Browse Source

Lol

clcampaign
RAINBOW2000 8 years ago
parent
commit
41cc9c7d8f
  1. 10
      dlls/sniper.cpp
  2. 56
      dlls/weapons.h

10
dlls/sniper.cpp

@ -121,8 +121,6 @@ m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
void CSnipars::PrimaryAttack( void ) void CSnipars::PrimaryAttack( void )
{ {
if(m_iClip > 0)
{
Shoot( 0.0001, 1.5, TRUE ); Shoot( 0.0001, 1.5, TRUE );
switch( RANDOM_LONG( 0, 3 ) ) switch( RANDOM_LONG( 0, 3 ) )
{ {
@ -143,7 +141,6 @@ Shoot( 0.0001, 1.5, TRUE );
break; break;
}; };
} }
}
void CSnipars::Shoot( float flSpread , float flCycleTime, BOOL fUseAutoAim ) void CSnipars::Shoot( float flSpread , float flCycleTime, BOOL fUseAutoAim )
{ {
@ -160,8 +157,7 @@ m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
} }
return; return;
} }
SendWeaponAnim( SNIPARS_FIRE ); m_iClip -= 1;
m_iClip--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
@ -216,9 +212,9 @@ m_fInZoom = FALSE;
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
} }
if (m_iClip == 0) if (m_iClip == 0)
DefaultReload( 5, SNIPARS_RELOAD, 1.5 ); DefaultReload( 5, SNIPARS_FIRE, 1.5 );
else else
DefaultReload( 5, SNIPARS_RELOAD, 1.5 ); DefaultReload( 5, SNIPARS_FIRE, 1.5 );
} }
void CSnipars::WeaponIdle( void ) void CSnipars::WeaponIdle( void )

56
dlls/weapons.h

@ -1084,37 +1084,7 @@ public:
private: private:
unsigned short m_usNeedle; unsigned short m_usNeedle;
}; };
class CSnipars : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 2; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
void PrimaryAttack( void );
void SecondaryAttack( void );
BOOL Deploy( void );
void Holster( int skiplocal = 0 );
void Reload( void );
void WeaponIdle( void );
void Shoot( float flSpread, float flCycleTime, BOOL fUseAutoAim );
float m_flSoundDelay;
BOOL m_fInZoom;// don't save this.
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
private:
unsigned short m_usFireSniper;
};
class CGlock2 : public CBasePlayerWeapon class CGlock2 : public CBasePlayerWeapon
{ {
public: public:
@ -1250,6 +1220,32 @@ private:
unsigned short m_usCrossbow12; unsigned short m_usCrossbow12;
unsigned short m_usCrossbow22; unsigned short m_usCrossbow22;
}; };
class CSnipars : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 2; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
void PrimaryAttack( void );
void SecondaryAttack( void );
BOOL Deploy( void );
void Holster( int skiplocal = 0 );
void Reload( void );
void WeaponIdle( void );
void Shoot( float flSpread, float flCycleTime, BOOL fUseAutoAim );
float m_flSoundDelay;
BOOL m_fInZoom;// don't save this.
virtual BOOL UseDecrement( void )
{
return false;
}
private:
unsigned short m_usFireSniper;
};
#endif // WEAPONS_H #endif // WEAPONS_H

Loading…
Cancel
Save