mirror of https://github.com/FWGS/hlsdk-xash3d
Double promotion fixes.
This commit is contained in:
parent
e8565f7bfd
commit
0f873c953d
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@ -182,13 +182,13 @@ void CArcher::HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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CBaseEntity *pHurt = m_hEnemy;
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if( m_flEnemyTouched < gpGlobals->time - 0.2 && ( m_hEnemy->BodyTarget( pev->origin ) - pev->origin).Length() > ( 32 + 16 + 32 ) )
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if( ( m_flEnemyTouched < gpGlobals->time - 0.2f ) && ( m_hEnemy->BodyTarget( pev->origin ) - pev->origin).Length() > ( 32 + 16 + 32 ) )
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break;
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Vector vecShootDir = ShootAtEnemy( pev->origin );
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UTIL_MakeAimVectors( pev->angles );
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if( DotProduct( vecShootDir, gpGlobals->v_forward ) > 0.707 )
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if( DotProduct( vecShootDir, gpGlobals->v_forward ) > 0.707f )
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{
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m_bOnAttack = TRUE;
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pHurt->pev->punchangle.z = -18;
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@ -356,7 +356,7 @@ void CArcher::MonsterThink( void )
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void CArcher::Stop( void )
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{
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if( !m_bOnAttack )
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m_flightSpeed = 40.0;
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m_flightSpeed = 40.0f;
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}
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void CArcher::Swim()
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@ -391,7 +391,7 @@ void CArcher::Swim()
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if( m_IdealActivity == ACT_RUN )
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SetActivity( ACT_WALK );
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if( m_IdealActivity == ACT_WALK )
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pev->framerate = m_flightSpeed / 150.0;
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pev->framerate = m_flightSpeed / 150.0f;
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// ALERT( at_console, "walk %.2f\n", pev->framerate );
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}
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else
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@ -399,7 +399,7 @@ void CArcher::Swim()
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if( m_IdealActivity == ACT_WALK )
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SetActivity( ACT_RUN );
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if( m_IdealActivity == ACT_RUN)
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pev->framerate = m_flightSpeed / 75.0;
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pev->framerate = m_flightSpeed / 75.0f;
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// ALERT( at_console, "run %.2f\n", pev->framerate );
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}
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/*
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@ -432,10 +432,10 @@ void CArcher::Swim()
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// ALERT( at_console, "%f : %f\n", Angles.x, Forward.z );
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float flDot = DotProduct( Forward, m_SaveVelocity );
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if( flDot > 0.5 )
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if( flDot > 0.5f )
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pev->velocity = m_SaveVelocity = m_SaveVelocity * m_flightSpeed;
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else if( flDot > 0 )
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pev->velocity = m_SaveVelocity = m_SaveVelocity * m_flightSpeed * ( flDot + 0.5 );
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else if( flDot > 0.0f )
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pev->velocity = m_SaveVelocity = m_SaveVelocity * m_flightSpeed * ( flDot + 0.5f );
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else
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pev->velocity = m_SaveVelocity = m_SaveVelocity * 40;
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@ -454,7 +454,7 @@ void CArcher::Swim()
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//
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if( Angles.x > 180 )
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Angles.x = Angles.x - 360;
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pev->angles.x = UTIL_Approach( Angles.x, pev->angles.x, 50 * 0.1 );
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pev->angles.x = UTIL_Approach( Angles.x, pev->angles.x, 50 * 0.1f );
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if( pev->angles.x < -180 )
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pev->angles.x = -180;
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if( pev->angles.x > 180 )
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@ -478,12 +478,12 @@ void CArcher::Swim()
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turn = Angles.y - pev->angles.y - 360;
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}
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float speed = m_flightSpeed * 0.1;
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float speed = m_flightSpeed * 0.1f;
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// ALERT( at_console, "speed %.0f %f\n", turn, speed );
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if( fabs( turn ) > speed )
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{
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if( turn < 0.0 )
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if( turn < 0.0f )
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{
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turn = -speed;
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}
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@ -494,15 +494,15 @@ void CArcher::Swim()
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}
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pev->angles.y += turn;
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pev->angles.z -= turn;
