mirror of
https://github.com/YGGverse/hlsdk-portable.git
synced 2025-02-03 02:24:28 +00:00
Double promotion fixes.
This commit is contained in:
parent
3148e9aec3
commit
5c07a90490
@ -638,7 +638,7 @@ void EV_HLDM_FireBullets( int idx, float *forward, float *right, float *up, int
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tracer = EV_HLDM_CheckTracer( idx, vecSrc, tr.endpos, forward, right, iBulletType, iTracerFreq, tracerCount );
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// do damage, paint decals
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if( tr.fraction != 1.0 )
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if( tr.fraction != 1.0f )
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{
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switch( iBulletType )
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{
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@ -1044,7 +1044,7 @@ void StartFrame( void )
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// END BOT
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// START BOT
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if( ( g_fGameOver ) && ( respawn_time < 1.0 ) )
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if( ( g_fGameOver ) && ( respawn_time < 1.0f ) )
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{
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// if the game is over (time/frag limit) set the respawn time...
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respawn_time = 5.0;
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@ -1067,7 +1067,7 @@ void StartFrame( void )
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// check if a map was changed via "map" without kicking bots...
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if( previous_time > gpGlobals->time )
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{
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bot_check_time = gpGlobals->time + 10.0;
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bot_check_time = gpGlobals->time + 10.0f;
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for( index = 0; index < 32; index++ )
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{
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@ -1078,18 +1078,18 @@ void StartFrame( void )
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bot_respawn[index].state = BOT_NEED_TO_RESPAWN;
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// if the map was changed set the respawn time...
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respawn_time = 5.0;
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respawn_time = 5.0f;
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}
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}
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}
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// is new game started and time to respawn bots yet?
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if( ( !g_fGameOver ) && ( respawn_time > 1.0 ) &&
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if( ( !g_fGameOver ) && ( respawn_time > 1.0f ) &&
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( gpGlobals->time >= respawn_time ) )
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{
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index = 0;
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bot_check_time = gpGlobals->time + 5.0;
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bot_check_time = gpGlobals->time + 5.0f;
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// find bot needing to be respawned...
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while( ( index < 32 ) &&
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( bot_respawn[index].state != BOT_NEED_TO_RESPAWN ) )
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@ -1105,11 +1105,11 @@ void StartFrame( void )
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bot_respawn[index].name,
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bot_respawn[index].skill);
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respawn_time = gpGlobals->time + 1.0; // set next respawn time
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respawn_time = gpGlobals->time + 1.0f; // set next respawn time
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}
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else
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{
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respawn_time = 0.0;
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respawn_time = 0.0f;
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}
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}
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// END BOT
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@ -1282,7 +1282,7 @@ void StartFrame( void )
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// if time to check for server commands then do so...
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if( check_server_cmd <= gpGlobals->time )
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{
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check_server_cmd = gpGlobals->time + 1.0;
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check_server_cmd = gpGlobals->time + 1.0f;
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const char *cvar_bot = CVAR_GET_STRING( "bot" );
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@ -1377,7 +1377,7 @@ void StartFrame( void )
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if( bot_check_time < gpGlobals->time )
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{
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int count = 0;
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bot_check_time = gpGlobals->time + 5.0;
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bot_check_time = gpGlobals->time + 5.0f;
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for( i = 1; i <= gpGlobals->maxClients; i++ )
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{
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@ -319,7 +319,7 @@ BOOL CCrossbow::Deploy()
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return DefaultDeploy( "models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW, "bow" );
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SetThink(&CCrossbow::ZoomThink);
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pev->nextthink = gpGlobals->time + 0.1;
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pev->nextthink = gpGlobals->time + 0.1f;
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}
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void CCrossbow::Holster( int skiplocal /* = 0 */ )
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@ -538,7 +538,7 @@ void CCrossbow::ZoomThink()
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m_pPlayer->m_iFOV = 90;
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NowZooming = false;
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ZoomStopped = false;
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pev->nextthink = gpGlobals->time + 0.25;
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pev->nextthink = gpGlobals->time + 0.25f;
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return;
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}
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}
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@ -563,7 +563,7 @@ void CCrossbow::ZoomThink()
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}
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// Stell den n hsten Durchlauf ein
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pev->nextthink = gpGlobals->time + 0.05;
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pev->nextthink = gpGlobals->time + 0.05f;
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}
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void CCrossbow::WeaponIdle( void )
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@ -2039,7 +2039,7 @@ void CBasePlayer::PreThink( void )
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UTIL_MakeVectors( pev->v_angle );
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UTIL_TraceLine( pev->origin + pev->view_ofs,pev->origin + pev->view_ofs + gpGlobals->v_forward * 1300,dont_ignore_monsters, edict(), &tr );
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if( tr.flFraction != 1.0 && !FNullEnt( tr.pHit ) )
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if( tr.flFraction != 1.0f && !FNullEnt( tr.pHit ) )
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{
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// if we hit something, get an instance of it
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pEnemy = CBaseEntity::Instance( tr.pHit );
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@ -2078,7 +2078,7 @@ void CBasePlayer::PreThink( void )
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}
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UTIL_HudMessage(this, hText, szEnemy); // diplay message
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m_flNextNameDisplay = gpGlobals->time + 0.5; // show next name in 0.5 sec
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m_flNextNameDisplay = gpGlobals->time + 0.5f; // show next name in 0.5 sec
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}
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}
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int buttonsChanged = ( m_afButtonLast ^ pev->button ); // These buttons have changed this frame
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@ -251,7 +251,7 @@ void CRpgRocket::RocketTouch( CBaseEntity *pOther )
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pev->effects |= EF_NODRAW; // stop showing the model!!
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pev->velocity = g_vecZero; // set velocity to "0"
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SetThink( &CRpgRocket::AfterGlow );
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pev->nextthink = gpGlobals->time +.7; // set next think into future
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pev->nextthink = gpGlobals->time + 0.7f; // set next think into future
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}
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void CRpgRocket::AfterGlow( void )
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@ -110,14 +110,14 @@ void Cak47::PrimaryAttack()
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if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD)
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{
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PlayEmptySound( );
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m_flNextPrimaryAttack = 0.15;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
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return;
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}
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if (m_iClip <= 0)
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = 0.15;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
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return;
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}
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@ -164,10 +164,10 @@ void Cak47::PrimaryAttack()
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + GetNextAttackDelay( 0.1 );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + GetNextAttackDelay( 0.1f );
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if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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}
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@ -234,10 +234,10 @@ void Cak47::SecondaryAttack( void )
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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m_flNextSecondaryAttack = GetNextAttackDelay( 0.3 );
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m_flNextSecondaryAttack = GetNextAttackDelay( 0.3f );
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if ( m_flNextSecondaryAttack < UTIL_WeaponTimeBase() )
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3;
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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}
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@ -202,7 +202,7 @@ void CApache_bo::StartupUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_
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void CApache_bo :: Killed( entvars_t *pevAttacker, int iGib )
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{
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pev->movetype = MOVETYPE_TOSS;
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pev->gravity = 0.3;
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pev->gravity = 0.3f;
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STOP_SOUND( ENT(pev), CHAN_STATIC, "apache/ap_rotor2.wav" );
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@ -215,11 +215,11 @@ void CApache_bo :: Killed( entvars_t *pevAttacker, int iGib )
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if (pev->spawnflags & SF_NOWRECKAGE)
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{
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m_flNextRocket = gpGlobals->time + 4.0;
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m_flNextRocket = gpGlobals->time + 4.0f;
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}
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else
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{
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m_flNextRocket = gpGlobals->time + 15.0;
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m_flNextRocket = gpGlobals->time + 15.0f;
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}
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}
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@ -228,7 +228,7 @@ void CApache_bo :: DyingThink( void )
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StudioFrameAdvance( );
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SetNextThink( 0.1 );
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pev->avelocity = pev->avelocity * 1.02;
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pev->avelocity = pev->avelocity * 1.02f;
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// still falling?
