1008,14 @@ void weapon_thinkf(float fr, float t, void() func)
        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);
@@ -1046,16 +1047,18 @@ void weapon_thinkf(float fr, float t, void() func)
        self.weapon_think = func;
        //dprint("next ", ftos(self.weapon_nextthink), "\n");
 
-       // The shoot animation looks TERRIBLE without animation blending! Yay for moonwalking while shooting!
-       //anim = self.anim_shoot;
-       if (t)
-       if (!self.crouch) // shoot anim stands up, this looks bad
+       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);
        }
+       else
+       {
+               if(self.anim_upper_action == ANIMACTION_SHOOT || self.anim_upper_action == ANIMACTION_MELEE)
+                       self.anim_upper_action = 0;
+       }
 }
 
 void weapon_boblayer1(float spd, vector org)
@@ -1186,7 +1189,7 @@ vector findperpendicular(vector v)
 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;