Some more cleanups, also fix the motd/buymenu not appearing right now.

This commit is contained in:
Marco Cawthorne 2022-03-15 19:53:56 -07:00
parent 4715e7bf00
commit 864ea30404
Signed by: eukara
GPG Key ID: C196CD8BA993248A
45 changed files with 218 additions and 252 deletions

View File

@ -165,14 +165,6 @@ HUD_Draw(void)
}
string g_specmodes[] = {
"Free Camera",
"Third Person",
"First Person"
};
// specatator main entry (method cloned from FreeHL)
// -NOTE! This is for the real, Nuclide-provided spectator. The fake spectator is a
// normal player entity with iState set to PLAYER_STATE::NOCLIP.
@ -180,22 +172,5 @@ string g_specmodes[] = {
void
HUD_DrawSpectator(void)
{
Textmenu_Draw();
spectator spec = (spectator)pSeat->m_ePlayer;
drawfont = Font_GetID(FONT_20);
vector vecPos;
string strText;
strText = sprintf("Tracking: %s", getplayerkeyvalue(spec.spec_ent - 1, "name"));
vecPos[0] = g_hudmins[0] + (g_hudres[0] / 2) - (stringwidth(strText, TRUE, [20,20]) / 2);
vecPos[1] = g_hudmins[1] + g_hudres[1] - 60;
drawstring(vecPos, strText, [20,20], [1,1,1], 1.0f, DRAWFLAG_ADDITIVE);
strText = sprintf("Mode: %s", g_specmodes[spec.spec_mode]);
vecPos[0] = g_hudmins[0] + (g_hudres[0] / 2) - (stringwidth(strText, TRUE, [20,20]) / 2);
vecPos[1] = g_hudmins[1] + g_hudres[1] - 40;
drawstring(vecPos, strText, [20,20], [1,1,1], 1.0f, DRAWFLAG_ADDITIVE);
HUD_Draw();
}

View File

@ -52,7 +52,7 @@ ClientGame_Init(float apilevel, string enginename, float engineversion)
// understanding of pSeat isn't quite there.
//if(numclientseats > g_seats.length){numclientseats = g_seats.length;}
for(s = 0; s < g_seats.length; s++){ // < numclientseats
for (s = 0; s < g_seats.length; s++){ // < numclientseats
pSeat = &g_seats[s];
pSeatLocal = &g_seatslocal[s];

View File

@ -1815,15 +1815,15 @@ player::preThink(void){
// we ever care about some delay for this in the future.
if(!usingIronSight){
// use this one (plain)
TS_Weapons_ViewAnimation(ironsightRef.iAnim_Idle_Index, 2 );
TS_Weapons_ViewAnimation(this, ironsightRef.iAnim_Idle_Index, 2 );
}else{
// use this one
TS_Weapons_ViewAnimation(ironsightRef.ironsightdata.iAnim_Idle_Index, 2 );
TS_Weapons_ViewAnimation(this, ironsightRef.ironsightdata.iAnim_Idle_Index, 2 );
}
}else{
//baseRef = *((weapondata_basic_t*) basePRef);
TS_Weapons_ViewAnimation(baseRef.iAnim_Idle_Index, 2 );
TS_Weapons_ViewAnimation(this, baseRef.iAnim_Idle_Index, 2 );
}
}// inventoryEquippedIndex

View File

@ -287,16 +287,16 @@ void entityRemoveRespawnFlag(CBaseEntity arg_this);
#endif
void TS_Weapons_ViewAnimation(int i, float fDuration);
void TS_Weapons_ViewAnimation_noLaserLock(int i, float fDuration);
void TS_Weapons_ViewAnimation_EndIdle(int i, float fDuration);
void TS_Weapons_ViewAnimation_EndIdle_custom(int i, float fDuration, float fIdleEndOffset);
void TS_Weapons_ViewAnimation(player pl, int i, float fDuration);
void TS_Weapons_ViewAnimation_noLaserLock(player pl, int i, float fDuration);
void TS_Weapons_ViewAnimation_EndIdle(player pl, int i, float fDuration);
void TS_Weapons_ViewAnimation_EndIdle_custom(player pl, int i, float fDuration, float fIdleEndOffset);
#ifdef CLIENT
void TS_View_PlayAnimation(int iSequence, float fDuration);
void TS_View_PlayAnimation_noLaserLock(int iSequence, float fDuration);
void TS_View_PlayAnimation_EndIdle(int iSequence, float fDuration);
void TS_View_PlayAnimation_EndIdle_custom(int iSequence, float fDuration, float fIdleEndOffset);
void TS_View_PlayAnimation(player pl, int iSequence, float fDuration);
void TS_View_PlayAnimation_noLaserLock(player pl, int iSequence, float fDuration);
void TS_View_PlayAnimation_EndIdle(player pl, int iSequence, float fDuration);
void TS_View_PlayAnimation_EndIdle_custom(player pl, int iSequence, float fDuration, float fIdleEndOffset);
#endif

View File

@ -332,14 +332,12 @@ void entityRemoveRespawnFlag(CBaseEntity arg_this){
// Typically call me from weapons in shared script!
void
TS_Weapons_ViewAnimation(int i, float fDuration)
TS_Weapons_ViewAnimation(player pl, int i, float fDuration)
{
//printfline("TS_Weapons_ViewAnimation: %i %.2f", i, fDuration);
player pl = (player)self;
pl.w_idle_next = fDuration;
#ifdef CLIENT
TS_View_PlayAnimation(i, fDuration);
TS_View_PlayAnimation(pl, i, fDuration);
#else
pl.flViewModelFrame = i;
#endif
@ -347,14 +345,12 @@ TS_Weapons_ViewAnimation(int i, float fDuration)
}
void
TS_Weapons_ViewAnimation_noLaserLock(int i, float fDuration)
TS_Weapons_ViewAnimation_noLaserLock(player pl, int i, float fDuration)
{
//printfline("TS_Weapons_ViewAnimation_noLaserLock: %i %.2f", i, fDuration);
player pl = (player)self;
pl.w_idle_next = fDuration;
#ifdef CLIENT
TS_View_PlayAnimation_noLaserLock(i, fDuration);
TS_View_PlayAnimation_noLaserLock(pl, i, fDuration);
#else
pl.flViewModelFrame = i;
#endif
@ -363,14 +359,12 @@ TS_Weapons_ViewAnimation_noLaserLock(int i, float fDuration)
void
TS_Weapons_ViewAnimation_EndIdle(int i, float fDuration)
TS_Weapons_ViewAnimation_EndIdle(player pl, int i, float fDuration)
{
//printfline("TS_Weapons_ViewAnimation_EndIdle: %i %.2f", i, fDuration);
player pl = (player)self;
pl.w_idle_next = fDuration;
#ifdef CLIENT
TS_View_PlayAnimation_EndIdle(i, fDuration);
TS_View_PlayAnimation_EndIdle(pl, i, fDuration);
#else
pl.flViewModelFrame = i;
#endif
@ -378,14 +372,12 @@ TS_Weapons_ViewAnimation_EndIdle(int i, float fDuration)
}
void
TS_Weapons_ViewAnimation_EndIdle_custom(int i, float fDuration, float fIdleEndOffset)
TS_Weapons_ViewAnimation_EndIdle_custom(player pl, int i, float fDuration, float fIdleEndOffset)
{
//printfline("TS_Weapons_ViewAnimation_EndIdle_custom: %i %.2f %.2f", i, fDuration, fIdleEndOffset);
player pl = (player)self;
pl.w_idle_next = fDuration;
#ifdef CLIENT
TS_View_PlayAnimation_EndIdle_custom(i, fDuration, fIdleEndOffset);
TS_View_PlayAnimation_EndIdle_custom(pl, i, fDuration, fIdleEndOffset);
#else
pl.flViewModelFrame = i;
#endif
@ -397,7 +389,7 @@ TS_Weapons_ViewAnimation_EndIdle_custom(int i, float fDuration, float fIdleEndOf
#ifdef CLIENT
void
TS_View_PlayAnimation(int iSequence, float fDuration){
TS_View_PlayAnimation(player pl, int iSequence, float fDuration){
/*
// TEST!!!
@ -412,8 +404,8 @@ TS_View_PlayAnimation(int iSequence, float fDuration){
*/
pSeat->m_eViewModel.frame = (float)iSequence;
player pl = (player)pSeat->m_ePlayer;
pl.weapontime = 0.0f;
pl.weaponframe = iSequence;
SAVE_STATE(pl.weapontime);
//pSeat->m_eViewModel.frame2time = 0;
@ -426,10 +418,10 @@ TS_View_PlayAnimation(int iSequence, float fDuration){
}
void
TS_View_PlayAnimation_noLaserLock(int iSequence, float fDuration){
TS_View_PlayAnimation_noLaserLock(player pl, int iSequence, float fDuration){
pSeat->m_eViewModel.frame = (float)iSequence;
player pl = (player)pSeat->m_ePlayer;
pl.weapontime = 0.0f;
pl.weaponframe = iSequence;
SAVE_STATE(pl.weapontime);
pl.w_freeze_idle_next = -1; //assume this?
@ -438,10 +430,10 @@ TS_View_PlayAnimation_noLaserLock(int iSequence, float fDuration){
void
TS_View_PlayAnimation_EndIdle(int iSequence, float fDuration){
TS_View_PlayAnimation_EndIdle(player pl, int iSequence, float fDuration){
pSeat->m_eViewModel.frame = (float)iSequence;
player pl = (player)pSeat->m_ePlayer;
pl.weapontime = 0.0f;
pl.weaponframe = iSequence;
SAVE_STATE(pl.weapontime);
// ?? Do we want to do this or not then
@ -452,10 +444,10 @@ TS_View_PlayAnimation_EndIdle(int iSequence, float fDuration){
void
TS_View_PlayAnimation_EndIdle_custom(int iSequence, float fDuration, float fIdleEndOffset){
TS_View_PlayAnimation_EndIdle_custom(player pl, int iSequence, float fDuration, float fIdleEndOffset){
pSeat->m_eViewModel.frame = (float)iSequence;
player pl = (player)pSeat->m_ePlayer;
pl.weapontime = 0.0f;
pl.weaponframe = iSequence;
SAVE_STATE(pl.weapontime);
pl.lasersightUnlockTime = FALSE; //reset

