Set weapons back to their idle frame; stop looping sound
| 794 | |
| 795 | // Set weapons back to their idle frame; stop looping sound |
| 796 | void weapon_setIdle() |
| 797 | { |
| 798 | PlayerWeapon* weapon = s_curPlayerWeapon; |
| 799 | if (s_prevWeapon == WPN_REPEATER) |
| 800 | { |
| 801 | if (s_repeaterFireSndID) |
| 802 | { |
| 803 | sound_stop(s_repeaterFireSndID); |
| 804 | s_repeaterFireSndID = 0; |
| 805 | } |
| 806 | weapon->frame = 0; |
| 807 | } |
| 808 | else if (s_prevWeapon == WPN_CANNON) |
| 809 | { |
| 810 | if (!s_secondaryFire) |
| 811 | { |
| 812 | weapon->frame = 0; |
| 813 | } |
| 814 | } |
| 815 | } |
| 816 | |
| 817 | void weapon_playerWeaponTaskFunc(MessageType msg) |
| 818 | { |
no test coverage detected