akimbo animation fixes

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@6471 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
Lee Salzman
2011-05-27 17:25:49 +00:00
parent f516635812
commit 097a5f2fde
+3 -3
View File
@@ -835,9 +835,9 @@ void weapon::renderhudmodel(int lastaction, int index)
unitv.div(dist);
weaponmove wm;
if(!intermission) wm.calcmove(unitv, p->lastaction, p);
if(!intermission) wm.calcmove(unitv, lastaction, p);
defformatstring(path)("weapons/%s", info.modelname);
bool emit = (wm.anim&ANIM_INDEX)==ANIM_GUN_SHOOT && (lastmillis - p->lastaction) < flashtime();
bool emit = (wm.anim&ANIM_INDEX)==ANIM_GUN_SHOOT && (lastmillis - lastaction) < flashtime();
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);
}
@@ -1443,7 +1443,7 @@ bool akimbo::attack(vec &targ)
{
if(gun::attack(targ))
{
akimbolastaction[akimboside] = lastmillis;
akimbolastaction[akimboside] = owner->lastaction;
akimboside = (akimboside+1)%2;
return true;
}