View File

@ -546,7 +546,7 @@ weapon_shotgun_reload(
weapondata_shotgun_extra_t* shotgunExtraRef = ary_shotgunExtra[pl.iShotgunExtraDataID];
TS_Weapons_ViewAnimation((*shotgunExtraRef).shotgunReload1_seq, (*shotgunExtraRef).shotgunReload1_Duration );
TS_Weapons_ViewAnimation(pl, (*shotgunExtraRef).shotgunReload1_seq, (*shotgunExtraRef).shotgunReload1_Duration );
weapon_base_setWholeAttackDelay(pl, (*shotgunExtraRef).shotgunReload1_Duration);
pl.shotgunReloadIndex = 1;
@ -622,14 +622,14 @@ weapon_shotgun_onThink_reloadLogic(player pl, weapondata_gun_t* basePRef, weapon
shotgunExtraRef = ary_shotgunExtra[pl.iShotgunExtraDataID];
TS_Weapons_ViewAnimation((*shotgunExtraRef).shotgunReload3_seq, (*shotgunExtraRef).shotgunReload3_Duration);
TS_Weapons_ViewAnimation(pl, (*shotgunExtraRef).shotgunReload3_seq, (*shotgunExtraRef).shotgunReload3_Duration);
weapon_base_setWholeAttackDelay(pl, (*shotgunExtraRef).shotgunReload3_Duration);
pl.shotgunReloadIndex = 0;
pl.isReloading = FALSE;
}else{
shotgunExtraRef = ary_shotgunExtra[pl.iShotgunExtraDataID];
TS_Weapons_ViewAnimation((*shotgunExtraRef).shotgunReload2_seq, (*shotgunExtraRef).shotgunReload2_Duration);
TS_Weapons_ViewAnimation(pl, (*shotgunExtraRef).shotgunReload2_seq, (*shotgunExtraRef).shotgunReload2_Duration);
weapon_base_setWholeAttackDelay(pl, (*shotgunExtraRef).shotgunReload2_Duration);
pl.shotgunReloadIndex = 2;
@ -652,7 +652,7 @@ weapon_shotgun_onThink_reloadLogic(player pl, weapondata_gun_t* basePRef, weapon
shotgunExtraRef = ary_shotgunExtra[pl.iShotgunExtraDataID];
TS_Weapons_ViewAnimation((*shotgunExtraRef).shotgunReload3_seq, (*shotgunExtraRef).shotgunReload3_Duration);
TS_Weapons_ViewAnimation(pl, (*shotgunExtraRef).shotgunReload3_seq, (*shotgunExtraRef).shotgunReload3_Duration);
weapon_base_setWholeAttackDelay(pl, (*shotgunExtraRef).shotgunReload3_Duration);
pl.shotgunReloadIndex = 0;
// this will be true when the fire delay expires, but doesn't hurt happening earlier.
@ -1346,13 +1346,13 @@ weapon_ironsight_ToggleIronsight(
if(arg_thisWeapon.iIronSight == 0){
weapon_base_setWholeAttackDelay(pl, baseRef.ironsightdata.fAnim_Change_Duration * 0.9 );
TS_Weapons_ViewAnimation_EndIdle( baseRef.ironsightdata.iAnim_Change_Index, baseRef.ironsightdata.fAnim_Change_Duration );
TS_Weapons_ViewAnimation_noLaserLock( pl,baseRef.ironsightdata.iAnim_Change_Index, baseRef.ironsightdata.fAnim_Change_Duration );
//TS_Weapons_ViewAnimation( baseRef.ironsightdata.iAnim_Change_Index, baseRef.ironsightdata.fAnim_Change_Duration );
//TS_Weapons_ViewAnimation(pl, baseRef.ironsightdata.iAnim_Change_Index, baseRef.ironsightdata.fAnim_Change_Duration );
}else{
weapon_base_setWholeAttackDelay(pl, baseRef.ironsightdata.fAnim_ReChange_Duration * 0.9);
TS_Weapons_ViewAnimation( baseRef.ironsightdata.iAnim_ReChange_Index, baseRef.ironsightdata.fAnim_ReChange_Duration );
TS_Weapons_ViewAnimation(pl, baseRef.ironsightdata.iAnim_ReChange_Index, baseRef.ironsightdata.fAnim_ReChange_Duration );
}
//pl.recentAttackHadAmmo = arg_thisWeapon.iIronSight; //haaaaaaacky sax
@ -1402,7 +1402,7 @@ weapon_gun_Reload(
pl.isReloading = TRUE;
weapon_base_setWholeAttackDelay(pl, baseRef.fAnim_Reload_Duration);
TS_Weapons_ViewAnimation(baseRef.iAnim_Reload_Index, baseRef.fAnim_Reload_Duration);
TS_Weapons_ViewAnimation(pl, baseRef.iAnim_Reload_Index, baseRef.fAnim_Reload_Duration);
//TAGGG TODO - third person model anim
//Animation_ReloadWeapon( self );
@ -1445,7 +1445,7 @@ weapon_gun_Reload_CustomSequence(
pl.isReloading = TRUE;
weapon_base_setWholeAttackDelay(pl, arg_flReloadSeqTime);
TS_Weapons_ViewAnimation(arg_iReloadSeq, arg_flReloadSeqTime);
TS_Weapons_ViewAnimation(pl, arg_iReloadSeq, arg_flReloadSeqTime);
//TAGGG TODO - third person model anim
//Animation_ReloadWeapon( self );
@ -1499,9 +1499,9 @@ weapon_ironsight_Reload(
//printfline("not ironsite rite %i", arg_thisWeapon.iIronSight);
if(!arg_thisWeapon.iIronSight){
TS_Weapons_ViewAnimation(baseRef.iAnim_Reload_Index, baseRef.fAnim_Reload_Duration );
TS_Weapons_ViewAnimation(pl, baseRef.iAnim_Reload_Index, baseRef.fAnim_Reload_Duration );
}else{
TS_Weapons_ViewAnimation(baseRef.ironsightdata.iAnim_Reload_Index, baseRef.ironsightdata.fAnim_Reload_Duration );
TS_Weapons_ViewAnimation(pl, baseRef.ironsightdata.iAnim_Reload_Index, baseRef.ironsightdata.fAnim_Reload_Duration );
}
//TAGGG TODO - third person model anim.
@ -1594,7 +1594,7 @@ weapon_base_onEquip(
//printfline("weapon_base_onEquip: playing deploy anim");
#endif
TS_Weapons_ViewAnimation(baseRef.iAnim_Deploy_Index, baseRef.fAnim_Deploy_Duration);
TS_Weapons_ViewAnimation(pl, baseRef.iAnim_Deploy_Index, baseRef.fAnim_Deploy_Duration);
pl.nextAkimboAttackPreference = BITS_AKIMBOCHOICE_LEFT;

