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@ -188,7 +188,7 @@ void CCrowbar::SwingAgain( void ) |
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Swing( 0 ); |
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Swing( 0 ); |
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} |
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} |
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/*void CCrowbar::SendWeaponAnim( int iAnim, int skiplocal, int body ) //Fix???
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void CCrowbar::SendWeaponAnim( int iAnim, int skiplocal, int body ) //Fix???
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{ |
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{ |
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skiplocal = 0; |
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skiplocal = 0; |
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@ -202,7 +202,7 @@ void CCrowbar::SwingAgain( void ) |
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WRITE_BYTE( iAnim ); // sequence number
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WRITE_BYTE( iAnim ); // sequence number
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WRITE_BYTE( pev->body ); // weaponmodel bodygroup.
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WRITE_BYTE( pev->body ); // weaponmodel bodygroup.
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MESSAGE_END(); |
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MESSAGE_END(); |
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}*/ |
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} |
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int CCrowbar::Swing( int fFirst ) |
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int CCrowbar::Swing( int fFirst ) |
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{ |
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{ |
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@ -296,11 +296,11 @@ int CCrowbar::Swing( int fFirst ) |
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// If building with the clientside weapon prediction system,
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// If building with the clientside weapon prediction system,
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// UTIL_WeaponTimeBase() is always 0 and m_flNextPrimaryAttack is >= -1.0f, thus making
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// UTIL_WeaponTimeBase() is always 0 and m_flNextPrimaryAttack is >= -1.0f, thus making
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// m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() always evaluate to false.
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// m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() always evaluate to false.
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//#if CLIENT_WEAPONS
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#if CLIENT_WEAPONS |
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// if( ( m_flNextPrimaryAttack + 1.0f == UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
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if( ( m_flNextPrimaryAttack + 1.0f == UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) |
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//#else
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#else |
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if( ( m_flNextPrimaryAttack + 1.0f < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) |
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if( ( m_flNextPrimaryAttack + 1.0f < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) |
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//#endif
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#endif |
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{ |
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{ |
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// first swing does full damage
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// first swing does full damage
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pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB ); |
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pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB ); |
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