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Add cg_altNapalmModel
This allows you to use the rocket launcher model for napalm cannon. Will be following up with support for custom skin replacement eventually so that you can have a napalm themed skin or the rocket launcher model.
1 parent aca7bd8 commit 8fc39a6

3 files changed

Lines changed: 9 additions & 1 deletion

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code/cgame/cg_cvar.h

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Original file line numberDiff line numberDiff line change
@@ -285,6 +285,8 @@ CG_EXTCVAR( cg_cl_freelook, "cl_freelook", "1", 0, EXT_CVAR_ARCHIVE_ND )
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CG_CVAR( cg_hitBeep, "cg_hitBeep", "1", CVAR_ARCHIVE )
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CG_CVAR( cg_killBeep, "cg_killBeep", "0", CVAR_ARCHIVE )
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CG_CVAR( cg_altNapalmModel, "cg_altNapalmModel", "0", CVAR_ARCHIVE )
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#undef CG_NULLCVAR
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#undef CG_NULLEXTCVAR
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#undef CG_EXTCVAR

code/cgame/cg_q3f_init.c

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@@ -1001,7 +1001,9 @@ static void CG_Q3F_InitPhaseClasses(void)
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case Q3F_CLASS_GRENADIER:
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case Q3F_CLASS_PARAMEDIC:
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case Q3F_CLASS_MINIGUNNER:
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break;
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case Q3F_CLASS_FLAMETROOPER:
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CG_RegisterWeapon(WP_ROCKET_LAUNCHER); // force rocket registration in case we have alt napalm model enabled durinng play
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break;
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case Q3F_CLASS_AGENT:
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cgs.media.agentShader = trap_R_RegisterShader( "gfx/agenteffect" );

code/cgame/cg_weapons.c

Lines changed: 5 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1175,7 +1175,11 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
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gun.shadowPlane = parent->shadowPlane;
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gun.renderfx = parent->renderfx;
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gun.hModel = weapon->weaponModel;
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if ( weaponNum == WP_NAPALMCANNON && cg_weapons[WP_ROCKET_LAUNCHER].registered && cg_altNapalmModel.integer )
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gun.hModel = cg_weapons[WP_ROCKET_LAUNCHER].weaponModel;
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else
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gun.hModel = weapon->weaponModel;
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// JT - Custom override for other classes 'axes'.
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if( weaponNum == WP_AXE )
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switch( agentclass ? agentclass : (gasEffect ? cg.gasPlayerClass[cent->currentState.number] : cent->currentState.otherEntityNum2 ) )

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