@ -226,7 +226,7 @@ int CEgon::AddToPlayer( CBasePlayer *pPlayer )
@@ -226,7 +226,7 @@ int CEgon::AddToPlayer( CBasePlayer *pPlayer )
void CEgon : : Holster ( int skiplocal /* = 0 */ )
{
m_pPlayer - > m_flNextAttack = UTIL_WeaponTimeBase ( ) + 0.5 ;
m_pPlayer - > m_flNextAttack = UTIL_WeaponTimeBase ( ) + 0.5f ;
// m_flTimeWeaponIdle = gpGlobals->time + UTIL_RandomFloat ( 10, 15 );
SendWeaponAnim ( EGON_HOLSTER ) ;
@ -266,7 +266,7 @@ float CEgon::GetPulseInterval( void )
@@ -266,7 +266,7 @@ float CEgon::GetPulseInterval( void )
{
if ( g_pGameRules - > IsMultiplayer ( ) )
{
return 0.1 ;
return 0.1f ;
}
return EGON_PULSE_INTERVAL ;
@ -276,7 +276,7 @@ float CEgon::GetDischargeInterval( void )
@@ -276,7 +276,7 @@ float CEgon::GetDischargeInterval( void )
{
if ( g_pGameRules - > IsMultiplayer ( ) )
{
return 0.1 ;
return 0.1f ;
}
return EGON_DISCHARGE_INTERVAL ;
@ -294,9 +294,9 @@ void CEgon::BubbleAttack( void )
@@ -294,9 +294,9 @@ void CEgon::BubbleAttack( void )
{
if ( ! HasAmmo ( ) )
{
m_flNextPrimaryAttack = gpGlobals - > time + 0.25 ;
m_flNextPrimaryAttack = gpGlobals - > time + 0.25f ;
if ( m_flNextSecondaryAttack < = gpGlobals - > time )
m_flNextSecondaryAttack = gpGlobals - > time + 0.25 ;
m_flNextSecondaryAttack = gpGlobals - > time + 0.25f ;
PlayEmptySound ( ) ;
return ;
}
@ -307,9 +307,9 @@ void CEgon::BubbleAttack( void )
@@ -307,9 +307,9 @@ void CEgon::BubbleAttack( void )
m_shakeTime = 0 ;
m_pPlayer - > m_iWeaponVolume = EGON_PRIMARY_VOLUME ;
m_flTimeWeaponIdle = gpGlobals - > time + 0.1 ;
// m_shootTime = gpGlobals->time + 2;
m_shootTime = gpGlobals - > time + .2 ;
m_flTimeWeaponIdle = gpGlobals - > time + 0.1f ;
// m_shootTime = gpGlobals->time + 2.0f ;
m_shootTime = gpGlobals - > time + 0 .2f ;
if ( m_fireMode = = FIRE_WIDE )
{
@ -347,15 +347,15 @@ void CEgon::BubbleAttack( void )
@@ -347,15 +347,15 @@ void CEgon::BubbleAttack( void )
EMIT_SOUND_DYN ( ENT ( m_pPlayer - > pev ) , CHAN_STATIC , BUBB_SOUND_RUN , 0.9 , ATTN_NORM , 0 , 50 + ( m_healAmmoUsed * 2 ) ) ;
}
m_shootTime + = ( .1 + RANDOM_FLOAT ( 0 , .1 ) ) ;
m_shootTime + = ( 0 .1f + RANDOM_FLOAT ( 0.0f , 0.1f ) ) ;
}
if ( ! HasAmmo ( ) )
{
EndBubbleAttack ( ) ;
m_fireState = FIRE_OFF ;
m_flNextPrimaryAttack = gpGlobals - > time + 1.0 ;
m_flNextPrimaryAttack = gpGlobals - > time + 1.0f ;
if ( m_flNextSecondaryAttack < = gpGlobals - > time )
m_flNextSecondaryAttack = gpGlobals - > time + 1.0 ;
m_flNextSecondaryAttack = gpGlobals - > time + 1.0f ;
}
}
@ -393,7 +393,7 @@ void CEgon::BubbleFire( const Vector &vecOrigSrc, const Vector &vecDir )
@@ -393,7 +393,7 @@ void CEgon::BubbleFire( const Vector &vecOrigSrc, const Vector &vecDir )
if ( ! ( m_bubbletime < = gpGlobals - > time ) )
return ;
m_bubbletime = gpGlobals - > time + .05 ;
m_bubbletime = gpGlobals - > time + 0 .05f ;
UTIL_MakeVectors ( m_pPlayer - > pev - > v_angle + m_pPlayer - > pev - > punchangle ) ;
m_pPlayer - > pev - > velocity = m_pPlayer - > pev - > velocity - gpGlobals - > v_forward * bm_thrust . value ;
@ -455,7 +455,7 @@ void CEgon::FireHeal( void ) {
@@ -455,7 +455,7 @@ void CEgon::FireHeal( void ) {
// Only do this every once in a while to save bandwidth.
