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