Browse Source

Double promotion fixes.

eftd
Andrey Akhmichin 5 years ago
parent
commit
e4df452f64
  1. 2
      dlls/client.cpp
  2. 26
      dlls/eftd/ak47.cpp
  3. 2
      dlls/eftd/diablo.cpp
  4. 18
      dlls/eftd/mac10.cpp
  5. 20
      dlls/glock.cpp
  6. 2
      dlls/mp5.cpp
  7. 24
      dlls/player.cpp

2
dlls/client.cpp

@ -529,7 +529,7 @@ void ClientCommand( edict_t *pEntity ) @@ -529,7 +529,7 @@ void ClientCommand( edict_t *pEntity )
}
else if( FStrEq( pcmd, "imacheater" ) )
{
if( g_flWeaponCheat != 0.0 )
if( g_flWeaponCheat != 0.0f )
{
CBasePlayer *pPlayer = GetClassPtr( (CBasePlayer *)pev );
gEvilImpulse101 = TRUE;

26
dlls/eftd/ak47.cpp

@ -113,14 +113,14 @@ void CAK47::PrimaryAttack() @@ -113,14 +113,14 @@ void CAK47::PrimaryAttack()
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound();
m_flNextPrimaryAttack = 0.15;
m_flNextPrimaryAttack = 0.15f;
return;
}
if (m_iClip <= 0)
{
PlayEmptySound();
m_flNextPrimaryAttack = 0.15;
m_flNextPrimaryAttack = 0.15f;
return;
}
@ -143,23 +143,23 @@ void CAK47::PrimaryAttack() @@ -143,23 +143,23 @@ void CAK47::PrimaryAttack()
// Allow for higher accuracy when the player is crouching.
if( m_pPlayer->pev->flags & FL_DUCKING )
{
vecSpread = Vector( m_pPlayer->m_flBulletSpreadCoefficient * 1.6 + 0.01, m_pPlayer->m_flBulletSpreadCoefficient * 1.4 + 0.01, 0 );
if( m_pPlayer->m_flBulletSpreadCoefficient < 0.045 )
m_pPlayer->m_flBulletSpreadCoefficient += 0.006;
vecSpread = Vector( m_pPlayer->m_flBulletSpreadCoefficient * 1.6f + 0.01f, m_pPlayer->m_flBulletSpreadCoefficient * 1.4f + 0.01f, 0 );
if( m_pPlayer->m_flBulletSpreadCoefficient < 0.045f )
m_pPlayer->m_flBulletSpreadCoefficient += 0.006f;
}
else
{
if( m_pPlayer->pev->button & IN_JUMP )
{
vecSpread = Vector( m_pPlayer->m_flBulletSpreadCoefficient * 8.0 + 0.3, m_pPlayer->m_flBulletSpreadCoefficient * 6.0 + 0.2, 0 );
if( m_pPlayer->m_flBulletSpreadCoefficient < 0.1 )
m_pPlayer->m_flBulletSpreadCoefficient += 0.012;
vecSpread = Vector( m_pPlayer->m_flBulletSpreadCoefficient * 8.0f + 0.3f, m_pPlayer->m_flBulletSpreadCoefficient * 6.0f + 0.2f, 0 );
if( m_pPlayer->m_flBulletSpreadCoefficient < 0.1f )
m_pPlayer->m_flBulletSpreadCoefficient += 0.012f;
}
else
{
vecSpread = Vector( m_pPlayer->m_flBulletSpreadCoefficient * 2.4 + 0.065, m_pPlayer->m_flBulletSpreadCoefficient * 2.1 + 0.05, 0 );
if( m_pPlayer->m_flBulletSpreadCoefficient < 0.08 )
m_pPlayer->m_flBulletSpreadCoefficient += 0.009;
vecSpread = Vector( m_pPlayer->m_flBulletSpreadCoefficient * 2.4f + 0.065f, m_pPlayer->m_flBulletSpreadCoefficient * 2.1f + 0.05f, 0 );
if( m_pPlayer->m_flBulletSpreadCoefficient < 0.08f )
m_pPlayer->m_flBulletSpreadCoefficient += 0.009f;
}
}
@ -175,10 +175,10 @@ void CAK47::PrimaryAttack() @@ -175,10 +175,10 @@ void CAK47::PrimaryAttack()
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usAK47, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0);
m_flNextPrimaryAttack = GetNextAttackDelay(0.1);
m_flNextPrimaryAttack = GetNextAttackDelay(0.1f);
if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
}