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if (m_flNextRocket > gpGlobals->time )
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@ -256,7 +256,7 @@ void CApache_bo :: DyingThink( void )
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WRITE_BYTE( 10 ); // framerate
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MESSAGE_END();
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Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
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Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5f;
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
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WRITE_BYTE( TE_BREAKMODEL);
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@ -294,12 +294,12 @@ void CApache_bo :: DyingThink( void )
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// don't stop it we touch a entity
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pev->flags &= ~FL_ONGROUND;
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SetNextThink( 0.2 );
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SetNextThink( 0.2f );
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return;
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}
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else
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{
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Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
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Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5f;
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/*
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
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@ -373,7 +373,7 @@ void CApache_bo :: DyingThink( void )
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}
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// gibs
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vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
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vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5f;
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
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WRITE_BYTE( TE_BREAKMODEL);
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@ -410,7 +410,7 @@ void CApache_bo :: DyingThink( void )
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MESSAGE_END();
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SetThink(&CApache_bo :: SUB_Remove );
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SetNextThink( 0.1 );
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SetNextThink( 0.1f );
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}
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}
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@ -518,9 +518,9 @@ void CApache_bo :: HuntThink( void )
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if (flLength > 250) // 500
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{
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// float flLength2 = (m_posTarget - pev->origin).Length() * (1.5 - DotProduct((m_posTarget - pev->origin).Normalize(), pev->velocity.Normalize() ));
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// float flLength2 = (m_posTarget - pev->origin).Length() * (1.5f - DotProduct((m_posTarget - pev->origin).Normalize(), pev->velocity.Normalize() ));
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// if (flLength2 < flLength)
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if (m_flLastSeen + 90 > gpGlobals->time && DotProduct( (m_posTarget - pev->origin).Normalize(), (m_posDesired - pev->origin).Normalize( )) > 0.25)
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if (m_flLastSeen + 90 > gpGlobals->time && DotProduct( (m_posTarget - pev->origin).Normalize(), (m_posDesired - pev->origin).Normalize( )) > 0.25f)
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{
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m_vecDesired = (m_posTarget - pev->origin).Normalize( );
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}
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@ -548,7 +548,7 @@ void CApache_bo :: HuntThink( void )
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// don't fire rockets and gun on easy mode
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if (g_iSkillLevel == SKILL_EASY)
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m_flNextRocket = gpGlobals->time + 10.0;
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m_flNextRocket = gpGlobals->time + 10.0f;
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}
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UTIL_MakeAimVectors( pev->angles );
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@ -558,7 +558,7 @@ void CApache_bo :: HuntThink( void )
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if ((m_iRockets % 2) == 1)
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{
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FireRocket( );
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m_flNextRocket = gpGlobals->time + 0.5;
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m_flNextRocket = gpGlobals->time + 0.5f;
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if (m_iRockets <= 0)
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{
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m_flNextRocket = gpGlobals->time + 10;
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@ -572,7 +572,7 @@ void CApache_bo :: HuntThink( void )
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if (m_hEnemy != 0)
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{
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// make sure it's a good shot
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if (DotProduct( m_vecTarget, vecEst) > .965)
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if (DotProduct( m_vecTarget, vecEst) > 0.965f)
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{
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TraceResult tr;
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@ -625,7 +625,7 @@ void CApache_bo :: Flight( void )
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// estimate where I'll be in two seconds
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UTIL_MakeAimVectors( pev->angles + pev->avelocity * 1 + vecAdj);
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Vector vecEst = pev->origin + pev->velocity * 2.0 + gpGlobals->v_up * m_flForce * 20 - Vector( 0, 0, 384 * 2 );
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Vector vecEst = pev->origin + pev->velocity * 2.0f + gpGlobals->v_up * m_flForce * 20 - Vector( 0, 0, 384 * 2 );
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// add immediate force
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UTIL_MakeAimVectors( pev->angles + vecAdj);
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@ -633,7 +633,7 @@ void CApache_bo :: Flight( void )
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pev->velocity.y += gpGlobals->v_up.y * m_flForce;
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pev->velocity.z += gpGlobals->v_up.z * m_flForce;
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// add gravity
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pev->velocity.z -= 38.4; // 32ft/sec
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pev->velocity.z -= 38.4f; // 32ft/sec
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float flSpeed = pev->velocity.Length();
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@ -664,12 +664,12 @@ void CApache_bo :: Flight( void )
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}
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// sideways drag
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pev->velocity.x = pev->velocity.x * (1.0 - fabs( gpGlobals->v_right.x ) * 0.05);
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pev->velocity.y = pev->velocity.y * (1.0 - fabs( gpGlobals->v_right.y ) * 0.05);
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pev->velocity.z = pev->velocity.z * (1.0 - fabs( gpGlobals->v_right.z ) * 0.05);
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pev->velocity.x = pev->velocity.x * (1.0f - fabs( gpGlobals->v_right.x ) * 0.05f);
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pev->velocity.y = pev->velocity.y * (1.0f - fabs( gpGlobals->v_right.y ) * 0.05f);
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pev->velocity.z = pev->velocity.z * (1.0f - fabs( gpGlobals->v_right.z ) * 0.05f);
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// general drag
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pev->velocity = pev->velocity * 0.995;
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pev->velocity = pev->velocity * 0.995f;
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// apply power to stay correct height
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if (m_flForce < 80 && vecEst.z < m_posDesired.z)
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@ -687,23 +687,23 @@ void CApache_bo :: Flight( void )
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{
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// ALERT( at_console, "F " );
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// lean forward
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pev->avelocity.x -= 12.0;
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pev->avelocity.x -= 12.0f;
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}
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else if (flDist < 0 && flSpeed > -50 && pev->angles.x + pev->avelocity.x < 20)
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{
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// ALERT( at_console, "B " );
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// lean backward
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pev->avelocity.x += 12.0;
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pev->avelocity.x += 12.0f;
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}
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else if (pev->angles.x + pev->avelocity.x > 0)
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{
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// ALERT( at_console, "f " );
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pev->avelocity.x -= 4.0;
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pev->avelocity.x -= 4.0f;
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}
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else if (pev->angles.x + pev->avelocity.x < 0)
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{
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// ALERT( at_console, "b " );
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pev->avelocity.x += 4.0;
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pev->avelocity.x += 4.0f;
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}
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// ALERT( at_console, "%.0f %.0f : %.0f %.0f : %.0f %.0f : %.0f\n", pev->origin.x, pev->velocity.x, flDist, flSpeed, pev->angles.x, pev->avelocity.x, m_flForce );
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@ -728,7 +728,7 @@ void CApache_bo :: Flight( void )
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float pitch = DotProduct( pev->velocity - pPlayer->pev->velocity, (pPlayer->pev->origin - pev->origin).Normalize() );
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pitch = (int)(100 + pitch / 50.0);
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pitch = (int)(100 + pitch / 50.0f);
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if (pitch > 250)
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pitch = 250;
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@ -737,9 +737,9 @@ void CApache_bo :: Flight( void )
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if (pitch == 100)
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pitch = 101;
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float flVol = (m_flForce / 100.0) + .1;
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if (flVol > 1.0)
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flVol = 1.0;
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float flVol = (m_flForce / 100.0f) + 0.1f;
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if (flVol > 1.0f)
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flVol = 1.0f;
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EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_rotor2.wav", 1.0, 0.3, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch);
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}
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@ -752,14 +752,14 @@ void CApache_bo :: Flight( void )
