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522 lines
13 KiB
522 lines
13 KiB
8 years ago
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/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "weapons.h"
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#include "nodes.h"
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#include "player.h"
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#include "gamerules.h"
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void FindHullIntersection(const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity);
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#define PIPEWRENCH_BODYHIT_VOLUME 128
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#define PIPEWRENCH_WALLHIT_VOLUME 512
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#define PIPEWRENCH_ATTACK2_MIN_DAMAGE 45
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#define PIPEWRENCH_ATTACK2_MAX_DAMAGE 200
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#define PIPEWRENCH_ATTACK2_MAX_DAMAGE_HOLD_TIME 4
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LINK_ENTITY_TO_CLASS(weapon_pipewrench, CPipeWrench);
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enum pwrench_e {
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PIPEWRENCH_IDLE1 = 0,
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PIPEWRENCH_IDLE2,
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PIPEWRENCH_IDLE3,
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PIPEWRENCH_DRAW,
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PIPEWRENCH_HOLSTER,
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PIPEWRENCH_ATTACK1HIT,
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PIPEWRENCH_ATTACK1MISS,
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PIPEWRENCH_ATTACK2HIT,
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PIPEWRENCH_ATTACK2MISS,
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PIPEWRENCH_ATTACK3HIT,
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PIPEWRENCH_ATTACK3MISS,
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PIPEWRENCH_ATTACKBIGWIND,
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PIPEWRENCH_ATTACKBIGHIT,
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PIPEWRENCH_ATTACKBIGMISS,
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PIPEWRENCH_ATTACKBIGLOOP,
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};
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void CPipeWrench::Spawn()
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{
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Precache();
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m_iId = WEAPON_PIPEWRENCH;
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SET_MODEL(ENT(pev), "models/w_pipe_wrench.mdl");
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m_iClip = -1;
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m_iFirestate = FIRESTATE_NONE;
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FallInit();// get ready to fall down.
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}
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void CPipeWrench::Precache(void)
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{
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PRECACHE_MODEL("models/v_pipe_wrench.mdl");
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PRECACHE_MODEL("models/w_pipe_wrench.mdl");
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PRECACHE_MODEL("models/p_pipe_wrench.mdl");
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PRECACHE_SOUND("weapons/pwrench_hit1.wav");
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PRECACHE_SOUND("weapons/pwrench_hit2.wav");
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PRECACHE_SOUND("weapons/pwrench_hitbod1.wav");
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PRECACHE_SOUND("weapons/pwrench_hitbod2.wav");
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PRECACHE_SOUND("weapons/pwrench_hitbod3.wav");
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PRECACHE_SOUND("weapons/pwrench_miss1.wav");
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PRECACHE_SOUND("weapons/pwrench_big_hitbod1.wav");
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PRECACHE_SOUND("weapons/pwrench_big_hitbod2.wav");
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PRECACHE_SOUND("weapons/pwrench_big_miss.wav");
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m_usPWrench = PRECACHE_EVENT(1, "events/pipewrench.sc");
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}
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int CPipeWrench::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = NULL;
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p->iMaxAmmo1 = -1;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = WEAPON_NOCLIP;
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p->iSlot = 0;
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p->iPosition = 1;
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p->iId = WEAPON_PIPEWRENCH;
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p->iWeight = PIPEWRENCH_WEIGHT;
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return 1;
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}
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BOOL CPipeWrench::Deploy()
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{
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m_iFirestate = FIRESTATE_NONE;
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return DefaultDeploy("models/v_pipe_wrench.mdl", "models/p_pipe_wrench.mdl", PIPEWRENCH_DRAW, "pipewrench");
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}
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void CPipeWrench::Holster(int skiplocal /* = 0 */)
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{
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m_iFirestate = FIRESTATE_NONE;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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SendWeaponAnim(PIPEWRENCH_HOLSTER);
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}
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void CPipeWrench::PrimaryAttack()
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{
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if (!Swing(1, TRUE))
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{
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SetThink(&CPipeWrench::SwingAgain);
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pev->nextthink = gpGlobals->time + 0.1;
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}
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}
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void CPipeWrench::SecondaryAttack(void)
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{
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if (m_iFirestate != FIRESTATE_NONE)
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return;
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m_iFirestate = FIRESTATE_WINDUP;
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SendWeaponAnim(PIPEWRENCH_ATTACKBIGWIND);
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(1.0f);
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pev->nextthink = UTIL_WeaponTimeBase() + 1.0f;
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ALERT( at_console, "CPipeWrench::SecondaryAttack\n" );
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}
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void CPipeWrench::ItemPostFrame(void)
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{
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if (!(m_pPlayer->pev->button & IN_ATTACK))
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{
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m_flLastFireTime = 0.0f;
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}
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if (m_iFirestate != FIRESTATE_NONE)
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{
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// Set primary attack flag off, in case the player is thinking of doing a primary
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// attack while the secondary attack sequence is incomplete.
