mirror of
https://github.com/YGGverse/hlsdk-portable.git
synced 2025-03-11 13:01:12 +00:00
Double promotion fixes.
This commit is contained in:
parent
860a4c8d5c
commit
b8f49f3bfd
@ -1109,9 +1109,9 @@ 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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@ -420,7 +420,7 @@ void CCrossbow::FireSniperBolt()
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if( FClassnameIs( tr.pHit, "worldspawn" ) )
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{
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// let the bolt sit around for a while if it hit static architecture
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pBolt->pev->nextthink = gpGlobals->time + 5.0;
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pBolt->pev->nextthink = gpGlobals->time + 5.0f;
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}
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else
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{
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@ -220,7 +220,7 @@ int CCrowbar::Swing( int fFirst )
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SendWeaponAnim( CROWBAR_ATTACK3MISS );
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break;
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}
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5f;
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG( 0, 0xF ) );
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#ifdef CROWBAR_IDLE_ANIM
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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@ -195,7 +195,7 @@ void CEgon::PrimaryAttack( void )
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m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2f;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f;
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}
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void CEgon::WeaponIdle( void )
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@ -245,8 +245,8 @@ CGrenade *CHandGrenade::ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector
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pGrenade->pev->dmgtime = gpGlobals->time + time;
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pGrenade->SetThink( &CGrenade::TumbleThink );
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pGrenade->pev->nextthink = gpGlobals->time + 0.1;
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if( time < 0.1 )
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pGrenade->pev->nextthink = gpGlobals->time + 0.1f;
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if( time < 0.1f )
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{
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pGrenade->pev->nextthink = gpGlobals->time;
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pGrenade->pev->velocity = Vector( 0, 0, 0 );
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@ -421,7 +421,7 @@ void CHoundeye::WarmUpSound( void )
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{
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Vector vecMouthPos, vecMouthAng;
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CBaseEntity *pHurt = 0;
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pHurt = CheckTraceHullAttack( 80, gSkillData.houndeyeDmgBlast * 0.4, DMG_SLASH );
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pHurt = CheckTraceHullAttack( 80, gSkillData.houndeyeDmgBlast * 0.4f, DMG_SLASH );
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if( pHurt )
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{
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@ -103,13 +103,13 @@ BOOL CWeaponEinarAP9::Deploy()
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void CWeaponEinarAP9::SecondaryAttack()
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{
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m_iBurstShots += 2;
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AP9Fire( 0.035, 0.6, FALSE );
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.04;
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AP9Fire( 0.035f, 0.6f, FALSE );
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.04f;
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}
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void CWeaponEinarAP9::PrimaryAttack()
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{
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AP9Fire( 0.07, 0.125, TRUE );
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AP9Fire( 0.07f, 0.125f, TRUE );
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}
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void CWeaponEinarAP9::AP9Fire( float flSpread, float flCycleTime, BOOL fUseAutoAim )
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@ -121,7 +121,7 @@ void CWeaponEinarAP9::AP9Fire( float flSpread, float flCycleTime, BOOL fUseAutoA
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if( m_fFireOnEmpty )
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2f;
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}
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return;
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}
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@ -189,7 +189,7 @@ void CWeaponEinarAP9::Reload()
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#else
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if( !g_pGameRules->IsMultiplayer() )
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#endif
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.9;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.9f;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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}
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}
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@ -216,7 +216,7 @@ void CWeaponEinarAP9::WeaponIdle()
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{
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SendWeaponAnim( AP9_IDLE );
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0; // how long till we do this again.
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f; // how long till we do this again.