2
dlls/eftd/diablo.cpp

@ -240,7 +240,7 @@ void CDiablo::HandleAnimEvent(MonsterEvent_t *pEvent) @@ -240,7 +240,7 @@ void CDiablo::HandleAnimEvent(MonsterEvent_t *pEvent)
case DIABLO_AE_ATTACK_BOTH:
{
// do stuff for this event.
CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.diabloDmgBothSlash * 2.2 + RANDOM_LONG( 0, 9 ), DMG_SLASH );
CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.diabloDmgBothSlash * 2.2f + RANDOM_LONG( 0, 9 ), DMG_SLASH );
if (pHurt)
{
if (pHurt->pev->flags & (FL_MONSTER | FL_CLIENT))

18
dlls/eftd/mac10.cpp

@ -113,14 +113,14 @@ void CMac10::PrimaryAttack() @@ -113,14 +113,14 @@ void CMac10::PrimaryAttack()
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound();
m_flNextPrimaryAttack = 0.15;
m_flNextPrimaryAttack = 0.15f;
return;
}
if (m_iClip <= 0)
{
PlayEmptySound();
m_flNextPrimaryAttack = 0.15;
m_flNextPrimaryAttack = 0.15f;
return;
}
@ -140,13 +140,13 @@ void CMac10::PrimaryAttack() @@ -140,13 +140,13 @@ void CMac10::PrimaryAttack()
Vector vecDir;
Vector vecSpread;
vecSpread = Vector( m_pPlayer->m_flBulletSpreadCoefficient * 1.2 + 0.03, m_pPlayer->m_flBulletSpreadCoefficient * 0.9 + 0.02, 0 );
vecSpread = Vector( m_pPlayer->m_flBulletSpreadCoefficient * 1.2f + 0.03f, m_pPlayer->m_flBulletSpreadCoefficient * 0.9f + 0.02f, 0 );
if( m_pPlayer->m_flBulletSpreadCoefficient < 0.06 )
m_pPlayer->m_flBulletSpreadCoefficient += 0.0027;
if( m_pPlayer->m_flBulletSpreadCoefficient < 0.06f )
m_pPlayer->m_flBulletSpreadCoefficient += 0.0027f;
if( m_pPlayer->m_flBulletSpreadCoefficient < 0.1 )
m_pPlayer->m_flBulletSpreadCoefficient += 0.002;
if( m_pPlayer->m_flBulletSpreadCoefficient < 0.1f )
m_pPlayer->m_flBulletSpreadCoefficient += 0.002f;
// single player spread
vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, vecSpread, 8192, BULLET_PLAYER_MAC10, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed);
@ -160,10 +160,10 @@ void CMac10::PrimaryAttack() @@ -160,10 +160,10 @@ void CMac10::PrimaryAttack()
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usMac10, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0);
m_flNextPrimaryAttack = GetNextAttackDelay(0.075);
m_flNextPrimaryAttack = GetNextAttackDelay(0.075f);
if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.075;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.075f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
}

20
dlls/glock.cpp

@ -107,7 +107,7 @@ void CGlock::Holster(int skiplocal /*= 0*/) @@ -107,7 +107,7 @@ void CGlock::Holster(int skiplocal /*= 0*/)
{
m_fInReload = FALSE;// cancel any reload in progress.
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
SendWeaponAnim( GLOCK_HOLSTER );
}
@ -183,23 +183,23 @@ void CGlock::GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim ) @@ -183,23 +183,23 @@ void CGlock::GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim )
// Allow for higher accuracy when the player is crouching.
if( m_pPlayer->pev->flags & FL_DUCKING )
{
vecSpread = Vector( m_pPlayer->m_flBulletSpreadCoefficient * 2.3 + 0.012, m_pPlayer->m_flBulletSpreadCoefficient * 1.5 + 0.01, 0 );
if( m_pPlayer->m_flBulletSpreadCoefficient < 0.05 )
m_pPlayer->m_flBulletSpreadCoefficient += 0.003;
vecSpread = Vector( m_pPlayer->m_flBulletSpreadCoefficient * 2.3f + 0.012f, m_pPlayer->m_flBulletSpreadCoefficient * 1.5f + 0.01f, 0 );
if( m_pPlayer->m_flBulletSpreadCoefficient < 0.05f )
m_pPlayer->m_flBulletSpreadCoefficient += 0.003f;
}
else
{
if( m_pPlayer->pev->button & IN_JUMP )
{
vecSpread = Vector( m_pPlayer->m_flBulletSpreadCoefficient * 8.0 + 0.1, m_pPlayer->m_flBulletSpreadCoefficient * 5.0 + 0.1, 0 );
if( m_pPlayer->m_flBulletSpreadCoefficient < 0.8 )
m_pPlayer->m_flBulletSpreadCoefficient += 0.009;
vecSpread = Vector( m_pPlayer->m_flBulletSpreadCoefficient * 8.0f + 0.1f, m_pPlayer->m_flBulletSpreadCoefficient * 5.0f + 0.1f, 0 );
if( m_pPlayer->m_flBulletSpreadCoefficient < 0.8f )
m_pPlayer->m_flBulletSpreadCoefficient += 0.009f;
}
else
{
vecSpread = Vector( m_pPlayer->m_flBulletSpreadCoefficient * 3.0 + 0.065, m_pPlayer->m_flBulletSpreadCoefficient * 2.0 + 0.055, 0 );
if( m_pPlayer->m_flBulletSpreadCoefficient < 0.06 )
m_pPlayer->m_flBulletSpreadCoefficient += 0.0045;
vecSpread = Vector( m_pPlayer->m_flBulletSpreadCoefficient * 3.0f + 0.065f, m_pPlayer->m_flBulletSpreadCoefficient * 2.0f + 0.055f, 0 );
if( m_pPlayer->m_flBulletSpreadCoefficient < 0.06f )
m_pPlayer->m_flBulletSpreadCoefficient += 0.0045f;
}
}

