Browse Source

Double promotion fixes.

asheep
Andrey Akhmichin 5 years ago
parent
commit
0f873c953d
  1. 32
      dlls/asheep/archer.cpp
  2. 2
      dlls/asheep/barniel.cpp
  3. 10
      dlls/asheep/beretta.cpp
  4. 6
      dlls/asheep/gordonnadrian.cpp
  5. 6
      dlls/asheep/kate.cpp
  6. 6
      dlls/asheep/kmedkit.cpp
  7. 20
      dlls/asheep/m41a.cpp
  8. 2
      dlls/asheep/panther.cpp
  9. 28
      dlls/asheep/poolstick.cpp
  10. 2
      dlls/asheep/spforce.cpp
  11. 2
      dlls/asheep/terror.cpp
  12. 64
      dlls/asheep/toad.cpp
  13. 2
      dlls/crossbow.cpp
  14. 7
      dlls/crowbar.cpp
  15. 2
      dlls/hornetgun.cpp
  16. 2
      dlls/items.cpp
  17. 8
      dlls/rat.cpp
  18. 4
      dlls/triggers.cpp
  19. 2
      dlls/tripmine.cpp
  20. 2
      dlls/util.cpp
  21. 2
      dlls/zombie.cpp

32
dlls/asheep/archer.cpp

@ -182,13 +182,13 @@ void CArcher::HandleAnimEvent( MonsterEvent_t *pEvent ) @@ -182,13 +182,13 @@ void CArcher::HandleAnimEvent( MonsterEvent_t *pEvent )
{
CBaseEntity *pHurt = m_hEnemy;
if( m_flEnemyTouched < gpGlobals->time - 0.2 && ( m_hEnemy->BodyTarget( pev->origin ) - pev->origin).Length() > ( 32 + 16 + 32 ) )
if( ( m_flEnemyTouched < gpGlobals->time - 0.2f ) && ( m_hEnemy->BodyTarget( pev->origin ) - pev->origin).Length() > ( 32 + 16 + 32 ) )
break;
Vector vecShootDir = ShootAtEnemy( pev->origin );
UTIL_MakeAimVectors( pev->angles );
if( DotProduct( vecShootDir, gpGlobals->v_forward ) > 0.707 )
if( DotProduct( vecShootDir, gpGlobals->v_forward ) > 0.707f )
{
m_bOnAttack = TRUE;
pHurt->pev->punchangle.z = -18;
@ -356,7 +356,7 @@ void CArcher::MonsterThink( void ) @@ -356,7 +356,7 @@ void CArcher::MonsterThink( void )
void CArcher::Stop( void )
{
if( !m_bOnAttack )
m_flightSpeed = 40.0;
m_flightSpeed = 40.0f;
}
void CArcher::Swim()
@ -391,7 +391,7 @@ void CArcher::Swim() @@ -391,7 +391,7 @@ void CArcher::Swim()
if( m_IdealActivity == ACT_RUN )
SetActivity( ACT_WALK );
if( m_IdealActivity == ACT_WALK )
pev->framerate = m_flightSpeed / 150.0;
pev->framerate = m_flightSpeed / 150.0f;
// ALERT( at_console, "walk %.2f\n", pev->framerate );
}
else
@ -399,7 +399,7 @@ void CArcher::Swim() @@ -399,7 +399,7 @@ void CArcher::Swim()
if( m_IdealActivity == ACT_WALK )
SetActivity( ACT_RUN );
if( m_IdealActivity == ACT_RUN)
pev->framerate = m_flightSpeed / 75.0;
pev->framerate = m_flightSpeed / 75.0f;
// ALERT( at_console, "run %.2f\n", pev->framerate );
}
/*
@ -432,10 +432,10 @@ void CArcher::Swim() @@ -432,10 +432,10 @@ void CArcher::Swim()
// ALERT( at_console, "%f : %f\n", Angles.x, Forward.z );
float flDot = DotProduct( Forward, m_SaveVelocity );
if( flDot > 0.5 )
if( flDot > 0.5f )
pev->velocity = m_SaveVelocity = m_SaveVelocity * m_flightSpeed;
else if( flDot > 0 )
pev->velocity = m_SaveVelocity = m_SaveVelocity * m_flightSpeed * ( flDot + 0.5 );
else if( flDot > 0.0f )
pev->velocity = m_SaveVelocity = m_SaveVelocity * m_flightSpeed * ( flDot + 0.5f );
else
pev->velocity = m_SaveVelocity = m_SaveVelocity * 40;
@ -454,7 +454,7 @@ void CArcher::Swim() @@ -454,7 +454,7 @@ void CArcher::Swim()
//
if( Angles.x > 180 )
Angles.x = Angles.x - 360;
pev->angles.x = UTIL_Approach( Angles.x, pev->angles.x, 50 * 0.1 );
pev->angles.x = UTIL_Approach( Angles.x, pev->angles.x, 50 * 0.1f );
if( pev->angles.x < -180 )
pev->angles.x = -180;
if( pev->angles.x > 180 )
@ -478,12 +478,12 @@ void CArcher::Swim() @@ -478,12 +478,12 @@ void CArcher::Swim()
turn = Angles.y - pev->angles.y - 360;
}
float speed = m_flightSpeed * 0.1;
float speed = m_flightSpeed * 0.1f;
// ALERT( at_console, "speed %.0f %f\n", turn, speed );
if( fabs( turn ) > speed )
{
if( turn < 0.0 )
if( turn < 0.0f )
{
turn = -speed;
}
@ -494,15 +494,15 @@ void CArcher::Swim() @@ -494,15 +494,15 @@ void CArcher::Swim()
}
pev->angles.y += turn;
pev->angles.z -= turn;
pev->angles.y = fmod( ( pev->angles.y + 360.0 ), 360.0 );
pev->angles.y = fmod( ( pev->angles.y + 360.0f ), 360.0f );
static float yaw_adj;
yaw_adj = yaw_adj * 0.8 + turn;
yaw_adj = yaw_adj * 0.8f + turn;
// ALERT( at_console, "yaw %f : %f\n", turn, yaw_adj );
SetBoneController( 0, -yaw_adj / 4.0 );
SetBoneController( 0, -yaw_adj * 0.25f );
// Roll Smoothing
//
@ -519,7 +519,7 @@ void CArcher::Swim() @@ -519,7 +519,7 @@ void CArcher::Swim()
{
turn = Angles.z - pev->angles.z - 360;
}
speed = m_flightSpeed / 2 * 0.1;
speed = m_flightSpeed / 2 * 0.1f;
if( fabs( turn ) < speed )
{
@ -527,7 +527,7 @@ void CArcher::Swim() @@ -527,7 +527,7 @@ void CArcher::Swim()
}
else
{
if( turn < 0.0 )
if( turn < 0.0f )
{
pev->angles.z -= speed;
}

