Remove useless casts. Some format fixes.

This commit is contained in:
Andrey Akhmichin 2020-01-02 19:15:31 +05:00
parent 1e88b13729
commit 27157afa8c
2 changed files with 7 additions and 7 deletions

View File

@ -183,7 +183,7 @@ void CBeretta::BerettaFire( float flSpread , float flCycleTime, BOOL fUseAutoAim
Vector vecDir; 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 ); 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; m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;

View File

@ -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; Vector vecDir;
#ifdef CLIENT_DLL #ifdef CLIENT_DLL
if ( bIsMultiplayer() ) if( bIsMultiplayer() )
#else #else
if ( g_pGameRules->IsMultiplayer() ) if( g_pGameRules->IsMultiplayer() )
#endif #endif
{ {
// optimized multiplayer. Widened to make it easier to hit a moving player // optimized multiplayer. Widened to make it easier to hit a moving player
@ -184,15 +184,15 @@ void CM41A::PrimaryAttack()
flags = 0; flags = 0;
#endif #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 // HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f; m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f;
if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) if( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f; m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );