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Change timings

hlzbot-dirty
mittorn 9 years ago
parent
commit
10062d43e2
  1. 56
      dlls/ar2.cpp

56
dlls/ar2.cpp

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

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