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pev->angles.y = fmod( ( pev->angles.y + 360.0 ), 360.0 );
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pev->angles.y = fmod( ( pev->angles.y + 360.0f ), 360.0f );
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static float yaw_adj;
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yaw_adj = yaw_adj * 0.8 + turn;
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yaw_adj = yaw_adj * 0.8f + turn;
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// ALERT( at_console, "yaw %f : %f\n", turn, yaw_adj );
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SetBoneController( 0, -yaw_adj / 4.0 );
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SetBoneController( 0, -yaw_adj * 0.25f );
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// Roll Smoothing
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//
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@ -519,7 +519,7 @@ void CArcher::Swim()
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{
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turn = Angles.z - pev->angles.z - 360;
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}
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speed = m_flightSpeed / 2 * 0.1;
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speed = m_flightSpeed / 2 * 0.1f;
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if( fabs( turn ) < speed )
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{
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@ -527,7 +527,7 @@ void CArcher::Swim()
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}
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else
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{
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if( turn < 0.0 )
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if( turn < 0.0f )
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{
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pev->angles.z -= speed;
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}
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@ -209,7 +209,7 @@ static BOOL IsFacing( entvars_t *pevTest, const Vector &reference )
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UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL );
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// He's facing me, he meant it
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if( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so
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if( DotProduct( forward, vecDir ) > 0.96f ) // +/- 15 degrees or so
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{
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return TRUE;
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}
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@ -244,20 +244,20 @@ void CBeretta::WeaponIdle( void )
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int iAnim;
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 );
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if (flRand <= 0.3 + 0 * 0.75)
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if (flRand <= 0.3f)
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{
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iAnim = BERETTA_IDLE3;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0f / 16.0f;
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}
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else if (flRand <= 0.6 + 0 * 0.875)
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else if (flRand <= 0.6f)
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{
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iAnim = BERETTA_IDLE1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0f / 16.0f;
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}
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else
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{
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iAnim = BERETTA_IDLE2;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0f / 16.0f;
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}
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SendWeaponAnim( iAnim, 1 );
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}
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@ -98,7 +98,7 @@ CBaseEntity* CGordon::AdrianCheckTraceHullAttack( float flDist, int iDamage, int
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UTIL_MakeVectors( pev->angles );
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Vector vecStart = pev->origin;
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vecStart.z += pev->size.z * 0.5;
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vecStart.z += pev->size.z * 0.5f;
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Vector vecEnd = vecStart + ( gpGlobals->v_forward * flDist );
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UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT( pev ), &tr );
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@ -123,7 +123,7 @@ BOOL CGordon::CheckMeleeAttack1( float flDot, float flDist )
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}
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}
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if( flDist <= 64 && flDot >= 0.7 &&
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if( flDist <= 64 && flDot >= 0.7f &&
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pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON &&
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pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON )
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{
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@ -307,7 +307,7 @@ static BOOL IsFacing( entvars_t *pevTest, const Vector &reference )
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UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL );
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// He's facing me, he meant it
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if( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so
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if( DotProduct( forward, vecDir ) > 0.96f ) // +/- 15 degrees or so
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{
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return TRUE;
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}
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@ -103,7 +103,7 @@ CBaseEntity* CKate::CheckTraceHullAttack( float flDist, int iDamage, int iDmgTyp
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UTIL_MakeVectors( pev->angles );
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Vector vecStart = pev->origin;
