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authoraap <aap@papnet.eu>2019-07-02 07:43:00 +0200
committerGitHub <noreply@github.com>2019-07-02 07:43:00 +0200
commitb2d1433392483c3e1faafcf5127885cb425527e0 (patch)
tree477b9853bea245d9cbdaa8700e02ff980abe79d5 /src/weapons
parentMerge pull request #85 from erorcun/erorcun (diff)
parentKangaroo cheat and bug fixes (diff)
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Diffstat (limited to 'src/weapons')
-rw-r--r--src/weapons/Weapon.h2
-rw-r--r--src/weapons/WeaponInfo.cpp8
2 files changed, 4 insertions, 6 deletions
diff --git a/src/weapons/Weapon.h b/src/weapons/Weapon.h
index 055e2ff3..8cb435ce 100644
--- a/src/weapons/Weapon.h
+++ b/src/weapons/Weapon.h
@@ -47,7 +47,7 @@ public:
eWeaponState m_eWeaponState;
uint32 m_nAmmoInClip;
uint32 m_nAmmoTotal;
- int32 m_nTimer;
+ uint32 m_nTimer;
bool m_bAddRotOffset;
CWeapon() {
diff --git a/src/weapons/WeaponInfo.cpp b/src/weapons/WeaponInfo.cpp
index 46ecfb54..4830c86a 100644
--- a/src/weapons/WeaponInfo.cpp
+++ b/src/weapons/WeaponInfo.cpp
@@ -61,7 +61,7 @@ CWeaponInfo::LoadWeaponData(void)
char animToPlay[32], anim2ToPlay[32];
CAnimBlendAssociation *animAssoc;
- AnimationId animId, anim2Id;
+ AnimationId animId;
int bp, buflen;
int lp, linelen;
@@ -101,7 +101,6 @@ CWeaponInfo::LoadWeaponData(void)
fireOffsetY = 0.0f;
fireOffsetZ = 0.0f;
animId = ANIM_WALK;
- anim2Id = ANIM_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",
@@ -136,9 +135,9 @@ CWeaponInfo::LoadWeaponData(void)
animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animToPlay);
animId = static_cast<AnimationId>(animAssoc->animId);
- if (strncmp(anim2ToPlay, "null", 5) != 0) {
+ if (strncmp(anim2ToPlay, "null", 4) != 0) {
animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, anim2ToPlay);
- anim2Id = static_cast<AnimationId>(animAssoc->animId);
+ ms_apWeaponInfos[weaponType].m_Anim2ToPlay = static_cast<AnimationId>(animAssoc->animId);
}
CVector vecFireOffset(fireOffsetX, fireOffsetY, fireOffsetZ);
@@ -155,7 +154,6 @@ CWeaponInfo::LoadWeaponData(void)
ms_apWeaponInfos[weaponType].m_fSpread = spread;
ms_apWeaponInfos[weaponType].m_vecFireOffset = vecFireOffset;
ms_apWeaponInfos[weaponType].m_AnimToPlay = animId;
- ms_apWeaponInfos[weaponType].m_Anim2ToPlay = anim2Id;
ms_apWeaponInfos[weaponType].m_fAnimLoopStart = animLoopStart * 0.03f;
ms_apWeaponInfos[weaponType].m_fAnimLoopEnd = animLoopEnd * 0.03f;
ms_apWeaponInfos[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire * 0.03f;