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}
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}
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@ -42,7 +42,7 @@ void CEinarBoss::Spawn()
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pev->model = MAKE_STRING( "models/boss.mdl" );
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if( !pev->health )
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pev->health = gSkillData.apacheHealth * 2;
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pev->health = gSkillData.apacheHealth * 2.0f;
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CApache::Spawn();
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}
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@ -98,7 +98,7 @@ BOOL CEinarBoss::FireGun()
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GetAttachment( 0, posBarrel, angBarrel );
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Vector vecGun = (posBarrel - posGun).Normalize();
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if( DotProduct( vecGun, vecTarget ) > 0.98 && !( ( ++m_iShots ) % 3 ) )
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if( DotProduct( vecGun, vecTarget ) > 0.98f && !( ( ++m_iShots ) % 3 ) )
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{
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FireBullets( 1, posGun, vecGun, VECTOR_CONE_4DEGREES, 8192, BULLET_MONSTER_9MM, 1 );
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "turret/tu_fire1.wav", 1, 0.3 );
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@ -100,7 +100,7 @@ void CWeaponEinarChaingun::Holster( int skiplocal /*= 0*/ )
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SpinDown();
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else
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SendWeaponAnim( CHAINGUN_HOLSTER );
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
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}
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void CWeaponEinarChaingun::PrimaryAttack()
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@ -116,7 +116,7 @@ void CWeaponEinarChaingun::PrimaryAttack()
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else
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{
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PlayEmptySound();
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2f;
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}
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return;
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}
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@ -163,8 +163,8 @@ void CWeaponEinarChaingun::SpinUp()
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PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireChaingun1, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, TRUE, 0 );
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m_fInAttack = 1;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.4;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.4f;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f;
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}
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@ -173,10 +173,10 @@ void CWeaponEinarChaingun::SpinDown()
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// Restore player speed.
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PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireChaingun1, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, FALSE, 0 );
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.2;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.2f;
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m_fInAttack = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f;
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}
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void CWeaponEinarChaingun::Fire( float flSpread, float flCycleTime, BOOL fUseAutoAim )
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@ -208,7 +208,7 @@ void CWeaponEinarChaingun::Fire( float flSpread, float flCycleTime, BOOL fUseAut
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
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m_flTimeWeaponIdle = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.1;
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m_flTimeWeaponIdle = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.1f;
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}
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void CWeaponEinarChaingun::Reload()
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@ -225,7 +225,7 @@ void CWeaponEinarChaingun::Reload()