if ( ! ( m_bubbletime < = gpGlobals - > time ) )
return ;
m_bubbletime = gpGlobals - > time + .1 ;
m_bubbletime = gpGlobals - > time + 0 .1f ;
Vector vecOrigSrc = m_pPlayer - > GetGunPosition ( ) ;
int bubbleRadius = 1 ;
@ -463,7 +463,7 @@ void CEgon::FireHeal( void ) {
@@ -463,7 +463,7 @@ void CEgon::FireHeal( void ) {
int bubbleSpeed = 8 ;
if ( m_healAmmoUseTime < = gpGlobals - > time ) {
m_healAmmoUseTime = gpGlobals - > time + .5 ;
m_healAmmoUseTime = gpGlobals - > time + 0 .5f ;
UseAmmo ( 5 ) ;
m_healAmmoUsed + = 5 ;
@ -642,7 +642,7 @@ void CEgon::WeaponIdle( void )
@@ -642,7 +642,7 @@ void CEgon::WeaponIdle( void )
float flRand = RANDOM_FLOAT ( 0 , 1 ) ;
if ( flRand < = 0.5 )
if ( flRand < = 0.5f )
{
iAnim = EGON_IDLE1 ;
m_flTimeWeaponIdle = gpGlobals - > time + RANDOM_FLOAT ( 10 , 15 ) ;
@ -662,9 +662,9 @@ void CEgon::EndBubbleAttack( void )
@@ -662,9 +662,9 @@ void CEgon::EndBubbleAttack( void )
STOP_SOUND ( ENT ( m_pPlayer - > pev ) , CHAN_STATIC , BUBB_SOUND_RUN ) ;
EMIT_SOUND_DYN ( ENT ( m_pPlayer - > pev ) , CHAN_WEAPON , BUBB_SOUND_OFF , 0.98 , ATTN_NORM , 0 , 100 ) ;
m_fireState = FIRE_OFF ;
m_flTimeWeaponIdle = gpGlobals - > time + 2.0 ;
m_flNextPrimaryAttack = gpGlobals - > time + 0.5 ;
// m_flNextSecondaryAttack = gpGlobals->time + 30;
m_flTimeWeaponIdle = gpGlobals - > time + 2.0f ;
m_flNextPrimaryAttack = gpGlobals - > time + 0.5f ;
// m_flNextSecondaryAttack = gpGlobals->time + 30.0f ;
DestroyEffect ( ) ;
}
@ -673,9 +673,9 @@ void CEgon::EndAttack( void )
@@ -673,9 +673,9 @@ void CEgon::EndAttack( void )
STOP_SOUND ( ENT ( m_pPlayer - > pev ) , CHAN_STATIC , EGON_SOUND_RUN ) ;
EMIT_SOUND_DYN ( ENT ( m_pPlayer - > pev ) , CHAN_WEAPON , EGON_SOUND_OFF , 0.98 , ATTN_NORM , 0 , 100 ) ;
m_fireState = FIRE_OFF ;
m_flTimeWeaponIdle = gpGlobals - > time + 2.0 ;
m_flNextPrimaryAttack = gpGlobals - > time + 0.5 ;
// m_flNextSecondaryAttack = gpGlobals->time + 30;
m_flTimeWeaponIdle = gpGlobals - > time + 2.0f ;
m_flNextPrimaryAttack = gpGlobals - > time + 0.5f ;
// m_flNextSecondaryAttack = gpGlobals->time + 30.0f ;
DestroyEffect ( ) ;
}
@ -713,7 +713,7 @@ void CEgon::Attack( void )
@@ -713,7 +713,7 @@ void CEgon::Attack( void )
{
if ( ! HasAmmo ( ) )
{
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase ( ) + 0.25 ;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase ( ) + 0.25f ;
PlayEmptySound ( ) ;
return ;
}
@ -725,9 +725,9 @@ void CEgon::Attack( void )
