SamsaraDevs / samsaraJunk

In which someone makes a class-based mod by copy/pasting the ZDoom Wiki into a single .pk3 and people seem to like it.
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RuneDoubleFiringSpeed favors vanilla animations. #5

Closed TerminusEst13 closed 12 years ago

TerminusEst13 commented 12 years ago

At the moment, the smooth animations for Doomguy have a lot of 1tic frames, nullifying the advantage of a RuneDoubleFiringSpeed.

Llewellyn suggested: [01:26:06] : btw [01:26:10] : You could do a [01:26:46] : A_jumpifinventory("runeDoubleFiringSpeed", 1, 2) to skip the jump for Vanilla animations [01:26:48] : err [01:26:57] : A_jumpifinventory("runeDoubleFiringSpeed", 1, "VanillaAnimations") [01:27:01] : or whatever TO GO TO it [01:27:02] : mahbad

...but there's probably a better way to do this.

IjonTichy commented 12 years ago

I know of a way to solve this, but it isn't pretty. You have to have a separate state block for Raged smooth animations, of whom all its durations are multiples of two.

I'll do it V:

Edit: This may have to wait until 0.27, since this isn't a quick'n'easy thing. It requires going into all the weapons and making new state blocks for raged mode.

IjonTichy commented 12 years ago

Well hell, I might actually be able to cram this into 0.26.