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Fix deagle spread. Don't use m_pEagleLaser in conditions shared between client and server (#18)

opforfixed
Roman Chistokhodov 7 years ago committed by Andrey Akhmichin
parent
commit
ef6099ceed
  1. 8
      cl_dll/hl/hl_weapons.cpp
  2. 4
      dlls/client.cpp
  3. 22
      dlls/gearbox/eagle.cpp

8
cl_dll/hl/hl_weapons.cpp

@ -880,6 +880,10 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm @@ -880,6 +880,10 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
( (CRpg *)player.m_pActiveItem )->m_fSpotActive = (int)from->client.vuser2[1];
( (CRpg *)player.m_pActiveItem )->m_cActiveRockets = (int)from->client.vuser2[2];
}
else if (player.m_pActiveItem->m_iId == WEAPON_EAGLE)
{
( (CEagle *)player.m_pActiveItem )->m_fEagleLaserActive = (int)from->client.vuser2[1];
}
else if( player.m_pActiveItem->m_iId == WEAPON_M249 )
{
player.ammo_556 = (int)from->client.vuser2[1];
@ -964,6 +968,10 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm @@ -964,6 +968,10 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
from->client.vuser2[1] = ( (CRpg *)player.m_pActiveItem)->m_fSpotActive;
from->client.vuser2[2] = ( (CRpg *)player.m_pActiveItem)->m_cActiveRockets;
}
else if ( player.m_pActiveItem->m_iId == WEAPON_EAGLE )
{
from->client.vuser2[1] = ( (CEagle *)player.m_pActiveItem )->m_fEagleLaserActive;;
}
else if( player.m_pActiveItem->m_iId == WEAPON_M249 )
{
from->client.vuser2[1] = player.ammo_556;

4
dlls/client.cpp

@ -1814,6 +1814,10 @@ void UpdateClientData( const struct edict_s *ent, int sendweapons, struct client @@ -1814,6 +1814,10 @@ void UpdateClientData( const struct edict_s *ent, int sendweapons, struct client
cd->vuser2.y = ( (CRpg *)pl->m_pActiveItem )->m_fSpotActive;
cd->vuser2.z = ( (CRpg *)pl->m_pActiveItem )->m_cActiveRockets;
}
else if( pl->m_pActiveItem->m_iId == WEAPON_EAGLE )
{
cd->vuser2.y = ( (CEagle *)pl->m_pActiveItem )->m_fEagleLaserActive;
}
else if( pl->m_pActiveItem->m_iId == WEAPON_M249 )
{
cd->vuser2.y = pl->ammo_556;

22
dlls/gearbox/eagle.cpp

@ -100,22 +100,18 @@ void CEagle::Holster( int skiplocal /* = 0 */ ) @@ -100,22 +100,18 @@ void CEagle::Holster( int skiplocal /* = 0 */ )
void CEagle::SecondaryAttack()
{
if ((m_pEagleLaser && m_fEagleLaserActive) // don't turn off if it was not created yet
|| !m_fEagleLaserActive)
bool wasActive = m_fEagleLaserActive;
m_fEagleLaserActive = !m_fEagleLaserActive;
if (wasActive)
{
m_fEagleLaserActive = !m_fEagleLaserActive;
if (!m_fEagleLaserActive && m_pEagleLaser)
if (m_pEagleLaser)
{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);
m_pEagleLaser->Killed( NULL, GIB_NORMAL );
m_pEagleLaser = NULL;
}
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
}
else
{
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.1;
}
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
}
void CEagle::PrimaryAttack()
@ -141,7 +137,7 @@ void CEagle::PrimaryAttack() @@ -141,7 +137,7 @@ void CEagle::PrimaryAttack()
UpdateSpot( );
float flSpread = 0.01;
float flSpread = 0.001;
m_iClip--;
@ -166,7 +162,7 @@ void CEagle::PrimaryAttack() @@ -166,7 +162,7 @@ void CEagle::PrimaryAttack()
vecAiming = gpGlobals->v_forward;
Vector vecDir;
if (m_pEagleLaser)
if (m_fEagleLaserActive)
{
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase()+ 0.5;
@ -178,7 +174,7 @@ void CEagle::PrimaryAttack() @@ -178,7 +174,7 @@ void CEagle::PrimaryAttack()
else
{
flSpread = 0.1;
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector(flSpread, flSpread, flSpread), 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase()+ 0.22;
m_fLaserOn = FALSE;
}
@ -260,7 +256,7 @@ void CEagle::WeaponIdle( void ) @@ -260,7 +256,7 @@ void CEagle::WeaponIdle( void )
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 );
if (m_pEagleLaser)
if (m_fEagleLaserActive)
{
if (flRand > 0.5 )
{

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