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Fix laser_spot again.

eftd
Night Owl 7 years ago
parent
commit
b28859d584
  1. 4
      dlls/mp5.cpp
  2. 1
      dlls/rpg.cpp

4
dlls/mp5.cpp

@ -143,6 +143,8 @@ void CMP5::Holster( int skiplocal /*= 0*/ ) @@ -143,6 +143,8 @@ void CMP5::Holster( int skiplocal /*= 0*/ )
void CMP5::PrimaryAttack()
{
UpdateSpot();
// don't fire underwater
if( m_pPlayer->pev->waterlevel == 3 )
{
@ -281,7 +283,7 @@ void CMP5::Reload( void ) @@ -281,7 +283,7 @@ void CMP5::Reload( void )
#ifndef CLIENT_DLL
if( m_pSpot && m_fSpotActive )
{
m_pSpot->Suspend( 1.5 );
m_pSpot->Suspend( 1.6 );
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.5;
}
#endif

1
dlls/rpg.cpp

@ -66,6 +66,7 @@ void CLaserSpot::Spawn( void ) @@ -66,6 +66,7 @@ void CLaserSpot::Spawn( void )
pev->rendermode = kRenderGlow;
pev->renderfx = kRenderFxNoDissipation;
pev->renderamt = 255;
pev->scale = 0.25;
SET_MODEL( ENT( pev ), "sprites/laserdot.spr" );
UTIL_SetOrigin( pev, pev->origin );

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