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void CApache_bo :: FireRocket( void )
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{
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static float side = 1.0;
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static float side = 1.0f;
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static int count;
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if (m_iRockets <= 0)
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return;
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UTIL_MakeAimVectors( pev->angles );
|
||||
Vector vecSrc = pev->origin + 1.5 * (gpGlobals->v_forward * 21 + gpGlobals->v_right * 70 * side + gpGlobals->v_up * -79);
|
||||
Vector vecSrc = pev->origin + 1.5f * (gpGlobals->v_forward * 21 + gpGlobals->v_right * 70 * side + gpGlobals->v_up * -79);
|
||||
|
||||
switch( m_iRockets % 5)
|
||||
{
|
||||
@ -834,7 +834,7 @@ BOOL CApache_bo :: FireGun( )
|
||||
GetAttachment( 0, posBarrel, angBarrel );
|
||||
Vector vecGun = (posBarrel - posGun).Normalize( );
|
||||
|
||||
if (DotProduct( vecGun, vecTarget ) > 0.98)
|
||||
if (DotProduct( vecGun, vecTarget ) > 0.98f)
|
||||
{
|
||||
#if 1
|
||||
FireBullets( 1, posGun, vecGun, VECTOR_CONE_4DEGREES, 8192, BULLET_MONSTER_12MM, 1 );
|
||||
@ -855,7 +855,7 @@ BOOL CApache_bo :: FireGun( )
|
||||
|
||||
if (flNext < gpGlobals->time)
|
||||
{
|
||||
flNext = gpGlobals->time + 0.5;
|
||||
flNext = gpGlobals->time + 0.5f;
|
||||
m_pBeam->SetStartPos( tr.vecEndPos );
|
||||
}
|
||||
#endif
|
||||
@ -930,12 +930,12 @@ void CApache_bo::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vec
|
||||
{
|
||||
// ALERT( at_console, "%.0f\n", flDamage );
|
||||
AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType );
|
||||
m_iDoSmokePuff = 3 + (flDamage / 5.0);
|
||||
m_iDoSmokePuff = 3 + (flDamage / 5.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
// do half damage in the body
|
||||
// AddMultiDamage( pevAttacker, this, flDamage / 2.0, bitsDamageType );
|
||||
// AddMultiDamage( pevAttacker, this, flDamage / 2.0f, bitsDamageType );
|
||||
UTIL_Ricochet( ptr->vecEndPos, 2.0 );
|
||||
}
|
||||
}
|
||||
|
@ -124,7 +124,7 @@ void CShotgunA::Holster( int skiplocal /* = 0 */ )
|
||||
SecondaryAttack();
|
||||
}
|
||||
|
||||
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
|
||||
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f;
|
||||
m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
||||
SendWeaponAnim( SHOTGUNA_HOLSTER );
|
||||
}
|
||||
@ -135,7 +135,7 @@ void CShotgunA::PrimaryAttack()
|
||||
if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD)
|
||||
{
|
||||
PlayEmptySound( );
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.05;
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.05f;
|
||||
return;
|
||||
}
|
||||
|
||||
@ -189,14 +189,14 @@ void CShotgunA::PrimaryAttack()
|
||||
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
|
||||
|
||||
if (m_iClip != 0)
|
||||
m_flPumpTime = gpGlobals->time + 0.5;
|
||||
m_flPumpTime = gpGlobals->time + 0.5f;
|
||||
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.35;
|
||||
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.65;
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.35f;
|
||||
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.65f;
|
||||
if (m_iClip != 0)
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0f;
|
||||
else
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75f;
|
||||
m_fInSpecialReload = 0;
|
||||
}
|
||||
|
||||
@ -214,7 +214,7 @@ void CShotgunA::SecondaryAttack( void )
|
||||
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 40;
|
||||
}
|
||||
|
||||
m_flNextSecondaryAttack = 0.5;
|
||||
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5f;
|
||||
}
|
||||
|
||||
|
||||
@ -233,10 +233,10 @@ void CShotgunA::Reload( void )
|
||||
SendWeaponAnim( SHOTGUNA_START_RELOAD );
|
||||
m_fInZoom = FALSE;
|
||||
m_fInSpecialReload = 1;
|
||||
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6;
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0;
|
||||
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
|
||||
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6f;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6f;
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0f;
|
||||
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0f;
|
||||
return;
|
||||
}
|
||||
else if (m_fInSpecialReload == 1)
|
||||
@ -253,8 +253,8 @@ void CShotgunA::Reload( void )
|
||||
|
||||
SendWeaponAnim( SHOTGUNA_RELOAD );
|
||||
|
||||
m_flNextReload = UTIL_WeaponTimeBase() + 0.5;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
|
||||
m_flNextReload = UTIL_WeaponTimeBase() + 0.5f;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f;
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -296,27 +296,27 @@ void CShotgunA::WeaponIdle( void )
|
||||
// play cocking sound
|
||||
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f));
|
||||
m_fInSpecialReload = 0;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
int iAnim;
|
||||
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
|
||||
if (flRand <= 0.8)
|
||||
if (flRand <= 0.8f)
|
||||
{
|
||||
iAnim = SHOTGUNA_IDLE;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (60.0/12.0);// * RANDOM_LONG(2, 5);
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (60.0f/12.0f);// * RANDOM_LONG(2, 5);
|
||||
}
|
||||
else if (flRand <= 0.95)
|
||||
else if (flRand <= 0.95f)
|
||||
{
|
||||
iAnim = SHOTGUNA_IDLE2;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (20.0/9.0);
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (20.0f/9.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
iAnim = SHOTGUNA_IDLE3;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (20.0/9.0);
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (20.0f/9.0f);
|
||||
}
|
||||
SendWeaponAnim( iAnim );
|
||||
}
|
||||
|
@ -312,7 +312,7 @@ void CBarney_suit :: SetYawSpeed ( void )
|
||||
//=========================================================
|
||||
BOOL CBarney_suit :: CheckRangeAttack1 ( float flDot, float flDist )
|
||||
{
|
||||
if ( flDist <= 1024 && flDot >= 0.5 )
|
||||
if ( flDist <= 1024 && flDot >= 0.5f )
|
||||
{
|
||||
if ( gpGlobals->time > m_checkAttackTime )
|
||||
{
|
||||
@ -323,11 +323,11 @@ BOOL CBarney_suit :: CheckRangeAttack1 ( float flDot, float flDist )
|
||||
Vector shootTarget = ( (pEnemy->BodyTarget( shootOrigin ) - pEnemy->pev->origin) + m_vecEnemyLKP );
|
||||
UTIL_TraceLine( shootOrigin, shootTarget, dont_ignore_monsters, ENT(pev), &tr );
|
||||
m_checkAttackTime = gpGlobals->time + 1;
|
||||
if ( tr.flFraction == 1.0 || (tr.pHit != NULL && CBaseEntity::Instance(tr.pHit) == pEnemy) )
|
||||
if ( tr.flFraction == 1.0f || (tr.pHit != NULL && CBaseEntity::Instance(tr.pHit) == pEnemy) )
|
||||
m_lastAttackCheck = TRUE;
|
||||
else
|
||||
m_lastAttackCheck = FALSE;
|
||||
m_checkAttackTime = gpGlobals->time + 1.5;
|
||||
m_checkAttackTime = gpGlobals->time + 1.5f;
|
||||
}
|
||||
return m_lastAttackCheck;
|
||||
}
|
||||
@ -545,7 +545,7 @@ static BOOL IsFacing( entvars_t *pevTest, const Vector &reference )
|
||||
angle.x = 0;
|
||||
UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL );
|
||||
// He's facing me, he meant it
|
||||
if ( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so
|
||||
if ( DotProduct( forward, vecDir ) > 0.96f ) // +/- 15 degrees or so
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
|
@ -325,7 +325,7 @@ void CBarniel :: SetYawSpeed ( void )
|
||||
//=========================================================
|
||||
BOOL CBarniel :: CheckRangeAttack1 ( float flDot, float flDist )
|
||||
{
|
||||
if ( flDist <= 1024 && flDot >= 0.5 )
|
||||
if ( flDist <= 1024 && flDot >= 0.5f )
|
||||
{
|
||||
if ( gpGlobals->time > m_checkAttackTime )
|
||||
{
|
||||
@ -336,11 +336,11 @@ BOOL CBarniel :: CheckRangeAttack1 ( float flDot, float flDist )
|
||||
Vector shootTarget = ( (pEnemy->BodyTarget( shootOrigin ) - pEnemy->pev->origin) + m_vecEnemyLKP );
|
||||
UTIL_TraceLine( shootOrigin, shootTarget, dont_ignore_monsters, ENT(pev), &tr );
|
||||
m_checkAttackTime = gpGlobals->time + 1;
|
||||
if ( tr.flFraction == 1.0 || (tr.pHit != NULL && CBaseEntity::Instance(tr.pHit) == pEnemy) )
|
||||
if ( tr.flFraction == 1.0f || (tr.pHit != NULL && CBaseEntity::Instance(tr.pHit) == pEnemy) )
|
||||
m_lastAttackCheck = TRUE;
|
||||
else
|
||||
m_lastAttackCheck = FALSE;
|
||||
m_checkAttackTime = gpGlobals->time + 1.5;
|
||||
m_checkAttackTime = gpGlobals->time + 1.5f;
|
||||
}
|
||||
return m_lastAttackCheck;
|
||||
}
|
||||
@ -540,7 +540,7 @@ static BOOL IsFacing( entvars_t *pevTest, const Vector &reference )
|
||||
angle.x = 0;
|
||||
UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL );
|
||||
// He's facing me, he meant it
|
||||
if ( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so
|
||||
if ( DotProduct( forward, vecDir ) > 0.96f ) // +/- 15 degrees or so
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
|
@ -355,7 +355,7 @@ void CBot::Spawn( )
|
||||
|
||||
f_max_speed = CVAR_GET_FLOAT("sv_maxspeed");
|
||||
|
||||
f_speed_check_time = gpGlobals->time + 2.0;
|
||||
f_speed_check_time = gpGlobals->time + 2.0f;
|
||||
|
||||
ladder_dir = 0;
|
||||
|
||||
@ -392,7 +392,7 @@ void CBot::Spawn( )
|
||||
bot_model = MODEL_SCIENTIST;
|
||||
}
|
||||
|
||||
f_pain_time = gpGlobals->time + 5.0;
|
||||
f_pain_time = gpGlobals->time + 5.0f;
|
||||
|
||||
b_use_health_station = FALSE;
|
||||
b_use_HEV_station = FALSE;
|
||||
@ -466,7 +466,7 @@ int CBot::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker,
|
||||
// speak pain sounds about 50% of the time
|
||||
if (RANDOM_LONG(1, 100) <= 50)
|
||||
{
|
||||
f_pain_time = gpGlobals->time + 5.0;
|
||||
f_pain_time = gpGlobals->time + 5.0f;
|
||||
|
||||
if (bot_model == MODEL_HGRUNT)
|
||||
strcpy( sound, hgrunt_sounds[RANDOM_LONG(0,4)] );
|
||||
@ -561,7 +561,7 @@ BOOL CBot::BotEntityIsVisible( Vector dest )
|
||||
ENT(pev), &tr );
|
||||
|
||||
// check if line of sight to object is not blocked (i.e. visible)
|
||||
if (tr.flFraction >= 1.0)
|
||||
if (tr.flFraction >= 1.0f)
|
||||
return TRUE;
|
||||
else
|
||||
return FALSE;
|
||||
@ -717,7 +717,7 @@ void CBot::BotUnderWater( void )
|
||||
UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters, ENT(pev), &tr);
|
||||
|
||||
// check if the trace didn't hit anything (i.e. nothing in the way)...
|
||||
if (tr.flFraction >= 1.0)
|
||||
if (tr.flFraction >= 1.0f)
|
||||
{
|
||||
// find out what the contents is of the end of the trace...
|
||||
contents = UTIL_PointContents( tr.vecEndPos );
|
||||
@ -736,7 +736,7 @@ void CBot::BotUnderWater( void )
|
||||
ENT(pev), &tr);
|
||||
|
||||
// check if the trace hit something...
|
||||
if (tr.flFraction < 1.0)
|
||||
if (tr.flFraction < 1.0f)
|
||||
{
|
||||
contents = UTIL_PointContents( tr.vecEndPos );
|
||||
|
||||
@ -768,7 +768,7 @@ void CBot::BotFindItem( void )
|
||||
|
||||
pBotPickupItem = NULL;
|
||||
|
||||
min_distance = radius + 1.0;
|
||||
min_distance = radius + 1.0f;
|
||||
|
||||
while ((pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, radius )) != NULL)
|
||||
{
|
||||
@ -806,7 +806,7 @@ void CBot::BotFindItem( void )
|
||||
UTIL_TraceLine( vecStart, vecEnd, dont_ignore_monsters, ENT(pev), &tr);
|
||||
|
||||
// check if traced all the way up to the entity (didn't hit wall)
|
||||
if (tr.flFraction >= 1.0)
|
||||
if (tr.flFraction >= 1.0f)
|
||||
{
|
||||
// find distance to item for later use...
|
||||
float distance = (vecEnd - vecStart).Length( );
|
||||
@ -820,7 +820,7 @@ void CBot::BotFindItem( void )
|
||||
if (distance < 100)
|
||||
{
|
||||
// don't avoid walls for a while
|
||||
f_dont_avoid_wall_time = gpGlobals->time + 5.0;
|
||||
f_dont_avoid_wall_time = gpGlobals->time + 5.0f;
|
||||
}
|
||||
|
||||
can_pickup = TRUE;
|
||||
@ -860,7 +860,7 @@ void CBot::BotFindItem( void )
|
||||
if (distance < 100)
|
||||
{
|
||||
// don't avoid walls for a while
|
||||
f_dont_avoid_wall_time = gpGlobals->time + 5.0;
|
||||
f_dont_avoid_wall_time = gpGlobals->time + 5.0f;
|
||||
}
|
||||
|
||||
can_pickup = TRUE;
|
||||
@ -897,7 +897,7 @@ void CBot::BotFindItem( void )
|
||||
if (distance < 100)
|
||||
{
|
||||
// don't avoid walls for a while
|
||||
f_dont_avoid_wall_time = gpGlobals->time + 5.0;
|
||||
f_dont_avoid_wall_time = gpGlobals->time + 5.0f;
|
||||
}
|
||||
|
||||
can_pickup = TRUE;
|
||||
@ -934,7 +934,7 @@ void CBot::BotFindItem( void )
|
||||
if (distance < 100)
|
||||
{
|
||||
// don't avoid walls for a while
|
||||
f_dont_avoid_wall_time = gpGlobals->time + 5.0;
|
||||
f_dont_avoid_wall_time = gpGlobals->time + 5.0f;
|
||||
}
|
||||
|
||||
can_pickup = TRUE;
|
||||
@ -1183,7 +1183,7 @@ void CBot::BotUseLift( float moved_distance )
|
||||
}
|
||||
|
||||
// check if the bot has waited too long for the lift to move...
