mirror of
https://github.com/YGGverse/hlsdk-portable.git
synced 2025-03-13 05:51:19 +00:00
Double promotion fixes.
This commit is contained in:
parent
81e2eac904
commit
936df395fb
@ -533,7 +533,7 @@ int CHudAmmo::MsgFunc_HideWeapon( const char *pszName, int iSize, void *pbuf )
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return 1;
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if( !( gHUD.m_iHideHUDDisplay & HIDEHUD_WEAPONS ) )
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gHUD.m_flScaleColorTime = gHUD.m_flTime + 2.0;
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gHUD.m_flScaleColorTime = gHUD.m_flTime + 2.0f;
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if( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) )
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{
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@ -731,9 +731,9 @@ void EV_TrainPitchAdjust( event_args_t *args )
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us_params = (unsigned short)args->iparam1;
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stop = args->bparam1;
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m_flVolume = (float)( us_params & 0x003f ) / 40.0;
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m_flVolume = (float)( us_params & 0x003f ) / 40.0f;
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noise = (int)( ( ( us_params ) >> 12 ) & 0x0007 );
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pitch = (int)( 10.0 * (float)( ( us_params >> 6 ) & 0x003f ) );
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pitch = (int)( 10.0f * (float)( ( us_params >> 6 ) & 0x003f ) );
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switch( noise )
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{
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@ -180,7 +180,7 @@ void CHudHealth::GetPainColor( int &r, int &g, int &b )
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else
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{
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UnpackRGB( r, g, b, RGB_YELLOWISH );
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float f = ( sin( ( 16 - gHUD.m_flTime ) * m_iHealth ) + 1.0 ) * 0.5;
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float f = ( sin( ( 16 - gHUD.m_flTime ) * m_iHealth ) + 1.0f ) * 0.5f;
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r = (int)( r * f * 58.0f );
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g = (int)( g * f );
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b = (int)( b * f );
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@ -407,7 +407,7 @@ void CCrossbow::ZoomOut()
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m_fInZoom = 0;
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m_pPlayer->pev->iuser4 = m_fInZoom;
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m_pPlayer->pev->viewmodel = MAKE_STRING( "models/v_cmlwbr.mdl" );
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UTIL_ScreenFade( m_pPlayer, g_vecZero, 0.2, 0.1, 255, FFADE_IN );
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UTIL_ScreenFade( m_pPlayer, g_vecZero, 0.2f, 0.1f, 255, FFADE_IN );
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}
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void CCrossbow::SecondaryAttack()
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@ -415,7 +415,7 @@ void CCrossbow::SecondaryAttack()
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if( m_fInZoom == 2 )
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{
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ZoomOut();
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.7;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.7f;
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}
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else
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{
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@ -423,10 +423,11 @@ void CCrossbow::SecondaryAttack()
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++m_fInZoom;
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m_pPlayer->pev->iuser4 = m_fInZoom;
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m_pPlayer->pev->viewmodel = 0;
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UTIL_ScreenFade( m_pPlayer, g_vecZero, 0.1, 0.1, 255, FFADE_IN );
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
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UTIL_ScreenFade( m_pPlayer, g_vecZero, 0.1f, 0.1f, 255, FFADE_IN );
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5f;
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}
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cmlwbr_zoom.wav", RANDOM_FLOAT( 0.95, 1.0 ), ATTN_NORM, 0, 93 + RANDOM_LONG( 0, 0xF ) );
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cmlwbr_zoom.wav", RANDOM_FLOAT( 0.95f, 1.0f ), ATTN_NORM, 0, 93 + RANDOM_LONG( 0, 0xF ) );
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}
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void CCrossbow::ToggleDrawn()
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@ -479,10 +480,11 @@ void CCrossbow::WeaponIdle( void )
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if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
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{
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int iAnim;
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if( m_fInAttack || !m_iClip )
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{
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
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if( flRand <= 0.75 || m_fInZoom )
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if( flRand <= 0.75f || m_fInZoom )
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{
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iAnim = m_fInAttack ? CROSSBOW_IDLE1 : CROSSBOW_IDLE2;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.1f;
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@ -496,7 +498,7 @@ void CCrossbow::WeaponIdle( void )
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else
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{
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iAnim = CROSSBOW_DRAWBACK;
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cmlwbr_drawback.wav", RANDOM_FLOAT( 0.9, 1.0 ), ATTN_NORM, 0, 93 + RANDOM_LONG( 0, 0xF ) );
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cmlwbr_drawback.wav", RANDOM_FLOAT( 0.9f, 1.0f ), ATTN_NORM, 0, 93 + RANDOM_LONG( 0, 0xF ) );
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m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.3f;
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SetThink( &CCrossbow::ToggleDrawn );
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pev->nextthink = gpGlobals->time + 1.2f;
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@ -60,7 +60,6 @@ float CXS::GetFullChargeTime( void )
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return 4.0f;
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}
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void CXS::Spawn()
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{
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Precache();
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@ -289,15 +288,15 @@ void CXS::SecondaryAttack()
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if( m_pPlayer->m_flStartCharge < gpGlobals->time - 10.0f )
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{
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// Player charged up too long. Zap him.