View File

@ -157,9 +157,9 @@ w_ak47_primary(player pl)
SoundPitched_Send(pl, SNDP_AK47_FIRE); /* get around protocol limits */
if(!arg_thisWeapon.iIronSight){
TS_Weapons_ViewAnimation(weaponseq_ak47::shoot, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_ak47::shoot, 31.0f/30.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_ak47::shoot2, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_ak47::shoot2, 31.0f/30.0f);
}
weapon_ClientEffects(MUZZLEFLASH_ID::RIFLE, SHELLEJECT_ID::_56);

View File

@ -195,9 +195,9 @@ void weapon_akimbocolts_akimbo_attack(player pl, weapondynamic_t arg_thisWeapon,
//printfline("VM: LEFT");
if(!arg_thisWeapon.iIronSight){
if(arg_thisWeapon.iClipLeft > 0 ){
TS_Weapons_ViewAnimation(weaponseq_akimbocolts::leftshoot, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_akimbocolts::leftshoot, 31.0f/30.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_akimbocolts::leftshootlast, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_akimbocolts::leftshootlast, 31.0f/30.0f);
}
}else{
// ...
@ -215,9 +215,9 @@ void weapon_akimbocolts_akimbo_attack(player pl, weapondynamic_t arg_thisWeapon,
//printfline("VM: RIGHT");
if(!arg_thisWeapon.iIronSight){
if(arg_thisWeapon.iClipAkimboLeft > 0 ){
TS_Weapons_ViewAnimation(weaponseq_akimbocolts::rightshoot, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_akimbocolts::rightshoot, 31.0f/30.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_akimbocolts::rightshootlast, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_akimbocolts::rightshootlast, 31.0f/30.0f);
}
}else{
// ...
@ -240,9 +240,9 @@ void weapon_akimbocolts_akimbo_attack(player pl, weapondynamic_t arg_thisWeapon,
// both fire types?
if(!arg_thisWeapon.iIronSight){
if(arg_thisWeapon.iClipLeft > 0 || arg_thisWeapon.iClipAkimboLeft > 0 ){
TS_Weapons_ViewAnimation(weaponseq_akimbocolts::linkedshoot, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_akimbocolts::linkedshoot, 31.0f/30.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_akimbocolts::linkedshootlast, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_akimbocolts::linkedshootlast, 31.0f/30.0f);
}
}else{
// ...

View File

@ -148,9 +148,9 @@ w_barrettm82_primary(player pl)
int r = (float)input_sequence % 2;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_barrettm82::shoot, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_barrettm82::shoot, 31.0f/30.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_barrettm82::shoot2, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_barrettm82::shoot2, 31.0f/30.0f);
}
weapon_ClientEffects(MUZZLEFLASH_ID::RIFLE, SHELLEJECT_ID::_56);

View File

@ -177,9 +177,9 @@ w_benellim3_primary(player pl)
// why the cast to float here? No idea
int r = (float)input_sequence % 2;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_benellim3::pump, 29.0f/35.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_benellim3::pump, 29.0f/35.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_benellim3::pump2, 25.0f/35.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_benellim3::pump2, 25.0f/35.0f);
}
arg_thisWeapon.bNeedsPump = FALSE;
@ -201,12 +201,12 @@ w_benellim3_primary(player pl)
SoundPitched_Send(pl, SNDP_BENELLIM3_FIRE);
if(arg_thisWeapon.iFireMode == BITS_FIREMODE_PUMP){
TS_Weapons_ViewAnimation(weaponseq_benellim3::shootpump, (31.0f/35.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_benellim3::shootpump, (31.0f/35.0f) );
// no shell! Pumping does that.
arg_thisWeapon.bNeedsPump = TRUE;
weapon_ShowMuzzleFlash(MUZZLEFLASH_ID::WEIRD);
}else{
TS_Weapons_ViewAnimation(weaponseq_benellim3::shootsemi, (31.0f/35.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_benellim3::shootsemi, (31.0f/35.0f) );
weapon_ClientEffects(MUZZLEFLASH_ID::WEIRD, SHELLEJECT_ID::SHOTGUN_BLUE);
}

View File

@ -155,13 +155,13 @@ w_beretta_primary(player pl)
if(arg_thisWeapon.iClipLeft > 0){
int r = (float)input_sequence % 2;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_beretta::shoot, 31.0f/35.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_beretta::shoot, 31.0f/35.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_beretta::shoot2, 31.0f/35.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_beretta::shoot2, 31.0f/35.0f);
}
}else{
//that was our last bullet?
TS_Weapons_ViewAnimation(weaponseq_beretta::shootempty, 31.0f/35.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_beretta::shootempty, 31.0f/35.0f);
}
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){

View File

@ -230,18 +230,18 @@ void weapon_beretta_akimbo_attack(player pl, weapondynamic_t arg_thisWeapon, int
if(arg_thisWeapon.iClipLeft > 0 ){
r = (float)input_sequence % 3;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_beretta_akimbo::leftshoot_1, 31.0f/31.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_beretta_akimbo::leftshoot_1, 31.0f/31.0f);
}else if(r == 1){
TS_Weapons_ViewAnimation(weaponseq_beretta_akimbo::leftshoot2_1, 31.0f/31.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_beretta_akimbo::leftshoot2_1, 31.0f/31.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_beretta_akimbo::leftshoots_1, 31.0f/31.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_beretta_akimbo::leftshoots_1, 31.0f/31.0f);
}
}else{
r = (float)input_sequence % 2;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_beretta_akimbo::leftshootlast_1, 31.0f/31.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_beretta_akimbo::leftshootlast_1, 31.0f/31.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_beretta_akimbo::leftshootlasts_1, 31.0f/31.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_beretta_akimbo::leftshootlasts_1, 31.0f/31.0f);
}
}
}else{
@ -262,18 +262,18 @@ void weapon_beretta_akimbo_attack(player pl, weapondynamic_t arg_thisWeapon, int
if(arg_thisWeapon.iClipAkimboLeft > 0 ){
r = (float)input_sequence % 3;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_beretta_akimbo::rightshoot_1, 31.0f/31.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_beretta_akimbo::rightshoot_1, 31.0f/31.0f);
}else if(r == 1){
TS_Weapons_ViewAnimation(weaponseq_beretta_akimbo::rightshoot2_1, 31.0f/31.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_beretta_akimbo::rightshoot2_1, 31.0f/31.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_beretta_akimbo::rightshoots_1, 31.0f/31.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_beretta_akimbo::rightshoots_1, 31.0f/31.0f);
}
}else{
r = (float)input_sequence % 2;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_beretta_akimbo::rightshootlast_1, 31.0f/31.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_beretta_akimbo::rightshootlast_1, 31.0f/31.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_beretta_akimbo::rightshootlasts_1, 31.0f/31.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_beretta_akimbo::rightshootlasts_1, 31.0f/31.0f);
}
}
}else{
@ -297,9 +297,9 @@ void weapon_beretta_akimbo_attack(player pl, weapondynamic_t arg_thisWeapon, int
// both fire types?
if(!arg_thisWeapon.iIronSight){
if(arg_thisWeapon.iClipLeft > 0 || arg_thisWeapon.iClipAkimboLeft > 0){
TS_Weapons_ViewAnimation(weaponseq_beretta_akimbo::linkedshoot, 31.0f/31.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_beretta_akimbo::linkedshoot, 31.0f/31.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_beretta_akimbo::linkedshootlast, 31.0f/31.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_beretta_akimbo::linkedshootlast, 31.0f/31.0f);
}
}else{
// ...