|
||||
if (((f_use_button_time + 2.0) < gpGlobals->time) &&
|
||||
if (((f_use_button_time + 2.0f) < gpGlobals->time) &&
|
||||
(!b_lift_moving))
|
||||
{
|
||||
// clear use button flag
|
||||
@ -1233,21 +1233,21 @@ void CBot::BotUseLift( float moved_distance )
|
||||
UTIL_TraceLine( v_src, v_forward_down, dont_ignore_monsters, ENT(pev), &tr2);
|
||||
|
||||
// check if we hit a wall or didn't find a floor...
|
||||
if ((tr1.flFraction < 1.0) || (tr2.flFraction >= 1.0))
|
||||
if ((tr1.flFraction < 1.0f) || (tr2.flFraction >= 1.0f))
|
||||
{
|
||||
// try tracing to the RIGHT side next...
|
||||
UTIL_TraceLine( v_src, v_right, dont_ignore_monsters, ENT(pev), &tr1);
|
||||
UTIL_TraceLine( v_src, v_right_down, dont_ignore_monsters, ENT(pev), &tr2);
|
||||
|
||||
// check if we hit a wall or didn't find a floor...
|
||||
if ((tr1.flFraction < 1.0) || (tr2.flFraction >= 1.0))
|
||||
if ((tr1.flFraction < 1.0f) || (tr2.flFraction >= 1.0f))
|
||||
{
|
||||
// try tracing to the LEFT side next...
|
||||
UTIL_TraceLine( v_src, v_left, dont_ignore_monsters, ENT(pev), &tr1);
|
||||
UTIL_TraceLine( v_src, v_left_down, dont_ignore_monsters, ENT(pev), &tr2);
|
||||
|
||||
// check if we hit a wall or didn't find a floor...
|
||||
if ((tr1.flFraction < 1.0) || (tr2.flFraction >= 1.0))
|
||||
if ((tr1.flFraction < 1.0f) || (tr2.flFraction >= 1.0f))
|
||||
{
|
||||
// only thing to do is turn around...
|
||||
pev->ideal_yaw += 180; // turn all the way around
|
||||
@ -1379,7 +1379,7 @@ BOOL CBot::BotCantMoveForward( TraceResult *tr )
|
||||
UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters, ENT(pev), tr);
|
||||
|
||||
// check if the trace hit something...
|
||||
if (tr->flFraction < 1.0)
|
||||
if (tr->flFraction < 1.0f)
|
||||
{
|
||||
return TRUE; // bot's head will hit something
|
||||
}
|
||||
@ -1393,7 +1393,7 @@ BOOL CBot::BotCantMoveForward( TraceResult *tr )
|
||||
UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters, ENT(pev), tr);
|
||||
|
||||
// check if the trace hit something...
|
||||
if (tr->flFraction < 1.0)
|
||||
if (tr->flFraction < 1.0f)
|
||||
{
|
||||
return TRUE; // bot's body will hit something
|
||||
}
|
||||
@ -1436,7 +1436,7 @@ BOOL CBot::BotCanJumpUp( void )
|
||||
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr);
|
||||
|
||||
// if trace hit something, return FALSE
|
||||
if (tr.flFraction < 1.0)
|
||||
if (tr.flFraction < 1.0f)
|
||||
return FALSE;
|
||||
|
||||
// now check same height to one side of the bot...
|
||||
@ -1447,7 +1447,7 @@ BOOL CBot::BotCanJumpUp( void )
|
||||
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr);
|
||||
|
||||
// if trace hit something, return FALSE
|
||||
if (tr.flFraction < 1.0)
|
||||
if (tr.flFraction < 1.0f)
|
||||
return FALSE;
|
||||
|
||||
// now check same height on the other side of the bot...
|
||||
@ -1458,7 +1458,7 @@ BOOL CBot::BotCanJumpUp( void )
|
||||
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr);
|
||||
|
||||
// if trace hit something, return FALSE
|
||||
if (tr.flFraction < 1.0)
|
||||
if (tr.flFraction < 1.0f)
|
||||
return FALSE;
|
||||
|
||||
// now trace from head level downward to check for obstructions...
|
||||
@ -1477,7 +1477,7 @@ BOOL CBot::BotCanJumpUp( void )
|
||||
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr);
|
||||
|
||||
// if trace hit something, return FALSE
|
||||
if (tr.flFraction < 1.0)
|
||||
if (tr.flFraction < 1.0f)
|
||||
return FALSE;
|
||||
|
||||
// now check same height to one side of the bot...
|
||||
@ -1489,7 +1489,7 @@ BOOL CBot::BotCanJumpUp( void )
|
||||
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr);
|
||||
|
||||
// if trace hit something, return FALSE
|
||||
if (tr.flFraction < 1.0)
|
||||
if (tr.flFraction < 1.0f)
|
||||
return FALSE;
|
||||
|
||||
// now check same height on the other side of the bot...
|
||||
@ -1501,7 +1501,7 @@ BOOL CBot::BotCanJumpUp( void )
|
||||
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr);
|
||||
|
||||
// if trace hit something, return FALSE
|
||||
if (tr.flFraction < 1.0)
|
||||
if (tr.flFraction < 1.0f)
|
||||
return FALSE;
|
||||
|
||||
return TRUE;
|
||||
@ -1539,7 +1539,7 @@ BOOL CBot::BotCanDuckUnder( void )
|
||||
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr);
|
||||
|
||||
// if trace hit something, return FALSE
|
||||
if (tr.flFraction < 1.0)
|
||||
if (tr.flFraction < 1.0f)
|
||||
return FALSE;
|
||||
|
||||
// now check same height to one side of the bot...
|
||||
@ -1550,7 +1550,7 @@ BOOL CBot::BotCanDuckUnder( void )
|
||||
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr);
|
||||
|
||||
// if trace hit something, return FALSE
|
||||
if (tr.flFraction < 1.0)
|
||||
if (tr.flFraction < 1.0f)
|
||||
return FALSE;
|
||||
|
||||
// now check same height on the other side of the bot...
|
||||
@ -1561,7 +1561,7 @@ BOOL CBot::BotCanDuckUnder( void )
|
||||
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr);
|
||||
|
||||
// if trace hit something, return FALSE
|
||||
if (tr.flFraction < 1.0)
|
||||
if (tr.flFraction < 1.0f)
|
||||
return FALSE;
|
||||
|
||||
// now trace from the ground up to check for object to duck under...
|
||||
@ -1577,7 +1577,7 @@ BOOL CBot::BotCanDuckUnder( void )
|
||||
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr);
|
||||
|
||||
// if trace didn't hit something, return FALSE
|
||||
if (tr.flFraction >= 1.0)
|
||||
if (tr.flFraction >= 1.0f)
|
||||
return FALSE;
|
||||
|
||||
// now check same height to one side of the bot...
|
||||
@ -1589,7 +1589,7 @@ BOOL CBot::BotCanDuckUnder( void )
|
||||
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr);
|
||||
|
||||
// if trace didn't hit something, return FALSE
|
||||
if (tr.flFraction >= 1.0)
|
||||
if (tr.flFraction >= 1.0f)
|
||||
return FALSE;
|
||||
|
||||
// now check same height on the other side of the bot...
|
||||
@ -1601,7 +1601,7 @@ BOOL CBot::BotCanDuckUnder( void )
|
||||
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr);
|
||||
|
||||
// if trace didn't hit something, return FALSE
|
||||
if (tr.flFraction >= 1.0)
|
||||
if (tr.flFraction >= 1.0f)
|
||||
return FALSE;
|
||||
|
||||
return TRUE;
|
||||
@ -1716,7 +1716,7 @@ BOOL CBot::BotCheckWallOnLeft( void )
|
||||
UTIL_TraceLine( v_src, v_left, dont_ignore_monsters, ENT(pev), &tr);
|
||||
|
||||
// check if the trace hit something...
|
||||
if (tr.flFraction < 1.0)
|
||||
if (tr.flFraction < 1.0f)
|
||||
{
|
||||
if (f_wall_on_left == 0)
|
||||
f_wall_on_left = gpGlobals->time;
|
||||
@ -1743,7 +1743,7 @@ BOOL CBot::BotCheckWallOnRight( void )
|
||||
UTIL_TraceLine( v_src, v_right, dont_ignore_monsters, ENT(pev), &tr);
|
||||
|
||||
// check if the trace hit something...
|
||||
if (tr.flFraction < 1.0)
|
||||
if (tr.flFraction < 1.0f)
|
||||
{
|
||||
if (f_wall_on_right == 0)
|
||||
f_wall_on_right = gpGlobals->time;
|
||||
@ -1810,7 +1810,7 @@ void CBot::BotThink( void )
|
||||
f_max_speed = CVAR_GET_FLOAT("sv_maxspeed");
|
||||
|
||||
// set next check time to 2 seconds from now
|
||||
f_speed_check_time = gpGlobals->time + 2.0;
|
||||
f_speed_check_time = gpGlobals->time + 2.0f;
|
||||
}
|
||||
|
||||
// see how far bot has moved since the previous position...
|
||||
@ -1899,7 +1899,7 @@ void CBot::BotThink( void )
|
||||
b_see_tripmine = FALSE;
|
||||
|
||||
// pause for a while to allow tripmine to explode...
|
||||
f_pause_time = gpGlobals->time + 0.5;
|
||||
f_pause_time = gpGlobals->time + 0.5f;
|
||||
}
|
||||
else // run away!!!
