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Apply crowbar fixes to knife (#314)

opfor
Roman Chistokhodov 2 years ago committed by GitHub
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  1. 43
      dlls/gearbox/knife.cpp
  2. 3
      dlls/weapons.h

43
dlls/gearbox/knife.cpp

@ -164,7 +164,9 @@ int CKnife::Swing(int fFirst)
{ {
// miss // miss
m_flNextPrimaryAttack = GetNextAttackDelay(0.5); m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
#if CROWBAR_IDLE_ANIM
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
#endif
// player "shoot" animation // player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1); m_pPlayer->SetAnimation(PLAYER_ATTACK1);
} }
@ -276,7 +278,44 @@ int CKnife::Swing(int fFirst)
SetThink(&CKnife::Smack); SetThink(&CKnife::Smack);
pev->nextthink = UTIL_WeaponTimeBase() + 0.2; pev->nextthink = UTIL_WeaponTimeBase() + 0.2;
#endif #endif
m_flNextPrimaryAttack = GetNextAttackDelay(0.25); #if CROWBAR_DELAY_FIX
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f;
#else
m_flNextPrimaryAttack = GetNextAttackDelay( 0.25f );
#endif
} }
#if CROWBAR_IDLE_ANIM
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
#endif
return fDidHit; return fDidHit;
} }
#if CROWBAR_IDLE_ANIM
void CKnife::WeaponIdle( void )
{
if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
{
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
if( flRand > 0.9f )
{
iAnim = KNIFE_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0f / 30.0f;
}
else
{
if( flRand > 0.5f )
{
iAnim = KNIFE_IDLE1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0f / 25.0f;
}
else
{
iAnim = KNIFE_IDLE3;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0f / 30.0f;
}
}
SendWeaponAnim( iAnim );
}
}
#endif

3
dlls/weapons.h

@ -1210,6 +1210,9 @@ public:
int Swing(int fFirst); int Swing(int fFirst);
BOOL Deploy(void); BOOL Deploy(void);
void Holster(int skiplocal = 0); void Holster(int skiplocal = 0);
#if CROWBAR_IDLE_ANIM
void WeaponIdle();
#endif
int m_iSwing; int m_iSwing;
TraceResult m_trHit; TraceResult m_trHit;

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