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vecStart.z += pev->size.z * 0.5;
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vecStart.z += pev->size.z * 0.5f;
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Vector vecEnd = vecStart + ( gpGlobals->v_forward * flDist );
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UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT( pev ), &tr );
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@ -128,7 +128,7 @@ BOOL CKate::CheckMeleeAttack1( float flDot, float flDist )
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}
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}
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if( flDist <= 64 && flDot >= 0.7 &&
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if( flDist <= 64 && flDot >= 0.7f &&
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pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON &&
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pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON )
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{
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@ -319,7 +319,7 @@ static BOOL IsFacing( entvars_t *pevTest, const Vector &reference )
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UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL );
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// He's facing me, he meant it
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if( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so
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if( DotProduct( forward, vecDir ) > 0.96f ) // +/- 15 degrees or so
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{
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return TRUE;
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}
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@ -185,10 +185,10 @@ void CKMedKit::UseMedkit( int fMode )
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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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@ -203,7 +203,7 @@ void CKMedKit::UseMedkit( int fMode )
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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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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CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
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if( pEntity )
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@ -136,14 +136,14 @@ void CM41A::PrimaryAttack()
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if (m_pPlayer->pev->waterlevel == 3)
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{
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PlayEmptySound( );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
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return;
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}
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if (m_iClip <= 0)
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
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return;
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}
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@ -190,10 +190,10 @@ void CM41A::PrimaryAttack()
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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_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f;
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if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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}
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@ -212,7 +212,7 @@ void CM41A::SecondaryAttack( void )
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if (m_pPlayer->pev->waterlevel == 3)
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{
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PlayEmptySound( );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
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return;
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}
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@ -226,7 +226,7 @@ void CM41A::SecondaryAttack( void )
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m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
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m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER;
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m_pPlayer->m_flStopExtraSoundTime = UTIL_WeaponTimeBase() + 0.2;
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m_pPlayer->m_flStopExtraSoundTime = UTIL_WeaponTimeBase() + 0.2f;
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m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;
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@ -242,12 +242,12 @@ void CM41A::SecondaryAttack( void )
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// we don't add in player velocity anymore.
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CGrenade::ShootContact( m_pPlayer->pev,
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m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16,
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gpGlobals->v_forward * 800, gSkillData.plrDmgM41AGrenade );
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m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16,
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gpGlobals->v_forward * 800, gSkillData.plrDmgM41AGrenade );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1;
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5;// idle pretty soon after shooting.
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0f;
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0f;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0f;// idle pretty soon after shooting.
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if (!m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType])
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// HEV suit - indicate out of ammo condition
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@ -267,7 +267,7 @@ void CM41A::Reload( void )
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == MP5_MAX_CLIP )
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return;
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DefaultReload( MP5_MAX_CLIP, M41A_RELOAD, 2.0 );
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DefaultReload( MP5_MAX_CLIP, M41A_RELOAD, 2.0f );
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}
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@ -405,7 +405,7 @@ void CPanther::ArmBeam( int side )