|
||||
{
|
||||
@ -1925,7 +1925,7 @@ void CBot::BotThink( void )
|
||||
// check if should use wall mounted health station...
|
||||
else if (b_use_health_station)
|
||||
{
|
||||
if ((f_use_health_time + 10.0) > gpGlobals->time)
|
||||
if ((f_use_health_time + 10.0f) > gpGlobals->time)
|
||||
{
|
||||
f_move_speed = 0; // don't move while using health station
|
||||
|
||||
@ -1939,14 +1939,14 @@ void CBot::BotThink( void )
|
||||
|
||||
// don't look for items for a while since the bot
|
||||
// could be stuck trying to get to an item
|
||||
f_find_item = gpGlobals->time + 0.5;
|
||||
f_find_item = gpGlobals->time + 0.5f;
|
||||
}
|
||||
}
|
||||
|
||||
// check if should use wall mounted HEV station...
|
||||
else if (b_use_HEV_station)
|
||||
{
|
||||
if ((f_use_HEV_time + 10.0) > gpGlobals->time)
|
||||
if ((f_use_HEV_time + 10.0f) > gpGlobals->time)
|
||||
{
|
||||
f_move_speed = 0; // don't move while using HEV station
|
||||
|
||||
@ -1960,7 +1960,7 @@ void CBot::BotThink( void )
|
||||
|
||||
// don't look for items for a while since the bot
|
||||
// could be stuck trying to get to an item
|
||||
f_find_item = gpGlobals->time + 0.5;
|
||||
f_find_item = gpGlobals->time + 0.5f;
|
||||
}
|
||||
}
|
||||
|
||||
@ -1987,7 +1987,7 @@ void CBot::BotThink( void )
|
||||
// 20% of the time randomly turn between 45 and 60 degrees
|
||||
|
||||
if ((f_wall_on_left != 0) &&
|
||||
(f_wall_on_left <= gpGlobals->time - 0.5) &&
|
||||
(f_wall_on_left <= gpGlobals->time - 0.5f) &&
|
||||
(RANDOM_LONG(1, 100) <= 20))
|
||||
{
|
||||
pev->ideal_yaw += RANDOM_LONG(45, 60);
|
||||
@ -1999,7 +1999,7 @@ void CBot::BotThink( void )
|
||||
pev->ideal_yaw += 360;
|
||||
|
||||
f_move_speed = 0; // don't move while turning
|
||||
f_dont_avoid_wall_time = gpGlobals->time + 1.0;
|
||||
f_dont_avoid_wall_time = gpGlobals->time + 1.0f;
|
||||
}
|
||||
|
||||
f_wall_on_left = 0; // reset wall detect time
|
||||
@ -2012,7 +2012,7 @@ void CBot::BotThink( void )
|
||||
// 20% of the time randomly turn between 45 and 60 degrees
|
||||
|
||||
if ((f_wall_on_right != 0) &&
|
||||
(f_wall_on_right <= gpGlobals->time - 0.5) &&
|
||||
(f_wall_on_right <= gpGlobals->time - 0.5f) &&
|
||||
(RANDOM_LONG(1, 100) <= 20))
|
||||
{
|
||||
pev->ideal_yaw -= RANDOM_LONG(45, 60);
|
||||
@ -2024,7 +2024,7 @@ void CBot::BotThink( void )
|
||||
pev->ideal_yaw += 360;
|
||||
|
||||
f_move_speed = 0; // don't move while turning
|
||||
f_dont_avoid_wall_time = gpGlobals->time + 1.0;
|
||||
f_dont_avoid_wall_time = gpGlobals->time + 1.0f;
|
||||
}
|
||||
|
||||
f_wall_on_right = 0; // reset wall detect time
|
||||
@ -2075,7 +2075,7 @@ void CBot::BotThink( void )
|
||||
{
|
||||
// don't look for items for a while since the bot
|
||||
// could be stuck trying to get to an item
|
||||
f_find_item = gpGlobals->time + 0.5;
|
||||
f_find_item = gpGlobals->time + 0.5f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -258,7 +258,7 @@ Vector CBot::BotBodyTarget( CBaseEntity *pBotEnemy )
|
||||
if (f_distance > 1000)
|
||||
f_scale = 1.0;
|
||||
else if (f_distance > 100)
|
||||
f_scale = f_distance / 1000.0;
|
||||
f_scale = f_distance / 1000.0f;
|
||||
else
|
||||
f_scale = 0.1;
|
||||
|
||||
@ -399,7 +399,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary
|
||||
{
|
||||
// check weapon and ammo inventory then update check time...
|
||||
BotWeaponInventory();
|
||||
f_weapon_inventory_time = gpGlobals->time + 1.0;
|
||||
f_weapon_inventory_time = gpGlobals->time + 1.0f;
|
||||
}
|
||||
|
||||
Vector v_enemy = v_enemy_origin - GetGunPosition( );
|
||||
@ -428,7 +428,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary
|
||||
pev->button |= IN_ATTACK; // use primary attack (whack! whack!)
|
||||
|
||||
// set next time to "shoot"
|
||||
f_shoot_time = gpGlobals->time + 0.3 +
|
||||
f_shoot_time = gpGlobals->time + 0.3f +
|
||||
RANDOM_FLOAT(primary_fire_delay[WEAPON_CROWBAR][bot_skill][0],
|
||||
primary_fire_delay[WEAPON_CROWBAR][bot_skill][1]);
|
||||
return TRUE;
|
||||
@ -455,7 +455,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary
|
||||
pev->button |= IN_ATTACK; // use primary attack (boom!)
|
||||
|
||||
// set next time to "shoot"
|
||||
f_shoot_time = gpGlobals->time + 0.1 +
|
||||
f_shoot_time = gpGlobals->time + 0.1f +
|
||||
RANDOM_FLOAT(primary_fire_delay[WEAPON_HANDGRENADE][bot_skill][0],
|
||||
primary_fire_delay[WEAPON_HANDGRENADE][bot_skill][1]);
|
||||
return TRUE;
|
||||
@ -484,7 +484,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary
|
||||
pev->button |= IN_ATTACK; // use primary attack (eek! eek!)
|
||||
|
||||
// set next time to "shoot"
|
||||
f_shoot_time = gpGlobals->time + 0.1 +
|
||||
f_shoot_time = gpGlobals->time + 0.1f +
|
||||
RANDOM_FLOAT(primary_fire_delay[WEAPON_SNARK][bot_skill][0],
|
||||
primary_fire_delay[WEAPON_SNARK][bot_skill][1]);
|
||||
return TRUE;
|
||||
@ -544,7 +544,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary
|
||||
f_fire_gauss = -1; // -1 means not charging gauss gun
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 1.0 +
|
||||
f_shoot_time = gpGlobals->time + 1.0f +
|
||||
RANDOM_FLOAT(secondary_fire_delay[WEAPON_GAUSS][bot_skill][0],
|
||||
secondary_fire_delay[WEAPON_GAUSS][bot_skill][1]);
|
||||
}
|
||||
@ -558,7 +558,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary
|
||||
(primary_ammo[WEAPON_GAUSS] >= 10))
|
||||
{
|
||||
// release secondary fire in 0.5 seconds...
