Fix inconsistent bobbing with dual explodium guns.
Fix "laggy" cocking animation with dual explodium guns.
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505987b72c
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2 changed files with 12 additions and 4 deletions
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.2.21 r2 \cu(Tue 7 Jun 12:02:11 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.2.21 r2 \cu(2022-06-07 12:02:11)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.2.21 r3 \cu(Tue 7 Jun 12:06:43 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.2.21 r3 \cu(2022-06-07 12:06:43)\c-";
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@ -860,6 +860,9 @@ Class DualExplodiumGun : SWWMWeapon
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int flg = WRF_NOSWITCH|WRF_NOSECONDARY;
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if ( !ExplodiumGun(invoker.SisterWeapon).chambered )
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flg |= WRF_NOPRIMARY;
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// don't bob while the left weapon is firing
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if ( sis.CurState.InStateSequence(ResolveState("LeftFire")) || sis.CurState.InStateSequence(ResolveState("LeftFireLast")) )
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flg |= WRF_NOBOB;
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A_WeaponReady(flg);
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}
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}
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@ -876,6 +879,9 @@ Class DualExplodiumGun : SWWMWeapon
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player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftReload"));
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else if ( player.cmd.buttons&BT_ALTATTACK && invoker.chambered )
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player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftFire"));
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// allow bobbing while the right weapon reloads
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if ( !sis.CurState.InStateSequence(ResolveState("Fire")) && !sis.CurState.InStateSequence(ResolveState("FireLast")) )
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A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH);
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}
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Wait;
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Fire:
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@ -1077,7 +1083,8 @@ Class DualExplodiumGun : SWWMWeapon
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XZW4 KLMNOP 2;
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Goto Ready;
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Slide:
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XZW2 A 10 { player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftLower")); }
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XZW2 A 9 { player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftLower")); }
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XZW2 A 1;
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XZW4 WXY 1;
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XZW5 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP);
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XZW5 BC 1;
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@ -1133,7 +1140,8 @@ Class DualExplodiumGun : SWWMWeapon
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XZWD KLMNOP 2;
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Goto LeftReady;
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LeftSlide:
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XZWB A 10 { player.SetPSPrite(PSP_WEAPON,ResolveState("Lower")); }
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XZWB A 9 { player.SetPSPrite(PSP_WEAPON,ResolveState("Lower")); }
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XZWB A 1;
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XZWD WXY 1;
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XZWE A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP);
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XZWE BC 1;
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