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{
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m_fInSpecialReload = 2;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.0;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.0f;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 5, 10 );
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}
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}
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@ -244,7 +244,7 @@ void CWeaponEinarChaingun::WeaponIdle()
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else if( m_fInSpecialReload == 2 )
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{
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 93 + RANDOM_LONG( 0, 0x1f ) );
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f;
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m_fInSpecialReload = 3;
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}
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}
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@ -261,7 +261,7 @@ void CWeaponEinarChaingun::WeaponIdle()
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{
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int iAnim;
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
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if( flRand <= 0.5 )
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if( flRand <= 0.5f )
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{
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iAnim = CHAINGUN_IDLE;
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}
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@ -177,7 +177,7 @@ void CEinarSittingCivilian::Spawn()
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ResetSequenceInfo();
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SetThink( &CEinarSittingCivilian::SittingThink );
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pev->nextthink = gpGlobals->time + 0.1;
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pev->nextthink = gpGlobals->time + 0.1f;
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DROP_TO_FLOOR( ENT( pev ) );
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}
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@ -120,7 +120,7 @@ void CEinarCyberFranklin::PainSound()
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if( m_flNextPainTime > gpGlobals->time )
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return;
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m_flNextPainTime = gpGlobals->time + 2.0;
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m_flNextPainTime = gpGlobals->time + 2.0f;
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pPainSounds ), 1.0, ATTN_NORM );
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}
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@ -60,7 +60,7 @@ void CEinarFlameRocket::Spawn()
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SetTouch( &CEinarFlameRocket::FlameTouch );
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SetThink( &CBaseEntity::SUB_Remove );
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pev->nextthink = gpGlobals->time + 1.1;
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pev->nextthink = gpGlobals->time + 1.1f;
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UTIL_MakeVectors( pev->angles );
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pev->velocity = gpGlobals->v_forward * pev->speed;
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@ -97,8 +97,8 @@ void CEinarFlameRocket::FlameTouch( CBaseEntity *pOther )
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pevOwner = 0;
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}
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pev->dmg = g_pGameRules->IsMultiplayer() ? gSkillData.plrDmgEgonWide : ( gSkillData.plrDmgEgonNarrow * 1.5 );
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pev->dmg *= 2;
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pev->dmg = g_pGameRules->IsMultiplayer() ? gSkillData.plrDmgEgonWide : ( gSkillData.plrDmgEgonNarrow * 1.5f );
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pev->dmg *= 2.0f;
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ClearMultiDamage();
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pOther->TraceAttack(pevOwner, pev->dmg, pev->velocity.Normalize(), &tr, DMG_BURN );
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@ -80,7 +80,7 @@ BOOL CWeaponEinarMedkit::Deploy()
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void CWeaponEinarMedkit::Holster(int skiplocal /*= 0*/)
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{
