akimbo animation fixes
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@6471 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -835,9 +835,9 @@ void weapon::renderhudmodel(int lastaction, int index)
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unitv.div(dist);
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weaponmove wm;
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if(!intermission) wm.calcmove(unitv, p->lastaction, p);
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if(!intermission) wm.calcmove(unitv, lastaction, p);
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defformatstring(path)("weapons/%s", info.modelname);
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bool emit = (wm.anim&ANIM_INDEX)==ANIM_GUN_SHOOT && (lastmillis - p->lastaction) < flashtime();
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bool emit = (wm.anim&ANIM_INDEX)==ANIM_GUN_SHOOT && (lastmillis - lastaction) < flashtime();
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rendermodel(path, wm.anim|ANIM_DYNALLOC|(righthanded==index ? ANIM_MIRROR : 0)|(emit ? ANIM_PARTICLE : 0), 0, -1, wm.pos, p->yaw+90, p->pitch+wm.k_rot, 40.0f, wm.basetime, NULL, NULL, 1.28f);
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}
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@@ -1443,7 +1443,7 @@ bool akimbo::attack(vec &targ)
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{
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if(gun::attack(targ))
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{
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akimbolastaction[akimboside] = lastmillis;
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akimbolastaction[akimboside] = owner->lastaction;
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akimboside = (akimboside+1)%2;
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return true;
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}
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