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Fix laser spot sound playing again and again without visual changing. Fix removing of laser spot when look at the sky (#17)

opforfixed
Roman Chistokhodov 7 years ago committed by Andrey Akhmichin
parent
commit
68af4923a1
  1. 18
      dlls/gearbox/eagle.cpp

18
dlls/gearbox/eagle.cpp

@ -1,4 +1,4 @@ @@ -1,4 +1,4 @@
//========= Copyright © 2004-2008, Raven City Team, All rights reserved. ============//
//========= Copyright (c) 2004-2008, Raven City Team, All rights reserved. ============//
// //
// Purpose: //
// //
@ -99,6 +99,9 @@ void CEagle::Holster( int skiplocal /* = 0 */ ) @@ -99,6 +99,9 @@ void CEagle::Holster( int skiplocal /* = 0 */ )
}
void CEagle::SecondaryAttack()
{
if ((m_pEagleLaser && m_fEagleLaserActive) // don't turn off if it was not created yet
|| !m_fEagleLaserActive)
{
m_fEagleLaserActive = !m_fEagleLaserActive;
if (!m_fEagleLaserActive && m_pEagleLaser)
@ -107,11 +110,12 @@ void CEagle::SecondaryAttack() @@ -107,11 +110,12 @@ void CEagle::SecondaryAttack()
m_pEagleLaser->Killed( NULL, GIB_NORMAL );
m_pEagleLaser = NULL;
}
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
}
else
{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.1;
}
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
}
void CEagle::PrimaryAttack()
@ -225,6 +229,7 @@ void CEagle::UpdateSpot( void ) @@ -225,6 +229,7 @@ void CEagle::UpdateSpot( void )
m_pEagleLaser = CLaserSpot::CreateSpot();
m_pEagleLaser->pev->classname = MAKE_STRING("eagle_laser");
m_pEagleLaser->pev->scale = 0.5;
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);
}
UTIL_MakeVectors( m_pPlayer->pev->v_angle );
@ -235,13 +240,6 @@ void CEagle::UpdateSpot( void ) @@ -235,13 +240,6 @@ void CEagle::UpdateSpot( void )
UTIL_TraceLine ( vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr );
UTIL_SetOrigin( m_pEagleLaser->pev, tr.vecEndPos );
if ( UTIL_PointContents(tr.vecEndPos) == CONTENT_SKY )
{
UTIL_Remove( m_pEagleLaser );
m_pEagleLaser = FALSE;
}
}
#endif
}

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