|
||||
f_fire_gauss = gpGlobals->time + 0.5;
|
||||
f_fire_gauss = gpGlobals->time + 0.5f;
|
||||
|
||||
pev->button |= IN_ATTACK2; // charge the gauss gun
|
||||
f_shoot_time = gpGlobals->time; // keep charging
|
||||
@ -568,7 +568,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary
|
||||
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 0.2 +
|
||||
f_shoot_time = gpGlobals->time + 0.2f +
|
||||
RANDOM_FLOAT(primary_fire_delay[WEAPON_GAUSS][bot_skill][0],
|
||||
primary_fire_delay[WEAPON_GAUSS][bot_skill][1]);
|
||||
}
|
||||
@ -603,7 +603,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary
|
||||
pev->button |= IN_ATTACK2; // use secondary attack (bang! bang!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 1.5 +
|
||||
f_shoot_time = gpGlobals->time + 1.5f +
|
||||
RANDOM_FLOAT(secondary_fire_delay[WEAPON_SHOTGUN][bot_skill][0],
|
||||
secondary_fire_delay[WEAPON_SHOTGUN][bot_skill][1]);
|
||||
}
|
||||
@ -613,7 +613,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary
|
||||
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 0.75 +
|
||||
f_shoot_time = gpGlobals->time + 0.75f +
|
||||
RANDOM_FLOAT(primary_fire_delay[WEAPON_SHOTGUN][bot_skill][0],
|
||||
primary_fire_delay[WEAPON_SHOTGUN][bot_skill][1]);
|
||||
}
|
||||
@ -642,7 +642,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary
|
||||
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 0.75 +
|
||||
f_shoot_time = gpGlobals->time + 0.75f +
|
||||
RANDOM_FLOAT(primary_fire_delay[WEAPON_PYTHON][bot_skill][0],
|
||||
primary_fire_delay[WEAPON_PYTHON][bot_skill][1]);
|
||||
|
||||
@ -677,7 +677,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary
|
||||
pev->button |= IN_ATTACK2; // use secondary attack (buzz! buzz!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 0.1 +
|
||||
f_shoot_time = gpGlobals->time + 0.1f +
|
||||
RANDOM_FLOAT(secondary_fire_delay[WEAPON_HORNETGUN][bot_skill][0],
|
||||
secondary_fire_delay[WEAPON_HORNETGUN][bot_skill][1]);
|
||||
// BigGuy - END
|
||||
@ -687,7 +687,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary
|
||||
pev->button |= IN_ATTACK; // use primary attack (buzz! buzz!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 0.25 +
|
||||
f_shoot_time = gpGlobals->time + 0.25f +
|
||||
RANDOM_FLOAT(primary_fire_delay[WEAPON_HORNETGUN][bot_skill][0],
|
||||
primary_fire_delay[WEAPON_HORNETGUN][bot_skill][1]);
|
||||
}
|
||||
@ -724,7 +724,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary
|
||||
pev->button |= IN_ATTACK2; // use secodnary attack (boom!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 1.0 +
|
||||
f_shoot_time = gpGlobals->time + 1.0f +
|
||||
RANDOM_FLOAT(secondary_fire_delay[WEAPON_MP5][bot_skill][0],
|
||||
secondary_fire_delay[WEAPON_MP5][bot_skill][1]);
|
||||
|
||||
@ -749,7 +749,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary
|
||||
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 0.1 +
|
||||
f_shoot_time = gpGlobals->time + 0.1f +
|
||||
RANDOM_FLOAT(primary_fire_delay[WEAPON_MP5][bot_skill][0],
|
||||
primary_fire_delay[WEAPON_MP5][bot_skill][1]);
|
||||
|
||||
@ -785,7 +785,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary
|
||||
pev->button |= IN_ATTACK2; // use secodnary attack (boom!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 1.0 +
|
||||
f_shoot_time = gpGlobals->time + 1.0f +
|
||||
RANDOM_FLOAT(secondary_fire_delay[WEAPON_MP41A][bot_skill][0],
|
||||
secondary_fire_delay[WEAPON_MP41A][bot_skill][1]);
|
||||
|
||||
@ -810,7 +810,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary
|
||||
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 0.1 +
|
||||
f_shoot_time = gpGlobals->time + 0.1f +
|
||||
RANDOM_FLOAT(primary_fire_delay[WEAPON_MP41A][bot_skill][0],
|
||||
primary_fire_delay[WEAPON_MP41A][bot_skill][1]);
|
||||
|
||||
@ -845,7 +845,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary
|
||||
pev->button |= IN_ATTACK2; // use secodnary attack (boom!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 1.0 +
|
||||
f_shoot_time = gpGlobals->time + 1.0f +
|
||||
RANDOM_FLOAT(secondary_fire_delay[WEAPON_MINIGUN][bot_skill][0],
|
||||
secondary_fire_delay[WEAPON_MINIGUN][bot_skill][1]);
|
||||
|
||||
@ -870,7 +870,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary
|
||||
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 0.1 +
|
||||
f_shoot_time = gpGlobals->time + 0.1f +
|
||||
RANDOM_FLOAT(primary_fire_delay[WEAPON_MINIGUN][bot_skill][0],
|
||||
primary_fire_delay[WEAPON_MINIGUN][bot_skill][1]);
|
||||
|
||||
@ -898,7 +898,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary
|
||||
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 0.75 +
|
||||
f_shoot_time = gpGlobals->time + 0.75f +
|
||||
RANDOM_FLOAT(primary_fire_delay[WEAPON_CROSSBOW][bot_skill][0],
|
||||
primary_fire_delay[WEAPON_CROSSBOW][bot_skill][1]);
|
||||
|
||||
@ -926,7 +926,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary
|
||||
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 1.5 +
|
||||
f_shoot_time = gpGlobals->time + 1.5f +
|
||||
RANDOM_FLOAT(primary_fire_delay[WEAPON_RPG][bot_skill][0],
|
||||
primary_fire_delay[WEAPON_RPG][bot_skill][1]);
|
||||
|
||||
@ -960,7 +960,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary
|
||||
pev->button |= IN_ATTACK2; // use secondary attack (bang! bang!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 0.2 +
|
||||
f_shoot_time = gpGlobals->time + 0.2f +
|
||||
RANDOM_FLOAT(secondary_fire_delay[WEAPON_GLOCK][bot_skill][0],
|
||||
secondary_fire_delay[WEAPON_GLOCK][bot_skill][1]);
|
||||
// BigGuy - END
|
||||
@ -970,7 +970,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary
|
||||
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 0.3 +
|
||||
f_shoot_time = gpGlobals->time + 0.3f +
|
||||
RANDOM_FLOAT(primary_fire_delay[WEAPON_GLOCK][bot_skill][0],
|
||||
primary_fire_delay[WEAPON_GLOCK][bot_skill][1]);
|
||||
}
|
||||
@ -1005,7 +1005,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary
|
||||
pev->button |= IN_ATTACK2; // use secondary attack (bang! bang!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 0.2 +
|
||||
f_shoot_time = gpGlobals->time + 0.2f +
|
||||
RANDOM_FLOAT(secondary_fire_delay[WEAPON_EAGEL][bot_skill][0],
|
||||
secondary_fire_delay[WEAPON_EAGEL][bot_skill][1]);
|
||||
// BigGuy - END
|
||||
@ -1015,7 +1015,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary
|
||||
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 0.3 +
|
||||
f_shoot_time = gpGlobals->time + 0.3f +
|
||||
RANDOM_FLOAT(primary_fire_delay[WEAPON_EAGEL][bot_skill][0],
|
||||
primary_fire_delay[WEAPON_EAGEL][bot_skill][1]);
|
||||
}
|
||||
|
@ -74,7 +74,7 @@ void CBotCam::Spawn( void )
|
||||
|
||||
SetThink( &CBotCam::IdleThink );
|
||||
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
pev->nextthink = gpGlobals->time + 0.1f;
|
||||
}
|
||||
|
||||
|
||||
|
@ -131,7 +131,7 @@ void CEagel::SecondaryAttack( void )
|
||||
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 40;
|
||||
}
|
||||
|
||||
m_flNextSecondaryAttack = 0.5;
|
||||
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5f;
|
||||
}
|
||||
|
||||
void CEagel::Holster( int skiplocal /* = 0 */ )
|
||||
@ -143,7 +143,7 @@ void CEagel::Holster( int skiplocal /* = 0 */ )
|
||||
SecondaryAttack();
|
||||
}
|
||||
|
||||
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
|
||||
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f;
|
||||
m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
||||
SendWeaponAnim( EAGEL_HOLSTER );
|
||||
}
|
||||
@ -160,7 +160,7 @@ void CEagel::EagelFire( float flSpread, float flCycleTime, BOOL fUseAutoAim )
|
||||
if (m_fFireOnEmpty)
|
||||
{
|
||||
PlayEmptySound();
|
||||
m_flNextPrimaryAttack = GetNextAttackDelay( 0.2 );
|
||||
m_flNextPrimaryAttack = GetNextAttackDelay( 0.2f );
|
||||
}
|
||||
|
||||
return;
|
||||
@ -261,20 +261,20 @@ void CEagel::WeaponIdle( void )
|
||||
int iAnim;
|
||||
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 );
|
||||
|
||||
if (flRand <= 0.3 + 0 * 0.75)
|
||||
if (flRand <= 0.3f)
|
||||
{
|
||||
iAnim = EAGEL_IDLE3;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0f / 16.0f;
|
||||
}
|
||||
else if (flRand <= 0.6 + 0 * 0.875)
|
||||
else if (flRand <= 0.6f)
|
||||
{
|
||||
iAnim = EAGEL_IDLE1;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0f / 16.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
iAnim = EAGEL_IDLE2;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0f / 16.0f;
|
||||
}
|
||||
SendWeaponAnim( iAnim, 1 );
|
||||
}
|
||||
|
@ -325,7 +325,7 @@ void CKate :: SetYawSpeed ( void )
|
||||
//=========================================================
|
||||
BOOL CKate :: CheckRangeAttack1 ( float flDot, float flDist )
|
||||
{
|
||||
if ( flDist <= 1024 && flDot >= 0.5 )
|
||||
if ( flDist <= 1024 && flDot >= 0.5f )
|
||||
{
|
||||
if ( gpGlobals->time > m_checkAttackTime )
|
||||
{
|
||||
@ -336,11 +336,11 @@ BOOL CKate :: CheckRangeAttack1 ( float flDot, float flDist )
|
||||
Vector shootTarget = ( (pEnemy->BodyTarget( shootOrigin ) - pEnemy->pev->origin) + m_vecEnemyLKP );
|
||||
UTIL_TraceLine( shootOrigin, shootTarget, dont_ignore_monsters, ENT(pev), &tr );
|
||||
m_checkAttackTime = gpGlobals->time + 1;
|
||||
if ( tr.flFraction == 1.0 || (tr.pHit != NULL && CBaseEntity::Instance(tr.pHit) == pEnemy) )
|
||||
if ( tr.flFraction == 1.0f || (tr.pHit != NULL && CBaseEntity::Instance(tr.pHit) == pEnemy) )
|
||||
m_lastAttackCheck = TRUE;
|
||||
else
|
||||
m_lastAttackCheck = FALSE;
|
||||
m_checkAttackTime = gpGlobals->time + 1.5;
|
||||
m_checkAttackTime = gpGlobals->time + 1.5f;
|
||||
}
|
||||
return m_lastAttackCheck;
|
||||
}
|
||||
@ -540,7 +540,7 @@ static BOOL IsFacing( entvars_t *pevTest, const Vector &reference )
|
||||
angle.x = 0;
|
||||
UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL );
|
||||
// He's facing me, he meant it
|
||||
if ( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so
|
||||
if ( DotProduct( forward, vecDir ) > 0.96f ) // +/- 15 degrees or so
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
|
@ -438,7 +438,7 @@ BOOL CHGrunt_bo :: CheckMeleeAttack1 ( float flDot, float flDist )
|
||||
}
|
||||
}
|
||||
|
||||
if ( flDist <= 64 && flDot >= 0.7 &&
|
||||
if ( flDist <= 64 && flDot >= 0.7f &&
|
||||
pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON &&
|
||||
pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON )
|
||||
{
|
||||
@ -457,7 +457,7 @@ BOOL CHGrunt_bo :: CheckMeleeAttack1 ( float flDot, float flDist )
|
||||
//=========================================================
|
||||
BOOL CHGrunt_bo :: CheckRangeAttack1 ( float flDot, float flDist )
|
||||
{
|
||||
if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 && NoFriendlyFire() )
|
||||
if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5f && NoFriendlyFire() )
|
||||
{
|
||||
TraceResult tr;
|
||||
|
||||
@ -472,7 +472,7 @@ BOOL CHGrunt_bo :: CheckRangeAttack1 ( float flDot, float flDist )
|
||||
// verify that a bullet fired from the gun will hit the enemy before the world.
|
||||
UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget(vecSrc), ignore_monsters, ignore_glass, ENT(pev), &tr);
|
||||
|
||||
if ( tr.flFraction == 1.0 )
|
||||
if ( tr.flFraction == 1.0f )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
@ -595,7 +595,7 @@ BOOL CHGrunt_bo :: CheckRangeAttack2 ( float flDot, float flDist )
|
||||
// throw a hand grenade
|
||||
m_fThrowGrenade = TRUE;
|
||||
// don't check again for a while.
|
||||
m_flNextGrenadeCheck = gpGlobals->time + 0.3; // 1/3 second.
|
||||
m_flNextGrenadeCheck = gpGlobals->time + 0.3f; // 1/3 second.
