/* * Copyright (c) 2016-2020 Marco Hladik * * Permission to use, copy, modify, and distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ void View_UpdateWeapon(entity vm, entity mflash) { player pl = (player)pSeat->m_ePlayer; /* only bother upon change */ if (pSeat->m_iLastWeapon == pl.activeweapon) { return; } pSeat->m_iOldWeapon = pSeat->m_iLastWeapon; pSeat->m_iLastWeapon = pl.activeweapon; if (!pl.activeweapon) { return; } /* hack, we changed the wep, move this into Game_Input/PMove */ Weapons_Draw(); /* we forced a weapon call outside the prediction, * thus we need to update all the net variables to * make sure these updates are recognized. this is * vile but it'll have to do for now */ pl.net_w_attack_next = pl.w_attack_next; pl.net_w_idle_next = pl.w_idle_next; pl.net_viewzoom = pl.viewzoom; pl.net_weapontime = pl.weapontime; /* figure out when the attachments start. in FTE attachments for * HLMDL are treated as bones. they start at numbones + 1 */ skel_delete(mflash.skeletonindex); mflash.skeletonindex = skel_create(vm.modelindex); pSeat->m_iVMBones = skel_get_numbones(mflash.skeletonindex) + 1; pSeat->m_iVMEjectBone = pSeat->m_iVMBones + 1; }