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}
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// Couldn't find anything close enough
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if( flDist == 1.0 )
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if( flDist == 1.0f )
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return;
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DecalGunshot( &tr, BULLET_PLAYER_CROWBAR );
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@ -119,7 +119,7 @@ extern void FindHullIntersection( const Vector &vecSrc, TraceResult &tr, float *
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vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2);
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UTIL_TraceLine( vecSrc, vecHullEnd, dont_ignore_monsters, pEntity, &tmpTrace );
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if ( tmpTrace.flFraction < 1.0 )
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if ( tmpTrace.flFraction < 1.0f )
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{
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tr = tmpTrace;
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return;
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@ -136,7 +136,7 @@ extern void FindHullIntersection( const Vector &vecSrc, TraceResult &tr, float *
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vecEnd.z = vecHullEnd.z + minmaxs[k][2];
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UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, pEntity, &tmpTrace );
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if ( tmpTrace.flFraction < 1.0 )
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if ( tmpTrace.flFraction < 1.0f )
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{
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float thisDistance = (tmpTrace.vecEndPos - vecSrc).Length();
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if ( thisDistance < distance )
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@ -162,7 +162,7 @@ void CPoolstick::PrimaryAttack()
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if (! Swing( 1 ))
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{
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SetThink( &CPoolstick::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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@ -192,10 +192,10 @@ int CPoolstick::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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@ -207,7 +207,7 @@ int CPoolstick::Swing( int fFirst )
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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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{
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@ -224,7 +224,7 @@ int CPoolstick::Swing( int fFirst )
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SendWeaponAnim( POOLSTICK_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/pstk_miss1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG( 0, 0xF ) );
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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@ -325,10 +325,10 @@ int CPoolstick::Swing( int fFirst )
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}
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m_pPlayer->m_iWeaponVolume = flVol * POOLSTICK_WALLHIT_VOLUME;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f;
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SetThink( &CPoolstick::Smack );
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||||
pev->nextthink = UTIL_WeaponTimeBase() + 0.2;
|
||||
pev->nextthink = UTIL_WeaponTimeBase() + 0.2f;
|
||||
}
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
||||
return fDidHit;
|
||||
|
@ -350,22 +350,22 @@ void CPoolstick::WeaponIdle()
|
|||
{
|
||||
int iAnim;
|
||||
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
|
||||
if( flRand > 0.9 )
|
||||
if( flRand > 0.9f )
|
||||
{
|
||||
iAnim = POOLSTICK_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 = POOLSTICK_IDLE;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0 / 30.0;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0f / 30.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
iAnim = POOLSTICK_IDLE3;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0 / 30.0;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0f / 30.0f;
|
||||
}
|
||||
}
|
||||
SendWeaponAnim( iAnim );
|
||||
|
|
|
@ -573,7 +573,7 @@ void CSPForceRepel::RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, US
|
|||
pBeam->SetFlags( BEAM_FSOLID );
|
||||
pBeam->SetColor( 255, 255, 255 );
|
||||
pBeam->SetThink( &CBeam::SUB_Remove );
|
||||
pBeam->pev->nextthink = gpGlobals->time + -4096.0 * tr.flFraction / pSPForce->pev->velocity.z + 0.5;
|
||||
pBeam->pev->nextthink = gpGlobals->time + -4096.0f * tr.flFraction / pSPForce->pev->velocity.z + 0.5f;
|
||||
|
||||
UTIL_Remove( this );
|
||||
}
|
||||
|
|
|
@ -989,7 +989,7 @@ void CTerrorRepel::RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE
|
|||
pBeam->SetFlags( BEAM_FSOLID );
|
||||
pBeam->SetColor( 255, 255, 255 );
|
||||
pBeam->SetThink( &CBeam::SUB_Remove );
|
||||
pBeam->pev->nextthink = gpGlobals->time + -4096.0 * tr.flFraction / pTerror->pev->velocity.z + 0.5;
|
||||
pBeam->pev->nextthink = gpGlobals->time + -4096.0f * tr.flFraction / pTerror->pev->velocity.z + 0.5f;
|
||||
|
||||
UTIL_Remove( this );
|
||||
}
|
||||
|
|
|
@ -86,7 +86,7 @@ TYPEDESCRIPTION CToadGrenade::m_SaveData[] =
|
|||
|
||||
IMPLEMENT_SAVERESTORE( CToadGrenade, CGrenade );
|
||||
|
||||
#define TOAD_DETONATE_DELAY 15.0
|
||||
#define TOAD_DETONATE_DELAY 15.0f
|
||||
|
||||
int CToadGrenade :: Classify ( void )
|
||||
{
|
||||
|
@ -123,14 +123,14 @@ void CToadGrenade :: Spawn( void )
|
|||
|
||||
SetTouch( &CToadGrenade::SuperBounceTouch );
|
||||
SetThink( &CToadGrenade::HuntThink );
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
m_flNextHunt = gpGlobals->time + 1E6;
|
||||
pev->nextthink = gpGlobals->time + 0.1f;
|
||||
m_flNextHunt = gpGlobals->time + (float)1E6;
|
||||
|
||||
pev->flags |= FL_MONSTER;
|
||||
pev->takedamage = DAMAGE_AIM;
|
||||
pev->health = gSkillData.toadHealth;
|
||||
pev->gravity = 0.5;
|
||||
pev->friction = 0.5;
|
||||
pev->gravity = 0.5f;
|
||||
pev->friction = 0.5f;
|
||||
|
||||
pev->dmg = gSkillData.toadDmgPop;
|
||||
|
||||
|
@ -166,7 +166,7 @@ void CToadGrenade :: Killed( entvars_t *pevAttacker, int iGib )
|
|||
SetThink( &CToadGrenade::SUB_Remove );
|
||||
// ResetTouch( );
|
||||
SetTouch( NULL );
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
pev->nextthink = gpGlobals->time + 0.1f;
|
||||
|
||||
// since toad grenades never leave a body behind, clear out their takedamage now.