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -765,7 +765,7 @@ CBaseEntity *CHGrunt_bo :: Kick( void )
|
||||
|
||||
UTIL_MakeVectors( pev->angles );
|
||||
Vector vecStart = pev->origin;
|
||||
vecStart.z += pev->size.z * 0.5;
|
||||
vecStart.z += pev->size.z * 0.5f;
|
||||
Vector vecEnd = vecStart + (gpGlobals->v_forward * 70);
|
||||
|
||||
UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr );
|
||||
@ -2497,7 +2497,7 @@ void CHGruntRepel_bo::RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller,
|
||||
pBeam->SetFlags( BEAM_FSOLID );
|
||||
pBeam->SetColor( 255, 255, 255 );
|
||||
pBeam->SetThink(&CBeam:: SUB_Remove );
|
||||
pBeam->SetNextThink( -4096.0 * tr.flFraction / pGrunt->pev->velocity.z + 0.5 );
|
||||
pBeam->SetNextThink( -4096.0f * tr.flFraction / pGrunt->pev->velocity.z + 0.5f );
|
||||
|
||||
UTIL_Remove( this );
|
||||
}
|
||||
|
@ -116,15 +116,15 @@ void CMinigun::PrimaryAttack()
|
||||
// don't fire underwater
|
||||
if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD)
|
||||
{
|
||||
PlayEmptySound( );
|
||||
m_flNextPrimaryAttack = 0.15;
|
||||
PlayEmptySound();
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_iClip <= 0)
|
||||
{
|
||||
PlayEmptySound();
|
||||
m_flNextPrimaryAttack = 0.15;
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
|
||||
return;
|
||||
}
|
||||
|
||||
@ -172,10 +172,10 @@ void CMinigun::PrimaryAttack()
|
||||
// HEV suit - indicate out of ammo condition
|
||||
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
|
||||
|
||||
m_flNextPrimaryAttack = GetNextAttackDelay( 0.05 );
|
||||
m_flNextPrimaryAttack = GetNextAttackDelay( 0.05f );
|
||||
|
||||
if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.05;
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.05f;
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
UTIL_ScreenShake( pev->origin, 5.0, 150.0, 0.75, 250.0 );
|
||||
@ -190,15 +190,15 @@ void CMinigun::SecondaryAttack( void )
|
||||
// don't fire underwater
|
||||
if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD)
|
||||
{
|
||||
PlayEmptySound( );
|
||||
m_flNextSecondaryAttack = 0.15;
|
||||
PlayEmptySound();
|
||||
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.15f;
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_iClip <= 0)
|
||||
{
|
||||
PlayEmptySound();
|
||||
m_flNextSecondaryAttack = 0.15;
|
||||
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.15f;
|
||||
return;
|
||||
}
|
||||
|
||||
@ -246,10 +246,10 @@ void CMinigun::SecondaryAttack( void )
|
||||
// HEV suit - indicate out of ammo condition
|
||||
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
|
||||
|
||||
m_flNextSecondaryAttack = GetNextAttackDelay( 0.01 );
|
||||
m_flNextSecondaryAttack = GetNextAttackDelay( 0.01f );
|
||||
|
||||
if ( m_flNextSecondaryAttack < UTIL_WeaponTimeBase() )
|
||||
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.01;
|
||||
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.01f;
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
UTIL_ScreenShake( pev->origin, 5.0, 150.0, 0.75, 250.0 );
|
||||
|
@ -132,14 +132,14 @@ void CMP41a::PrimaryAttack()
|
||||
if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD)
|
||||
{
|
||||
PlayEmptySound( );
|
||||
m_flNextPrimaryAttack = 0.15;
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_iClip <= 0)
|
||||
{
|
||||
PlayEmptySound();
|
||||
m_flNextPrimaryAttack = 0.15;
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
|
||||
return;
|
||||
}
|
||||
|
||||
@ -186,10 +186,10 @@ void CMP41a::PrimaryAttack()
|
||||
// HEV suit - indicate out of ammo condition
|
||||
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
|
||||
|
||||
m_flNextPrimaryAttack = GetNextAttackDelay( 0.1 );
|
||||
m_flNextPrimaryAttack = GetNextAttackDelay( 0.1f );
|
||||
|
||||
if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f;
|
||||
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
||||
}
|
||||
@ -202,7 +202,7 @@ void CMP41a::SecondaryAttack( void )
|
||||
if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD)
|
||||
{
|
||||
PlayEmptySound( );
|
||||
m_flNextPrimaryAttack = 0.15;
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
|
||||
return;
|
||||
}
|
||||
|
||||
@ -216,7 +216,7 @@ void CMP41a::SecondaryAttack( void )
|
||||
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
|
||||
|
||||
m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER;
|
||||
m_pPlayer->m_flStopExtraSoundTime = UTIL_WeaponTimeBase() + 0.2;
|
||||
m_pPlayer->m_flStopExtraSoundTime = UTIL_WeaponTimeBase() + 0.2f;
|
||||
|
||||
m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;
|
||||
|
||||
|
@ -541,7 +541,7 @@ void CScientist_suit :: RunTask( Task_t *pTask )
|
||||
|
||||
distance = ( m_vecMoveGoal - pev->origin ).Length2D();
|
||||
// Re-evaluate when you think your finished, or the target has moved too far
|
||||
if ( (distance < pTask->flData) || (m_vecMoveGoal - m_hTargetEnt->pev->origin).Length() > pTask->flData * 0.5 )
|
||||
if ( (distance < pTask->flData) || (m_vecMoveGoal - m_hTargetEnt->pev->origin).Length() > pTask->flData * 0.5f )
|
||||
{
|
||||
m_vecMoveGoal = m_hTargetEnt->pev->origin;
|
||||
distance = ( m_vecMoveGoal - pev->origin ).Length2D();
|
||||
@ -1095,7 +1095,7 @@ MONSTERSTATE CScientist_suit :: GetIdealState ( void )
|
||||
|
||||
BOOL CScientist_suit::CanHeal( void )
|
||||
{
|
||||
if ( (m_healTime > gpGlobals->time) || (m_hTargetEnt == 0) || (m_hTargetEnt->pev->health > (m_hTargetEnt->pev->max_health * 0.5)) )
|
||||
if ( (m_healTime > gpGlobals->time) || (m_hTargetEnt == 0) || (m_hTargetEnt->pev->health > (m_hTargetEnt->pev->max_health * 0.5f)) )
|
||||
return FALSE;
|
||||
|
||||
return TRUE;
|
||||
|
@ -66,7 +66,7 @@ void CShock::Spawn( )
|
||||
m_vecForward = gpGlobals->v_forward;
|
||||
pev->gravity = 0.5;
|
||||
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
pev->nextthink = gpGlobals->time + 0.1f;
|
||||
}
|
||||
|
||||
|
||||
|
@ -51,7 +51,7 @@ void CShockball::Spawn( )
|
||||
|
||||
SetThink( &CShockball::FlyThink );
|
||||
SetTouch( &CShockball::ShockballTouch );
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
pev->nextthink = gpGlobals->time + 0.1f;
|
||||
ResetSequenceInfo( );
|
||||
}
|
||||
|
||||
@ -72,7 +72,7 @@ void CShockball::FlyThink( void )
|
||||
{
|
||||
StudioFrameAdvance( );
|
||||
BlastOn();
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
pev->nextthink = gpGlobals->time + 0.1f;
|
||||
}
|
||||
|
||||
void CShockball::ShockballTouch( CBaseEntity *pOther )
|
||||
@ -190,7 +190,7 @@ void CShockball::BlastOn ( void )
|
||||
pBeam->SetScrollRate( 35 );
|
||||
pBeam->LiveForTime( 1 );
|
||||
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
pev->nextthink = gpGlobals->time + 0.1f;
|
||||
|
||||
|
||||
if(!m_pSprite)
|
||||
|
@ -36,7 +36,7 @@ void CShockRifle::Spawn( )
|
||||
m_iId = WEAPON_SHOCKRIFLE;
|
||||
SET_MODEL(ENT(pev), "models/w_shock_rifle.mdl");
|
||||
pev->sequence = 0;
|
||||
pev->animtime = gpGlobals->time + 0.1;
|
||||
pev->animtime = gpGlobals->time + 0.1f;
|
||||
pev->framerate = 1.0;
|
||||
|
||||
m_iDefaultAmmo = SHOCK_DEFAULT_GIVE;
|
||||
@ -112,7 +112,7 @@ BOOL CShockRifle::Deploy( )
|
||||
|
||||
void CShockRifle::Holster( int skiplocal /* = 0 */ )
|
||||
{
|
||||
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
|
||||
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
|
||||
SendWeaponAnim( SHOCK_HOLSTER );
|
||||
|
||||
//!!!HACKHACK - can't select hornetgun if it's empty! no way to get ammo for it, either.
