diff --git a/cl_dll/ev_hldm.cpp b/cl_dll/ev_hldm.cpp index 49524081..6ce96d92 100644 --- a/cl_dll/ev_hldm.cpp +++ b/cl_dll/ev_hldm.cpp @@ -1862,16 +1862,16 @@ void EV_FireSniper( event_args_t *args ) break; } - V_PunchAxis( 0, -10.0 ); + V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -12.0, 2.0 ) ); } switch( gEngfuncs.pfnRandomLong( 0, 1 ) ) { case 0: - gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/sniper_fire1.wav", gEngfuncs.pfnRandomFloat( 0.8, 0.9 ), ATTN_NORM, 0, PITCH_NORM ); + gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/sniper_fire1.wav", 1.0, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 15 ) ); break; case 1: - gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/sniper_fire2.wav", gEngfuncs.pfnRandomFloat( 0.8, 0.9 ), ATTN_NORM, 0, PITCH_NORM ); + gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/sniper_fire2.wav", 1.0, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 15 ) ); break; } diff --git a/dlls/combat.cpp b/dlls/combat.cpp index 8d0b3e7a..fb93e055 100644 --- a/dlls/combat.cpp +++ b/dlls/combat.cpp @@ -1537,7 +1537,7 @@ Vector CBaseEntity::FireBulletsPlayer( ULONG cShots, Vector vecSrc, Vector vecDi pEntity->TraceAttack( pevAttacker, gSkillData.plrDmg357, vecDir, &tr, DMG_BULLET ); break; case BULLET_PLAYER_SNIPER: - pEntity->TraceAttack( pevAttacker, gSkillData.plrDmg357 * 4, vecDir, &tr, DMG_BULLET ); + pEntity->TraceAttack( pevAttacker, gSkillData.plrDmg357 * 1.5, vecDir, &tr, DMG_BULLET ); break; case BULLET_NONE: // FIX pEntity->TraceAttack( pevAttacker, 50, vecDir, &tr, DMG_CLUB ); diff --git a/dlls/visitors/sniper.cpp b/dlls/visitors/sniper.cpp index d4a57807..c1fa23e3 100644 --- a/dlls/visitors/sniper.cpp +++ b/dlls/visitors/sniper.cpp @@ -81,7 +81,11 @@ void CSniper::Precache(void) PRECACHE_MODEL("models/w_sniperclip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); + PRECACHE_SOUND("weapons/sniper_fire1.wav"); + PRECACHE_SOUND("weapons/sniper_fire2.wav"); PRECACHE_SOUND("weapons/sniper_reload1.wav"); + PRECACHE_SOUND("weapons/zoom.wav"); + PRECACHE_SOUND("weapons/scout_bolt.wav"); PRECACHE_SOUND("weapons/scout_clipin.wav"); PRECACHE_SOUND("weapons/scout_clipout.wav"); @@ -103,7 +107,7 @@ void CSniper::Holster(int skiplocal /* = 0 */) SecondaryAttack(); } - m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; + m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); } @@ -121,28 +125,26 @@ void CSniper::SecondaryAttack(void) } m_flNextSecondaryAttack = 0.75; + EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_STATIC, "weapons/zoom.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 100, 150 ) ); } void CSniper::PrimaryAttack() { + if( FBitSet( m_pPlayer->m_afButtonLast, IN_ATTACK ) ) + return; + // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound(); - m_flNextPrimaryAttack = 0.15; + m_flNextPrimaryAttack = m_flNextSecondaryAttack = 0.15; return; } if (m_iClip <= 0) { - if (!m_fFireOnEmpty) - Reload(); - else - { - EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM); - m_flNextPrimaryAttack = 0.15; - } - + PlayEmptySound(); + m_flNextPrimaryAttack = m_flNextSecondaryAttack = 0.2; return; } @@ -174,25 +176,33 @@ void CSniper::PrimaryAttack() PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usFireSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0); - m_flNextPrimaryAttack = (46.0 / 35.0); - m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); + if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0 || m_iClip > 0 ) + m_flNextPrimaryAttack = 1.5; + else + { + m_flNextPrimaryAttack = 2.75; + m_flNextSecondaryAttack = 0.75; + } + + if( m_iClip > 0 ) + m_flTimeWeaponIdle = 2.5; + else + m_flTimeWeaponIdle = 1.75; } void CSniper::Reload(void) { - if (m_pPlayer->ammo_357 <= 0) + if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SNIPER_MAX_CLIP ) return; int iResult = DefaultReload(SNIPER_MAX_CLIP, SNIPER_RELOAD, 2.25); if (iResult) { - if (m_pPlayer->pev->fov != 0) - { - m_fInZoom = FALSE; - m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov - } + if( m_fInZoom ) + SecondaryAttack(); + EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/sniper_reload1.wav", RANDOM_FLOAT( 0.9, 1.0 ), ATTN_NORM, 0, 93 + RANDOM_LONG( 0, 15 ) ); } } @@ -206,7 +216,7 @@ void CSniper::WeaponIdle(void) if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) return; - m_flTimeWeaponIdle = (9.0 / 16.0); + m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); SendWeaponAnim(SNIPER_IDLE1, UseDecrement() ? 1 : 0); }