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m_fInAttack = 0;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
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SendWeaponAnim( MEDKIT_HOLSTER );
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}
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@ -92,10 +92,10 @@ void CWeaponEinarMedkit::PrimaryAttack()
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if( m_fFireOnEmpty )
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0f;
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}
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return;
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}
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}
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if( m_fInAttack )
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{
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@ -117,7 +117,7 @@ void CWeaponEinarMedkit::Use()
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{
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SendWeaponAnim( MEDKIT_LONGUSE, 0 );
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m_fInAttack = 1;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.2;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.2f;
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}
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void CWeaponEinarMedkit::Heal()
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@ -134,7 +134,7 @@ void CWeaponEinarMedkit::Heal()
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m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
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m_fInAttack = 0;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.2;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.2f;
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}
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void CWeaponEinarMedkit::Reload()
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@ -156,7 +156,7 @@ void CWeaponEinarMedkit::WeaponIdle()
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}
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SendWeaponAnim( MEDKIT_IDLE, 0 );
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
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}
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BOOL CWeaponEinarMedkit::PlayEmptySound()
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@ -110,7 +110,7 @@ void CEinarMegasquid::Precache()
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//=========================================================
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BOOL CEinarMegasquid::CheckRangeAttack1( float flDot, float flDist )
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{
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if( flDist > 450 && flDist <= 1256 && flDot >= 0.5 && gpGlobals->time >= m_flNextSpitTime )
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if( flDist > 450 && flDist <= 1256 && flDot >= 0.5f && gpGlobals->time >= m_flNextSpitTime )
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{
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if( m_hEnemy != 0 )
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{
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@ -124,12 +124,12 @@ BOOL CEinarMegasquid::CheckRangeAttack1( float flDot, float flDist )
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if( IsMoving() )
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{
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// don't spit again for a long time, resume chasing enemy.
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m_flNextSpitTime = gpGlobals->time + 5;
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m_flNextSpitTime = gpGlobals->time + 5.0f;
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}
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else
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{
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// not moving, so spit again pretty soon.
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m_flNextSpitTime = gpGlobals->time + 0.5;
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m_flNextSpitTime = gpGlobals->time + 0.5f;
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}
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return TRUE;
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@ -146,7 +146,7 @@ BOOL CEinarMegasquid::CheckRangeAttack1( float flDot, float flDist )
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//=========================================================