|
||||
@ -171,7 +171,7 @@ void CShockRifle::PrimaryAttack()
|
||||
CBaseEntity *pShock = CBaseEntity::Create( "shock", vecSrc, anglesAim, m_pPlayer->edict() );
|
||||
pShock->pev->velocity = gpGlobals->v_forward * 1500;
|
||||
|
||||
m_flRechargeTime = gpGlobals->time + 0.5;
|
||||
m_flRechargeTime = gpGlobals->time + 0.5f;
|
||||
#endif
|
||||
|
||||
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
|
||||
@ -181,14 +181,14 @@ void CShockRifle::PrimaryAttack()
|
||||
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
|
||||
|
||||
|
||||
m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.25;
|
||||
m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.25f;
|
||||
|
||||
if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
|
||||
{
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25;
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f;
|
||||
}
|
||||
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f;
|
||||
}
|
||||
|
||||
|
||||
@ -201,7 +201,7 @@ void CShockRifle::Reload( void )
|
||||
{
|
||||
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/shock_recharge.wav", 1.0, ATTN_NORM, 0, 100);
|
||||
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]++;
|
||||
m_flRechargeTime += 0.7;
|
||||
m_flRechargeTime += 0.7f;
|
||||
}
|
||||
|
||||
}
|
||||
@ -216,7 +216,7 @@ void CShockRifle::WeaponIdle( void )
|
||||
|
||||
int iAnim;
|
||||
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
|
||||
if (flRand <= 0.75)
|
||||
if (flRand <= 0.75f)
|
||||
{
|
||||
iAnim = SHOCK_IDLE1;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5;
|
||||
|
@ -112,7 +112,7 @@ BOOL CSwort::Deploy( )
|
||||
|
||||
void CSwort::Holster( int skiplocal /* = 0 */ )
|
||||
{
|
||||
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
|
||||
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
|
||||
SendWeaponAnim( SWORT_HOLSTER );
|
||||
}
|
||||
|
||||
@ -130,7 +130,7 @@ extern void FindHullIntersection( const Vector &vecSrc, TraceResult &tr1, float
|
||||
|
||||
vecHull2End = vecSrc + ((vecHull2End - vecSrc)*2);
|
||||
UTIL_TraceLine( vecSrc, vecHull2End, dont_ignore_monsters, pEntity, &tmpTrace );
|
||||
if ( tmpTrace.flFraction < 1.0 )
|
||||
if ( tmpTrace.flFraction < 1.0f )
|
||||
{
|
||||
tr1 = tmpTrace;
|
||||
return;
|
||||
@ -147,7 +147,7 @@ extern void FindHullIntersection( const Vector &vecSrc, TraceResult &tr1, float
|
||||
vecEnd.z = vecHull2End.z + minmaxs[k][2];
|
||||
|
||||
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, pEntity, &tmpTrace );
|
||||
if ( tmpTrace.flFraction < 1.0 )
|
||||
if ( tmpTrace.flFraction < 1.0f )
|
||||
{
|
||||
float thisDistance = (tmpTrace.vecEndPos - vecSrc).Length();
|
||||
if ( thisDistance < distance )
|
||||
@ -197,10 +197,10 @@ int CSwort::Swing( int fFirst )
|
||||
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
if ( tr.flFraction >= 1.0 )
|
||||
if ( tr.flFraction >= 1.0f )
|
||||
{
|
||||
UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
|
||||
if ( tr.flFraction < 1.0 )
|
||||
if ( tr.flFraction < 1.0f )
|
||||
{
|
||||
// Calculate the point of intersection of the line (or hull) and the object we hit
|
||||
// This is and approximation of the "best" intersection
|
||||
@ -219,12 +219,12 @@ int CSwort::Swing( int fFirst )
|
||||
0.0, 0, 0.0 );
|
||||
}
|
||||
|
||||
if ( tr.flFraction >= 1.0 )
|
||||
if ( tr.flFraction >= 1.0f )
|
||||
{
|
||||
if (fFirst)
|
||||
{
|
||||
// miss
|
||||
m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 );
|
||||
m_flNextPrimaryAttack = GetNextAttackDelay( 0.5f );
|
||||
#ifdef CROWBAR_IDLE_ANIM
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
||||
#endif
|
||||
@ -294,7 +294,7 @@ int CSwort::Swing( int fFirst )
|
||||
m_pPlayer->m_iWeaponVolume = SWORT_BODYHIT_VOLUME;
|
||||
if ( !pEntity->IsAlive() )
|
||||
{
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25; //LRC: corrected half-life bug
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f; //LRC: corrected half-life bug
|
||||
return TRUE;
|
||||
}
|
||||
else
|
||||
@ -336,10 +336,10 @@ int CSwort::Swing( int fFirst )
|
||||
|
||||
m_pPlayer->m_iWeaponVolume = flVol * SWORT_WALLHIT_VOLUME;
|
||||
#endif
|
||||
m_flNextPrimaryAttack = GetNextAttackDelay( 0.25 );
|
||||
m_flNextPrimaryAttack = GetNextAttackDelay( 0.25f );
|
||||
|
||||
SetThink(&CSwort:: Smack );
|
||||
SetNextThink( 0.2 );
|
||||
SetNextThink( 0.2f );
|
||||
|
||||
|
||||
}
|
||||
@ -356,22 +356,22 @@ void CSwort::WeaponIdle( void )
|
||||
{
|
||||
int iAnim;
|
||||
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
|
||||
if( flRand > 0.9 )
|
||||
if( flRand > 0.9f )
|
||||
{
|
||||
iAnim = CROWBAR_IDLE2;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0 / 30.0;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0f / 30.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
if( flRand > 0.5 )
|
||||
if( flRand > 0.5f )
|
||||
{
|
||||
iAnim = CROWBAR_IDLE;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0 / 30.0;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0f / 30.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
iAnim = CROWBAR_IDLE3;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0 / 30.0;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0f / 30.0f;
|
||||
}
|
||||
}
|
||||
SendWeaponAnim( iAnim );
|
||||
|
@ -416,7 +416,7 @@ BOOL CHTorch :: CheckMeleeAttack1 ( float flDot, float flDist )
|
||||
}
|
||||
}
|
||||
|
||||
if ( flDist <= 64 && flDot >= 0.7 &&
|
||||
if ( flDist <= 64 && flDot >= 0.7f &&
|
||||
pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON &&
|
||||
pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON )
|
||||
{
|
||||
@ -435,7 +435,7 @@ BOOL CHTorch :: CheckMeleeAttack1 ( float flDot, float flDist )
|
||||
//=========================================================
|
||||
BOOL CHTorch :: CheckRangeAttack1 ( float flDot, float flDist )
|
||||
{
|
||||
if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 && NoFriendlyFire() )
|
||||
if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5f && NoFriendlyFire() )
|
||||
{
|
||||
TraceResult tr;
|
||||
|
||||
@ -450,7 +450,7 @@ BOOL CHTorch :: CheckRangeAttack1 ( float flDot, float flDist )
|
||||
// verify that a bullet fired from the gun will hit the enemy before the world.
|
||||
UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget(vecSrc), ignore_monsters, ignore_glass, ENT(pev), &tr);
|
||||
|
||||
if ( tr.flFraction == 1.0 )
|
||||
if ( tr.flFraction == 1.0f )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
@ -495,7 +495,7 @@ static BOOL IsFacing( entvars_t *pevTest, const Vector &reference )
|
||||
angle.x = 0;
|
||||
UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL );
|
||||
// He's facing me, he meant it
|
||||
if ( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so
|
||||
if ( DotProduct( forward, vecDir ) > 0.96f ) // +/- 15 degrees or so
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
@ -660,7 +660,7 @@ CBaseEntity *CHTorch :: Kick( void )
|
||||
|
||||
UTIL_MakeVectors( pev->angles );
|
||||
Vector vecStart = pev->origin;
|
||||
vecStart.z += pev->size.z * 0.5;
|
||||
vecStart.z += pev->size.z * 0.5f;
|
||||
Vector vecEnd = vecStart + (gpGlobals->v_forward * 70);
|
||||
|
||||
UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr );
|
||||
@ -737,7 +737,7 @@ void CHTorch::UpdateGas( void )
|
||||
Vector vecEnd = (gpGlobals->v_forward * 5) + posGun;
|
||||
UTIL_TraceLine( posGun, vecEnd, dont_ignore_monsters, edict(), &tr );
|
||||
|
||||
if ( tr.flFraction != 1.0 )
|
||||
if ( tr.flFraction != 1.0f )
|
||||
{
|
||||
m_pBeam->DoSparks( tr.vecEndPos, posGun );
|
||||
UTIL_DecalTrace(&tr, DECAL_BIGSHOT1 + RANDOM_LONG(0,4));
|
||||
@ -788,9 +788,8 @@ void CHTorch::UpdateGas( void )
|
||||
|
||||
|
||||
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
pev->nextthink = gpGlobals->time + 0.1f;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void CHTorch::MakeGas( void )
|
||||
@ -2363,7 +2362,7 @@ void CHTorchRepel::RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE
|
||||
pBeam->SetFlags( BEAM_FSOLID );
|
||||
pBeam->SetColor( 255, 255, 255 );
|
||||
pBeam->SetThink( &CBaseEntity::SUB_Remove );
|
||||
pBeam->pev->nextthink = gpGlobals->time + -4096.0 * tr.flFraction / pTorch->pev->velocity.z + 0.5;
|
||||
pBeam->pev->nextthink = gpGlobals->time + -4096.0f * tr.flFraction / pTorch->pev->velocity.z + 0.5f;
|
||||
|
||||
UTIL_Remove( this );
|
||||
}
|
||||
|
@ -174,10 +174,10 @@ void CUZI::PrimaryAttack()
|
||||
// HEV suit - indicate out of ammo condition
|
||||
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
|
||||
|
||||
m_flNextPrimaryAttack = GetNextAttackDelay( 0.1 );
|
||||
m_flNextPrimaryAttack = GetNextAttackDelay( 0.1f );
|
||||
|
||||
if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.01;
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.01f;
|
||||
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user