|
||||
// Squeaks do a bit of radius damage when they pop, and that radius damage will
|
||||
|
@ -197,8 +197,6 @@ void CToadGrenade :: GibMonster( void )
|
|||
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void CToadGrenade::HuntThink( void )
|
||||
{
|
||||
// ALERT( at_console, "think\n" );
|
||||
|
@ -212,7 +210,7 @@ void CToadGrenade::HuntThink( void )
|
|||
}
|
||||
|
||||
StudioFrameAdvance( );
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
pev->nextthink = gpGlobals->time + 0.1f;
|
||||
|
||||
// explode when ready
|
||||
if (gpGlobals->time >= m_flDie)
|
||||
|
@ -230,8 +228,8 @@ void CToadGrenade::HuntThink( void )
|
|||
{
|
||||
pev->movetype = MOVETYPE_FLY;
|
||||
}
|
||||
pev->velocity = pev->velocity * 0.9;
|
||||
pev->velocity.z += 8.0;
|
||||
pev->velocity = pev->velocity * 0.9f;
|
||||
pev->velocity.z += 8.0f;
|
||||
}
|
||||
else if (pev->movetype == MOVETYPE_FLY)
|
||||
{
|
||||
|
@ -242,8 +240,8 @@ void CToadGrenade::HuntThink( void )
|
|||
if (m_flNextHunt > gpGlobals->time)
|
||||
return;
|
||||
|
||||
m_flNextHunt = gpGlobals->time + 2.0;
|
||||
|
||||
m_flNextHunt = gpGlobals->time + 2.0f;
|
||||
|
||||
CBaseEntity *pOther = 0;
|
||||
Vector vecDir;
|
||||
TraceResult tr;
|
||||
|
@ -262,14 +260,14 @@ void CToadGrenade::HuntThink( void )
|
|||
}
|
||||
|
||||
// squeek if it's about time blow up
|
||||
if ((m_flDie - gpGlobals->time <= 0.5) && (m_flDie - gpGlobals->time >= 0.3))
|
||||
if ((m_flDie - gpGlobals->time <= 0.5f) && (m_flDie - gpGlobals->time >= 0.3f))
|
||||
{
|
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "toad/toad_die1.wav", 1, ATTN_NORM, 0, 100 + RANDOM_LONG(0,0x3F));
|
||||
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 256, 0.25 );
|
||||
}
|
||||
|
||||
// higher pitch as squeeker gets closer to detonation time
|
||||
float flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / TOAD_DETONATE_DELAY);
|
||||
float flpitch = 155.0f - 60.0f * ((m_flDie - gpGlobals->time) / TOAD_DETONATE_DELAY);
|
||||
if (flpitch < 80)
|
||||
flpitch = 80;
|
||||
|
||||
|
@ -282,10 +280,10 @@ void CToadGrenade::HuntThink( void )
|
|||
}
|
||||
|
||||
float flVel = pev->velocity.Length();
|
||||
float flAdj = 50.0 / (flVel + 10.0);
|
||||
float flAdj = 50.0f / (flVel + 10.0f);
|
||||
|
||||
if (flAdj > 1.2)
|
||||
flAdj = 1.2;
|
||||
if (flAdj > 1.2f)
|
||||
flAdj = 1.2f;
|
||||
|
||||
// ALERT( at_console, "think : enemy\n");