View File

@ -150,11 +150,11 @@ w_combatknife_primary(player pl)
// Do these go through some kind of cycle, I forget
int r = (float)input_sequence % 3;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_combatknife::slash1, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_combatknife::slash1, (31.0f/30.0f) );
}else if(r == 1){
TS_Weapons_ViewAnimation(weaponseq_combatknife::left, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_combatknife::left, (31.0f/30.0f) );
}else{
TS_Weapons_ViewAnimation(weaponseq_combatknife::right, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_combatknife::right, (31.0f/30.0f) );
}
}
@ -192,7 +192,7 @@ w_combatknife_secondary(player pl)
printfline("IM A KNIFE I GOT THROWN YES current count: %i", arg_thisWeapon.iCount);
if(arg_thisWeapon.iCount > 0){
// another knife left? Bring it up with a draw animation.
TS_Weapons_ViewAnimation(weaponseq_combatknife::draw, (31.0f / 30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_combatknife::draw, (31.0f / 30.0f) );
}else{
#ifdef SERVER

View File

@ -149,9 +149,9 @@ w_contenderg2_primary(player pl)
int r = (float)input_sequence % 2;
if (r == 0) {
TS_Weapons_ViewAnimation(weaponseq_contenderg2::shoot1, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_contenderg2::shoot1, 31.0f/30.0f);
} else {
TS_Weapons_ViewAnimation(weaponseq_contenderg2::shoot2, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_contenderg2::shoot2, 31.0f/30.0f);
}
// guessing a shell-eject doesn't happen, could be wrong.

View File

@ -180,20 +180,20 @@ w_deserteagle_primary(player pl)
if(arg_thisWeapon.iClipLeft > 0){
r = (float)input_sequence % 2;
if (r == 0) {
TS_Weapons_ViewAnimation(weaponseq_deserteagle::shoot1, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_deserteagle::shoot1, 31.0f/30.0f);
} else {
TS_Weapons_ViewAnimation(weaponseq_deserteagle::shoot2, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_deserteagle::shoot2, 31.0f/30.0f);
}
}else{
// DONT "EndIdle" THIS ONE!
TS_Weapons_ViewAnimation(weaponseq_deserteagle::shootlast, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_deserteagle::shootlast, 31.0f/30.0f);
}
}else{
if(arg_thisWeapon.iClipLeft > 0){
TS_Weapons_ViewAnimation(weaponseq_deserteagle::shootb, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_deserteagle::shootb, 31.0f/30.0f);
} else {
// DONT "EndIdle" THIS ONE!
TS_Weapons_ViewAnimation(weaponseq_deserteagle::shootblast, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_deserteagle::shootblast, 31.0f/30.0f);
}
}

View File

@ -149,10 +149,10 @@ w_fiveseven_primary(player pl)
}
if(arg_thisWeapon.iClipLeft > 0){
TS_Weapons_ViewAnimation(weaponseq_fiveseven::shoot, 31.0f/40.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_fiveseven::shoot, 31.0f/40.0f);
}else{
// that was our last bullet?
TS_Weapons_ViewAnimation(weaponseq_fiveseven::shootlast, 31.0f/40.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_fiveseven::shootlast, 31.0f/40.0f);
}
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){

View File

@ -206,7 +206,7 @@ void weapon_fiveseven_akimbo_attack(player pl, weapondynamic_t arg_thisWeapon, i
if(finalAkimboChoice == BITS_AKIMBOCHOICE_LEFT){
//printfline("VM: LEFT");
if(!arg_thisWeapon.iIronSight){
TS_Weapons_ViewAnimation(weaponseq_fiveseven_akimbo::shoot_left, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_fiveseven_akimbo::shoot_left, 31.0f/30.0f);
}else{
// ...
}
@ -222,7 +222,7 @@ void weapon_fiveseven_akimbo_attack(player pl, weapondynamic_t arg_thisWeapon, i
}else if(finalAkimboChoice == BITS_AKIMBOCHOICE_RIGHT){
//printfline("VM: RIGHT");
if(!arg_thisWeapon.iIronSight){
TS_Weapons_ViewAnimation(weaponseq_fiveseven_akimbo::shoot_right, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_fiveseven_akimbo::shoot_right, 31.0f/30.0f);
}else{
// ...
}
@ -243,7 +243,7 @@ void weapon_fiveseven_akimbo_attack(player pl, weapondynamic_t arg_thisWeapon, i
// both fire types?
if(!arg_thisWeapon.iIronSight){
TS_Weapons_ViewAnimation(weaponseq_fiveseven_akimbo::shoot_linked, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_fiveseven_akimbo::shoot_linked, 31.0f/30.0f);
}else{
// ...
}

View File

@ -104,7 +104,6 @@ string
w_glock18_pmodel(player pl)
{
// Do we have the silencer?
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
return (*ary_weaponData[WEAPON_ID::GLOCK18]).sPlayerModelPath;
@ -164,13 +163,13 @@ w_glock18_primary(player pl)
// more than 1 bullet left? Typical
int r = (float)input_sequence % 2;
if (r == 0) {
TS_Weapons_ViewAnimation(weaponseq_glock18::shoot1, (31.0f/30.0f));
TS_Weapons_ViewAnimation(pl, weaponseq_glock18::shoot1, (31.0f/30.0f));
} else {
TS_Weapons_ViewAnimation(weaponseq_glock18::shoot2, (31.0f/30.0f));
TS_Weapons_ViewAnimation(pl, weaponseq_glock18::shoot2, (31.0f/30.0f));
}
}else{
// Only 1 left? Assume it's about to be gone
TS_Weapons_ViewAnimation(weaponseq_glock18::shootempty, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_glock18::shootempty, (31.0f/30.0f) );
}
// TODO.

View File

@ -144,13 +144,13 @@ w_glock20_primary(player pl)
if(arg_thisWeapon.iClipLeft > 0){
int r = (float)input_sequence % 2;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_glock20::shoot1, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_glock20::shoot1, 31.0f/30.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_glock20::shoot2, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_glock20::shoot2, 31.0f/30.0f);
}
}else{
// that was our last bullet?
TS_Weapons_ViewAnimation(weaponseq_glock20::shootempty, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_glock20::shootempty, 31.0f/30.0f);
}
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){

View File

@ -153,11 +153,11 @@ w_hkpdw_primary(player pl)
int r = (float)input_sequence % 3;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_hkpdw::shoot, 21.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_hkpdw::shoot, 21.0f/30.0f);
}else if(r == 1){
TS_Weapons_ViewAnimation(weaponseq_hkpdw::shoot2, 21.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_hkpdw::shoot2, 21.0f/30.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_hkpdw::shoot3, 21.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_hkpdw::shoot3, 21.0f/30.0f);
}
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){