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/xs_moan1.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 0x3f ) );
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/xs_moan3.wav", 1.0, ATTN_NORM, 0, 75 + RANDOM_LONG( 0, 0x3f ) );
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/xs_moan1.wav", 1.0f, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 0x3f ) );
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/xs_moan3.wav", 1.0f, ATTN_NORM, 0, 75 + RANDOM_LONG( 0, 0x3f ) );
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m_fInAttack = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.2;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.2f;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f;
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#ifndef CLIENT_DLL
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m_pPlayer->TakeDamage( VARS( eoNullEntity ), VARS( eoNullEntity ), 50, DMG_POISON );
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UTIL_ScreenFade( m_pPlayer, Vector( 192, 224, 0 ), 2, 0.5, 128, FFADE_IN );
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UTIL_ScreenFade( m_pPlayer, Vector( 192, 224, 0 ), 2, 0.5f, 128, FFADE_IN );
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#endif
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SendWeaponAnim( XS_IDLE );
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@ -380,12 +379,12 @@ void CXS::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage )
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pXSBeam->pev->owner = m_pPlayer->edict();
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pXSBeam->Init();
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/xs_shot.wav", flDamage * 0.0025 + 0.5, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 16 ) );
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/xs_shot.wav", flDamage * 0.0025f + 0.5f, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 16 ) );
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// This reliable event is used to stop the spinning sound
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// It's delayed by a fraction of second to make sure it is delayed by 1 frame on the client
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// It's sent reliably anyway, which could lead to other delays
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PLAYBACK_EVENT_FULL( FEV_RELIABLE, m_pPlayer->edict(), m_usXSSpin, 0.01, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 );
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PLAYBACK_EVENT_FULL( FEV_RELIABLE, m_pPlayer->edict(), m_usXSSpin, 0.01f, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0f, 0.0f, 0, 0, 0, 1 );
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pev->effects |= EF_MUZZLEFLASH;
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}
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@ -395,9 +394,9 @@ void CXS::Reload()
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == XS_MAX_CLIP )
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return;
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if( !m_fInAttack && DefaultReload( XS_MAX_CLIP, XS_RELOAD, 3.5 ) )
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if( !m_fInAttack && DefaultReload( XS_MAX_CLIP, XS_RELOAD, 3.5f ) )
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{
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/xs_reload.wav", 0.8, ATTN_NORM, 0, ATTN_NORM );
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/xs_reload.wav", 0.8f, ATTN_NORM, 0, ATTN_NORM );
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}
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}
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@ -432,11 +431,11 @@ void CXS::WeaponIdle( void )
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{
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StartFire();
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m_fInAttack = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.2;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.2f;
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// Need to set m_flNextPrimaryAttack so the weapon gets a chance to complete its secondary fire animation. - Solokiller
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if( m_iClip <= 0 )
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5f;
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}
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else
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{
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@ -465,7 +464,7 @@ class CXSAmmo : public CBasePlayerAmmo
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{
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void EXPORT FallThink()
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{
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pev->nextthink = gpGlobals->time + 0.1;
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pev->nextthink = gpGlobals->time + 0.1f;
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if( pev->flags & FL_ONGROUND )
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{
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@ -491,7 +490,7 @@ class CXSAmmo : public CBasePlayerAmmo
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CBasePlayerAmmo::Spawn();
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SetThink( &CXSAmmo::FallThink );
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pev->nextthink = gpGlobals->time + 0.1;
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pev->nextthink = gpGlobals->time + 0.1f;
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}
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void Precache( void )
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{
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@ -256,7 +256,7 @@ void CMortar::MortarExplode( void )
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WRITE_COORD( pev->origin.z + 32 );
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WRITE_COORD( pev->origin.x );
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WRITE_COORD( pev->origin.y );
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WRITE_COORD( pev->origin.z + 32 + pev->dmg * 2 / .2 ); // reach damage radius over .3 seconds
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WRITE_COORD( pev->origin.z + 32 + pev->dmg * 2 / 0.2f ); // reach damage radius over .3 seconds
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WRITE_SHORT( m_blastwave );
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WRITE_BYTE( 0 ); // startframe
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WRITE_BYTE( 0 ); // framerate
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@ -24,9 +24,9 @@
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class CFireTrail : public CBaseEntity
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{
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public:
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void Spawn(void);
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void Think(void);
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void Touch(CBaseEntity *pOther);
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void Spawn( void );
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void Think( void );
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void Touch( CBaseEntity *pOther );
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int ObjectCaps(void) { return FCAP_DONT_SAVE; }
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int Save( CSave &save );
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@ -36,7 +36,7 @@ private:
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int m_spriteScale; // what's the exact fireball sprite scale?
