diff options
Diffstat (limited to '')
-rw-r--r-- | src/weapons/WeaponInfo.cpp | 18 |
1 files changed, 13 insertions, 5 deletions
diff --git a/src/weapons/WeaponInfo.cpp b/src/weapons/WeaponInfo.cpp index d5e759b9..104fa2ec 100644 --- a/src/weapons/WeaponInfo.cpp +++ b/src/weapons/WeaponInfo.cpp @@ -12,6 +12,7 @@ // Yeah... int32 CWeaponInfo::ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS] = { -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, + -1, -1, -1, -1, -1, -1, -1, -1, -1 }; CWeaponInfo CWeaponInfo::ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS]; @@ -32,21 +33,29 @@ static char ms_aWeaponNames[][32] = { "Chainsaw", "Grenade", "DetonateGrenade", + "TearGas", "Molotov", "Rocket", "Colt45", + "Python", "Shotgun", + "Spas12Shotgun", + "StubbyShotgun", "Tec9", "Uzi", "SilencedIngram", "Mp5", - "M16", - "AK47", + "m4", + "Ruger", "SniperRifle", + "LaserScope", "RocketLauncher", "FlameThrower", + "M60", + "Minigun", "Detonator", "HeliCannon", + "Camera", }; CWeaponInfo* @@ -223,9 +232,7 @@ CWeaponInfo::LoadWeaponData(void) ms_apWeaponInfos[weaponType].m_nWeaponSlot = weaponSlot; - // TODO(Miami): Enable once weapons are done - if (animLoopEnd < 98.0f && weaponType != WEAPONTYPE_FLAMETHROWER && weaponType != WEAPONTYPE_SHOTGUN - /*&& weaponType != 20 && weaponType != 21*/) + if (animLoopEnd < 98.0f && weaponType != WEAPONTYPE_FLAMETHROWER && !CWeapon::IsShotgun(weaponType)) ms_apWeaponInfos[weaponType].m_nFiringRate = ((ms_apWeaponInfos[weaponType].m_fAnimLoopEnd - ms_apWeaponInfos[weaponType].m_fAnimLoopStart) * 900.0f); if (weaponType == WEAPONTYPE_DETONATOR || weaponType == WEAPONTYPE_HELICANNON) @@ -263,6 +270,7 @@ CWeaponInfo::FindWeaponFireType(char *name) if (strcmp(name, "INSTANT_HIT") == 0) return WEAPON_FIRE_INSTANT_HIT; if (strcmp(name, "PROJECTILE") == 0) return WEAPON_FIRE_PROJECTILE; if (strcmp(name, "AREA_EFFECT") == 0) return WEAPON_FIRE_AREA_EFFECT; + if (strcmp(name, "CAMERA") == 0) return WEAPON_FIRE_CAMERA; Error("Unknown weapon fire type, WeaponInfo.cpp"); return WEAPON_FIRE_INSTANT_HIT; } |