From ee46bc4bd11ad6baffde36dc30de0e267df0d70b Mon Sep 17 00:00:00 2001 From: Peter Covington Date: Mon, 18 Apr 2022 18:12:40 -0400 Subject: [PATCH] Fixes --- .../server/mapbase/custom_weapon_factory.cpp | 2 +- .../game/server/mapbase/weapon_custom_hl2.cpp | 28 +++++++++++++++---- 2 files changed, 23 insertions(+), 7 deletions(-) diff --git a/sp/src/game/server/mapbase/custom_weapon_factory.cpp b/sp/src/game/server/mapbase/custom_weapon_factory.cpp index 5a5d74cb..e010bc3f 100644 --- a/sp/src/game/server/mapbase/custom_weapon_factory.cpp +++ b/sp/src/game/server/mapbase/custom_weapon_factory.cpp @@ -15,7 +15,7 @@ CCustomWeaponSystem::CCustomWeaponSystem() : CAutoGameSystem("CustomWeaponFactor void CCustomWeaponSystem::LevelInitPreEntity() { - AddManifestFile(GLOBAL_WEAPONS_MANIFEST); + LoadCustomWeaponsManifest(GLOBAL_WEAPONS_MANIFEST); // Check for a generic "mapname_manifest.txt" file and load it. if (filesystem->FileExists(AUTOLOADED_MANIFEST_FILE, "GAME")) diff --git a/sp/src/game/server/mapbase/weapon_custom_hl2.cpp b/sp/src/game/server/mapbase/weapon_custom_hl2.cpp index 9249198a..22c2aad7 100644 --- a/sp/src/game/server/mapbase/weapon_custom_hl2.cpp +++ b/sp/src/game/server/mapbase/weapon_custom_hl2.cpp @@ -89,14 +89,30 @@ acttable_t CHLCustomWeaponMelee::m_acttable[] = { ACT_DISARM, ACT_DISARM_MELEE, false }, // Readiness activities (not aiming) - { ACT_IDLE_RELAXED, ACT_IDLE_MELEE, false },//never aims - { ACT_IDLE_STIMULATED, ACT_IDLE_MELEE, false }, - { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_MELEE, false },//always aims + { ACT_IDLE_RELAXED, ACT_IDLE_MELEE, false },//never aims + { ACT_IDLE_STIMULATED, ACT_IDLE_MELEE, false }, + { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_MELEE, false },//always aims + + { ACT_WALK_RELAXED, ACT_WALK_MELEE, false },//never aims + { ACT_WALK_STIMULATED, ACT_WALK_MELEE, false }, + { ACT_WALK_AGITATED, ACT_WALK_MELEE, false },//always aims + + { ACT_RUN_RELAXED, ACT_RUN_MELEE, false },//never aims + { ACT_RUN_STIMULATED, ACT_RUN_MELEE, false }, + { ACT_RUN_AGITATED, ACT_RUN_MELEE, false },//always aims // Readiness activities (aiming) - { ACT_IDLE_AIM_RELAXED, ACT_IDLE_MELEE, false },//never aims - { ACT_IDLE_AIM_STIMULATED, ACT_IDLE_ANGRY_MELEE, false }, - { ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_MELEE, false },//always aims + { ACT_IDLE_AIM_RELAXED, ACT_IDLE_MELEE, false },//never aims + { ACT_IDLE_AIM_STIMULATED, ACT_IDLE_ANGRY_MELEE, false }, + { ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_MELEE, false },//always aims + + { ACT_WALK_AIM_RELAXED, ACT_WALK_MELEE, false },//never aims + { ACT_WALK_AIM_STIMULATED, ACT_WALK_MELEE, false }, + { ACT_WALK_AIM_AGITATED, ACT_WALK_MELEE, false },//always aims + + { ACT_RUN_AIM_RELAXED, ACT_RUN_MELEE, false },//never aims + { ACT_RUN_AIM_STIMULATED, ACT_RUN_MELEE, false }, + { ACT_RUN_AIM_AGITATED, ACT_RUN_MELEE, false },//always aims //End readiness activities #else { ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false },