2
dlls/asheep/barniel.cpp

@ -209,7 +209,7 @@ static BOOL IsFacing( entvars_t *pevTest, const Vector &reference ) @@ -209,7 +209,7 @@ static BOOL IsFacing( entvars_t *pevTest, const Vector &reference )
UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL );
// He's facing me, he meant it
if( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so
if( DotProduct( forward, vecDir ) > 0.96f ) // +/- 15 degrees or so
{
return TRUE;
}

10
dlls/asheep/beretta.cpp

@ -244,20 +244,20 @@ void CBeretta::WeaponIdle( void ) @@ -244,20 +244,20 @@ void CBeretta::WeaponIdle( void )
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 );
if (flRand <= 0.3 + 0 * 0.75)
if (flRand <= 0.3f)
{
iAnim = BERETTA_IDLE3;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0f / 16.0f;
}
else if (flRand <= 0.6 + 0 * 0.875)
else if (flRand <= 0.6f)
{
iAnim = BERETTA_IDLE1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0f / 16.0f;
}
else
{
iAnim = BERETTA_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0f / 16.0f;
}
SendWeaponAnim( iAnim, 1 );
}

6
dlls/asheep/gordonnadrian.cpp

@ -98,7 +98,7 @@ CBaseEntity* CGordon::AdrianCheckTraceHullAttack( float flDist, int iDamage, int @@ -98,7 +98,7 @@ CBaseEntity* CGordon::AdrianCheckTraceHullAttack( float flDist, int iDamage, int
UTIL_MakeVectors( pev->angles );
Vector vecStart = pev->origin;
vecStart.z += pev->size.z * 0.5;
vecStart.z += pev->size.z * 0.5f;
Vector vecEnd = vecStart + ( gpGlobals->v_forward * flDist );
UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT( pev ), &tr );
@ -123,7 +123,7 @@ BOOL CGordon::CheckMeleeAttack1( float flDot, float flDist ) @@ -123,7 +123,7 @@ BOOL CGordon::CheckMeleeAttack1( float flDot, float flDist )
}
}
if( flDist <= 64 && flDot >= 0.7 &&
if( flDist <= 64 && flDot >= 0.7f &&
pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON &&
pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON )
{
@ -307,7 +307,7 @@ static BOOL IsFacing( entvars_t *pevTest, const Vector &reference ) @@ -307,7 +307,7 @@ static BOOL IsFacing( entvars_t *pevTest, const Vector &reference )
UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL );
// He's facing me, he meant it
if( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so
if( DotProduct( forward, vecDir ) > 0.96f ) // +/- 15 degrees or so
{
return TRUE;
}

