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Fix timers.

poke646
Night Owl 6 years ago
parent
commit
ec8482aef7
  1. 4
      dlls/gauss.cpp
  2. 2
      dlls/glock.cpp
  3. 6
      dlls/satchel.cpp
  4. 2
      dlls/shotgun.cpp

4
dlls/gauss.cpp

@ -150,7 +150,7 @@ void CXS::PrimaryAttack() @@ -150,7 +150,7 @@ void CXS::PrimaryAttack()
if( m_pPlayer->pev->waterlevel == 3 )
{
PlayEmptySound();
m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay( 0.15 );
m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15;
return;
}
@ -188,7 +188,7 @@ void CXS::SecondaryAttack() @@ -188,7 +188,7 @@ void CXS::SecondaryAttack()
PlayEmptySound();
}
m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 );
m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
return;
}

2
dlls/glock.cpp

@ -205,7 +205,7 @@ void CGlock::GlockFire( float flCycleTime, BOOL fUseAutoAim ) @@ -205,7 +205,7 @@ void CGlock::GlockFire( float flCycleTime, BOOL fUseAutoAim )
pNail->pev->speed = 1600.0f;
pNail->pev->avelocity.z = 10;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay( flCycleTime );
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
if( m_fInAttack )
{

6
dlls/satchel.cpp

@ -367,7 +367,7 @@ void CPipebomb::PrimaryAttack() @@ -367,7 +367,7 @@ void CPipebomb::PrimaryAttack()
}
m_chargeReady = SATCHEL_RELOAD;
m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
break;
@ -416,7 +416,7 @@ void CPipebomb::Throw( void ) @@ -416,7 +416,7 @@ void CPipebomb::Throw( void )
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
m_flNextPrimaryAttack = GetNextAttackDelay( 1.0 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
}
}
@ -457,7 +457,7 @@ void CPipebomb::WeaponIdle( void ) @@ -457,7 +457,7 @@ void CPipebomb::WeaponIdle( void )
// use tripmine animations
strcpy( m_pPlayer->m_szAnimExtention, "trip" );
m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_chargeReady = SATCHEL_IDLE;
break;

2
dlls/shotgun.cpp

@ -118,7 +118,7 @@ void CShotgun::PrimaryAttack() @@ -118,7 +118,7 @@ void CShotgun::PrimaryAttack()
if( m_pPlayer->pev->waterlevel == 3 )
{
PlayEmptySound();
m_flNextPrimaryAttack = GetNextAttackDelay( 0.15 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15;
return;
}

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