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m_pPlayer->pev->button &= ~IN_ATTACK;
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if (CanAttack(m_flNextSecondaryAttack, gpGlobals->time, UseDecrement()))
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{
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switch (m_iFirestate)
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{
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case FIRESTATE_WINDUP:
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{
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ALERT(at_console, "CPipeWrench::FIRESTATE_WINDUP\n");
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m_iFirestate = FIRESTATE_WINDLOOP;
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SendWeaponAnim(PIPEWRENCH_ATTACKBIGLOOP);
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m_flHoldStartTime = gpGlobals->time;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.01f);
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pev->nextthink = UTIL_WeaponTimeBase() + 0.01f;
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}
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break;
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case FIRESTATE_WINDLOOP:
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{
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ALERT(at_console, "CPipeWrench::FIRESTATE_WINDLOOP\n");
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if (!(m_pPlayer->pev->button & IN_ATTACK2))
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{
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ALERT(at_console, "Releasing CPipeWrench\n");
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m_iFirestate = FIRESTATE_BIGHIT;
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}
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else
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{
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ALERT(at_console, "Holding CPipeWrench\n");
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SendWeaponAnim(PIPEWRENCH_ATTACKBIGLOOP);
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}
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.01f);
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}
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break;
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case FIRESTATE_BIGHIT:
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{
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ALERT(at_console, "CPipeWrench::FIRESTATE_BIGHIT\n");
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Swing(1, FALSE);
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m_iFirestate = FIRESTATE_NONE;
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m_flHoldStartTime = 0.0f;
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m_pPlayer->pev->button &= ~IN_ATTACK2;
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}
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break;
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}
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}
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return;
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}
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if ((m_pPlayer->pev->button & IN_ATTACK2) && CanAttack(m_flNextSecondaryAttack, gpGlobals->time, UseDecrement()))
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{
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#ifndef CLIENT_DLL
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m_pPlayer->TabulateAmmo();
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#endif
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SecondaryAttack();
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m_pPlayer->pev->button &= ~IN_ATTACK2;
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}
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else if ((m_pPlayer->pev->button & IN_ATTACK) && CanAttack(m_flNextPrimaryAttack, gpGlobals->time, UseDecrement()))
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{
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#ifndef CLIENT_DLL
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m_pPlayer->TabulateAmmo();
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#endif
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PrimaryAttack();
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m_pPlayer->pev->button &= ~IN_ATTACK;
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}
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else if (!(m_pPlayer->pev->button & (IN_ATTACK | IN_ATTACK2)))
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{
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// no fire buttons down
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WeaponIdle();
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return;
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}
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// catch all
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if (ShouldWeaponIdle())
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{
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WeaponIdle();
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}
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}
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void CPipeWrench::Smack()
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{
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DecalGunshot(&m_trHit, BULLET_PLAYER_CROWBAR);
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}
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void CPipeWrench::SwingAgain(void)
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{
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Swing(0, TRUE);
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}
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#define clamp( val, min, max ) ( ((val) > (max)) ? (max) : ( ((val) < (min)) ? (min) : (val) ) )
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int CPipeWrench::Swing(int fFirst, BOOL fIsPrimary)
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{
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int fDidHit = FALSE;
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TraceResult tr;
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UTIL_MakeVectors(m_pPlayer->pev->v_angle);
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Vector vecSrc = m_pPlayer->GetGunPosition();
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Vector vecEnd = vecSrc + gpGlobals->v_forward * 32;
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UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr);
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#ifndef CLIENT_DLL
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if (tr.flFraction >= 1.0)
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{
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UTIL_TraceHull(vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT(m_pPlayer->pev), &tr);
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if (tr.flFraction < 1.0)
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{
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// Calculate the point of intersection of the line (or hull) and the object we hit
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// This is and approximation of the "best" intersection
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CBaseEntity *pHit = CBaseEntity::Instance(tr.pHit);
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if (!pHit || pHit->IsBSPModel())
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FindHullIntersection(vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict());
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vecEnd = tr.vecEndPos; // This is the point on the actual surface (the hull could have hit space)
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}
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}
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#endif
