Added experimental singleplayer anim state

This commit is contained in:
Blixibon
2021-11-14 12:02:26 -06:00
parent 72e846ec27
commit 2ca681431b
18 changed files with 780 additions and 0 deletions
+19
View File
@@ -215,6 +215,17 @@ acttable_t CWeaponShotgun::m_acttable[] =
{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_SHOTGUN_MED, false },
{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_SHOTGUN_MED, false },
#endif
#ifdef MAPBASE
// HL2:DM activities (for third-person animations in SP)
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SHOTGUN, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_SHOTGUN, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SHOTGUN, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SHOTGUN, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SHOTGUN, false },
#endif
};
IMPLEMENT_ACTTABLE(CWeaponShotgun);
@@ -531,7 +542,11 @@ void CWeaponShotgun::PrimaryAttack( void )
pPlayer->SetAnimation( PLAYER_ATTACK1 );
// Don't fire again until fire animation has completed
#ifdef MAPBASE
m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
#else
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
#endif
m_iClip1 -= 1;
Vector vecSrc = pPlayer->Weapon_ShootPosition( );
@@ -589,7 +604,11 @@ void CWeaponShotgun::SecondaryAttack( void )
pPlayer->SetAnimation( PLAYER_ATTACK1 );
// Don't fire again until fire animation has completed
#ifdef MAPBASE
m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
#else
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
#endif
m_iClip1 -= 2; // Shotgun uses same clip for primary and secondary attacks
Vector vecSrc = pPlayer->Weapon_ShootPosition();