Valve: WEAPON_TRIPMINE gets fancy idle animation fixes.

This commit is contained in:
Marco Cawthorne 2020-03-24 11:18:47 +01:00
parent b736235ffd
commit 3a33349047
1 changed files with 8 additions and 6 deletions

View File

@ -225,6 +225,7 @@ void w_tripmine_release(void)
{
int r;
player pl = (player)self;
if (pl.w_idle_next > 0.0) {
return;
}
@ -242,20 +243,21 @@ void w_tripmine_release(void)
return;
}
r = (float)input_sequence % 3;
int r = (float)input_sequence % 3;
switch (r) {
case 0:
Weapons_ViewAnimation(TRIPMINE_IDLE1);
break;
case 1:
Weapons_ViewAnimation(TRIPMINE_IDLE1);
pl.w_idle_next = 3.0f;
break;
case 2:
Weapons_ViewAnimation(TRIPMINE_IDLE2);
pl.w_idle_next = 2.0f;
break;
default:
Weapons_ViewAnimation(TRIPMINE_FIDGET);
pl.w_idle_next = 3.34f;
break;
}
pl.w_idle_next = 3.0f;
}
float w_tripmine_aimanim(void)