6
dlls/asheep/kate.cpp

@ -103,7 +103,7 @@ CBaseEntity* CKate::CheckTraceHullAttack( float flDist, int iDamage, int iDmgTyp @@ -103,7 +103,7 @@ CBaseEntity* CKate::CheckTraceHullAttack( float flDist, int iDamage, int iDmgTyp
UTIL_MakeVectors( pev->angles );
Vector vecStart = pev->origin;
vecStart.z += pev->size.z * 0.5;
vecStart.z += pev->size.z * 0.5f;
Vector vecEnd = vecStart + ( gpGlobals->v_forward * flDist );
UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT( pev ), &tr );
@ -128,7 +128,7 @@ BOOL CKate::CheckMeleeAttack1( float flDot, float flDist ) @@ -128,7 +128,7 @@ BOOL CKate::CheckMeleeAttack1( float flDot, float flDist )
}
}
if( flDist <= 64 && flDot >= 0.7 &&
if( flDist <= 64 && flDot >= 0.7f &&
pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON &&
pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON )
{
@ -319,7 +319,7 @@ static BOOL IsFacing( entvars_t *pevTest, const Vector &reference ) @@ -319,7 +319,7 @@ static BOOL IsFacing( entvars_t *pevTest, const Vector &reference )
UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL );
// He's facing me, he meant it
if( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so
if( DotProduct( forward, vecDir ) > 0.96f ) // +/- 15 degrees or so
{
return TRUE;
}

6
dlls/asheep/kmedkit.cpp

@ -185,10 +185,10 @@ void CKMedKit::UseMedkit( int fMode ) @@ -185,10 +185,10 @@ void CKMedKit::UseMedkit( int fMode )
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
#ifndef CLIENT_DLL
if( tr.flFraction >= 1.0 )
if( tr.flFraction >= 1.0f )
{
UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
if( tr.flFraction < 1.0 )
if( tr.flFraction < 1.0f )
{
// Calculate the point of intersection of the line (or hull) and the object we hit
// This is and approximation of the "best" intersection
@ -203,7 +203,7 @@ void CKMedKit::UseMedkit( int fMode ) @@ -203,7 +203,7 @@ void CKMedKit::UseMedkit( int fMode )
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
if( tr.flFraction < 1.0 )
if( tr.flFraction < 1.0f )
{
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
if( pEntity )

20
dlls/asheep/m41a.cpp

@ -136,14 +136,14 @@ void CM41A::PrimaryAttack() @@ -136,14 +136,14 @@ void CM41A::PrimaryAttack()
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
return;
}
if (m_iClip <= 0)
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
return;
}
@ -190,10 +190,10 @@ void CM41A::PrimaryAttack() @@ -190,10 +190,10 @@ void CM41A::PrimaryAttack()
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f;
if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
@ -212,7 +212,7 @@ void CM41A::SecondaryAttack( void ) @@ -212,7 +212,7 @@ void CM41A::SecondaryAttack( void )
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
return;
}
@ -226,7 +226,7 @@ void CM41A::SecondaryAttack( void ) @@ -226,7 +226,7 @@ void CM41A::SecondaryAttack( void )
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER;
m_pPlayer->m_flStopExtraSoundTime = UTIL_WeaponTimeBase() + 0.2;
m_pPlayer->m_flStopExtraSoundTime = UTIL_WeaponTimeBase() + 0.2f;
m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;
@ -245,9 +245,9 @@ void CM41A::SecondaryAttack( void ) @@ -245,9 +245,9 @@ void CM41A::SecondaryAttack( void )
m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16,
gpGlobals->v_forward * 800, gSkillData.plrDmgM41AGrenade );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5;// idle pretty soon after shooting.
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0f;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0f;// idle pretty soon after shooting.
if (!m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType])
// HEV suit - indicate out of ammo condition
@ -267,7 +267,7 @@ void CM41A::Reload( void ) @@ -267,7 +267,7 @@ void CM41A::Reload( void )
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == MP5_MAX_CLIP )
return;
DefaultReload( MP5_MAX_CLIP, M41A_RELOAD, 2.0 );
DefaultReload( MP5_MAX_CLIP, M41A_RELOAD, 2.0f );
}