View File

@ -155,13 +155,13 @@ w_karate_primary(player pl)
int r = (float)input_sequence % 4;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_karate::punch_left, (31.0f/40.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_karate::punch_left, (31.0f/40.0f) );
}else if(r == 1){
TS_Weapons_ViewAnimation(weaponseq_karate::punch_right, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_karate::punch_right, (31.0f/30.0f) );
}else if(r == 2){
TS_Weapons_ViewAnimation(weaponseq_karate::uppercut, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_karate::uppercut, (31.0f/30.0f) );
}else{
TS_Weapons_ViewAnimation(weaponseq_karate::punch_right2, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_karate::punch_right2, (31.0f/30.0f) );
}
@ -298,16 +298,16 @@ w_karate_secondary(player pl)
//ordinary
r = (float)input_sequence % 2;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_karate::kick, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_karate::kick, (31.0f/30.0f) );
}else{
TS_Weapons_ViewAnimation(weaponseq_karate::sidekick, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_karate::sidekick, (31.0f/30.0f) );
}
}else if(meleeAnimToPlay == 1){
//spin kick
TS_Weapons_ViewAnimation(weaponseq_karate::spinkick, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_karate::spinkick, (31.0f/30.0f) );
}else if(meleeAnimToPlay == 2){
//back kick
TS_Weapons_ViewAnimation(weaponseq_karate::backkick, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_karate::backkick, (31.0f/30.0f) );
}
// TODO - player model anims for melee?
@ -336,7 +336,7 @@ w_karate_reload(player pl)
// allow it. Whatever 'it' is
TS_Weapons_PlaySoundDirect(pl, "player/block.wav");
TS_Weapons_ViewAnimation(weaponseq_karate::block_low, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_karate::block_low, (31.0f/30.0f) );
}
pl.flKarateBlockCooldown = time + 1.3f;

View File

@ -198,11 +198,11 @@ w_katana_primary(player pl)
if(meleeAnimToPlay == 0){
//do that one.
TS_Weapons_ViewAnimation(weaponseq_katana::slash1, (51.0f/33.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_katana::slash1, (51.0f/33.0f) );
}else if(meleeAnimToPlay == 1){ // == 1?
TS_Weapons_ViewAnimation(weaponseq_katana::slash2, (51.0f/33.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_katana::slash2, (51.0f/33.0f) );
}else if(meleeAnimToPlay == 2){
TS_Weapons_ViewAnimation(weaponseq_katana::slash3, (51.0f/33.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_katana::slash3, (51.0f/33.0f) );
}
}

View File

@ -174,24 +174,24 @@ w_m16a4_primary(player pl)
if(!arg_thisWeapon.iIronSight){
r = (float)input_sequence % 4;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_m16a4::shoot1, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_m16a4::shoot1, (31.0f/30.0f) );
}else if(r == 1){
TS_Weapons_ViewAnimation(weaponseq_m16a4::shoot2, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_m16a4::shoot2, (31.0f/30.0f) );
}else if(r == 2){
TS_Weapons_ViewAnimation(weaponseq_m16a4::sshoot1, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_m16a4::sshoot1, (31.0f/30.0f) );
}else{
TS_Weapons_ViewAnimation(weaponseq_m16a4::sshoot2, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_m16a4::sshoot2, (31.0f/30.0f) );
}
}else{
r = (float)input_sequence % 4;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_m16a4::shoot3, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_m16a4::shoot3, (31.0f/30.0f) );
}else if(r == 1){
TS_Weapons_ViewAnimation(weaponseq_m16a4::shoot4, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_m16a4::shoot4, (31.0f/30.0f) );
}else if(r == 2){
TS_Weapons_ViewAnimation(weaponseq_m16a4::sshoot3, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_m16a4::sshoot3, (31.0f/30.0f) );
}else{
TS_Weapons_ViewAnimation(weaponseq_m16a4::sshoot4, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_m16a4::sshoot4, (31.0f/30.0f) );
}
}

View File

@ -37,7 +37,7 @@ void weapon_m4a1_onColdCock(player pl, weapondynamic_t arg_thisWeapon){
MELEE_HIT_RESPONSE hitRep = weapon_base_coldcock(pl, ary_weaponData[WEAPON_ID::M4A1], arg_thisWeapon, 40, 66);
weapon_base_setWholeAttackDelay(pl, 0.73f);
TS_Weapons_ViewAnimation_noLaserLock(weaponseq_m4a1::coldcock, 30.0f/40.0f);
TS_Weapons_ViewAnimation_noLaserLock(pl,weaponseq_m4a1::coldcock, 30.0f/40.0f);
arg_thisWeapon.iIronSight = 0; //disable, coldcock returns to non-ironsight look
if (hitRep == MELEE_HIT_RESPONSE::NONE ) {
@ -197,24 +197,24 @@ w_m4a1_primary(player pl)
if(!arg_thisWeapon.iIronSight){
r = (float)input_sequence % 4;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_m4a1::shoot1, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_m4a1::shoot1, (31.0f/30.0f) );
}else if(r == 1){
TS_Weapons_ViewAnimation(weaponseq_m4a1::shoot2, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_m4a1::shoot2, (31.0f/30.0f) );
}else if(r == 2){
TS_Weapons_ViewAnimation(weaponseq_m4a1::sshoot1, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_m4a1::sshoot1, (31.0f/30.0f) );
}else{
TS_Weapons_ViewAnimation(weaponseq_m4a1::sshoot2, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_m4a1::sshoot2, (31.0f/30.0f) );
}
}else{
r = (float)input_sequence % 4;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_m4a1::shoot3, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_m4a1::shoot3, (31.0f/30.0f) );
}else if(r == 1){
TS_Weapons_ViewAnimation(weaponseq_m4a1::shoot4, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_m4a1::shoot4, (31.0f/30.0f) );
}else if(r == 2){
TS_Weapons_ViewAnimation(weaponseq_m4a1::sshoot3, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_m4a1::sshoot3, (31.0f/30.0f) );
}else{
TS_Weapons_ViewAnimation(weaponseq_m4a1::sshoot4, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_m4a1::sshoot4, (31.0f/30.0f) );
}
}

View File

@ -131,9 +131,9 @@ w_m60_primary(player pl)
int r = (float)input_sequence % 2;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_m60::shoot, 31.0f/33.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_m60::shoot, 31.0f/33.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_m60::shoot2, 31.0f/33.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_m60::shoot2, 31.0f/33.0f);
}
weapon_ClientEffects(MUZZLEFLASH_ID::RIFLE, SHELLEJECT_ID::_56);

View File

@ -90,9 +90,9 @@ void weapon_m61grenade_onThink(player pl, weapondynamic_t arg_thisWeapon){
if(pl.grenadeFireIndex == 2){
// Release detected, do the throw anim + spawn the grenade soon
if(!pl.bGrenadeToss){
TS_Weapons_ViewAnimation(weaponseq_m61grenade::throw, 11.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_m61grenade::throw, 11.0f/30.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_m61grenade::throw_slide, 11.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_m61grenade::throw_slide, 11.0f/30.0f);
}
pl.grenadeFireIndex = 3;
// re-use shotgunAddAmmoTime instead, make the var more genericly named maybe???
@ -105,7 +105,7 @@ void weapon_m61grenade_onThink(player pl, weapondynamic_t arg_thisWeapon){
//printfline("Remove grenade? Count:%i", arg_thisWeapon.iCount);
if(arg_thisWeapon.iCount > 0){
TS_Weapons_ViewAnimation(weaponseq_m61grenade::draw, 31.0f / 40.0f );
TS_Weapons_ViewAnimation(pl, weaponseq_m61grenade::draw, 31.0f / 40.0f );
printfline("I set grenadeFireIndex to 0, B!");
pl.grenadeFireIndex = 0;
weapon_base_setWholeAttackDelay(pl, (31.0f/40.0f));
@ -187,7 +187,7 @@ void weapon_grenade_onInputPress(player pl, weapondynamic_t arg_thisWeapon, int
printfline("WHAT THE heckin heck IS THIS %.2f", time);
pl.grenadeSpawnTime = -1; // not yet!
pl.grenadeHeldDuration = 0;
TS_Weapons_ViewAnimation(weaponseq_m61grenade::start, (31.0f/35.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_m61grenade::start, (31.0f/35.0f) );
weapon_base_setWholeAttackDelay(pl, 0.6);
}
}