2
dlls/mp5.cpp

@ -130,7 +130,7 @@ void CMP5::Holster( int skiplocal /*= 0*/ ) @@ -130,7 +130,7 @@ void CMP5::Holster( int skiplocal /*= 0*/ )
{
m_fInReload = FALSE;// cancel any reload in progress.
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
#ifndef CLIENT_DLL
if( m_pSpot )

24
dlls/player.cpp

@ -415,7 +415,7 @@ void CBasePlayer::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector ve @@ -415,7 +415,7 @@ void CBasePlayer::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector ve
TraceBleed( flDamage, vecDir, ptr, bitsDamageType );
AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType );
if( flDamage >= pev->health * 0.333 )
if( flDamage >= pev->health * 0.333f )
{
switch( ptr->iHitgroup )
{
@ -2630,37 +2630,37 @@ pt_end: @@ -2630,37 +2630,37 @@ pt_end:
if( pev->flags & FL_DUCKING )
{
if( gpGlobals->frametime > m_flNextBulletSpreadRandTime + 0.44 )
if( gpGlobals->frametime > m_flNextBulletSpreadRandTime + 0.44f )
{
m_flNextBulletSpreadRandTime = gpGlobals->frametime;
m_flBulletSpreadCoefficient -= 0.0025;
m_flBulletSpreadCoefficient -= 0.0025f;
if( !( m_afButtonPressed | m_afButtonReleased ) )
m_flBulletSpreadCoefficient -= 0.015;
m_flBulletSpreadCoefficient -= 0.015f;
}
}
else
{
if( pev->button & IN_JUMP )
{
if( gpGlobals->frametime > m_flNextBulletSpreadRandTime + 0.6 )
if( gpGlobals->frametime > m_flNextBulletSpreadRandTime + 0.6f )
{
m_flNextBulletSpreadRandTime = gpGlobals->frametime;
m_flBulletSpreadCoefficient -= 0.0015;
m_flBulletSpreadCoefficient -= 0.0015f;
if( !( m_afButtonPressed | m_afButtonReleased ) )
m_flBulletSpreadCoefficient -= 0.004;
m_flBulletSpreadCoefficient -= 0.004f;
}
}
else if( gpGlobals->frametime > m_flNextBulletSpreadRandTime + 0.47 )
else if( gpGlobals->frametime > m_flNextBulletSpreadRandTime + 0.47f )
{
m_flNextBulletSpreadRandTime = gpGlobals->frametime;
m_flBulletSpreadCoefficient -= 0.001;
m_flBulletSpreadCoefficient -= 0.001f;
if( !( m_afButtonPressed | m_afButtonReleased ) )
m_flBulletSpreadCoefficient -= 0.012;
m_flBulletSpreadCoefficient -= 0.012f;
}
}
if( m_flBulletSpreadCoefficient < 0.001 )
m_flBulletSpreadCoefficient = 0.001;
if( m_flBulletSpreadCoefficient < 0.001f )
m_flBulletSpreadCoefficient = 0.001f;
#else
return;
#endif

Loading…
Cancel
Save