aboutsummaryrefslogtreecommitdiffstats
path: root/code/weapon
diff options
context:
space:
mode:
Diffstat (limited to 'code/weapon')
-rw-r--r--code/weapon/Knife.cs10
-rw-r--r--code/weapon/Pistol.cs1
-rw-r--r--code/weapon/Weapon.cs3
3 files changed, 8 insertions, 6 deletions
diff --git a/code/weapon/Knife.cs b/code/weapon/Knife.cs
index 1bc74ed..8ff0bb2 100644
--- a/code/weapon/Knife.cs
+++ b/code/weapon/Knife.cs
@@ -7,7 +7,7 @@ public partial class Knife : Weapon
public override string ModelPath => "weapons/swb/melee/bayonet/w_bayonet.vmdl";
public override string ViewModelPath => "weapons/swb/melee/bayonet/v_bayonet.vmdl";
public override string HandsModelPath => "weapons/swb/hands/rebel/v_hands_rebel.vmdl";
- public override float PrimaryRate => 1f;
+ public override float PrimaryRate => 1.5f;
public Knife()
{
@@ -19,19 +19,19 @@ public partial class Knife : Weapon
protected virtual void ShootEffects(bool hit)
{
Game.AssertClient();
-
- Pawn.SetAnimParameter( "b_attack", true );
+
ViewModelEntity?.SetAnimParameter( hit ? "swing" : "swing_miss" , true );
}
public override void PrimaryAttack()
{
- Pawn.PlaySound( "bayonet.slash" );
+ Pawn?.SetAnimParameter( "b_attack", true );
+ Pawn?.PlaySound( "bayonet.slash" );
ShootEffects( Melee( 100, 100 ) );
}
protected override void Animate()
{
- Pawn.SetAnimParameter( "holdtype", (int)CitizenAnimationHelper.HoldTypes.Swing );
+ Pawn?.SetAnimParameter( "holdtype", (int)CitizenAnimationHelper.HoldTypes.Swing );
}
}
diff --git a/code/weapon/Pistol.cs b/code/weapon/Pistol.cs
index 567eb3e..4c0c70b 100644
--- a/code/weapon/Pistol.cs
+++ b/code/weapon/Pistol.cs
@@ -37,6 +37,7 @@ public partial class Pistol : Weapon
public override void Reload()
{
ReloadEffects();
+ Pawn?.SetAnimParameter( "b_reload", true );
}
[ClientRpc]
diff --git a/code/weapon/Weapon.cs b/code/weapon/Weapon.cs
index 6d6fc20..8eafbc3 100644
--- a/code/weapon/Weapon.cs
+++ b/code/weapon/Weapon.cs
@@ -171,7 +171,7 @@ public partial class Weapon : AnimatedEntity
var pos = ray.Position;
bool hit = false;
- foreach (var tr in TraceBullet(pos, pos + forward * 50, 20))
+ foreach (var tr in TraceBullet(pos, pos + forward * 80, 20))
{
tr.Surface.DoBulletImpact(tr);
hit = true;
@@ -202,6 +202,7 @@ public partial class Weapon : AnimatedEntity
vm.Model = Model.Load( ViewModelPath );
vm.Owner = Owner;
vm.Parent = Game.LocalPawn;
+ vm.SetAnimParameter( "deploy", true );
ViewModelEntity = vm;
if (!string.IsNullOrEmpty(HandsModelPath))
{