diff options
Diffstat (limited to 'src/weapons/WeaponInfo.cpp')
-rw-r--r-- | src/weapons/WeaponInfo.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/weapons/WeaponInfo.cpp b/src/weapons/WeaponInfo.cpp index 4830c86a..5be18c3c 100644 --- a/src/weapons/WeaponInfo.cpp +++ b/src/weapons/WeaponInfo.cpp @@ -137,7 +137,7 @@ CWeaponInfo::LoadWeaponData(void) if (strncmp(anim2ToPlay, "null", 4) != 0) { animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, anim2ToPlay); - ms_apWeaponInfos[weaponType].m_Anim2ToPlay = static_cast<AnimationId>(animAssoc->animId); + ms_apWeaponInfos[weaponType].m_Anim2ToPlay = (AnimationId) animAssoc->animId; } CVector vecFireOffset(fireOffsetX, fireOffsetY, fireOffsetZ); @@ -154,10 +154,10 @@ 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_fAnimLoopStart = animLoopStart * 0.03f; - ms_apWeaponInfos[weaponType].m_fAnimLoopEnd = animLoopEnd * 0.03f; - ms_apWeaponInfos[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire * 0.03f; - ms_apWeaponInfos[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire * 0.03f; + ms_apWeaponInfos[weaponType].m_fAnimLoopStart = animLoopStart / 30.0f; + ms_apWeaponInfos[weaponType].m_fAnimLoopEnd = animLoopEnd / 30.0f; + ms_apWeaponInfos[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire / 30.0f; + ms_apWeaponInfos[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire / 30.0f; ms_apWeaponInfos[weaponType].m_nModelId = modelId; ms_apWeaponInfos[weaponType].m_bUseGravity = flags; ms_apWeaponInfos[weaponType].m_bSlowsDown = flags >> 1; |