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BOOL CEinarMegasquid::CheckMeleeAttack2( float flDot, float flDist )
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{
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if( flDist <= 330 && flDot >= 0.7 ) // The player & bullsquid can be as much as their bboxes
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if( flDist <= 330 && flDot >= 0.7f ) // The player & bullsquid can be as much as their bboxes
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{ // apart (48 * sqrt(3)) and he can still attack (85 is a little more than 48*sqrt(3))
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return TRUE;
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}
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@ -107,7 +107,7 @@ BOOL CWeaponEinarShovel::Deploy()
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void CWeaponEinarShovel::Holster( int skiplocal /* = 0 */ )
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{
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
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SendWeaponAnim( SHOVEL_HOLSTER );
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}
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@ -116,7 +116,7 @@ void CWeaponEinarShovel::PrimaryAttack()
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if( !Swing( 1 ) )
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{
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SetThink( &CWeaponEinarShovel::SwingAgain );
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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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}
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@ -143,10 +143,10 @@ int CWeaponEinarShovel::Swing( int fFirst )
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UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
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#ifndef CLIENT_DLL
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if( tr.flFraction >= 1.0 )
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if( tr.flFraction >= 1.0f )
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{
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UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
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if( tr.flFraction < 1.0 )
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if( tr.flFraction < 1.0f )
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{
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// Calculate the point of intersection of the line (or hull) and the object we hit
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// This is and approximation of the "best" intersection
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@ -157,12 +157,12 @@ int CWeaponEinarShovel::Swing( int fFirst )
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}
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}
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#endif
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if( tr.flFraction >= 1.0 )
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if( tr.flFraction >= 1.0f )
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{
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if( fFirst )
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||||
{
|
||||
// miss
|
||||
if( RANDOM_FLOAT( 0.0, 1.0 ) <= 0.25 )
|
||||
if( RANDOM_FLOAT( 0.0f, 1.0f ) <= 0.25f )
|
||||
++m_iSwing;
|
||||
switch( ( m_iSwing++ ) % 2 )
|
||||
{
|
||||
@ -176,7 +176,7 @@ int CWeaponEinarShovel::Swing( int fFirst )
|
||||
SendWeaponAnim( SHOVEL_ATTACK3MISS );
|
||||
break;*/
|
||||
}
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5f;
|
||||
|
||||
// player "shoot" animation
|
||||
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
||||
@ -211,7 +211,7 @@ int CWeaponEinarShovel::Swing( int fFirst )
|
||||
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
|
||||
|
||||
// play thwack, smack, or dong sound
|
||||
float flVol = 1.0;
|
||||
float flVol = 1.0f;
|
||||
int fHitWorld = TRUE;
|
||||
|
||||
if( pEntity )
|
||||
@ -222,17 +222,17 @@ int CWeaponEinarShovel::Swing( int fFirst )
|
||||
if( g_pGameRules->IsMultiplayer() )
|
||||
{
|
||||
// more damage in multiplayer
|
||||
flDmg = gSkillData.plrDmgCrowbar * 1.6;
|
||||
flDmg = gSkillData.plrDmgCrowbar * 1.6f;
|
||||
}
|
||||
else if( m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() )
|
||||
else if( m_flNextPrimaryAttack + 1.0f < UTIL_WeaponTimeBase() )
|
||||
{
|
||||
// first swing does full damage
|
||||
flDmg = gSkillData.plrDmgCrowbar * 1.2;
|
||||