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};
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LINK_ENTITY_TO_CLASS( fire_trail, CFireTrail );
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LINK_ENTITY_TO_CLASS( fire_trail, CFireTrail )
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TYPEDESCRIPTION CFireTrail::m_SaveData[] =
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{
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@ -47,37 +47,37 @@ IMPLEMENT_SAVERESTORE( CFireTrail, CBaseEntity )
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void CFireTrail::Spawn( void )
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{
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pev->velocity = RANDOM_FLOAT(100.0f, 150.0f) * pev->angles;
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pev->velocity = RANDOM_FLOAT( 100.0f, 150.0f ) * pev->angles;
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if( RANDOM_LONG( 0, 1 ) )
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pev->velocity.x += RANDOM_FLOAT(-300.f, -100.f);
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pev->velocity.x += RANDOM_FLOAT(-300.0f, -100.0f);
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else
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pev->velocity.x += RANDOM_FLOAT(100.f, 300.f);
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pev->velocity.x += RANDOM_FLOAT(100.0f, 300.0f);
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if( RANDOM_LONG( 0, 1 ) )
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pev->velocity.y += RANDOM_FLOAT(-300.f, -100.f);
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pev->velocity.y += RANDOM_FLOAT(-300.0f, -100.0f);
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else
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pev->velocity.y += RANDOM_FLOAT(100.f, 300.f);
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pev->velocity.y += RANDOM_FLOAT(100.0f, 300.0f);
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if( pev->velocity.z >= 0 )
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pev->velocity.z += 200;
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pev->velocity.z += 200.0f;
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else
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pev->velocity.z -= 200;
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pev->velocity.z -= 200.0f;
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m_spriteScale = RANDOM_LONG( 7, 13 );
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pev->movetype = MOVETYPE_BOUNCE;
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pev->gravity = 0.5;
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pev->nextthink = gpGlobals->time + 0.1;
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pev->gravity = 0.5f;
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pev->nextthink = gpGlobals->time + 0.1f;
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pev->solid = SOLID_NOT;
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SET_MODEL(edict(), "models/grenade.mdl"); // Need a model, just use the grenade, we don't draw it anyway
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UTIL_SetSize(pev, g_vecZero, g_vecZero);
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SET_MODEL( edict(), "models/grenade.mdl" ); // Need a model, just use the grenade, we don't draw it anyway
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UTIL_SetSize( pev, g_vecZero, g_vecZero );
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pev->effects |= EF_NODRAW;
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pev->speed = RANDOM_FLOAT(0.5, 1.5);
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pev->speed = RANDOM_FLOAT( 0.5f, 1.5f );
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pev->maxspeed = pev->speed;
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pev->angles = g_vecZero;
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}
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void CFireTrail::Think(void)
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void CFireTrail::Think( void )
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{
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MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
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WRITE_BYTE( TE_EXPLOSION);
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@ -90,22 +90,23 @@ void CFireTrail::Think(void)
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WRITE_BYTE( TE_EXPLFLAG_NOSOUND );
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MESSAGE_END();
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pev->speed -= 0.1;
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if (pev->speed > 0)
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pev->nextthink = gpGlobals->time + 0.1;
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pev->speed -= 0.1f;
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if( pev->speed > 0 )
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pev->nextthink = gpGlobals->time + 0.1f;
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else
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UTIL_Remove(this);
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UTIL_Remove( this );
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pev->flags &= ~FL_ONGROUND;
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}
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void CFireTrail::Touch(CBaseEntity *pOther)
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void CFireTrail::Touch( CBaseEntity *pOther )
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{
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if (pev->flags & FL_ONGROUND)
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pev->velocity = pev->velocity * 0.1;
