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-rw-r--r--src/weapons/WeaponInfo.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/weapons/WeaponInfo.cpp b/src/weapons/WeaponInfo.cpp
index 4830c86a..5be18c3c 100644
--- a/src/weapons/WeaponInfo.cpp
+++ b/src/weapons/WeaponInfo.cpp
@@ -137,7 +137,7 @@ CWeaponInfo::LoadWeaponData(void)
if (strncmp(anim2ToPlay, "null", 4) != 0) {
animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, anim2ToPlay);
- ms_apWeaponInfos[weaponType].m_Anim2ToPlay = static_cast<AnimationId>(animAssoc->animId);
+ ms_apWeaponInfos[weaponType].m_Anim2ToPlay = (AnimationId) animAssoc->animId;
}
CVector vecFireOffset(fireOffsetX, fireOffsetY, fireOffsetZ);
@@ -154,10 +154,10 @@ CWeaponInfo::LoadWeaponData(void)
ms_apWeaponInfos[weaponType].m_fSpread = spread;
ms_apWeaponInfos[weaponType].m_vecFireOffset = vecFireOffset;
ms_apWeaponInfos[weaponType].m_AnimToPlay = animId;
- ms_apWeaponInfos[weaponType].m_fAnimLoopStart = animLoopStart * 0.03f;
- ms_apWeaponInfos[weaponType].m_fAnimLoopEnd = animLoopEnd * 0.03f;
- ms_apWeaponInfos[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire * 0.03f;
- ms_apWeaponInfos[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire * 0.03f;
+ ms_apWeaponInfos[weaponType].m_fAnimLoopStart = animLoopStart / 30.0f;
+ ms_apWeaponInfos[weaponType].m_fAnimLoopEnd = animLoopEnd / 30.0f;
+ ms_apWeaponInfos[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire / 30.0f;
+ ms_apWeaponInfos[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire / 30.0f;
ms_apWeaponInfos[weaponType].m_nModelId = modelId;
ms_apWeaponInfos[weaponType].m_bUseGravity = flags;
ms_apWeaponInfos[weaponType].m_bSlowsDown = flags >> 1;