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56
dlls/ar2.cpp
56
dlls/ar2.cpp
@ -210,20 +210,7 @@ void CAR2::PrimaryAttack()
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Vector vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
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Vector vecDir;
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#ifdef CLIENT_DLL
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if (!bIsMultiplayer())
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#else
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if (!g_pGameRules->IsMultiplayer())
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#endif
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{
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// optimized multiplayer. Widened to make it easier to hit a moving player
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vecDir = m_pPlayer->FireBulletsPlayer(25, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 0, 1, m_pPlayer->pev, m_pPlayer->random_seed);
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}
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else
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{
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// single player spread
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vecDir = m_pPlayer->FireBulletsPlayer(20, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_MP5, 0, 1, m_pPlayer->pev, m_pPlayer->random_seed);
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}
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vecDir = m_pPlayer->FireBulletsPlayer(5, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 0, 15, m_pPlayer->pev, m_pPlayer->random_seed);
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int iAnim;
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switch (RANDOM_LONG(0, 2))
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@ -242,30 +229,31 @@ void CAR2::PrimaryAttack()
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}
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MyAnim(iAnim);
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if( m_pBeam1 )
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UTIL_Remove(m_pBeam1);
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if( !m_pBeam1 )
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{
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m_pBeam1 = CBeam::BeamCreate(AR2_BEAM_SPRITE, 40);
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m_pBeam1->PointEntInit(pev->origin, m_pPlayer->entindex());
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m_pBeam1->SetFlags(BEAM_FSINE);
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m_pBeam1->pev->spawnflags |= SF_BEAM_TEMPORARY;
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m_pBeam1->pev->owner = m_pPlayer->edict();
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m_pBeam1->SetEndAttachment(1);
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m_pBeam1->SetStartPos( gpGlobals->trace_endpos );
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//m_pBeam1->SetEndPos(this->pev->origin + pev->view_ofs +gpGlobals->v_up*20+gpGlobals->v_right*5+gpGlobals->v_forward*30);
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m_pBeam1->SetWidth(15);
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m_pBeam1->SetBrightness(255);
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m_pBeam1 = CBeam::BeamCreate(AR2_BEAM_SPRITE, 40);
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m_pBeam1->PointEntInit(pev->origin, m_pPlayer->entindex());
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m_pBeam1->SetFlags(BEAM_FSINE);
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m_pBeam1->pev->spawnflags |= SF_BEAM_TEMPORARY;
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m_pBeam1->pev->owner = m_pPlayer->edict();
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m_pBeam1->SetEndAttachment(1);
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m_pBeam1->SetStartPos( gpGlobals->trace_endpos );
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//meam1->SetEndPos(this->pev->origin + pev->view_ofs +gpGlobals->v_up*20+gpGlobals->v_right*5+gpGlobals->v_forward*30);
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m_pBeam1->SetWidth(15);
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m_pBeam1->SetBrightness(255);
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SetThink(&CAR2::Cleaner);
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pev->nextthink = gpGlobals->time + 0.05;
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}
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2s1.wav", 1, ATTN_NORM);
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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SetThink(&CAR2::Cleaner);
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pev->nextthink = gpGlobals->time + 0.03;
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m_flNextPrimaryAttack = gpGlobals->time + (0.08);
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if (m_flNextPrimaryAttack < gpGlobals->time )
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m_flNextPrimaryAttack = gpGlobals->time + 0.02;
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m_flNextPrimaryAttack = gpGlobals->time + 0.1;
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m_flTimeWeaponIdle = gpGlobals->time + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
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}
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@ -275,6 +263,7 @@ void CAR2::Cleaner(void) {
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if( m_pBeam1 )
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UTIL_Remove(m_pBeam1);
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m_pBeam1 = NULL;
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SetThink( NULL );
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}
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void CAR2::SecondaryAttack(void)
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@ -321,7 +310,6 @@ void CAR2::SecondaryAttack(void)
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if (!m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType])
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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Cleaner();
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}
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void CAR2::Reload(void)
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@ -361,7 +349,7 @@ void CAR2::WeaponIdle(void)
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MyAnim(iAnim);
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m_flTimeWeaponIdle = gpGlobals->time+UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again.
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Cleaner();
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}
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void CAR2Ball::Spawn()
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@ -429,7 +417,7 @@ void CAR2Ball::AR2Touch(CBaseEntity *pOther)
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if( pev->velocity.Length() >= 100 )
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{
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ALERT( at_console, "Decreasing dmgtime %f\n", pev->dmg - gpGlobals->time );
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pev->dmgtime -= pev->velocity.Length() / 3000;
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pev->dmgtime -= pev->velocity.Length() / 5000;
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}
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// only do damage if we're moving fairly fast
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