Hold aiming

This commit is contained in:
yvt 2013-09-09 17:53:52 +09:00
parent 49ac82ffbd
commit 27a08f8d9f

View File

@ -74,6 +74,8 @@ SPADES_SETTING(cg_ejectBrass, "1");
SPADES_SETTING(cg_mouseSensitivity, "1");
SPADES_SETTING(cg_zoomedMouseSensScale, "0.6");
SPADES_SETTING(cg_holdAimDownSight, "0");
SPADES_SETTING(cg_keyAttack, "LeftMouseButton");
SPADES_SETTING(cg_keyAltAttack, "RightMouseButton");
SPADES_SETTING(cg_keyToolSpade, "1");
@ -1015,12 +1017,16 @@ namespace spades {
}else if(CheckKey(cg_keyAttack, name)){
weapInput.primary = down;
}else if(CheckKey(cg_keyAltAttack, name)){
if(world->GetLocalPlayer()->IsToolWeapon()){
if(world->GetLocalPlayer()->IsToolWeapon() && (!cg_holdAimDownSight)){
if(down && !playerInput.sprint){
weapInput.secondary = !weapInput.secondary;
}
}else{
weapInput.secondary = down;
if(!playerInput.sprint){
weapInput.secondary = down;
}else{
weapInput.secondary = down;
}
}
}else if(CheckKey(cg_keyReloadWeapon, name) && down){
Weapon *w = world->GetLocalPlayer()->GetWeapon();