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https://github.com/YGGverse/hlsdk-portable.git
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server: reduce hornetgun recharge time only in multiplayer.
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1e4663ab73
commit
78c0036046
@ -137,7 +137,12 @@ void CHgun::PrimaryAttack()
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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() );
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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() );
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pHornet->pev->velocity = gpGlobals->v_forward * 300.0f;
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pHornet->pev->velocity = gpGlobals->v_forward * 300.0f;
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m_flRechargeTime = gpGlobals->time + 0.5f;
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float flRechargeTimePause = 0.5f;
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if( g_pGameRules->IsMultiplayer() )
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flRechargeTimePause = 0.3f;
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m_flRechargeTime = gpGlobals->time + flRechargeTimePause;
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#endif
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#endif
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
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@ -223,8 +228,14 @@ void CHgun::SecondaryAttack( void )
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pHornet->SetThink( &CHornet::StartDart );
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pHornet->SetThink( &CHornet::StartDart );
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m_flRechargeTime = gpGlobals->time + 0.5f;
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float flRechargeTimePause = 0.5f;
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if( g_pGameRules->IsMultiplayer() )
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flRechargeTimePause = 0.3f;
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m_flRechargeTime = gpGlobals->time + flRechargeTimePause;
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#endif
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#endif
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int flags;
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int flags;
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#if CLIENT_WEAPONS
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#if CLIENT_WEAPONS
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flags = FEV_NOTHOST;
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flags = FEV_NOTHOST;
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@ -251,8 +262,16 @@ void CHgun::Reload( void )
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while( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < HORNET_MAX_CARRY && m_flRechargeTime < gpGlobals->time )
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while( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < HORNET_MAX_CARRY && m_flRechargeTime < gpGlobals->time )
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{
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{
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float flRechargeTimePause = 0.5f;
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#if CLIENT_DLL
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if( bIsMultiplayer() )
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#else
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if( g_pGameRules->IsMultiplayer() )
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#endif
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flRechargeTimePause = 0.3f;
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]++;
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]++;
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m_flRechargeTime += 0.3f;
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m_flRechargeTime += flRechargeTimePause;
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}
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}
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}
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}
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