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@ -138,7 +138,7 @@ BOOL CGauss::Deploy()
@@ -138,7 +138,7 @@ BOOL CGauss::Deploy()
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void CGauss::Holster( int skiplocal /* = 0 */ ) |
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{ |
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PLAYBACK_EVENT_FULL( FEV_RELIABLE | FEV_GLOBAL, m_pPlayer->edict(), m_usGaussFire, 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 | FEV_GLOBAL, m_pPlayer->edict(), m_usGaussFire, 0.01, m_pPlayer->pev->origin, m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 ); |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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@ -217,7 +217,7 @@ void CGauss::SecondaryAttack()
@@ -217,7 +217,7 @@ void CGauss::SecondaryAttack()
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m_pPlayer->m_flStartCharge = gpGlobals->time; |
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m_pPlayer->m_flAmmoStartCharge = UTIL_WeaponTimeBase() + GetFullChargeTime(); |
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 110, 0, 0, 0 ); |
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussSpin, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 110, 0, 0, 0 ); |
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m_iSoundState = SND_CHANGE_PITCH; |
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} |
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@ -281,7 +281,7 @@ void CGauss::SecondaryAttack()
@@ -281,7 +281,7 @@ void CGauss::SecondaryAttack()
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if( m_iSoundState == 0 ) |
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ALERT( at_console, "sound state %d\n", m_iSoundState ); |
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, pitch, 0, ( m_iSoundState == SND_CHANGE_PITCH ) ? 1 : 0, 0 ); |
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussSpin, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, pitch, 0, ( m_iSoundState == SND_CHANGE_PITCH ) ? 1 : 0, 0 ); |
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m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions
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@ -389,13 +389,13 @@ void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage )
@@ -389,13 +389,13 @@ void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage )
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g_irunninggausspred = true; |
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#endif |
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// The main firing event is sent unreliably so it won't be delayed.
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussFire, 0.0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, flDamage, 0.0, 0, 0, m_fPrimaryFire ? 1 : 0, 0 ); |
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussFire, 0.0, m_pPlayer->pev->origin, m_pPlayer->pev->angles, flDamage, 0.0, 0, 0, m_fPrimaryFire ? 1 : 0, 0 ); |
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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_NOTHOST | FEV_RELIABLE, m_pPlayer->edict(), m_usGaussFire, 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_NOTHOST | FEV_RELIABLE, m_pPlayer->edict(), m_usGaussFire, 0.01, m_pPlayer->pev->origin, m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 ); |
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/*ALERT( at_console, "%f %f %f\n%f %f %f\n",
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vecSrc.x, vecSrc.y, vecSrc.z, |
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