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PLAYBACK_EVENT_FULL(FEV_NOTHOST, m_pPlayer->edict(), m_usPWrench,
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0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, fIsPrimary,
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0.0, 0, 0.0);
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if (tr.flFraction >= 1.0)
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{
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// miss
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = (fIsPrimary)
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? GetNextAttackDelay(0.35f)
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: GetNextAttackDelay(1.0f);
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// player "shoot" animation
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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}
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else
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{
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if (fIsPrimary)
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{
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switch (((m_iSwing++) % 2) + 1)
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{
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case 0:
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SendWeaponAnim(PIPEWRENCH_ATTACK1HIT); break;
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case 1:
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SendWeaponAnim(PIPEWRENCH_ATTACK2HIT); break;
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case 2:
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SendWeaponAnim(PIPEWRENCH_ATTACK3HIT); break;
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}
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}
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else
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{
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SendWeaponAnim(PIPEWRENCH_ATTACKBIGHIT);
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m_pPlayer->pev->punchangle.x = -5;
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}
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// player "shoot" animation
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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#ifndef CLIENT_DLL
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// hit
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fDidHit = TRUE;
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CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
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ClearMultiDamage();
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float flDamage;
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if (!fIsPrimary)
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{
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float flRealDamage, flTotalDamageSpan;
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float flRealHoldTimeDelta, flNormHoldTimeDelta;
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float flNormHoldTimeProp;
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// Get the total damge to be dealt with, excluding the starting minimum.
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flTotalDamageSpan = PIPEWRENCH_ATTACK2_MAX_DAMAGE - PIPEWRENCH_ATTACK2_MIN_DAMAGE;
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// Get the time delta since we hold the secondary attack button.
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flRealHoldTimeDelta = clamp(gpGlobals->time - m_flHoldStartTime, 0, PIPEWRENCH_ATTACK2_MAX_DAMAGE_HOLD_TIME);
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// Normalize the value, between 0. and 1.0
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flNormHoldTimeProp = clamp(flRealHoldTimeDelta / PIPEWRENCH_ATTACK2_MAX_DAMAGE_HOLD_TIME, 0.0f, 1.0f);
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// Establish a proportion between normalized value and total hold time
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// for maximum damage.
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flNormHoldTimeDelta = flNormHoldTimeProp * PIPEWRENCH_ATTACK2_MAX_DAMAGE_HOLD_TIME;
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// Convert the computed proportion relative to maximum hold time, to damage.
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flRealDamage = (flTotalDamageSpan * flNormHoldTimeDelta) / PIPEWRENCH_ATTACK2_MAX_DAMAGE_HOLD_TIME;
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// Add the desired extra damage to the minimum.
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flDamage = PIPEWRENCH_ATTACK2_MIN_DAMAGE + flRealDamage;
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// Clamp the new desired damage value between min and max.
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flDamage = clamp(flDamage, PIPEWRENCH_ATTACK2_MIN_DAMAGE, PIPEWRENCH_ATTACK2_MAX_DAMAGE);
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}
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else
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{
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if ((m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase()) || g_pGameRules->IsMultiplayer())
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{
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// first swing does full damage
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flDamage = gSkillData.plrDmgPWrench;
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}
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else
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{
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// subsequent swings do half
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flDamage = gSkillData.plrDmgPWrench / 2;
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}
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}
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ALERT(at_console, "PipeWrench damage: %f\n", flDamage);
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// Send trace attack to player.
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pEntity->TraceAttack(m_pPlayer->pev, flDamage, gpGlobals->v_forward, &tr, DMG_CLUB);
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ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);
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// play thwack, smack, or dong sound
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float flVol = 1.0;
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int fHitWorld = TRUE;
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if (pEntity)
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{
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if (pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE)
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{
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// play thwack or smack sound
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if (fIsPrimary)
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{
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// Primary attack body hit sound.
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switch (RANDOM_LONG(0, 2))
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{
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case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hitbod1.wav", 1, ATTN_NORM); break;
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case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hitbod2.wav", 1, ATTN_NORM); break;
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case 2: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hitbod3.wav", 1, ATTN_NORM); break;
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}
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}
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else
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{
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// Secondary attack body hit sound.