@@ -725,9 +725,9 @@ void CEgon::Attack( void )
m_shakeTime = 0 ;
m_pPlayer - > m_iWeaponVolume = EGON_PRIMARY_VOLUME ;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase ( ) + 0.1 ;
pev - > fuser1 = UTIL_WeaponTimeBase ( ) + 2 ;
m_shootTime = gpGlobals - > time + 2 ;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase ( ) + 0.1f ;
pev - > fuser1 = UTIL_WeaponTimeBase ( ) + 2.0f ;
m_shootTime = gpGlobals - > time + 2.0f ;
if ( m_fireMode = = FIRE_WIDE )
{
@ -764,7 +764,7 @@ void CEgon::Attack( void )
@@ -764,7 +764,7 @@ void CEgon::Attack( void )
if ( ! HasAmmo ( ) )
{
EndAttack ( ) ;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase ( ) + 1.0 ;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase ( ) + 1.0f ;
}
}
@ -831,7 +831,7 @@ void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir )
@@ -831,7 +831,7 @@ void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir )
if ( gpGlobals - > time > = m_flAmmoUseTime )
{
UseAmmo ( 1 ) ;
m_flAmmoUseTime = gpGlobals - > time + 0.1 ;
m_flAmmoUseTime = gpGlobals - > time + 0.1f ;
}
}
else
@ -840,7 +840,7 @@ void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir )
@@ -840,7 +840,7 @@ void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir )
if ( gpGlobals - > time > = m_flAmmoUseTime )
{
UseAmmo ( 1 ) ;
m_flAmmoUseTime = gpGlobals - > time + 0.166 ;
m_flAmmoUseTime = gpGlobals - > time + 0.166f ;
}
}
@ -877,7 +877,7 @@ void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir )
@@ -877,7 +877,7 @@ void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir )
if ( gpGlobals - > time > = m_flAmmoUseTime )
{
UseAmmo ( 1 ) ;
m_flAmmoUseTime = gpGlobals - > time + 0.2 ;
m_flAmmoUseTime = gpGlobals - > time + 0.2f ;
}
}
else
@ -886,7 +886,7 @@ void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir )
@@ -886,7 +886,7 @@ void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir )
if ( gpGlobals - > time > = m_flAmmoUseTime )
{
UseAmmo ( 1 ) ;
m_flAmmoUseTime = gpGlobals - > time + 0.1 ;
m_flAmmoUseTime = gpGlobals - > time + 0.1f ;
}
}
@ -894,7 +894,7 @@ void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir )
@@ -894,7 +894,7 @@ void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir )
if ( m_shakeTime < gpGlobals - > time )
{
UTIL_ScreenShake ( tr . vecEndPos , 5.0 , 150.0 , 0.75 , 250.0 ) ;
m_shakeTime = gpGlobals - > time + 1.5 ;
m_shakeTime = gpGlobals - > time + 1.5f ;
}
}
# endif