flDmg = gSkillData.plrDmgCrowbar * 1.2f;
|
||||
}
|
||||
else
|
||||
{
|
||||
// subsequent swings do half
|
||||
flDmg = gSkillData.plrDmgCrowbar * 0.6;
|
||||
flDmg = gSkillData.plrDmgCrowbar * 0.6f;
|
||||
}
|
||||
pEntity->TraceAttack( m_pPlayer->pev, flDmg, gpGlobals->v_forward, &tr, DMG_CLUB );
|
||||
ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev );
|
||||
@ -277,7 +277,7 @@ int CWeaponEinarShovel::Swing( int fFirst )
|
||||
if( !pEntity->IsAlive() )
|
||||
return TRUE;
|
||||
else
|
||||
flVol = 0.1;
|
||||
flVol = 0.1f;
|
||||
|
||||
fHitWorld = FALSE;
|
||||
}
|
||||
@ -315,10 +315,10 @@ int CWeaponEinarShovel::Swing( int fFirst )
|
||||
|
||||
m_pPlayer->m_iWeaponVolume = flVol * SHOVEL_WALLHIT_VOLUME;
|
||||
#endif
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25;
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f;
|
||||
|
||||
SetThink( &CWeaponEinarShovel::Smack );
|
||||
pev->nextthink = UTIL_WeaponTimeBase() + 0.2;
|
||||
pev->nextthink = UTIL_WeaponTimeBase() + 0.2f;
|
||||
}
|
||||
#ifdef CROWBAR_IDLE_ANIM
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
||||
@ -333,22 +333,22 @@ void CWeaponEinarShovel::WeaponIdle( void )
|
||||
{
|
||||
int iAnim;
|
||||
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
|
||||
if( flRand > 0.9 )
|
||||
if( flRand > 0.9f )
|
||||
{
|
||||
iAnim = SHOVEL_IDLE2;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0 / 30.0;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0f / 30.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
if( flRand > 0.5 )
|
||||
if( flRand > 0.5f )
|
||||
{
|
||||
iAnim = SHOVEL_IDLE;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0 / 30.0;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0f / 30.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
iAnim = SHOVEL_IDLE3;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0 / 30.0;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0f / 30.0f;
|
||||
}
|
||||
}
|
||||
SendWeaponAnim( iAnim );
|
||||
|
@ -51,7 +51,7 @@ void CWeaponEinarSniper::Holster( int skiplocal /* = 0 */ )
|
||||
if( m_fInZoom )
|
||||
SecondaryAttack();
|
||||
|
||||
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
|
||||
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
|
||||
}
|
||||
|
||||
int CWeaponEinarSniper::GetItemInfo( ItemInfo *p )
|
||||
@ -122,8 +122,8 @@ void CWeaponEinarSniper::SecondaryAttack()
|
||||
#ifndef CLIENT_DLL
|
||||
UTIL_ScreenFade( m_pPlayer, Vector( 0, 255, 0 ), 0.0, 0.0, 70, iFadeFlags );
|
||||
#endif
|
||||
pev->nextthink = UTIL_WeaponTimeBase() + 0.11;
|
||||
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75;
|
||||
pev->nextthink = UTIL_WeaponTimeBase() + 0.11f;
|
||||
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75f;
|
||||
}
|
||||
|
||||
void CWeaponEinarSniper::PrimaryAttack()
|
||||
@ -137,7 +137,7 @@ void CWeaponEinarSniper::PrimaryAttack()
|
||||
if( m_fFireOnEmpty )
|
||||
{
|
||||
PlayEmptySound();
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25;
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f;
|
||||
}
|
||||
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 15, 20 );
|
||||
@ -167,12 +167,12 @@ void CWeaponEinarSniper::PrimaryAttack()
|
||||
{
|
||||
if( m_fInZoom )
|
||||
{
|
||||
flSpread = 0.002;
|
||||
flSpread = 0.002f;
|
||||
iDmg = 80;
|
||||
}
|
||||
else
|
||||
{
|
||||
flSpread = 0.07846;
|
||||
flSpread = 0.07846f;
|
||||
iDmg = 40;
|
||||
}
|
||||
}
|
||||
@ -180,11 +180,11 @@ void CWeaponEinarSniper::PrimaryAttack()
|
||||
{
|
||||
if( m_fInZoom )
|
||||
{
|
||||
flSpread = 0.004;
|
||||
flSpread = 0.004f;
|
||||
}
|
||||
else
|
||||
{
|
||||
flSpread = 0.08716;
|
||||
flSpread = 0.08716f;
|
||||
}
|
||||
iDmg = 0;
|
||||
}
|
||||
@ -206,13 +206,13 @@ void CWeaponEinarSniper::PrimaryAttack()
|
||||
|
||||
if( m_fInZoom )
|
||||
{
|
||||
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75;
|
||||
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75f;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.11;
|
||||
m_pPlayer->pev->punchangle.x -= ( RANDOM_FLOAT( 0, 2.0 ) + 4.0 );
|
||||
m_pPlayer->pev->punchangle.y -= ( 1.0 - RANDOM_FLOAT( 0, 2.0 ) );
|
||||
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.11f;
|
||||
m_pPlayer->pev->punchangle.x -= ( RANDOM_FLOAT( 0.0f, 2.0f ) + 4.0f );
|
||||
m_pPlayer->pev->punchangle.y -= ( 1.0f - RANDOM_FLOAT( 0.0f, 2.0f ) );
|
||||
}
|
||||
}
|
||||
|
||||
@ -224,13 +224,13 @@ void CWeaponEinarSniper::Reload()
|
||||
if( m_fInZoom )
|
||||
SecondaryAttack();
|
||||
|
||||
int iResult = DefaultReload( SNIPER_MAX_CLIP, SNIPER_RELOAD, 3.3 );
|
||||
int iResult = DefaultReload( SNIPER_MAX_CLIP, SNIPER_RELOAD, 3.3f );
|
||||
}
|
||||
|
||||