|
||||
|
||||
|
@ -307,7 +305,7 @@ void CToadGrenade::HuntThink( void )
|
|||
}
|
||||
}
|
||||
|
||||
if ((pev->origin - m_posPrev).Length() < 1.0)
|
||||
if ((pev->origin - m_posPrev).Length() < 1.0f)
|
||||
{
|
||||
pev->velocity.x = RANDOM_FLOAT( -100, 100 );
|
||||
pev->velocity.y = RANDOM_FLOAT( -100, 100 );
|
||||
|
@ -341,7 +339,7 @@ void CToadGrenade::SuperBounceTouch( CBaseEntity *pOther )
|
|||
return;
|
||||
|
||||
// higher pitch as squeeker gets closer to detonation time
|
||||
flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / TOAD_DETONATE_DELAY);
|
||||
flpitch = 155.0f - 60.0f * ((m_flDie - gpGlobals->time) / TOAD_DETONATE_DELAY);
|
||||
|
||||
if ( pOther->pev->takedamage && m_flNextAttack < gpGlobals->time )
|
||||
{
|
||||
|
@ -366,7 +364,7 @@ void CToadGrenade::SuperBounceTouch( CBaseEntity *pOther )
|
|||
|
||||
// make bite sound
|
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "toad/toad_deploy1.wav", 1.0, ATTN_NORM, 0, (int)flpitch);
|
||||
m_flNextAttack = gpGlobals->time + 0.5;
|
||||
m_flNextAttack = gpGlobals->time + 0.5f;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -375,7 +373,7 @@ void CToadGrenade::SuperBounceTouch( CBaseEntity *pOther )
|
|||
}
|
||||
}
|
||||
|
||||
m_flNextHit = gpGlobals->time + 0.1;
|
||||
m_flNextHit = gpGlobals->time + 0.1f;
|
||||
m_flNextHunt = gpGlobals->time;
|
||||
|
||||
if ( g_pGameRules->IsMultiplayer() )
|
||||
|
@ -393,9 +391,9 @@ void CToadGrenade::SuperBounceTouch( CBaseEntity *pOther )
|
|||
// play bounce sound
|
||||
float flRndSound = RANDOM_FLOAT ( 0 , 1 );
|
||||
|
||||
if ( flRndSound <= 0.33 )
|
||||
if ( flRndSound <= 0.33f )
|
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "toad/toad_hunt1.wav", 1, ATTN_NORM, 0, (int)flpitch);
|
||||
else if (flRndSound <= 0.66)
|
||||
else if (flRndSound <= 0.66f)
|
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "toad/toad_hunt2.wav", 1, ATTN_NORM, 0, (int)flpitch);
|
||||
else
|
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "toad/toad_hunt3.wav", 1, ATTN_NORM, 0, (int)flpitch);
|
||||
|
@ -407,7 +405,7 @@ void CToadGrenade::SuperBounceTouch( CBaseEntity *pOther )
|
|||
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 100, 0.1 );
|
||||
}
|
||||
|
||||
m_flNextBounceSoundTime = gpGlobals->time + 0.5;// half second.
|
||||
m_flNextBounceSoundTime = gpGlobals->time + 0.5f;// half second.
