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@ -22,6 +22,8 @@
@@ -22,6 +22,8 @@
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#include "player.h" |
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#include "gamerules.h" |
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#define CHAINGUN_BULLETS_PER_SHOT 2 |
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enum chaingun_e { |
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CHAINGUN_IDLE = 0, |
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CHAINGUN_IDLE2, |
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@ -357,7 +359,7 @@ void CChaingun::Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
@@ -357,7 +359,7 @@ void CChaingun::Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; |
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m_iClip--; |
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m_iClip -= CHAINGUN_BULLETS_PER_SHOT; |
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; |
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@ -368,7 +370,7 @@ void CChaingun::Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
@@ -368,7 +370,7 @@ void CChaingun::Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
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Vector vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES); |
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Vector vecDir; |
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vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, Vector(flSpread, flSpread, flSpread), 8192, BULLET_PLAYER_CHAINGUN, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed); |
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vecDir = m_pPlayer->FireBulletsPlayer(CHAINGUN_BULLETS_PER_SHOT, vecSrc, vecAiming, Vector(flSpread, flSpread, flSpread), 8192, BULLET_PLAYER_CHAINGUN, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed); |
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int flags; |
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#if defined( CLIENT_WEAPONS ) |
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@ -393,4 +395,4 @@ void CChaingun::StopSounds(void)
@@ -393,4 +395,4 @@ void CChaingun::StopSounds(void)
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STOP_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/asscan2.wav"); |
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STOP_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/asscan3.wav"); |
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STOP_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/asscan4.wav"); |
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} |
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} |
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