void CWeaponEinarSniper::WeaponIdle()
|
||||
{
|
||||
ResetEmptySound();
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
|
||||
}
|
||||
|
||||
class CSniperAmmo : public CBasePlayerAmmo
|
||||
|
@ -102,7 +102,7 @@ BOOL CWeaponEinarSpanner::Deploy()
|
||||
|
||||
void CWeaponEinarSpanner::Holster(int skiplocal /* = 0 */)
|
||||
{
|
||||
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
|
||||
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
|
||||
SendWeaponAnim( SPANNER_HOLSTER );
|
||||
}
|
||||
|
||||
@ -111,7 +111,7 @@ void CWeaponEinarSpanner::PrimaryAttack()
|
||||
if( !Swing( 1 ) )
|
||||
{
|
||||
SetThink( &CWeaponEinarSpanner::SwingAgain );
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
pev->nextthink = gpGlobals->time + 0.1f;
|
||||
}
|
||||
}
|
||||
|
||||
@ -138,10 +138,10 @@ int CWeaponEinarSpanner::Swing( int fFirst )
|
||||
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
if( tr.flFraction >= 1.0 )
|
||||
if( tr.flFraction >= 1.0f )
|
||||
{
|
||||
UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
|
||||
if( tr.flFraction < 1.0 )
|
||||
if( tr.flFraction < 1.0f )
|
||||
{
|
||||
// Calculate the point of intersection of the line (or hull) and the object we hit
|
||||
// This is and approximation of the "best" intersection
|
||||
@ -152,12 +152,12 @@ int CWeaponEinarSpanner::Swing( int fFirst )
|
||||
}
|
||||
}
|
||||
#endif
|
||||
if( tr.flFraction >= 1.0 )
|
||||
if( tr.flFraction >= 1.0f )
|
||||
{
|
||||
if( fFirst )
|
||||
{
|
||||
// miss
|
||||
if( RANDOM_FLOAT( 0.0, 1.0 ) <= 0.25 )
|
||||
if( RANDOM_FLOAT( 0.0f, 1.0f ) <= 0.25f )
|
||||
++m_iSwing;
|
||||
switch( ( m_iSwing++ ) % 2 )
|
||||
{
|
||||
@ -168,7 +168,7 @@ int CWeaponEinarSpanner::Swing( int fFirst )
|
||||
SendWeaponAnim( SPANNER_ATTACK2 );
|
||||
break;
|
||||
}
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.4;
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.4f;
|
||||
|
||||
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG( 0, 0xF ) );
|
||||
#ifdef CROWBAR_IDLE_ANIM
|
||||
@ -209,17 +209,17 @@ int CWeaponEinarSpanner::Swing( int fFirst )
|
||||
if( g_pGameRules->IsMultiplayer() )
|
||||
{
|
||||
// more damage in multiplayer
|
||||
flDmg = gSkillData.plrDmgCrowbar * 1.2;
|
||||
flDmg = gSkillData.plrDmgCrowbar * 1.2f;
|
||||
}
|
||||
else if( m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() )
|
||||
else if( m_flNextPrimaryAttack + 1.0f < UTIL_WeaponTimeBase() )
|
||||
{
|
||||
// first swing does full damage
|
||||
flDmg = gSkillData.plrDmgCrowbar * 0.8;
|
||||
flDmg = gSkillData.plrDmgCrowbar * 0.8f;
|
||||
}
|
||||
else
|
||||
{
|
||||
// subsequent swings do half
|
||||
flDmg = gSkillData.plrDmgCrowbar * 0.4;
|
||||
flDmg = gSkillData.plrDmgCrowbar * 0.4f;
|
||||
}
|
||||
pEntity->TraceAttack( m_pPlayer->pev, flDmg, gpGlobals->v_forward, &tr, DMG_CLUB );
|
||||
ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev );
|
||||
@ -301,10 +301,10 @@ int CWeaponEinarSpanner::Swing( int fFirst )
|
||||
|
||||
m_pPlayer->m_iWeaponVolume = flVol * SPANNER_WALLHIT_VOLUME;
|
||||
#endif
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2f;
|
||||
|
||||
SetThink( &CWeaponEinarSpanner::Smack );
|
||||
pev->nextthink = UTIL_WeaponTimeBase() + 0.2;
|
||||
pev->nextthink = UTIL_WeaponTimeBase() + 0.2f;
|
||||
}
|
||||
#ifdef CROWBAR_IDLE_ANIM
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
||||
|
@ -114,7 +114,7 @@ void CWeaponEinarTaurus::TaurusFire( float flSpread, float flCycleTime, BOOL fUs
|
||||
if( m_fFireOnEmpty )
|
||||
{
|
||||
PlayEmptySound();
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2f;
|
||||
}
|
||||
return;
|
||||
}
|
||||
@ -178,11 +178,11 @@ void CWeaponEinarTaurus::WeaponIdle()
|
||||
int iAnim;
|
||||
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 );
|
||||
|
||||
if( flRand <= 0.3 )
|
||||
if( flRand <= 0.3f )
|
||||
{
|
||||
iAnim = TAURUS_IDLE3;
|
||||
}
|
||||
else if( flRand <= 0.6 )
|
||||
else if( flRand <= 0.6f )
|
||||
{
|
||||
iAnim = TAURUS_IDLE1;
|
||||
}
|
||||
@ -190,7 +190,7 @@ void CWeaponEinarTaurus::WeaponIdle()
|
||||
{
|
||||
iAnim = TAURUS_IDLE2;
|
||||
}
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 15.0;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 15.0f;
|
||||
SendWeaponAnim( iAnim, 1 );
|
||||
}
|
||||
}
|
||||
|
@ -104,7 +104,7 @@ void CWeaponEinarTFCSniper::Holster( int skiplocal /* = 0 */ )
|
||||
SecondaryAttack();
|
||||
}
|
||||
|
||||
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
|
||||
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
|
||||
}
|
||||
|
||||
void CWeaponEinarTFCSniper::PrimaryAttack()
|
||||
@ -118,7 +118,7 @@ void CWeaponEinarTFCSniper::PrimaryAttack()