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if( pev->flags & FL_ONGROUND )
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pev->velocity = pev->velocity * 0.1f;
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else
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pev->velocity = pev->velocity * 0.6;
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pev->velocity = pev->velocity * 0.6f;
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if ((pev->velocity.x*pev->velocity.x + pev->velocity.y*pev->velocity.y) < 10.0)
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if( ( pev->velocity.x * pev->velocity.x + pev->velocity.y * pev->velocity.y ) < 10.0f )
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pev->speed = 0;
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}
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@ -46,7 +46,7 @@ void CAmbientMP3::Spawn( void )
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}
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else
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{
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ALERT( at_console, "ambient_mp3 without soundfile at: %f, %f, %f, removing self...\n", pev->origin.x, pev->origin.y, pev->origin.z );
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ALERT( at_console, "ambient_mp3 without soundfile at: %f, %f, %f, removing self...\n", (double)pev->origin.x, (double)pev->origin.y, (double)pev->origin.z );
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UTIL_Remove( this );
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}
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}
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@ -24,17 +24,16 @@
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#include "game.h"
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#include "nail.h"
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LINK_ENTITY_TO_CLASS( nailgun_nail, CNailGunNail )
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CNailGunNail *CNailGunNail::NailCreate( BOOL bIsBradnailer )
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{
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// Create a new entity with CCrossbowBolt private data
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CNailGunNail *pNail = GetClassPtr((CNailGunNail *)NULL);
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pNail->pev->classname = MAKE_STRING("nailgun_nail");
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CNailGunNail *pNail = GetClassPtr( (CNailGunNail *)NULL );
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pNail->pev->classname = MAKE_STRING( "nailgun_nail" );
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pNail->m_bIsBradnailer = bIsBradnailer;
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pNail->Spawn();
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return pNail;
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}
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@ -44,24 +43,24 @@ void CNailGunNail::Spawn()
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pev->movetype = MOVETYPE_FLY;
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pev->solid = SOLID_BBOX;
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pev->gravity = 0.5;
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pev->gravity = 0.5f;
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SET_MODEL(ENT(pev), "models/nail.mdl");
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SET_MODEL( ENT( pev ), "models/nail.mdl" );
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UTIL_SetOrigin(pev, pev->origin);
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UTIL_SetSize(pev, g_vecZero, g_vecZero);
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UTIL_SetOrigin( pev, pev->origin );
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UTIL_SetSize( pev, g_vecZero, g_vecZero );
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SetTouch(&CNailGunNail::NailTouch);
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SetThink(&CNailGunNail::BubbleThink);
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pev->nextthink = gpGlobals->time + 0.2;
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SetTouch( &CNailGunNail::NailTouch );
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SetThink( &CNailGunNail::BubbleThink );
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pev->nextthink = gpGlobals->time + 0.2f;
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}
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void CNailGunNail::Precache()
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{
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PRECACHE_MODEL("models/nail.mdl");
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PRECACHE_SOUND("weapons/brad_hit1.wav");
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PRECACHE_SOUND("weapons/brad_hit2.wav");
|
||||
PRECACHE_MODEL( "models/nail.mdl" );
|
||||
PRECACHE_SOUND( "weapons/brad_hit1.wav" );
|
||||
PRECACHE_SOUND( "weapons/brad_hit2.wav" );
|
||||
}
|
||||
|
||||
int CNailGunNail::Classify()
|
||||
@ -87,6 +86,7 @@ void CNailGunNail::NailTouch( CBaseEntity *pOther )
|
||||
ApplyMultiDamage( pev, pevOwner );
|
||||
|
||||
pev->velocity = g_vecZero;
|
||||
|
||||
// play body "thwack" sound
|
||||
switch( RANDOM_LONG( 0, 1 ) )
|
||||
{
|
||||
@ -106,7 +106,7 @@ void CNailGunNail::NailTouch( CBaseEntity *pOther )
|
||||
// EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "weapons/brad_hit1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0, 7));
|
||||
|
||||
SetThink( &CBaseEntity::SUB_Remove );
|
||||
pev->nextthink = gpGlobals->time;// this will get changed below if the bolt is allowed to stick in what it hit.
|
||||
pev->nextthink = gpGlobals->time; // this will get changed below if the bolt is allowed to stick in what it hit.
