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@ -280,7 +280,7 @@ void CSporelauncher::Reload(void)
@@ -280,7 +280,7 @@ void CSporelauncher::Reload(void)
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m_fInSpecialReload = 2; |
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// Play reload sound.
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/splauncher_reload.wav", 1, ATTN_NORM, 0, 100); |
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EMIT_SOUND(m_pPlayer->edict(), CHAN_ITEM, "weapons/splauncher_reload.wav", 0.7f, ATTN_NORM); |
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SendWeaponAnim(SPLAUNCHER_RELOAD_LOAD); |
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@ -328,12 +328,12 @@ void CSporelauncher::WeaponIdle(void)
@@ -328,12 +328,12 @@ void CSporelauncher::WeaponIdle(void)
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{ |
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int iAnim; |
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float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0, 1); |
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if (flRand <= 0.4) |
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if (flRand <= 0.75f) |
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{ |
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iAnim = SPLAUNCHER_IDLE; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f; |
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} |
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else if (flRand <= 0.8) |
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else if (flRand <= 0.95f) |
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{ |
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iAnim = SPLAUNCHER_IDLE2; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 4.0f; |
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@ -342,6 +342,7 @@ void CSporelauncher::WeaponIdle(void)
@@ -342,6 +342,7 @@ void CSporelauncher::WeaponIdle(void)
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{ |
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iAnim = SPLAUNCHER_FIDGET; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 4.0f; |
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EMIT_SOUND(m_pPlayer->edict(), CHAN_ITEM, "weapons/splauncher_pet.wav", 0.7f, ATTN_NORM); |
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} |
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SendWeaponAnim(iAnim); |
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