Use original animation names from VCS

This commit is contained in:
Sergeanur
2021-01-26 19:35:40 +02:00
parent f27e1ec818
commit 0f623c2354
26 changed files with 1031 additions and 1007 deletions

View File

@@ -37,8 +37,8 @@ CWeaponInfo::Initialise(void)
debug("Initialising CWeaponInfo...\n");
for (int i = 0; i < WEAPONTYPE_TOTALWEAPONS; i++) {
aWeaponInfo[i].m_eWeaponFire = WEAPON_FIRE_INSTANT_HIT;
aWeaponInfo[i].m_AnimToPlay = ANIM_PUNCH_R;
aWeaponInfo[i].m_Anim2ToPlay = NUM_ANIMS;
aWeaponInfo[i].m_AnimToPlay = ANIM_STD_PUNCH;
aWeaponInfo[i].m_Anim2ToPlay = ANIM_STD_NUM;
aWeaponInfo[i].m_Flags = WEAPONFLAG_USE_GRAVITY | WEAPONFLAG_SLOWS_DOWN | WEAPONFLAG_RAND_SPEED | WEAPONFLAG_EXPANDS | WEAPONFLAG_EXPLODES;
}
debug("Loading weapon data...\n");
@@ -96,7 +96,7 @@ CWeaponInfo::LoadWeaponData(void)
fireType[0] = '\0';
fireOffsetY = 0.0f;
fireOffsetZ = 0.0f;
animId = ANIM_WALK;
animId = ANIM_STD_WALK;
sscanf(
&line[lp],
"%s %s %f %d %d %d %d %f %f %f %f %f %f %f %s %s %f %f %f %f %d %d",