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authoreray orçunus <erayorcunus@gmail.com>2019-07-01 22:46:44 +0300
committereray orçunus <erayorcunus@gmail.com>2019-07-02 06:01:26 +0300
commit27838ae0b2a11d505d669fe4cad6d0372cb650e1 (patch)
tree477b9853bea245d9cbdaa8700e02ff980abe79d5 /src/weapons/WeaponInfo.cpp
parent8b36718c0a97807325937dba8c4e7796a63af0a7 (diff)
Kangaroo cheat and bug fixes
Signed-off-by: eray orçunus <erayorcunus@gmail.com>
Diffstat (limited to 'src/weapons/WeaponInfo.cpp')
-rw-r--r--src/weapons/WeaponInfo.cpp8
1 files changed, 3 insertions, 5 deletions
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;