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https://github.com/YGGverse/hlsdk-portable.git
synced 2025-03-13 05:51:19 +00:00
Other solution for weapon animation.
This commit is contained in:
parent
d2257de3bf
commit
56b2a6bc4c
@ -102,7 +102,7 @@ void CBradnailer::Holster(int skiplocal /*= 0*/)
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{
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m_fInReload = FALSE;// cancel any reload in progress.
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5;
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SendWeaponAnim(BRADNAILER_HOLSTER);
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m_fInAttack = 0;
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@ -117,7 +117,7 @@ void CBradnailer::SecondaryAttack(void)
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return;
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}
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if (m_flNextSecondaryAttack > UTIL_WeaponTimeBase())
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if (m_flNextSecondaryAttack > gpGlobals->time)
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return;
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if (m_fInAttack == 0)
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@ -130,14 +130,14 @@ void CBradnailer::SecondaryAttack(void)
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m_fInAttack = 1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.7;
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m_flNextSecondaryAttack = GetNextAttackDelay(0.7);
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 2.0;
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m_flTimeWeaponIdle = gpGlobals->time + 0.7;
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m_flNextSecondaryAttack = gpGlobals->time + 0.7;
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m_flNextPrimaryAttack = gpGlobals->time + 2.0;
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return;
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}
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else if (m_fInAttack == 1)
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{
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if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase())
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if (m_flTimeWeaponIdle < gpGlobals->time)
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{
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#ifndef CLIENT_DLL
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//ALERT(at_console, "Fire\n");
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@ -146,8 +146,8 @@ void CBradnailer::SecondaryAttack(void)
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m_fInAttack = 1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.2f;
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m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
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m_flTimeWeaponIdle = gpGlobals->time + 0.2f;
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m_flNextPrimaryAttack = gpGlobals->time + 0.5;
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}
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}
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}
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@ -156,7 +156,7 @@ void CBradnailer::PrimaryAttack(void)
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{
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if (m_fInAttack != 0)
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{
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m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
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m_flNextPrimaryAttack = gpGlobals->time + 0.5;
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return;
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}
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@ -169,9 +169,9 @@ void CBradnailer::PrimaryAttack(void)
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Fire(0.01f, 0.3f, TRUE, FALSE);
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.3f);
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 0.3f;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
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m_flTimeWeaponIdle = gpGlobals->time + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
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}
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void CBradnailer::Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim, BOOL fFastShoot)
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@ -182,11 +182,11 @@ void CBradnailer::Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim, BOOL
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int flags;
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#if defined( CLIENT_WEAPONS )
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flags = FEV_NOTHOST;
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#else
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//#if defined( CLIENT_WEAPONS )
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// flags = FEV_NOTHOST;
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//#else
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flags = 0;
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#endif
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//#endif
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// player "shoot" animation
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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@ -253,7 +253,7 @@ void CBradnailer::Reload(void)
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if (m_fInAttack != 0)
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return;
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if (m_flNextPrimaryAttack > UTIL_WeaponTimeBase())
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if (m_flNextPrimaryAttack > gpGlobals->time)
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return;
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if (m_pPlayer->ammo_nails <= 0)
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@ -282,7 +282,7 @@ void CBradnailer::WeaponIdle(void)
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m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
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if (m_flTimeWeaponIdle > gpGlobals->time)
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return;
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if (m_fInAttack != 0)
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@ -294,8 +294,8 @@ void CBradnailer::WeaponIdle(void)
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SendWeaponAnim(BRADNAILER_TILT_TO_UPRIGHT, UseDecrement());
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m_fInAttack = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.5f);
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m_flTimeWeaponIdle = gpGlobals->time + 0.5f;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 0.5f;
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}
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else
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{
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@ -308,17 +308,17 @@ void CBradnailer::WeaponIdle(void)
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if (flRand <= 0.3 + 0 * 0.75)
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{
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iAnim = BRADNAILER_IDLE3;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16;
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m_flTimeWeaponIdle = gpGlobals->time + 49.0 / 16;
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}
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else if (flRand <= 0.6 + 0 * 0.875)
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{
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iAnim = BRADNAILER_IDLE1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0;
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m_flTimeWeaponIdle = gpGlobals->time + 60.0 / 16.0;
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}
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else
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{
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iAnim = BRADNAILER_IDLE2;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0;
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m_flTimeWeaponIdle = gpGlobals->time + 40.0 / 16.0;
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}
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SendWeaponAnim(iAnim, 1);
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}
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@ -168,7 +168,7 @@ void CXenSquasher::PrimaryAttack()
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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_flTimeWeaponIdle = gpGlobals->time + 1.0;
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// m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.2;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.45;
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}
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@ -205,24 +205,24 @@ void CXenSquasher::SecondaryAttack()
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m_fPrimaryFire = FALSE;
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m_iClip--;// take one ammo just to start the spin
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m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase();
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m_pPlayer->m_flNextAmmoBurn = gpGlobals->time;
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// spin up
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m_pPlayer->m_iWeaponVolume = XS_PRIMARY_CHARGE_VOLUME;
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SendWeaponAnim(XS_SPINUP);
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m_fInAttack = 1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
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m_flTimeWeaponIdle = gpGlobals->time + 0.5;
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m_pPlayer->m_flStartCharge = gpGlobals->time;
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m_pPlayer->m_flAmmoStartCharge = UTIL_WeaponTimeBase() + GetFullChargeTime();
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m_pPlayer->m_flAmmoStartCharge = gpGlobals->time + GetFullChargeTime();
