Animations in DarkPlaces

Discuss programming in the QuakeC language.
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Boss429
Posts: 39
Joined: Sun Dec 03, 2006 7:29 pm
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Animations in DarkPlaces

Post by Boss429 »

I've been tearing my hair out trying to get quakec to use the correct frames for a different v_shotgun model.
I'm using that q3mdl mod as a base for my code.
The firing animation I want to use is from frame 14 to 17 but it keeps playing something like frame 2 instead.


Here's what the shotgun section of W_Attack

Code: Select all

	else if (self.weapon == IT_SHOTGUN)
	{

		player_shot1 ();
		W_FireShotgun ();

		self.attack_finished = time + 0.5;
	}
player_shot1:

Code: Select all

void() player_shot1 = {W_FireShotgun(); self.torso.animation = 1;};
here's the player eachframe:

Code: Select all

void() md3_player_eachframe =
{
	local	float	r;

	if (intermission_running)
		return;

	if (self.weapon == IT_AXE)
	{
		if (self.weaponframe > 0)
		{
			self.weaponframe = self.weaponframe + 1;
			if (self.weaponframe == 4 || self.weaponframe == 8)
				self.weaponframe = 0;
		}
		if (self.newattack)
		{
			r = random();
			     if (r < 0.25)	{self.weaponframe = 1;}
			else if (r < 0.5)	{self.weaponframe = 5;}
			else if (r < 0.75)	{self.weaponframe = 1;}
			else			{self.weaponframe = 5;}
			self.newattack = FALSE;
		}
	}
	else if (self.weapon == IT_SHOTGUN)
	{
		if (self.weaponframe > 13)
		{
			self.weaponframe = self.weaponframe + 1;
			if (self.weaponframe == 17)
				self.weaponframe = 13;

		}
		if (self.newattack)
		{
			self.weaponframe = 14;
			self.newattack = FALSE;
		}
	}

what am I missing?
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