setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
// preset some defaults that work great for renamed zym files (which don't need an animinfo)
- self.anim_fire1 = animfixfps(self, '0 1 0.01');
- self.anim_fire2 = animfixfps(self, '1 1 0.01');
- self.anim_idle = animfixfps(self, '2 1 0.01');
- self.anim_reload = animfixfps(self, '3 1 0.01');
+ self.anim_fire1 = animfixfps(self, '0 1 0.01', '0 0 0');
+ self.anim_fire2 = animfixfps(self, '1 1 0.01', '0 0 0');
+ self.anim_idle = animfixfps(self, '2 1 0.01', '0 0 0');
+ self.anim_reload = animfixfps(self, '3 1 0.01', '0 0 0');
// if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
// if we don't, this is a "real" animated model
void CL_ExteriorWeaponentity_Think()
{
float tag_found;
- vector ang;
self.nextthink = time;
if (self.owner.exteriorweaponentity != self)
{
setattachment(self, self.owner, "bip01 r hand");
}
self.effects = self.owner.effects;
- if(sv_pitch_min == sv_pitch_max)
- self.effects |= EF_LOWPRECISION;
- else
- self.effects &~= EF_LOWPRECISION;
+ self.effects |= EF_LOWPRECISION;
self.effects = self.effects & EFMASK_CHEAP; // eat performance
if(self.owner.alpha == default_player_alpha)
self.alpha = default_weapon_alpha;
else
self.alpha = 1;
- if (!intermission_running)
- {
- ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
- ang_y = 0;
- ang_z = 0;
-
- if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
- {
- ang_y = self.owner.v_angle_y;
- makevectors(ang);
- var vector v = v_forward;
- var float t = self.tag_entity.frame1time;
- var float f = self.tag_entity.frame;
- self.tag_entity.frame1time = time;
- self.tag_entity.frame = self.tag_entity.anim_idle_x;
- gettaginfo(self.tag_entity, self.tag_index);
- self.tag_entity.frame1time = t;
- self.tag_entity.frame = f;
- // untransform v according to this coordinate space
- vector w;
- w_x = v_forward * v;
- w_y = -v_right * v;
- w_z = v_up * v;
- self.angles = vectoangles(w);
- }
- else
- {
- ang_x = -/* don't ask */ang_x;
- self.angles = ang;
- }
-
- if(autocvar_g_loituma)
- {
- vector modangles;
- float t;
-
- t = time * autocvar_g_loituma;
-
- modangles_x = t * 360;
- modangles_y = 90;
- modangles_z = 0;
-
- self.angles =
- AnglesTransform_ToAngles(
- AnglesTransform_Multiply(
- AnglesTransform_FromAngles(self.angles),
- AnglesTransform_FromAngles(modangles)
- )
- );
- }
- }
-
self.glowmod = self.owner.weaponentity_glowmod;
self.colormap = self.owner.colormap;
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 (restartanim)
- if (t)
- if (!self.crouch) // shoot anim stands up, this looks bad
+ if((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
{
- vector anim;
- if(self.weapon == WEP_SHOTGUN && self.BUTTON_ATCK2)
- {
- anim = self.anim_melee;
- anim_z = anim_y / (t + sys_frametime);
- setanim(self, anim, FALSE, TRUE, TRUE);
- }
- else if (self.animstate_startframe == self.anim_idle_x) // only allow shoot anim to override idle animation until we have animation blending
- {
- anim = self.anim_shoot;
- anim_z = anim_y / (t + sys_frametime);
- setanim(self, anim, FALSE, TRUE, TRUE);
- }
+ 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;
}
}