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server: reduce hornetgun recharge time only in multiplayer.

sentencewarn
Andrey Akhmichin 1 year ago
parent
commit
78c0036046
  1. 25
      dlls/hornetgun.cpp

25
dlls/hornetgun.cpp

@ -137,7 +137,12 @@ void CHgun::PrimaryAttack() @@ -137,7 +137,12 @@ void CHgun::PrimaryAttack()
CBaseEntity *pHornet = CBaseEntity::Create( "hornet", m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16.0f + gpGlobals->v_right * 8.0f + gpGlobals->v_up * -12.0f, m_pPlayer->pev->v_angle, m_pPlayer->edict() );
pHornet->pev->velocity = gpGlobals->v_forward * 300.0f;
m_flRechargeTime = gpGlobals->time + 0.5f;
float flRechargeTimePause = 0.5f;
if( g_pGameRules->IsMultiplayer() )
flRechargeTimePause = 0.3f;
m_flRechargeTime = gpGlobals->time + flRechargeTimePause;
#endif
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
@ -223,8 +228,14 @@ void CHgun::SecondaryAttack( void ) @@ -223,8 +228,14 @@ void CHgun::SecondaryAttack( void )
pHornet->SetThink( &CHornet::StartDart );
m_flRechargeTime = gpGlobals->time + 0.5f;
float flRechargeTimePause = 0.5f;
if( g_pGameRules->IsMultiplayer() )
flRechargeTimePause = 0.3f;
m_flRechargeTime = gpGlobals->time + flRechargeTimePause;
#endif
int flags;
#if CLIENT_WEAPONS
flags = FEV_NOTHOST;
@ -251,8 +262,16 @@ void CHgun::Reload( void ) @@ -251,8 +262,16 @@ void CHgun::Reload( void )
while( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < HORNET_MAX_CARRY && m_flRechargeTime < gpGlobals->time )
{
float flRechargeTimePause = 0.5f;
#if CLIENT_DLL
if( bIsMultiplayer() )
#else
if( g_pGameRules->IsMultiplayer() )
#endif
flRechargeTimePause = 0.3f;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]++;
m_flRechargeTime += 0.3f;
m_flRechargeTime += flRechargeTimePause;
}
}

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