2
dlls/asheep/panther.cpp

@ -405,7 +405,7 @@ void CPanther::ArmBeam( int side ) @@ -405,7 +405,7 @@ void CPanther::ArmBeam( int side )
}
// Couldn't find anything close enough
if( flDist == 1.0 )
if( flDist == 1.0f )
return;
DecalGunshot( &tr, BULLET_PLAYER_CROWBAR );

28
dlls/asheep/poolstick.cpp

@ -119,7 +119,7 @@ extern void FindHullIntersection( const Vector &vecSrc, TraceResult &tr, float * @@ -119,7 +119,7 @@ extern void FindHullIntersection( const Vector &vecSrc, TraceResult &tr, float *
vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2);
UTIL_TraceLine( vecSrc, vecHullEnd, dont_ignore_monsters, pEntity, &tmpTrace );
if ( tmpTrace.flFraction < 1.0 )
if ( tmpTrace.flFraction < 1.0f )
{
tr = tmpTrace;
return;
@ -136,7 +136,7 @@ extern void FindHullIntersection( const Vector &vecSrc, TraceResult &tr, float * @@ -136,7 +136,7 @@ extern void FindHullIntersection( const Vector &vecSrc, TraceResult &tr, float *
vecEnd.z = vecHullEnd.z + minmaxs[k][2];
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, pEntity, &tmpTrace );
if ( tmpTrace.flFraction < 1.0 )
if ( tmpTrace.flFraction < 1.0f )
{
float thisDistance = (tmpTrace.vecEndPos - vecSrc).Length();
if ( thisDistance < distance )
@ -162,7 +162,7 @@ void CPoolstick::PrimaryAttack() @@ -162,7 +162,7 @@ void CPoolstick::PrimaryAttack()
if (! Swing( 1 ))
{
SetThink( &CPoolstick::SwingAgain );
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1f;
}
}
@ -192,10 +192,10 @@ int CPoolstick::Swing( int fFirst ) @@ -192,10 +192,10 @@ int CPoolstick::Swing( int fFirst )
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
#ifndef CLIENT_DLL
if ( tr.flFraction >= 1.0 )
if ( tr.flFraction >= 1.0f )
{
UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
if ( tr.flFraction < 1.0 )
if ( tr.flFraction < 1.0f )
{
// Calculate the point of intersection of the line (or hull) and the object we hit
// This is and approximation of the "best" intersection
@ -207,7 +207,7 @@ int CPoolstick::Swing( int fFirst ) @@ -207,7 +207,7 @@ int CPoolstick::Swing( int fFirst )
}
#endif
if ( tr.flFraction >= 1.0 )
if ( tr.flFraction >= 1.0f )
{
if (fFirst)
{
@ -224,7 +224,7 @@ int CPoolstick::Swing( int fFirst ) @@ -224,7 +224,7 @@ int CPoolstick::Swing( int fFirst )
SendWeaponAnim( POOLSTICK_ATTACK3MISS );
break;
}
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5f;
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/pstk_miss1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG( 0, 0xF ) );
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
@ -325,10 +325,10 @@ int CPoolstick::Swing( int fFirst ) @@ -325,10 +325,10 @@ int CPoolstick::Swing( int fFirst )
}
m_pPlayer->m_iWeaponVolume = flVol * POOLSTICK_WALLHIT_VOLUME;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f;
SetThink( &CPoolstick::Smack );
pev->nextthink = UTIL_WeaponTimeBase() + 0.2;
pev->nextthink = UTIL_WeaponTimeBase() + 0.2f;
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
return fDidHit;
@ -350,22 +350,22 @@ void CPoolstick::WeaponIdle() @@ -350,22 +350,22 @@ void CPoolstick::WeaponIdle()
{
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
if( flRand > 0.9 )
if( flRand > 0.9f )
{
iAnim = POOLSTICK_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0 / 30.0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0f / 30.0f;
}
else
{
if( flRand > 0.5 )
if( flRand > 0.5f )
{
iAnim = POOLSTICK_IDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0 / 30.0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0f / 30.0f;
}
else
{
iAnim = POOLSTICK_IDLE3;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0 / 30.0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0f / 30.0f;
}
}
SendWeaponAnim( iAnim );