|
||||
if( m_fFireOnEmpty )
|
||||
{
|
||||
PlayEmptySound();
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25;
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f;
|
||||
}
|
||||
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
|
||||
{
|
||||
@ -151,12 +151,12 @@ void CWeaponEinarTFCSniper::PrimaryAttack()
|
||||
{
|
||||
if( m_fInZoom )
|
||||
{
|
||||
flSpread = 0.002;
|
||||
flSpread = 0.002f;
|
||||
iDmg = 80;
|
||||
}
|
||||
else
|
||||
{
|
||||
flSpread = 0.07846;
|
||||
flSpread = 0.07846f;
|
||||
iDmg = 40;
|
||||
}
|
||||
}
|
||||
@ -164,11 +164,11 @@ void CWeaponEinarTFCSniper::PrimaryAttack()
|
||||
{
|
||||
if( m_fInZoom )
|
||||
{
|
||||
flSpread = 0.004;
|
||||
flSpread = 0.004f;
|
||||
}
|
||||
else
|
||||
{
|
||||
flSpread = 0.08716;
|
||||
flSpread = 0.08716f;
|
||||
}
|
||||
iDmg = 0;
|
||||
}
|
||||
@ -190,13 +190,13 @@ void CWeaponEinarTFCSniper::PrimaryAttack()
|
||||
|
||||
if( m_fInZoom )
|
||||
{
|
||||
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75;
|
||||
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75f;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.11;
|
||||
m_pPlayer->pev->punchangle.x -= ( RANDOM_FLOAT( 0, 2.0 ) + 4.0 );
|
||||
m_pPlayer->pev->punchangle.y -= ( 1.0 - RANDOM_FLOAT( 0, 2.0 ) );
|
||||
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.11f;
|
||||
m_pPlayer->pev->punchangle.x -= ( RANDOM_FLOAT( 0.0f, 2.0f ) + 4.0f );
|
||||
m_pPlayer->pev->punchangle.y -= ( 1.0f - RANDOM_FLOAT( 0.0f, 2.0f ) );
|
||||
}
|
||||
}
|
||||
|
||||
@ -218,8 +218,8 @@ void CWeaponEinarTFCSniper::SecondaryAttack()
|
||||
#ifndef CLIENT_DLL
|
||||
UTIL_ScreenFade( m_pPlayer, Vector( 0, 255, 0 ), 0.0, 0.0, 70, iFadeFlags );
|
||||
#endif
|
||||
pev->nextthink = UTIL_WeaponTimeBase() + 0.11;
|
||||
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75;
|
||||
pev->nextthink = UTIL_WeaponTimeBase() + 0.11f;
|
||||
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75f;
|
||||
}
|
||||
|
||||
void CWeaponEinarTFCSniper::Reload()
|
||||
@ -233,7 +233,7 @@ void CWeaponEinarTFCSniper::Reload()
|
||||
if( DefaultReload( SNIPER_MAX_CLIP, TFCSNIPER_AUTOHOLSTER, 0.5 ) )
|
||||
{
|
||||
m_fInSpecialReload = 2;
|
||||
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.0;
|
||||
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.0f;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 5, 10 );
|
||||
}
|
||||
}
|
||||
@ -251,7 +251,7 @@ void CWeaponEinarTFCSniper::WeaponIdle()
|
||||
if( m_fInSpecialReload == 2 )
|
||||
{
|
||||
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload3.wav", RANDOM_FLOAT( 0.8, 0.9 ), ATTN_NORM, 0, 93 + RANDOM_LONG( 0, 0x1f ) );
|
||||
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
|
||||
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f;
|
||||
m_fInSpecialReload = 3;
|
||||
}
|
||||
if( m_flTimeWeaponIdle <= UTIL_WeaponTimeBase() )
|
||||
|
@ -173,7 +173,7 @@ int CEinarZombieBull::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacke
|
||||
{
|
||||
flDist = ( pev->origin - m_Route[m_iRouteIndex].vecLocation ).Length2D();// reusing flDist.
|
||||
|
||||
if( FTriangulate( pev->origin, m_Route[m_iRouteIndex].vecLocation, flDist * 0.5, m_hEnemy, &vecApex ) )
|
||||
if( FTriangulate( pev->origin, m_Route[m_iRouteIndex].vecLocation, flDist * 0.5f, m_hEnemy, &vecApex ) )
|
||||
{
|
||||
InsertWaypoint( vecApex, bits_MF_TO_DETOUR | bits_MF_DONT_SIMPLIFY );
|
||||
}
|
||||
@ -191,7 +191,7 @@ int CEinarZombieBull::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacke
|
||||
//=========================================================
|
||||
BOOL CEinarZombieBull::CheckMeleeAttack1( float flDot, float flDist )
|
||||
{
|
||||
if( m_hEnemy->pev->health <= gSkillData.bullsquidDmgWhip && flDist <= 110 && flDot >= 0.7 )
|
||||
if( m_hEnemy->pev->health <= gSkillData.bullsquidDmgWhip && flDist <= 110 && flDot >= 0.7f )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
@ -206,7 +206,7 @@ BOOL CEinarZombieBull::CheckMeleeAttack1( float flDot, float flDist )
|
||||
//=========================================================
|
||||
BOOL CEinarZombieBull::CheckMeleeAttack2( float flDot, float flDist )
|
||||
{
|
||||
if( flDist <= 110 && flDot >= 0.7 && !HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )
|
||||
if( flDist <= 110 && flDot >= 0.7f && !HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
|
@ -469,7 +469,7 @@ void CTripmine::PrimaryAttack( void )
|
||||
|
||||
}*/
|
||||
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.3;
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.3f;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
||||
}
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user