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author | Sergeanur <s.anureev@yandex.ua> | 2020-12-26 13:22:02 +0100 |
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committer | Sergeanur <s.anureev@yandex.ua> | 2020-12-26 13:22:02 +0100 |
commit | c9c447e7a9f9616b111b9d6211ac072e7739ba4c (patch) | |
tree | 15b4054d867ea8f60b90550033ccf85cbfc86102 /src/weapons/WeaponInfo.cpp | |
parent | fix mblur stencil (diff) | |
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Diffstat (limited to 'src/weapons/WeaponInfo.cpp')
-rw-r--r-- | src/weapons/WeaponInfo.cpp | 33 |
1 files changed, 3 insertions, 30 deletions
diff --git a/src/weapons/WeaponInfo.cpp b/src/weapons/WeaponInfo.cpp index 4a61e42c..30c6c8cb 100644 --- a/src/weapons/WeaponInfo.cpp +++ b/src/weapons/WeaponInfo.cpp @@ -129,12 +129,8 @@ CWeaponInfo::Initialise(void) ms_apWeaponInfos[i].m_fAnim2LoopEnd = 0.0f; ms_apWeaponInfos[i].m_fAnim2FrameFire = 0.0f; ms_apWeaponInfos[i].m_fAnimBreakout = 0.0f; - ms_apWeaponInfos[i].m_bUseGravity = 1; - ms_apWeaponInfos[i].m_bSlowsDown = 1; - ms_apWeaponInfos[i].m_bRandSpeed = 1; - ms_apWeaponInfos[i].m_bExpands = 1; - ms_apWeaponInfos[i].m_bExplodes = 1; - ms_apWeaponInfos[i].m_nWeaponSlot = 0; + ms_apWeaponInfos[i].m_Flags = WEAPONFLAG_USE_GRAVITY | WEAPONFLAG_SLOWS_DOWN | WEAPONFLAG_RAND_SPEED | WEAPONFLAG_EXPANDS | WEAPONFLAG_EXPLODES; + ms_apWeaponInfos[i].m_nWeaponSlot = WEAPONSLOT_UNARMED; } debug("Loading weapon data...\n"); LoadWeaponData(); @@ -246,30 +242,7 @@ CWeaponInfo::LoadWeaponData(void) ms_apWeaponInfos[weaponType].m_fAnimBreakout = animBreakout / 30.0f; ms_apWeaponInfos[weaponType].m_nModelId = modelId; ms_apWeaponInfos[weaponType].m_nModel2Id = modelId2; - - ms_apWeaponInfos[weaponType].m_bUseGravity = flags & 1; - ms_apWeaponInfos[weaponType].m_bSlowsDown = (flags >> 1) & 1; - ms_apWeaponInfos[weaponType].m_bDissipates = (flags >> 2) & 1; - ms_apWeaponInfos[weaponType].m_bRandSpeed = (flags >> 3) & 1; - ms_apWeaponInfos[weaponType].m_bExpands = (flags >> 4) & 1; - ms_apWeaponInfos[weaponType].m_bExplodes = (flags >> 5) & 1; - ms_apWeaponInfos[weaponType].m_bCanAim = (flags >> 6) & 1; - ms_apWeaponInfos[weaponType].m_bCanAimWithArm = (flags >> 7) & 1; - ms_apWeaponInfos[weaponType].m_b1stPerson = (flags >> 8) & 1; - ms_apWeaponInfos[weaponType].m_bHeavy = (flags >> 9) & 1; - ms_apWeaponInfos[weaponType].m_bThrow = (flags >> 10) & 1; - ms_apWeaponInfos[weaponType].m_bReloadLoop2Start = (flags >> 11) & 1; - ms_apWeaponInfos[weaponType].m_bUse2nd = (flags >> 12) & 1; - ms_apWeaponInfos[weaponType].m_bGround2nd = (flags >> 13) & 1; - ms_apWeaponInfos[weaponType].m_bFinish3rd = (flags >> 14) & 1; - ms_apWeaponInfos[weaponType].m_bReload = (flags >> 15) & 1; - ms_apWeaponInfos[weaponType].m_bFightMode = (flags >> 16) & 1; - ms_apWeaponInfos[weaponType].m_bCrouchFire = (flags >> 17) & 1; - ms_apWeaponInfos[weaponType].m_bCop3rd = (flags >> 18) & 1; - ms_apWeaponInfos[weaponType].m_bGround3rd = (flags >> 19) & 1; - ms_apWeaponInfos[weaponType].m_bPartialAttack = (flags >> 20) & 1; - ms_apWeaponInfos[weaponType].m_bAnimDetonate = (flags >> 21) & 1; - + ms_apWeaponInfos[weaponType].m_Flags = flags; ms_apWeaponInfos[weaponType].m_nWeaponSlot = weaponSlot; if (animLoopEnd < 98.0f && weaponType != WEAPONTYPE_FLAMETHROWER && !CWeapon::IsShotgun(weaponType)) |