|
||||
|
||||
if( FClassnameIs( pOther->pev, "worldspawn" ) )
|
||||
{
|
||||
@ -119,7 +119,7 @@ void CNailGunNail::NailTouch( CBaseEntity *pOther )
|
||||
pev->velocity = g_vecZero;
|
||||
pev->avelocity.z = 0;
|
||||
pev->angles.z = RANDOM_LONG( 0, 360 );
|
||||
pev->nextthink = gpGlobals->time + 2.0;
|
||||
pev->nextthink = gpGlobals->time + 2.0f;
|
||||
}
|
||||
|
||||
if( UTIL_PointContents( pev->origin ) != CONTENTS_WATER && RANDOM_LONG( 0, 4 ) == 4 )
|
||||
@ -131,10 +131,10 @@ void CNailGunNail::NailTouch( CBaseEntity *pOther )
|
||||
|
||||
void CNailGunNail::BubbleThink()
|
||||
{
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
pev->nextthink = gpGlobals->time + 0.1f;
|
||||
|
||||
if( pev->waterlevel == 0 )
|
||||
return;
|
||||
|
||||
UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 1 );
|
||||
UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1f, pev->origin, 1 );
|
||||
}
|
||||
|
@ -98,12 +98,14 @@ CXSBeam* CXSBeam::CXSBeamCreate( float flDamage )
|
||||
void CXSBeam::Init()
|
||||
{
|
||||
int i;
|
||||
|
||||
for( i = 0; i < m_iBeamCount; i++ )
|
||||
{
|
||||
m_pBeam[i] = CSprite::SpriteCreate( "sprites/hotglow.spr", pev->origin, FALSE );
|
||||
|
||||
if( m_pBeam[i] )
|
||||
{
|
||||
m_pBeam[i]->pev->scale = 0.5;
|
||||
m_pBeam[i]->pev->scale = 0.5f;
|
||||
m_pBeam[i]->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxNoDissipation );
|
||||
UTIL_SetOrigin( m_pBeam[i]->pev, pev->origin );
|
||||
|
||||
@ -148,7 +150,7 @@ void CXSBeam::BeamTouch( CBaseEntity *pOther )
|
||||
|
||||
UTIL_DecalTrace( &tr, DECAL_SMALLSCORCH1 + RANDOM_LONG( 0, 2 ) );
|
||||
|
||||
float flRadius = m_flDmg * 0.08 + 8;
|
||||
float flRadius = m_flDmg * 0.08f + 8;
|
||||
|
||||
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
|
||||
WRITE_BYTE( TE_DLIGHT );
|
||||
@ -175,7 +177,7 @@ void CXSBeam::BeamTouch( CBaseEntity *pOther )
|
||||
m_pBeam[0]->pev->origin = tr.vecEndPos;
|
||||
|
||||
float flQuarterRadius = flRadius / 4.0f;
|
||||
m_pBeam[0]->Expand(0, 255.0f / flQuarterRadius );
|
||||
m_pBeam[0]->Expand( 0, 255.0f / flQuarterRadius );
|
||||
|
||||
SetThink( &CXSBeam::RemoveThink );
|
||||
pev->nextthink = gpGlobals->time + flQuarterRadius;
|
||||
@ -198,11 +200,12 @@ void CXSBeam::FlyThink()
|
||||
|
||||
for( i = 0; i < m_iBeamCount; i++ )
|
||||
{
|
||||
float flDist = m_flDeflectionDot[i] * 360.0f * ( M_PI / 180.0f ) + flCenter;
|
||||
float flDist = m_flDeflectionDot[i] * 360.0f * ( M_PI_F / 180.0f ) + flCenter;
|
||||
Vector vecSin = sin( flDist ) * m_flDeflectionDist * gpGlobals->v_up;
|
||||
Vector vecCos = cos( flDist ) * m_flDeflectionDist * gpGlobals->v_right;
|
||||
m_pBeam[i]->pev->origin = pev->origin + vecSin + vecCos;
|
||||
}
|
||||
|
||||
pev->nextthink = gpGlobals->time + 0.05f;
|
||||
}
|
||||
|
||||
|
@ -487,7 +487,7 @@ void CPipebomb::PipebombReload()
|
||||
|
||||
if( i < 2 )
|
||||
{
|
||||
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
|
||||
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5f;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase();
|
||||
m_chargeReady = SATCHEL_RELOAD;
|
||||
}
|
||||
|
@ -155,11 +155,11 @@ void CShotgun::PrimaryAttack()
|
||||
|
||||
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSingleFire, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
|
||||
|
||||
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.2;
|
||||
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.2f;
|
||||
if( m_iClip != 0 )
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 6.0f;
|
||||
else
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.2;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.2f;
|
||||
|
||||
m_fInSpecialReload = 0;
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user