2
dlls/asheep/spforce.cpp

@ -573,7 +573,7 @@ void CSPForceRepel::RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, US @@ -573,7 +573,7 @@ void CSPForceRepel::RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, US
pBeam->SetFlags( BEAM_FSOLID );
pBeam->SetColor( 255, 255, 255 );
pBeam->SetThink( &CBeam::SUB_Remove );
pBeam->pev->nextthink = gpGlobals->time + -4096.0 * tr.flFraction / pSPForce->pev->velocity.z + 0.5;
pBeam->pev->nextthink = gpGlobals->time + -4096.0f * tr.flFraction / pSPForce->pev->velocity.z + 0.5f;
UTIL_Remove( this );
}

2
dlls/asheep/terror.cpp

@ -989,7 +989,7 @@ void CTerrorRepel::RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE @@ -989,7 +989,7 @@ void CTerrorRepel::RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE
pBeam->SetFlags( BEAM_FSOLID );
pBeam->SetColor( 255, 255, 255 );
pBeam->SetThink( &CBeam::SUB_Remove );
pBeam->pev->nextthink = gpGlobals->time + -4096.0 * tr.flFraction / pTerror->pev->velocity.z + 0.5;
pBeam->pev->nextthink = gpGlobals->time + -4096.0f * tr.flFraction / pTerror->pev->velocity.z + 0.5f;
UTIL_Remove( this );
}

