Fix Egon gun resetting animation when another weapon has just been deployed
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5 changed files with 11 additions and 2 deletions
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@ -25,7 +25,7 @@
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* Fixed being able to break scripted_sequence by +using friendly NPCs to make them follow player [#200](https://github.com/SamVanheer/halflife-updated/issues/200) (Thanks Oxofemple. for reporting this and FreeSlave for finding the solution)
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* Fixed potential incorrect facing in scripted sequence (Thanks FreeSlave)
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* Made the Linux version link statically to the C++ runtime to help avoid problems when running mods on older systems (Thanks a1ba and FreeSlave)
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* Fixed Egon not stopping its attack animation if the attack button is held down and ammo runs out
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* Fixed Egon not stopping its attack animation if the attack button is held down and ammo runs out (Thanks the man)
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* Fixed scientists crashing when speaking fear dialogue when enemy has been removed
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* Disabled fall think function for weapons when the player picks it up to prevent possible double-pickup which removes the weapon and crashes the game
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@ -34,6 +34,8 @@ bool g_runfuncs = false;
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// reset it to NULL as appropriate
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struct local_state_s* g_finalstate = NULL;
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int g_CurrentWeaponId = WEAPON_NONE;
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/*
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====================
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COM_Log
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@ -37,3 +37,4 @@ extern Vector v_angles;
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extern Vector v_client_aimangles;
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extern float g_lastFOV;
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extern struct local_state_s* g_finalstate;
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extern int g_CurrentWeaponId;
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@ -20,6 +20,7 @@
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#include "cbase.h"
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#include "weapons.h"
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#include "com_weapons.h"
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#include "const.h"
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#include "entity_state.h"
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#include "cl_entity.h"
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@ -1441,7 +1442,11 @@ void EV_EgonStop(event_args_t* args)
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pFlare = NULL;
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}
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gEngfuncs.pEventAPI->EV_WeaponAnimation(EGON_IDLE1, 0);
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// HACK: only reset animation if the Egon is still equipped.
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if (g_CurrentWeaponId == WEAPON_EGON)
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{
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gEngfuncs.pEventAPI->EV_WeaponAnimation(EGON_IDLE1, 0);
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}
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}
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}
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//======================
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@ -926,4 +926,5 @@ void DLLEXPORT HUD_PostRunCmd(struct local_state_s* from, struct local_state_s*
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// All games can use FOV state
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g_lastFOV = to->client.fov;
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g_CurrentWeaponId = to->client.m_iId;
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}
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