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Remove some debug

hlzbot-dirty
mittorn 8 years ago
parent
commit
da57ee5cf3
  1. 8
      dlls/gravgun.cpp

8
dlls/gravgun.cpp

@ -382,7 +382,7 @@ CBaseEntity *CGrav::GetCrossEnt( Vector gunpos, Vector aim, float radius )
edict_t *player = m_pPlayer->edict(); edict_t *player = m_pPlayer->edict();
// uncomment this for profiling // uncomment this for profiling
int tracecount = 0; // int tracecount = 0;
for ( int i = 1; i < gpGlobals->maxEntities; i++, pEdict++ ) for ( int i = 1; i < gpGlobals->maxEntities; i++, pEdict++ )
{ {
@ -410,7 +410,7 @@ CBaseEntity *CGrav::GetCrossEnt( Vector gunpos, Vector aim, float radius )
flDot = DotProduct(vecLOS, aim); flDot = DotProduct(vecLOS, aim);
if (flDot <= flMaxDot) if (flDot <= flMaxDot)
continue; continue;
tracecount++; //tracecount++;
TraceResult tr; TraceResult tr;
UTIL_TraceLine(gunpos, origin, missile, player, &tr); UTIL_TraceLine(gunpos, origin, missile, player, &tr);
if( ( tr.vecEndPos - gunpos ).Length() + 30 < (origin - gunpos).Length()) if( ( tr.vecEndPos - gunpos ).Length() + 30 < (origin - gunpos).Length())
@ -419,7 +419,7 @@ CBaseEntity *CGrav::GetCrossEnt( Vector gunpos, Vector aim, float radius )
flMaxDot = flDot; flMaxDot = flDot;
} }
ALERT( at_console, "tracecount: %d\n", tracecount ); //ALERT( at_console, "tracecount: %d\n", tracecount );
return CBaseEntity::Instance(pClosest); return CBaseEntity::Instance(pClosest);
@ -741,7 +741,7 @@ void CGrav::EndAttack(void)
{ {
bool bMakeNoise = false; bool bMakeNoise = false;
// if (m_AimentEntity&&m_AimentEntity->pev->velocity.Length() > 100&& (m_AimentEntity->pev->origin-m_pPlayer->pev->origin).Length()<100) { m_AimentEntity->pev->velocity = m_AimentEntity->pev->velocity / 10; } // if (m_AimentEntity&&m_AimentEntity->pev->velocity.Length() > 100&& (m_AimentEntity->pev->origin-m_pPlayer->pev->origin).Length()<100) { m_AimentEntity->pev->velocity = m_AimentEntity->pev->velocity / 10; }
ALERT( at_console, "EndAttack()\n"); //ALERT( at_console, "EndAttack()\n");
if (m_fireState != FIRE_OFF) //Checking the button just in case!. if (m_fireState != FIRE_OFF) //Checking the button just in case!.
bMakeNoise = true; bMakeNoise = true;
m_flNextGravgunAttack = gpGlobals->time + 0.1; m_flNextGravgunAttack = gpGlobals->time + 0.1;

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