game: restore dropship ability to shoot with rotsting gun
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@ -343,6 +343,8 @@ private:
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int m_iMachineGunRefAttachment;
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int m_iAttachmentTroopDeploy;
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int m_iAttachmentDeployStart;
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int m_poseWeapon_Pitch;
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int m_poseWeapon_Yaw;
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// Sounds
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CSoundPatch *m_pCannonSound;
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@ -363,8 +365,7 @@ protected:
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// Should the dropship end up having inheritors, their activate may
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// stomp these numbers, in which case you should make these ordinary members
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// again.
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static int m_poseBody_Accel, m_poseBody_Sway, m_poseCargo_Body_Accel, m_poseCargo_Body_Sway,
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m_poseWeapon_Pitch, m_poseWeapon_Yaw;
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static int m_poseBody_Accel, m_poseBody_Sway, m_poseCargo_Body_Accel, m_poseCargo_Body_Sway;
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static bool m_sbStaticPoseParamsLoaded;
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virtual void PopulatePoseParameters( void );
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};
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@ -375,8 +376,6 @@ int CNPC_CombineDropship::m_poseBody_Accel = 0;
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int CNPC_CombineDropship::m_poseBody_Sway = 0;
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int CNPC_CombineDropship::m_poseCargo_Body_Accel = 0;
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int CNPC_CombineDropship::m_poseCargo_Body_Sway = 0;
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int CNPC_CombineDropship::m_poseWeapon_Pitch = 0;
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int CNPC_CombineDropship::m_poseWeapon_Yaw = 0;
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//-----------------------------------------------------------------------------
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// Purpose: Cache whatever pose parameters we intend to use
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@ -389,12 +388,16 @@ void CNPC_CombineDropship::PopulatePoseParameters( void )
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m_poseBody_Sway = LookupPoseParameter( "body_sway" );
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m_poseCargo_Body_Accel = LookupPoseParameter( "cargo_body_accel" );
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m_poseCargo_Body_Sway = LookupPoseParameter( "cargo_body_sway" );
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m_poseWeapon_Pitch = LookupPoseParameter( "weapon_pitch" );
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m_poseWeapon_Yaw = LookupPoseParameter( "weapon_yaw" );
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m_sbStaticPoseParamsLoaded = true;
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}
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if( m_hContainer )
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{
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m_poseWeapon_Pitch = m_hContainer->LookupPoseParameter( "weapon_pitch" );
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m_poseWeapon_Yaw = m_hContainer->LookupPoseParameter( "weapon_yaw" );
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}
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BaseClass::PopulatePoseParameters();
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}
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@ -861,6 +864,8 @@ void CNPC_CombineDropship::Spawn( void )
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m_iMachineGunRefAttachment = -1;
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m_iAttachmentTroopDeploy = -1;
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m_iAttachmentDeployStart = -1;
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m_poseWeapon_Pitch = -1;
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m_poseWeapon_Yaw = -1;
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// create the correct bin for the ship to carry
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switch ( m_iCrateType )
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@ -896,6 +901,9 @@ void CNPC_CombineDropship::Spawn( void )
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m_iMachineGunBaseAttachment = m_hContainer->LookupAttachment( "gun_base" );
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// NOTE: gun_ref must have the same position as gun_base, but rotates with the gun
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m_iMachineGunRefAttachment = m_hContainer->LookupAttachment( "gun_ref" );
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m_poseWeapon_Pitch = m_hContainer->LookupPoseParameter( "weapon_pitch" );
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m_poseWeapon_Yaw = m_hContainer->LookupPoseParameter( "weapon_yaw" );
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}
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break;
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