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@ -163,7 +163,7 @@ BOOL CBasePlayerWeapon::DefaultReload( int iClipSize, int iAnim, float fDelay, i |
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m_fInReload = TRUE; |
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m_fInReload = TRUE; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0f; |
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return TRUE; |
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return TRUE; |
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} |
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} |
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@ -944,12 +944,12 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm |
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pto->iuser3 = pCurrent->m_fireState; |
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pto->iuser3 = pCurrent->m_fireState; |
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// Decrement weapon counters, server does this at same time ( during post think, after doing everything else )
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// Decrement weapon counters, server does this at same time ( during post think, after doing everything else )
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pto->m_flNextReload -= cmd->msec / 1000.0; |
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pto->m_flNextReload -= cmd->msec / 1000.0f; |
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pto->m_fNextAimBonus -= cmd->msec / 1000.0; |
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pto->m_fNextAimBonus -= cmd->msec / 1000.0f; |
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pto->m_flNextPrimaryAttack -= cmd->msec / 1000.0; |
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pto->m_flNextPrimaryAttack -= cmd->msec / 1000.0f; |
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pto->m_flNextSecondaryAttack -= cmd->msec / 1000.0; |
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pto->m_flNextSecondaryAttack -= cmd->msec / 1000.0f; |
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pto->m_flTimeWeaponIdle -= cmd->msec / 1000.0; |
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pto->m_flTimeWeaponIdle -= cmd->msec / 1000.0f; |
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pto->fuser1 -= cmd->msec / 1000.0; |
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pto->fuser1 -= cmd->msec / 1000.0f; |
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to->client.vuser3[2] = pCurrent->m_iSecondaryAmmoType; |
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to->client.vuser3[2] = pCurrent->m_iSecondaryAmmoType; |
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to->client.vuser4[0] = pCurrent->m_iPrimaryAmmoType; |
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to->client.vuser4[0] = pCurrent->m_iPrimaryAmmoType; |
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