View File

@ -171,32 +171,32 @@ w_mac10_primary(player pl)
int r = (float)input_sequence % 6;
if(!arg_thisWeapon.iIronSight){
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_mac10::shoot, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_mac10::shoot, 31.0f/30.0f);
}else if(r == 1){
TS_Weapons_ViewAnimation(weaponseq_mac10::shoot2, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_mac10::shoot2, 31.0f/30.0f);
}else if(r == 2){
TS_Weapons_ViewAnimation(weaponseq_mac10::shoot3, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_mac10::shoot3, 31.0f/30.0f);
}else if(r == 3){
TS_Weapons_ViewAnimation(weaponseq_mac10::sshoot, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_mac10::sshoot, 31.0f/30.0f);
}else if(r == 4){
TS_Weapons_ViewAnimation(weaponseq_mac10::sshoot2, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_mac10::sshoot2, 31.0f/30.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_mac10::sshoot3, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_mac10::sshoot3, 31.0f/30.0f);
}
}else{
r = (float)input_sequence % 6;
if(r == 1){
TS_Weapons_ViewAnimation(weaponseq_mac10::shootb, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_mac10::shootb, 31.0f/30.0f);
}else if(r == 2){
TS_Weapons_ViewAnimation(weaponseq_mac10::shootb2, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_mac10::shootb2, 31.0f/30.0f);
}else if(r == 3){
TS_Weapons_ViewAnimation(weaponseq_mac10::shootb3, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_mac10::shootb3, 31.0f/30.0f);
}else if(r == 4){
TS_Weapons_ViewAnimation(weaponseq_mac10::sshootb, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_mac10::sshootb, 31.0f/30.0f);
}else if(r == 5){
TS_Weapons_ViewAnimation(weaponseq_mac10::sshootb2, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_mac10::sshootb2, 31.0f/30.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_mac10::sshootb3, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_mac10::sshootb3, 31.0f/30.0f);
}
}

View File

@ -171,24 +171,24 @@ w_miniuzi_primary(player pl)
if(!arg_thisWeapon.iIronSight){
r = (float)input_sequence % 4;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_miniuzi::shoot, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_miniuzi::shoot, (31.0f/30.0f) );
}else if(r == 1){
TS_Weapons_ViewAnimation(weaponseq_miniuzi::shoot2, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_miniuzi::shoot2, (31.0f/30.0f) );
}else if(r == 2){
TS_Weapons_ViewAnimation(weaponseq_miniuzi::sshoot, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_miniuzi::sshoot, (31.0f/30.0f) );
}else{
TS_Weapons_ViewAnimation(weaponseq_miniuzi::sshoot2, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_miniuzi::sshoot2, (31.0f/30.0f) );
}
}else{
r = (float)input_sequence % 4;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_miniuzi::shootb, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_miniuzi::shootb, (31.0f/30.0f) );
}else if(r == 1){
TS_Weapons_ViewAnimation(weaponseq_miniuzi::shootb2, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_miniuzi::shootb2, (31.0f/30.0f) );
}else if(r == 2){
TS_Weapons_ViewAnimation(weaponseq_miniuzi::sshootb, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_miniuzi::sshootb, (31.0f/30.0f) );
}else{
TS_Weapons_ViewAnimation(weaponseq_miniuzi::sshootb2, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_miniuzi::sshootb2, (31.0f/30.0f) );
}
}

View File

@ -216,7 +216,7 @@ void weapon_miniuzi_akimbo_attack(player pl, weapondynamic_t arg_thisWeapon, int
if(finalAkimboChoice == BITS_AKIMBOCHOICE_LEFT){
//printfline("VM: UZI: LEFT");
TS_Weapons_ViewAnimation(weaponseq_miniuzi_akimbo::akimbo_left_shoot, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_miniuzi_akimbo::akimbo_left_shoot, (31.0f/30.0f) );
weapon_base_setLeftAttackDelay(pl, (*ary_weaponData[pl.activeweapon]).fAttackDelay);
if(arg_thisWeapon.iFireModeAkimbo == BITS_FIREMODE_AKIMBO_FULL_AUTO){
@ -227,7 +227,7 @@ void weapon_miniuzi_akimbo_attack(player pl, weapondynamic_t arg_thisWeapon, int
}else if(finalAkimboChoice == BITS_AKIMBOCHOICE_RIGHT){
//printfline("VM: UZI: RIGHT");
TS_Weapons_ViewAnimation(weaponseq_miniuzi_akimbo::akimbo_right_shoot, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_miniuzi_akimbo::akimbo_right_shoot, (31.0f/30.0f) );
weapon_base_setRightAttackDelay(pl, (*ary_weaponData[pl.activeweapon]).fAttackDelay);
if(arg_thisWeapon.iFireModeAkimbo == BITS_FIREMODE_AKIMBO_FULL_AUTO){
@ -244,17 +244,17 @@ void weapon_miniuzi_akimbo_attack(player pl, weapondynamic_t arg_thisWeapon, int
//printfline("VM: UZI: BOTH");
r = (float)input_sequence % 6;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_miniuzi_akimbo::akimbo_shoot1, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_miniuzi_akimbo::akimbo_shoot1, (31.0f/30.0f) );
}else if(r == 1){
TS_Weapons_ViewAnimation(weaponseq_miniuzi_akimbo::akimbo_shoot2, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_miniuzi_akimbo::akimbo_shoot2, (31.0f/30.0f) );
}else if(r == 2){
TS_Weapons_ViewAnimation(weaponseq_miniuzi_akimbo::akimbo_shoot3, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_miniuzi_akimbo::akimbo_shoot3, (31.0f/30.0f) );
}else if(r == 3){
TS_Weapons_ViewAnimation(weaponseq_miniuzi_akimbo::akimbo_sshoot1, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_miniuzi_akimbo::akimbo_sshoot1, (31.0f/30.0f) );
}else if(r == 4){
TS_Weapons_ViewAnimation(weaponseq_miniuzi_akimbo::akimbo_sshoot2, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_miniuzi_akimbo::akimbo_sshoot2, (31.0f/30.0f) );
}else{
TS_Weapons_ViewAnimation(weaponseq_miniuzi_akimbo::akimbo_sshoot3, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_miniuzi_akimbo::akimbo_sshoot3, (31.0f/30.0f) );
}
pl.akimboDualFireToleranceTime = 0;

View File

@ -195,13 +195,13 @@ w_mossberg500_primary(player pl)
weapon_EjectShell(SHELLEJECT_ID::SHOTGUN_GOLD);
if(!arg_thisWeapon.iIronSight){
TS_Weapons_ViewAnimation(weaponseq_mossberg500::pump, 31.0f/35.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_mossberg500::pump, 31.0f/35.0f);
}else{
int r = (float)input_sequence % 2;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_mossberg500::pumpb, 31.0f/35.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_mossberg500::pumpb, 31.0f/35.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_mossberg500::pumpb2, 31.0f/35.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_mossberg500::pumpb2, 31.0f/35.0f);
}
}
@ -223,9 +223,9 @@ w_mossberg500_primary(player pl)
//if(arg_thisWeapon.iFireMode == BITS_FIREMODE_PUMP){
if(!arg_thisWeapon.iIronSight){
TS_Weapons_ViewAnimation(weaponseq_mossberg500::shoot, 31.0f/35.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_mossberg500::shoot, 31.0f/35.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_mossberg500::shootb, 31.0f/35.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_mossberg500::shootb, 31.0f/35.0f);
}
// no shell! Pumping does that.

