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Revert "Merge 33413807d0"

This reverts commit 19bdc1d01b.
hl_urbicide
Andrey Akhmichin 4 years ago
parent
commit
2c9cb0c645
  1. 36
      dlls/gauss.cpp
  2. 2
      dlls/weapons.h

36
dlls/gauss.cpp

@ -124,12 +124,6 @@ int CGauss::GetItemInfo( ItemInfo *p ) @@ -124,12 +124,6 @@ int CGauss::GetItemInfo( ItemInfo *p )
return 1;
}
BOOL CGauss::IsUseable()
{
// Currently charging, allow the player to fire it first. - Solokiller
return CBasePlayerWeapon::IsUseable() || m_fInAttack != 0;
}
BOOL CGauss::Deploy()
{
m_pPlayer->m_flPlayAftershock = 0.0;
@ -231,22 +225,6 @@ void CGauss::SecondaryAttack() @@ -231,22 +225,6 @@ void CGauss::SecondaryAttack()
}
else
{
// Moved to before the ammo burn.
// Because we drained 1 when m_InAttack == 0, then 1 again now before checking if we're out of ammo,
// this resuled in the player having -1 ammo, which in turn caused CanDeploy to think it could be deployed.
// This will need to be fixed further down the line by preventing negative ammo unless explicitly required (infinite ammo?),
// But this check will prevent the problem for now. - Solokiller
// TODO: investigate further.
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
{
// out of ammo! force the gun to fire
StartFire();
m_fInAttack = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1;
return;
}
// during the charging process, eat one bit of ammo every once in a while
if( UTIL_WeaponTimeBase() >= m_pPlayer->m_flNextAmmoBurn && m_pPlayer->m_flNextAmmoBurn != 1000 )
{
@ -266,6 +244,16 @@ void CGauss::SecondaryAttack() @@ -266,6 +244,16 @@ void CGauss::SecondaryAttack()
}
}
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
{
// out of ammo! force the gun to fire
StartFire();
m_fInAttack = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1;
return;
}
if( UTIL_WeaponTimeBase() >= m_pPlayer->m_flAmmoStartCharge )
{
// don't eat any more ammo after gun is fully charged.
@ -583,10 +571,6 @@ void CGauss::WeaponIdle( void ) @@ -583,10 +571,6 @@ void CGauss::WeaponIdle( void )
StartFire();
m_fInAttack = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f;
// Need to set m_flNextPrimaryAttack so the weapon gets a chance to complete its secondary fire animation. - Solokiller
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5f;
}
else
{

2
dlls/weapons.h

@ -745,7 +745,7 @@ public: @@ -745,7 +745,7 @@ public:
int iItemSlot( void ) { return 4; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
BOOL IsUseable();
BOOL Deploy( void );
void Holster( int skiplocal = 0 );

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