64
dlls/asheep/toad.cpp

@ -86,7 +86,7 @@ TYPEDESCRIPTION CToadGrenade::m_SaveData[] = @@ -86,7 +86,7 @@ TYPEDESCRIPTION CToadGrenade::m_SaveData[] =
IMPLEMENT_SAVERESTORE( CToadGrenade, CGrenade );
#define TOAD_DETONATE_DELAY 15.0
#define TOAD_DETONATE_DELAY 15.0f
int CToadGrenade :: Classify ( void )
{
@ -123,14 +123,14 @@ void CToadGrenade :: Spawn( void ) @@ -123,14 +123,14 @@ void CToadGrenade :: Spawn( void )
SetTouch( &CToadGrenade::SuperBounceTouch );
SetThink( &CToadGrenade::HuntThink );
pev->nextthink = gpGlobals->time + 0.1;
m_flNextHunt = gpGlobals->time + 1E6;
pev->nextthink = gpGlobals->time + 0.1f;
m_flNextHunt = gpGlobals->time + (float)1E6;
pev->flags |= FL_MONSTER;
pev->takedamage = DAMAGE_AIM;
pev->health = gSkillData.toadHealth;
pev->gravity = 0.5;
pev->friction = 0.5;
pev->gravity = 0.5f;
pev->friction = 0.5f;
pev->dmg = gSkillData.toadDmgPop;
@ -166,7 +166,7 @@ void CToadGrenade :: Killed( entvars_t *pevAttacker, int iGib ) @@ -166,7 +166,7 @@ void CToadGrenade :: Killed( entvars_t *pevAttacker, int iGib )
SetThink( &CToadGrenade::SUB_Remove );
// ResetTouch( );
SetTouch( NULL );
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1f;
// since toad grenades never leave a body behind, clear out their takedamage now.
// Squeaks do a bit of radius damage when they pop, and that radius damage will
@ -197,8 +197,6 @@ void CToadGrenade :: GibMonster( void ) @@ -197,8 +197,6 @@ void CToadGrenade :: GibMonster( void )
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200);
}
void CToadGrenade::HuntThink( void )
{
// ALERT( at_console, "think\n" );
@ -212,7 +210,7 @@ void CToadGrenade::HuntThink( void ) @@ -212,7 +210,7 @@ void CToadGrenade::HuntThink( void )
}
StudioFrameAdvance( );
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1f;
// explode when ready
if (gpGlobals->time >= m_flDie)
@ -230,8 +228,8 @@ void CToadGrenade::HuntThink( void ) @@ -230,8 +228,8 @@ void CToadGrenade::HuntThink( void )
{
pev->movetype = MOVETYPE_FLY;
}
pev->velocity = pev->velocity * 0.9;
pev->velocity.z += 8.0;
pev->velocity = pev->velocity * 0.9f;
pev->velocity.z += 8.0f;
}
else if (pev->movetype == MOVETYPE_FLY)
{
@ -242,7 +240,7 @@ void CToadGrenade::HuntThink( void ) @@ -242,7 +240,7 @@ void CToadGrenade::HuntThink( void )
if (m_flNextHunt > gpGlobals->time)
return;
m_flNextHunt = gpGlobals->time + 2.0;
m_flNextHunt = gpGlobals->time + 2.0f;
CBaseEntity *pOther = 0;
Vector vecDir;
@ -262,14 +260,14 @@ void CToadGrenade::HuntThink( void ) @@ -262,14 +260,14 @@ void CToadGrenade::HuntThink( void )
}
// squeek if it's about time blow up
if ((m_flDie - gpGlobals->time <= 0.5) && (m_flDie - gpGlobals->time >= 0.3))
if ((m_flDie - gpGlobals->time <= 0.5f) && (m_flDie - gpGlobals->time >= 0.3f))
{
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "toad/toad_die1.wav", 1, ATTN_NORM, 0, 100 + RANDOM_LONG(0,0x3F));
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 256, 0.25 );
}
// higher pitch as squeeker gets closer to detonation time
float flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / TOAD_DETONATE_DELAY);
float flpitch = 155.0f - 60.0f * ((m_flDie - gpGlobals->time) / TOAD_DETONATE_DELAY);
if (flpitch < 80)
flpitch = 80;
@ -282,10 +280,10 @@ void CToadGrenade::HuntThink( void ) @@ -282,10 +280,10 @@ void CToadGrenade::HuntThink( void )
}
float flVel = pev->velocity.Length();
float flAdj = 50.0 / (flVel + 10.0);
float flAdj = 50.0f / (flVel + 10.0f);
if (flAdj > 1.2)
flAdj = 1.2;
if (flAdj > 1.2f)
flAdj = 1.2f;
// ALERT( at_console, "think : enemy\n");
@ -307,7 +305,7 @@ void CToadGrenade::HuntThink( void ) @@ -307,7 +305,7 @@ void CToadGrenade::HuntThink( void )
}
}
if ((pev->origin - m_posPrev).Length() < 1.0)
if ((pev->origin - m_posPrev).Length() < 1.0f)
{
pev->velocity.x = RANDOM_FLOAT( -100, 100 );
pev->velocity.y = RANDOM_FLOAT( -100, 100 );
@ -341,7 +339,7 @@ void CToadGrenade::SuperBounceTouch( CBaseEntity *pOther ) @@ -341,7 +339,7 @@ void CToadGrenade::SuperBounceTouch( CBaseEntity *pOther )
return;
// higher pitch as squeeker gets closer to detonation time
flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / TOAD_DETONATE_DELAY);
flpitch = 155.0f - 60.0f * ((m_flDie - gpGlobals->time) / TOAD_DETONATE_DELAY);
if ( pOther->pev->takedamage && m_flNextAttack < gpGlobals->time )
{
@ -366,7 +364,7 @@ void CToadGrenade::SuperBounceTouch( CBaseEntity *pOther ) @@ -366,7 +364,7 @@ void CToadGrenade::SuperBounceTouch( CBaseEntity *pOther )
// make bite sound
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "toad/toad_deploy1.wav", 1.0, ATTN_NORM, 0, (int)flpitch);
m_flNextAttack = gpGlobals->time + 0.5;
m_flNextAttack = gpGlobals->time + 0.5f;
}
}
else
@ -375,7 +373,7 @@ void CToadGrenade::SuperBounceTouch( CBaseEntity *pOther ) @@ -375,7 +373,7 @@ void CToadGrenade::SuperBounceTouch( CBaseEntity *pOther )
}
}
m_flNextHit = gpGlobals->time + 0.1;
m_flNextHit = gpGlobals->time + 0.1f;
m_flNextHunt = gpGlobals->time;
if ( g_pGameRules->IsMultiplayer() )
@ -393,9 +391,9 @@ void CToadGrenade::SuperBounceTouch( CBaseEntity *pOther ) @@ -393,9 +391,9 @@ void CToadGrenade::SuperBounceTouch( CBaseEntity *pOther )
// play bounce sound
float flRndSound = RANDOM_FLOAT ( 0 , 1 );
if ( flRndSound <= 0.33 )
if ( flRndSound <= 0.33f )
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "toad/toad_hunt1.wav", 1, ATTN_NORM, 0, (int)flpitch);
else if (flRndSound <= 0.66)
else if (flRndSound <= 0.66f)
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "toad/toad_hunt2.wav", 1, ATTN_NORM, 0, (int)flpitch);
else
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "toad/toad_hunt3.wav", 1, ATTN_NORM, 0, (int)flpitch);
@ -407,7 +405,7 @@ void CToadGrenade::SuperBounceTouch( CBaseEntity *pOther ) @@ -407,7 +405,7 @@ void CToadGrenade::SuperBounceTouch( CBaseEntity *pOther )
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 100, 0.1 );
}
m_flNextBounceSoundTime = gpGlobals->time + 0.5;// half second.
m_flNextBounceSoundTime = gpGlobals->time + 0.5f;// half second.
}
#endif
@ -427,7 +425,7 @@ void CToad::Spawn( ) @@ -427,7 +425,7 @@ void CToad::Spawn( )
pev->sequence = 1;
pev->animtime = gpGlobals->time;
pev->framerate = 1.0;
pev->framerate = 1.0f;
SetThink( &CToad::ToadIdle );
pev->nextthink = gpGlobals->time + 0.2f;
@ -474,7 +472,7 @@ BOOL CToad::Deploy( ) @@ -474,7 +472,7 @@ BOOL CToad::Deploy( )
// play hunt sound
float flRndSound = RANDOM_FLOAT( 0, 1 );
if ( flRndSound <= 0.5 )
if( flRndSound <= 0.5f )
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "toad/toad_hunt2.wav", 1, ATTN_NORM, 0, 100);
else
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "toad/toad_hunt3.wav", 1, ATTN_NORM, 0, 100);
@ -482,20 +480,20 @@ BOOL CToad::Deploy( ) @@ -482,20 +480,20 @@ BOOL CToad::Deploy( )
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.1f;
return DefaultDeploy( "models/v_toad.mdl", "models/p_toad.mdl", TOAD_UP, "toad" );
}
void CToad::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
if( !m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] )
{
m_pPlayer->pev->weapons &= ~(1<<WEAPON_TOAD);
SetThink( &CToad::DestroyItem );
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1f;
return;
}
@ -529,7 +527,7 @@ void CToad::PrimaryAttack() @@ -529,7 +527,7 @@ void CToad::PrimaryAttack()
// find place to toss monster
UTIL_TraceLine( trace_origin + gpGlobals->v_forward * 20, trace_origin + gpGlobals->v_forward * 64, dont_ignore_monsters, NULL, &tr );
if ( tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0.25 )
if( tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0.25f )
{
SendWeaponAnim( TOAD_THROW );
@ -544,7 +542,7 @@ void CToad::PrimaryAttack() @@ -544,7 +542,7 @@ void CToad::PrimaryAttack()
// play hunt sound
float flRndSound = RANDOM_FLOAT( 0 , 1 );
if ( flRndSound <= 0.5 )
if( flRndSound <= 0.5f )
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "toad/toad_hunt2.wav", 1, ATTN_NORM, 0, 105);
else
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "toad/toad_hunt3.wav", 1, ATTN_NORM, 0, 105);
@ -555,8 +553,8 @@ void CToad::PrimaryAttack() @@ -555,8 +553,8 @@ void CToad::PrimaryAttack()
m_fJustThrown = 1;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.3;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.3f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f;
}
}
}