View File

@ -178,16 +178,16 @@ w_mp5k_primary(player pl)
if(!arg_thisWeapon.iIronSight){
r = (float)input_sequence % 2;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_mp5k::shoot1, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_mp5k::shoot1, 31.0f/30.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_mp5k::shoot2, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_mp5k::shoot2, 31.0f/30.0f);
}
}else{
r = (float)input_sequence % 2;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_mp5k::shoot1b, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_mp5k::shoot1b, 31.0f/30.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_mp5k::shoot2b, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_mp5k::shoot2b, 31.0f/30.0f);
}
}

View File

@ -158,11 +158,11 @@ w_mp5sd_primary(player pl)
int r = (float)input_sequence % 3;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_mp5sd::shoot1, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_mp5sd::shoot1, 31.0f/30.0f);
}else if(r == 1){
TS_Weapons_ViewAnimation(weaponseq_mp5sd::shoot2, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_mp5sd::shoot2, 31.0f/30.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_mp5sd::shoot3, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_mp5sd::shoot3, 31.0f/30.0f);
}
weapon_EjectShell(SHELLEJECT_ID::_9MM);

View File

@ -145,9 +145,9 @@ w_ragingbull_primary(player pl)
int r = (float)input_sequence % 2;
if (r == 0) {
TS_Weapons_ViewAnimation(weaponseq_ragingbull::shoot, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_ragingbull::shoot, 31.0f/30.0f);
} else {
TS_Weapons_ViewAnimation(weaponseq_ragingbull::shoot2, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_ragingbull::shoot2, 31.0f/30.0f);
}
// no shell eject

View File

@ -142,9 +142,9 @@ w_rugermk1_primary(player pl)
int r = (float)input_sequence % 2;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_rugermk1::shoot1, 31.0f/35.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_rugermk1::shoot1, 31.0f/35.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_rugermk1::shoot2, 31.0f/35.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_rugermk1::shoot2, 31.0f/35.0f);
}
weapon_EjectShell(SHELLEJECT_ID::GENERIC);

View File

@ -35,7 +35,7 @@ void weapon_sawedoff_onColdCock(player pl, weapondynamic_t arg_thisWeapon){
MELEE_HIT_RESPONSE hitRep = weapon_base_coldcock(pl, ary_weaponData[WEAPON_ID::SAWEDOFF], arg_thisWeapon, 40, 66);
weapon_base_setWholeAttackDelay(pl, 0.73f);
TS_Weapons_ViewAnimation_noLaserLock(weaponseq_sawedoff::coldcock, (30.0f/30.0f) );
TS_Weapons_ViewAnimation_noLaserLock(pl,weaponseq_sawedoff::coldcock, (30.0f/30.0f) );
arg_thisWeapon.iIronSight = 0; // disable, coldcock returns to non-ironsight look
@ -186,16 +186,16 @@ w_sawedoff_primary(player pl)
if(!arg_thisWeapon.iIronSight){
r = (float)input_sequence % 2;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_sawedoff::shoot1, 31.0f/33.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_sawedoff::shoot1, 31.0f/33.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_sawedoff::shoot2, 31.0f/33.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_sawedoff::shoot2, 31.0f/33.0f);
}
}else{
r = (float)input_sequence % 2;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_sawedoff::shoot1b, 31.0f/33.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_sawedoff::shoot1b, 31.0f/33.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_sawedoff::shoot2b, 31.0f/33.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_sawedoff::shoot2b, 31.0f/33.0f);
}
}

View File

@ -141,11 +141,11 @@ w_sealknife_primary(player pl)
// actually do this animation the same regardless as far as we know.
int r = (float)input_sequence % 3;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_sealknife::slash1, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_sealknife::slash1, (31.0f/30.0f) );
}else if(r == 1){
TS_Weapons_ViewAnimation(weaponseq_sealknife::slash2, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_sealknife::slash2, (31.0f/30.0f) );
}else{
TS_Weapons_ViewAnimation(weaponseq_sealknife::slash3, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_sealknife::slash3, (31.0f/30.0f) );
}
}
@ -178,7 +178,7 @@ w_sealknife_secondary(player pl)
if(arg_thisWeapon.iCount > 0){
// another knife left? Bring it up with a draw animation.
TS_Weapons_ViewAnimation(weaponseq_sealknife::draw, (31.0f / 30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_sealknife::draw, (31.0f / 30.0f) );
}else{
#ifdef SERVER
// No knives left? Unequip, pick something else.

View File

@ -136,11 +136,11 @@ w_skorpion_primary(player pl)
int r = (float)input_sequence % 3;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_skorpion::fire1, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_skorpion::fire1, 31.0f/30.0f);
}else if(r == 1){
TS_Weapons_ViewAnimation(weaponseq_skorpion::fire2, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_skorpion::fire2, 31.0f/30.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_skorpion::fire3, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_skorpion::fire3, 31.0f/30.0f);
}
weapon_ClientEffects(MUZZLEFLASH_ID::SMALL, SHELLEJECT_ID::GENERIC);

View File

@ -183,7 +183,7 @@ void weapon_skorpion_akimbo_attack(player pl, weapondynamic_t arg_thisWeapon, in
if(finalAkimboChoice == BITS_AKIMBOCHOICE_LEFT){
//printfline("VM: UZI: LEFT");
TS_Weapons_ViewAnimation(weaponseq_skorpion_akimbo::fireleft, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_skorpion_akimbo::fireleft, (31.0f/30.0f) );
weapon_base_setLeftAttackDelay(pl, (*ary_weaponData[pl.activeweapon]).fAttackDelay);
if(arg_thisWeapon.iFireModeAkimbo == BITS_FIREMODE_AKIMBO_FULL_AUTO){
@ -194,7 +194,7 @@ void weapon_skorpion_akimbo_attack(player pl, weapondynamic_t arg_thisWeapon, in
}else if(finalAkimboChoice == BITS_AKIMBOCHOICE_RIGHT){
//printfline("VM: UZI: RIGHT");
TS_Weapons_ViewAnimation(weaponseq_skorpion_akimbo::fireright, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_skorpion_akimbo::fireright, (31.0f/30.0f) );
weapon_base_setRightAttackDelay(pl, (*ary_weaponData[pl.activeweapon]).fAttackDelay);
if(arg_thisWeapon.iFireModeAkimbo == BITS_FIREMODE_AKIMBO_FULL_AUTO){
@ -211,9 +211,9 @@ void weapon_skorpion_akimbo_attack(player pl, weapondynamic_t arg_thisWeapon, in
//printfline("VM: UZI: BOTH");
r = (float)input_sequence % 2;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_skorpion_akimbo::fire1ak, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_skorpion_akimbo::fire1ak, (31.0f/30.0f) );
}else{
TS_Weapons_ViewAnimation(weaponseq_skorpion_akimbo::fire2ak, (31.0f/30.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_skorpion_akimbo::fire2ak, (31.0f/30.0f) );
}
pl.akimboDualFireToleranceTime = 0;

View File

@ -170,16 +170,16 @@ w_socommk23_primary(player pl)
if(!arg_thisWeapon.iIronSight){
r = (float)input_sequence % 2;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_socommk23::shootb1, (31.0f/30.0f));
TS_Weapons_ViewAnimation(pl, weaponseq_socommk23::shootb1, (31.0f/30.0f));
} else {
TS_Weapons_ViewAnimation(weaponseq_socommk23::shootb2, (31.0f/30.0f));
TS_Weapons_ViewAnimation(pl, weaponseq_socommk23::shootb2, (31.0f/30.0f));
}
}else{
r = (float)input_sequence % 2;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_socommk23::shootc1, (31.0f/30.0f));
TS_Weapons_ViewAnimation(pl, weaponseq_socommk23::shootc1, (31.0f/30.0f));
} else {
TS_Weapons_ViewAnimation(weaponseq_socommk23::shootc2, (31.0f/30.0f));
TS_Weapons_ViewAnimation(pl, weaponseq_socommk23::shootc2, (31.0f/30.0f));
}
}

