mirror of
https://github.com/YGGverse/hlsdk-portable.git
synced 2025-03-13 05:51:19 +00:00
Remove useless casts. Some format fixes.
This commit is contained in:
parent
1e88b13729
commit
27157afa8c
@ -183,7 +183,7 @@ void CBeretta::BerettaFire( float flSpread , float flCycleTime, BOOL fUseAutoAim
|
||||
Vector vecDir;
|
||||
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_BERETTA, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
|
||||
|
||||
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireBeretta1 : m_usFireBeretta2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
|
||||
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireBeretta1 : m_usFireBeretta2, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
|
||||
|
||||
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
|
||||
|
||||
|
@ -37,7 +37,7 @@ enum m41a_e
|
||||
};
|
||||
|
||||
|
||||
LINK_ENTITY_TO_CLASS( weapon_9mmm41a, CM41A );
|
||||
LINK_ENTITY_TO_CLASS( weapon_9mmm41a, CM41A )
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
@ -163,9 +163,9 @@ void CM41A::PrimaryAttack()
|
||||
Vector vecDir;
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
if ( bIsMultiplayer() )
|
||||
if( bIsMultiplayer() )
|
||||
#else
|
||||
if ( g_pGameRules->IsMultiplayer() )
|
||||
if( g_pGameRules->IsMultiplayer() )
|
||||
#endif
|
||||
{
|
||||
// optimized multiplayer. Widened to make it easier to hit a moving player
|
||||
@ -184,15 +184,15 @@ void CM41A::PrimaryAttack()
|
||||
flags = 0;
|
||||
#endif
|
||||
|
||||
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usM41A, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
|
||||
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usM41A, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
|
||||
|
||||
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
|
||||
if(!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
|
||||
// HEV suit - indicate out of ammo condition
|
||||
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
|
||||
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f;
|
||||
|
||||
if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
|
||||
if( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f;
|
||||
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
||||
|
Loading…
x
Reference in New Issue
Block a user