2
dlls/crossbow.cpp

@ -415,7 +415,7 @@ void CCrossbow::FireSniperBolt() @@ -415,7 +415,7 @@ void CCrossbow::FireSniperBolt()
if( FClassnameIs( tr.pHit, "worldspawn" ) )
{
// let the bolt sit around for a while if it hit static architecture
pBolt->pev->nextthink = gpGlobals->time + 5.0;
pBolt->pev->nextthink = gpGlobals->time + 5.0f;
}
else
{

7
dlls/crowbar.cpp

@ -217,7 +217,7 @@ int CCrowbar::Swing( int fFirst ) @@ -217,7 +217,7 @@ int CCrowbar::Swing( int fFirst )
SendWeaponAnim( CROWBAR_ATTACK3MISS );
break;
}
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5f;
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG( 0, 0xF ) );
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
// player "shoot" animation
@ -339,11 +339,6 @@ int CCrowbar::Swing( int fFirst ) @@ -339,11 +339,6 @@ int CCrowbar::Swing( int fFirst )
SetThink( &CCrowbar::Smack );
pev->nextthink = UTIL_WeaponTimeBase() + 0.2f;
#endif
#if CROWBAR_DELAY_FIX
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f;
#else
m_flNextPrimaryAttack = GetNextAttackDelay( 0.25f );
#endif
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f;
}

2
dlls/hornetgun.cpp

@ -227,7 +227,7 @@ void CHgun::SecondaryAttack( void ) @@ -227,7 +227,7 @@ void CHgun::SecondaryAttack( void )
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
m_flRechargeTime = gpGlobals->time + 0.5;
m_flRechargeTime = gpGlobals->time + 0.5f;
SendWeaponAnim( HGUN_SHOOT );