View File

@ -247,16 +247,16 @@ void weapon_socommk23_akimbo_attack(player pl, weapondynamic_t arg_thisWeapon, i
if(!arg_thisWeapon.iIronSight){
r = (float)input_sequence % 2;
if(r == 0){
TS_Weapons_ViewAnimation_EndIdle_custom( weaponseq_socommk23_akimbo::shoot_left1, (31.0f/40.0f), 2 );
TS_Weapons_ViewAnimation_EndIdle_custom( pl,weaponseq_socommk23_akimbo::shoot_left1, (31.0f/40.0f), 2 );
} else {
TS_Weapons_ViewAnimation_EndIdle_custom( weaponseq_socommk23_akimbo::shoot_left2, (31.0f/40.0f), 2 );
TS_Weapons_ViewAnimation_EndIdle_custom( pl,weaponseq_socommk23_akimbo::shoot_left2, (31.0f/40.0f), 2 );
}
}else{
r = (float)input_sequence % 2;
if(r == 0){
TS_Weapons_ViewAnimation_EndIdle_custom( weaponseq_socommk23_akimbo::shoot_leftb1, (31.0f/40.0f), 2 );
TS_Weapons_ViewAnimation_EndIdle_custom( pl,weaponseq_socommk23_akimbo::shoot_leftb1, (31.0f/40.0f), 2 );
} else {
TS_Weapons_ViewAnimation_EndIdle_custom( weaponseq_socommk23_akimbo::shoot_leftb2, (31.0f/40.0f), 2 );
TS_Weapons_ViewAnimation_EndIdle_custom( pl,weaponseq_socommk23_akimbo::shoot_leftb2, (31.0f/40.0f), 2 );
}
}
@ -273,16 +273,16 @@ void weapon_socommk23_akimbo_attack(player pl, weapondynamic_t arg_thisWeapon, i
if(!arg_thisWeapon.iIronSight){
r = (float)input_sequence % 2;
if(r == 0){
TS_Weapons_ViewAnimation_EndIdle_custom( weaponseq_socommk23_akimbo::shoot_right1, (31.0f/40.0f), 2 );
TS_Weapons_ViewAnimation_EndIdle_custom( pl,weaponseq_socommk23_akimbo::shoot_right1, (31.0f/40.0f), 2 );
} else {
TS_Weapons_ViewAnimation_EndIdle_custom( weaponseq_socommk23_akimbo::shoot_right2, (31.0f/40.0f), 2 );
TS_Weapons_ViewAnimation_EndIdle_custom( pl,weaponseq_socommk23_akimbo::shoot_right2, (31.0f/40.0f), 2 );
}
}else{
r = (float)input_sequence % 2;
if(r == 0){
TS_Weapons_ViewAnimation_EndIdle_custom( weaponseq_socommk23_akimbo::shoot_rightb1, (31.0f/40.0f), 2 );
TS_Weapons_ViewAnimation_EndIdle_custom( pl,weaponseq_socommk23_akimbo::shoot_rightb1, (31.0f/40.0f), 2 );
} else {
TS_Weapons_ViewAnimation_EndIdle_custom( weaponseq_socommk23_akimbo::shoot_rightb2, (31.0f/40.0f), 2 );
TS_Weapons_ViewAnimation_EndIdle_custom( pl,weaponseq_socommk23_akimbo::shoot_rightb2, (31.0f/40.0f), 2 );
}
}
@ -303,16 +303,16 @@ void weapon_socommk23_akimbo_attack(player pl, weapondynamic_t arg_thisWeapon, i
// both fire types?
if(!arg_thisWeapon.iIronSight){
if(arg_thisWeapon.iClipLeft > 0){
TS_Weapons_ViewAnimation_EndIdle_custom( weaponseq_socommk23_akimbo::shoot_linked, (31.0f/40.0f), 2);
TS_Weapons_ViewAnimation_EndIdle_custom( pl,weaponseq_socommk23_akimbo::shoot_linked, (31.0f/40.0f), 2);
}else{
//that is... insanely situational.
TS_Weapons_ViewAnimation( weaponseq_socommk23_akimbo::shoot_linked_last, 31.0f/40.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_socommk23_akimbo::shoot_linked_last, 31.0f/40.0f);
}
}else{
// not ironsight eh? WE DONT HAVE A LINKED ANIM FOR THAT.
// but hey, original TS had this issue too at least, it just did no anim here.
// Or force idle, whatever.
TS_Weapons_ViewAnimation( weaponseq_socommk23_akimbo::idleb, 1.5f );
TS_Weapons_ViewAnimation(pl, weaponseq_socommk23_akimbo::idleb, 1.5f );
}
weapon_base_setWholeAttackDelay(pl, (*ary_weaponData[pl.activeweapon]).fAttackDelay * 1);

View File

@ -169,9 +169,9 @@ w_spas12_primary(player pl)
int r = (float)input_sequence % 2;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_spas12::pump, 31.0f/35.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_spas12::pump, 31.0f/35.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_spas12::pump2, 31.0f/35.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_spas12::pump2, 31.0f/35.0f);
}
arg_thisWeapon.bNeedsPump = FALSE;
@ -191,12 +191,12 @@ w_spas12_primary(player pl)
SoundPitched_Send(pl, SNDP_SPAS12_FIRE);
if(arg_thisWeapon.iFireMode == BITS_FIREMODE_PUMP){
TS_Weapons_ViewAnimation(weaponseq_spas12::shootpump, (31.0f/35.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_spas12::shootpump, (31.0f/35.0f) );
// no shell! Pumping does that.
arg_thisWeapon.bNeedsPump = TRUE;
weapon_ShowMuzzleFlash(MUZZLEFLASH_ID::WEIRD);
}else{
TS_Weapons_ViewAnimation(weaponseq_spas12::shootsemi, (31.0f/35.0f) );
TS_Weapons_ViewAnimation(pl, weaponseq_spas12::shootsemi, (31.0f/35.0f) );
weapon_ClientEffects(MUZZLEFLASH_ID::WEIRD, SHELLEJECT_ID::SHOTGUN);
}

View File

@ -150,7 +150,7 @@ w_steyraug_primary(player pl)
SoundPitched_Send(pl, SNDP_STEYRAUG_FIRE_SIL);
}
TS_Weapons_ViewAnimation(weaponseq_steyraug::shoot, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_steyraug::shoot, 31.0f/30.0f);
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
weapon_ClientEffects(MUZZLEFLASH_ID::RIFLE, SHELLEJECT_ID::_56);

View File

@ -165,16 +165,16 @@ w_steyrtmp_primary(player pl)
if(!arg_thisWeapon.iIronSight){
r = (float)input_sequence % 2;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_steyrtmp::shoot, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_steyrtmp::shoot, 31.0f/30.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_steyrtmp::shoot2, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_steyrtmp::shoot2, 31.0f/30.0f);
}
}else{
r = (float)input_sequence % 2;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_steyrtmp::shootb, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_steyrtmp::shootb, 31.0f/30.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_steyrtmp::shootb2, 31.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_steyrtmp::shootb2, 31.0f/30.0f);
}
}

View File

@ -156,11 +156,11 @@ w_ump_primary(player pl)
int r = (float)input_sequence % 3;
if(r == 0){
TS_Weapons_ViewAnimation(weaponseq_ump::shoot1, 19.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_ump::shoot1, 19.0f/30.0f);
}else if(r == 1){
TS_Weapons_ViewAnimation(weaponseq_ump::shoot2, 19.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_ump::shoot2, 19.0f/30.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_ump::shoot3, 19.0f/30.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_ump::shoot3, 19.0f/30.0f);
}
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){

View File

@ -131,7 +131,7 @@ w_usas12_primary(player pl)
SoundPitched_Send(pl, SNDP_USAS12_FIRE);
TS_Weapons_ViewAnimation(weaponseq_usas12::shootsemi, 31.0f/35.0f);
TS_Weapons_ViewAnimation(pl, weaponseq_usas12::shootsemi, 31.0f/35.0f);
weapon_ClientEffects(MUZZLEFLASH_ID::WEIRD, SHELLEJECT_ID::SHOTGUN);