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PLAYBACK_EVENT_FULL(FEV_NOTHOST, m_pPlayer->edict(), m_usXSSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 110, 0, 0, 0);
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PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usXSSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 110, 0, 0, 0);
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m_iSoundState = SND_CHANGE_PITCH;
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}
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else if (m_fInAttack == 1)
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{
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if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase())
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if (m_flTimeWeaponIdle < gpGlobals->time)
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{
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SendWeaponAnim(XS_SPIN);
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m_fInAttack = 2;
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@ -231,10 +231,10 @@ void CXenSquasher::SecondaryAttack()
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else
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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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if (gpGlobals->time >= m_pPlayer->m_flNextAmmoBurn && m_pPlayer->m_flNextAmmoBurn != 1000)
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{
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m_iClip--;
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m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase() + 0.3;
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m_pPlayer->m_flNextAmmoBurn = gpGlobals->time + 0.3;
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}
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if (m_iClip <= 0)
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@ -242,12 +242,12 @@ void CXenSquasher::SecondaryAttack()
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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_flTimeWeaponIdle = gpGlobals->time + 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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if (gpGlobals->time >= 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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m_pPlayer->m_flNextAmmoBurn = 1000;
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@ -262,7 +262,7 @@ void CXenSquasher::SecondaryAttack()
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if (m_iSoundState == 0)
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ALERT(at_console, "sound state %d\n", m_iSoundState);
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PLAYBACK_EVENT_FULL(FEV_NOTHOST, m_pPlayer->edict(), m_usXSSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, pitch, 0, (m_iSoundState == SND_CHANGE_PITCH) ? 1 : 0, 0);
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PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usXSSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, pitch, 0, (m_iSoundState == SND_CHANGE_PITCH) ? 1 : 0, 0);
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m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions
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@ -276,7 +276,7 @@ void CXenSquasher::SecondaryAttack()
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/xs_moan3.wav", 1.0, ATTN_NORM, 0, 75 + RANDOM_LONG(0, 0x3f));
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m_fInAttack = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
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m_flTimeWeaponIdle = gpGlobals->time + 1.0;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
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#ifndef CLIENT_DLL
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@ -376,13 +376,13 @@ void CXenSquasher::Fire(Vector vecOrigSrc, Vector vecDir, float flDamage)
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// The main firing event is sent unreliably so it won't be delayed.
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PLAYBACK_EVENT_FULL(FEV_NOTHOST, m_pPlayer->edict(), m_usXSFire, 0.0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, flDamage, 0.0, 0, 0, m_fPrimaryFire ? 1 : 0, 0);
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PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usXSFire, 0.0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, flDamage, 0.0, 0, 0, m_fPrimaryFire ? 1 : 0, 0);
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// This reliable event is used to stop the spinning sound
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// It's delayed by a fraction of second to make sure it is delayed by 1 frame on the client
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// It's sent reliably anyway, which could lead to other delays
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PLAYBACK_EVENT_FULL(FEV_NOTHOST | FEV_RELIABLE, m_pPlayer->edict(), m_usXSFire, 0.01, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1);
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PLAYBACK_EVENT_FULL(0 | FEV_RELIABLE, m_pPlayer->edict(), m_usXSFire, 0.01, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1);
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/*ALERT( at_console, "%f %f %f\n%f %f %f\n",
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@ -463,14 +463,14 @@ void CXenSquasher::WeaponIdle(void)
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m_pPlayer->m_flPlayAftershock = 0.0;
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}
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
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if (m_flTimeWeaponIdle > gpGlobals->time)
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return;
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if (m_fInAttack != 0)
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{
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StartFire();
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m_fInAttack = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0;
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m_flTimeWeaponIdle = gpGlobals->time + 2.0;
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}
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else
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{
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@ -479,17 +479,17 @@ void CXenSquasher::WeaponIdle(void)
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if (flRand <= 0.5)
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{
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iAnim = XS_IDLE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (63.0f / 15.0f);
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m_flTimeWeaponIdle = gpGlobals->time + (63.0f / 15.0f);
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}
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else if (flRand <= 0.75)
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{
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iAnim = XS_IDLE2;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (63.0f / 15.0f);
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m_flTimeWeaponIdle = gpGlobals->time + (63.0f / 15.0f);
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}
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else
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{
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iAnim = XS_FIDGET;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (93.0f / 30.0f);
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m_flTimeWeaponIdle = gpGlobals->time + (93.0f / 30.0f);
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}
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//return;
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@ -1000,11 +1000,11 @@ public:
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virtual BOOL UseDecrement( void )
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{
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#if defined( CLIENT_WEAPONS )
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return TRUE;
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#else
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//#if defined( CLIENT_WEAPONS )
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// return TRUE;
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//#else
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return FALSE;
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#endif
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//#endif
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}
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void Fire( float flSpread, float flCycleTime, BOOL fUseAutoAim, BOOL fFastShoot );
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@ -1135,11 +1135,11 @@ public:
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virtual BOOL UseDecrement( void )
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{
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#if defined( CLIENT_WEAPONS )
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return TRUE;
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#else
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//#if defined( CLIENT_WEAPONS )
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// return TRUE;
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//#else
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return FALSE;
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#endif
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//#endif
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}
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private:
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@ -654,8 +654,6 @@ void CWorld::Precache( void )
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CVAR_SET_FLOAT( "mp_defaultteam", 0 );
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}
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CVAR_SET_FLOAT( "cl_lw", 0 ); //Temporary solution for weapon animation.
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// g-cont. moved here so cheats will working on restore level
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g_flWeaponCheat = CVAR_GET_FLOAT( "sv_cheats" ); // Is the impulse 101 command allowed?
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}
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