2
dlls/items.cpp

@ -291,7 +291,7 @@ class CItemBattery : public CItem @@ -291,7 +291,7 @@ class CItemBattery : public CItem
{
EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "barney/nope.wav", 1, ATTN_NORM );
UTIL_ShowMessageAll( "NOHEVBATTERY" );
NextMessageTime = gpGlobals->time + 4.0;
NextMessageTime = gpGlobals->time + 4.0f;
}
return FALSE;
}

8
dlls/rat.cpp

@ -165,7 +165,7 @@ void CRat::HandleAnimEvent( MonsterEvent_t *pEvent ) @@ -165,7 +165,7 @@ void CRat::HandleAnimEvent( MonsterEvent_t *pEvent )
// Scale the sideways velocity to get there at the right time
vecJumpDir = m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs - pev->origin;
vecJumpDir = vecJumpDir * ( 1.0 / time );
vecJumpDir = vecJumpDir * ( 1.0f / time );
// Speed to offset gravity at the desired height
vecJumpDir.z = speed;
@ -173,9 +173,9 @@ void CRat::HandleAnimEvent( MonsterEvent_t *pEvent ) @@ -173,9 +173,9 @@ void CRat::HandleAnimEvent( MonsterEvent_t *pEvent )
// Don't jump too far/fast
float distance = vecJumpDir.Length();
if( distance > 650 )
if( distance > 650.0f )
{
vecJumpDir = vecJumpDir * ( 650.0 / distance );
vecJumpDir = vecJumpDir * ( 650.0f / distance );
}
}
else
@ -188,7 +188,7 @@ void CRat::HandleAnimEvent( MonsterEvent_t *pEvent ) @@ -188,7 +188,7 @@ void CRat::HandleAnimEvent( MonsterEvent_t *pEvent )
EMIT_SOUND_DYN( edict(), CHAN_VOICE, pAttackSounds[0], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
pev->velocity = vecJumpDir;
m_flNextAttack = gpGlobals->time + 2;
m_flNextAttack = gpGlobals->time + 2.0f;
}
break;
default:

4
dlls/triggers.cpp

@ -2502,9 +2502,9 @@ void CTriggerKateHealth::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE @@ -2502,9 +2502,9 @@ void CTriggerKateHealth::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE
CBaseEntity *pEntity = UTIL_FindEntityByTargetname( 0, STRING( m_szKateName ) );
if( pEntity )
{
ALERT( at_console, "trigger_katehealth: Kate health before: %f\n", pEntity->pev->health );
ALERT( at_console, "trigger_katehealth: Kate health before: %f\n", (double)pEntity->pev->health );
pEntity->pev->health = gSkillData.kateHealth;
ALERT( at_console, "trigger_katehealth: Kate health after: %f\n", pEntity->pev->health );
ALERT( at_console, "trigger_katehealth: Kate health after: %f\n", (double)pEntity->pev->health );
}
else
{

2
dlls/tripmine.cpp

@ -475,7 +475,7 @@ void CTripmine::PrimaryAttack( void ) @@ -475,7 +475,7 @@ void CTripmine::PrimaryAttack( void )
}*/
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.3;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.3f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}

2
dlls/util.cpp

@ -78,7 +78,7 @@ void UTIL_CreateWarpball( edict_t *ent, Vector vecSrc, float spawnVol, float spa @@ -78,7 +78,7 @@ void UTIL_CreateWarpball( edict_t *ent, Vector vecSrc, float spawnVol, float spa
UTIL_TraceLine( vecSrc, vecSrc + vecDir * 1024, ignore_monsters, ent, &tr );
vecEnd = tr.vecEndPos;
if( ( vecEnd - vecSrc ).Length() >= ( 1024 * 0.1f ) && tr.flFraction != 1.0 )
if( ( vecEnd - vecSrc ).Length() >= ( 1024 * 0.1f ) && tr.flFraction != 1.0f )
{
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_BEAMPOINTS );

2
dlls/zombie.cpp

@ -276,7 +276,7 @@ void CZombie::Spawn() @@ -276,7 +276,7 @@ void CZombie::Spawn()
if( FClassnameIs( pev, "monster_zombie" ) )
pev->health = gSkillData.zombieHealth;
else
pev->health = gSkillData.zombieHealth * 1.25;
pev->health = gSkillData.zombieHealth * 1.25f;
pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin.
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;

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