.vector weapon_morph4origin;
.vector weapon_morph4angles;
.float weapon_morph4time;
-.string weaponname;
#define QCWEAPONANIMATION_ORIGIN(e) ((weapon_offset_x + e.view_ofs_x) * v_forward - (weapon_offset_y + e.view_ofs_y) * v_right + (weapon_offset_z + e.view_ofs_z) * v_up + weapon_adjust)
/*
self.weaponentity.model = "";
return;
}
- if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
+ if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
{
- self.cnt = self.owner.weapon;
+ self.weaponname = self.owner.weaponname;
self.dmg = self.owner.modelindex;
self.deadflag = self.owner.deadflag;
self.model = "";
return;
}
- if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
+ if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
{
- self.cnt = self.owner.weapon;
+ self.weaponname = self.owner.weaponname;
self.dmg = self.owner.modelindex;
self.deadflag = self.owner.deadflag;
if (self.owner.weaponname != "")
void w_clear()
{
if (self.weapon != -1)
+ {
self.weapon = 0;
+ self.switchingweapon = 0;
+ }
if (self.weaponentity)
{
self.weaponentity.state = WS_CLEAR;
// the two weapon entities will notice this has changed and update their models
self.weapon = windex;
+ self.switchingweapon = windex; // to make sure
self.weaponname = e.mdl;
self.bulletcounter = 0;
};
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);
+ }
}
};