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switch (RANDOM_LONG(0, 1))
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{
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case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_big_hitbod1.wav", 1, ATTN_NORM); break;
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case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_big_hitbod2.wav", 1, ATTN_NORM); break;
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}
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}
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||
|
m_pPlayer->m_iWeaponVolume = PIPEWRENCH_BODYHIT_VOLUME;
|
||
|
if (!pEntity->IsAlive())
|
||
|
return TRUE;
|
||
|
else
|
||
|
flVol = 0.1;
|
||
|
|
||
|
fHitWorld = FALSE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// play texture hit sound
|
||
|
// UNDONE: Calculate the correct point of intersection when we hit with the hull instead of the line
|
||
|
|
||
|
if (fHitWorld)
|
||
|
{
|
||
|
float fvolbar = TEXTURETYPE_PlaySound(&tr, vecSrc, vecSrc + (vecEnd - vecSrc) * 2, BULLET_PLAYER_CROWBAR);
|
||
|
|
||
|
if (g_pGameRules->IsMultiplayer())
|
||
|
{
|
||
|
// override the volume here, cause we don't play texture sounds in multiplayer,
|
||
|
// and fvolbar is going to be 0 from the above call.
|
||
|
|
||
|
fvolbar = 1;
|
||
|
}
|
||
|
|
||
|
// also play crowbar strike
|
||
|
//
|
||
|
// Shared between both primary and secondary attack.
|
||
|
//
|
||
|
switch (RANDOM_LONG(0, 1))
|
||
|
{
|
||
|
case 0:
|
||
|
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0, 3));
|
||
|
break;
|
||
|
case 1:
|
||
|
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0, 3));
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// delay the decal a bit
|
||
|
m_trHit = tr;
|
||
|
}
|
||
|
|
||
|
m_pPlayer->m_iWeaponVolume = flVol * PIPEWRENCH_WALLHIT_VOLUME;
|
||
|
#endif
|
||
|
|
||
|
m_flNextPrimaryAttack = m_flNextSecondaryAttack = (fIsPrimary)
|
||
|
? GetNextAttackDelay(0.5f)
|
||
|
: GetNextAttackDelay(1.0f);
|
||
|
|
||
|
SetThink(&CPipeWrench::Smack);
|
||
|
|
||
|
pev->nextthink = UTIL_WeaponTimeBase() + 0.2;
|
||
|
|
||
|
|
||
|
}
|
||
|
return fDidHit;
|
||
|
}
|
||
|
|
||
|
void CPipeWrench::WindUp(void)
|
||
|
{
|
||
|
SendWeaponAnim(PIPEWRENCH_ATTACKBIGWIND);
|
||
|
|
||
|
SetThink(&CPipeWrench::WindLoop);
|
||
|
|
||
|
m_flNextSecondaryAttack = GetNextAttackDelay(1.0f);
|
||
|
pev->nextthink = UTIL_WeaponTimeBase() + 1.0f;
|
||
|
}
|
||
|
|
||
|
void CPipeWrench::WindLoop(void)
|
||
|
{
|
||
|
if (m_flNextSecondaryAttack < UTIL_WeaponTimeBase() && !(m_pPlayer->pev->button & IN_ATTACK2))
|
||
|
{
|
||
|
if (!Swing(1, FALSE))
|
||
|
{
|
||
|
SetThink(&CPipeWrench::SwingAgain2);
|
||
|
pev->nextthink = UTIL_WeaponTimeBase() + 0.1f;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
SendWeaponAnim( PIPEWRENCH_ATTACKBIGLOOP );
|
||
|
pev->nextthink = UTIL_WeaponTimeBase() + 0.1f;
|
||
|
}
|
||
|
|
||
|
void CPipeWrench::SwingAgain2(void)
|
||
|
{
|
||
|
Swing(0, FALSE);
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// Purpose:
|
||
|
//=========================================================
|
||
|
BOOL CPipeWrench::CanAttack(float attack_time, float curtime, BOOL isPredicted)
|
||
|
{
|
||
|
#if defined( CLIENT_WEAPONS )
|
||
|
if (!isPredicted)
|
||
|
#else
|
||
|
if (1)
|
||
|
#endif
|
||
|
{
|
||
|
return (attack_time <= curtime) ? TRUE : FALSE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return (attack_time <= 0.0) ? TRUE : FALSE;
|
||
|
}
|
||
|
}
|