|
||||
}
|
||||
|
||||
#endif
|
||||
|
@ -427,7 +425,7 @@ void CToad::Spawn( )
|
|||
|
||||
pev->sequence = 1;
|
||||
pev->animtime = gpGlobals->time;
|
||||
pev->framerate = 1.0;
|
||||
pev->framerate = 1.0f;
|
||||
|
||||
SetThink( &CToad::ToadIdle );
|
||||
pev->nextthink = gpGlobals->time + 0.2f;
|
||||
|
@ -474,7 +472,7 @@ BOOL CToad::Deploy( )
|
|||
// play hunt sound
|
||||
float flRndSound = RANDOM_FLOAT( 0, 1 );
|
||||
|
||||
if ( flRndSound <= 0.5 )
|
||||
if( flRndSound <= 0.5f )
|
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "toad/toad_hunt2.wav", 1, ATTN_NORM, 0, 100);
|
||||
else
|
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "toad/toad_hunt3.wav", 1, ATTN_NORM, 0, 100);
|
||||
|
@ -482,20 +480,20 @@ BOOL CToad::Deploy( )
|
|||
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
|
||||
}
|
||||
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.1;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.1f;
|
||||
return DefaultDeploy( "models/v_toad.mdl", "models/p_toad.mdl", TOAD_UP, "toad" );
|
||||
}
|
||||
|
||||
|
||||
void CToad::Holster( int skiplocal /* = 0 */ )
|
||||
{
|
||||
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
|
||||
|
||||
if ( !m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] )
|
||||
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
|
||||
|
||||
if( !m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] )
|
||||
{
|
||||
m_pPlayer->pev->weapons &= ~(1<<WEAPON_TOAD);
|
||||
SetThink( &CToad::DestroyItem );
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
pev->nextthink = gpGlobals->time + 0.1f;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -512,7 +510,7 @@ void CToad::PrimaryAttack()
|
|||
return;
|
||||
}
|
||||
|
||||
if ( m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] )
|
||||
if( m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] )
|
||||
{
|
||||
UTIL_MakeVectors( m_pPlayer->pev->v_angle );
|
||||
TraceResult tr;
|
||||
|
@ -521,7 +519,7 @@ void CToad::PrimaryAttack()
|
|||
// HACK HACK: Ugly hacks to handle change in origin based on new physics code for players
|
||||
// Move origin up if crouched and start trace a bit outside of body ( 20 units instead of 16 )
|
||||
trace_origin = m_pPlayer->pev->origin;
|
||||
if ( m_pPlayer->pev->flags & FL_DUCKING )
|
||||
if( m_pPlayer->pev->flags & FL_DUCKING )
|
||||
{
|
||||
trace_origin = trace_origin - ( VEC_HULL_MIN - VEC_DUCK_HULL_MIN );
|
||||
}
|
||||
|
@ -529,7 +527,7 @@ void CToad::PrimaryAttack()
|
|||
// find place to toss monster
|
||||
UTIL_TraceLine( trace_origin + gpGlobals->v_forward * 20, trace_origin + gpGlobals->v_forward * 64, dont_ignore_monsters, NULL, &tr );
|
||||
|
||||
if ( tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0.25 )
|
||||
if( tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0.25f )
|
||||
{
|
||||
SendWeaponAnim( TOAD_THROW );
|
||||
|
||||
|
@ -542,9 +540,9 @@ void CToad::PrimaryAttack()
|
|||
#endif
|
||||
|
||||
// play hunt sound
|
||||
float flRndSound = RANDOM_FLOAT ( 0 , 1 );
|
||||
float flRndSound = RANDOM_FLOAT( 0 , 1 );
|
||||
|
||||
if ( flRndSound <= 0.5 )
|
||||
if( flRndSound <= 0.5f )
|
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "toad/toad_hunt2.wav", 1, ATTN_NORM, 0, 105);
|
||||
else
|
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "toad/toad_hunt3.wav", 1, ATTN_NORM, 0, 105);
|
||||
|
@ -555,8 +553,8 @@ void CToad::PrimaryAttack()
|
|||
|
||||
m_fJustThrown = 1;
|
||||
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.3;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.3f;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -415,7 +415,7 @@ void CCrossbow::FireSniperBolt()
|
|||
if( FClassnameIs( tr.pHit, "worldspawn" ) )
|
||||
{
|
||||
// let the bolt sit around for a while if it hit static architecture
|
||||
pBolt->pev->nextthink = gpGlobals->time + 5.0;
|
||||
pBolt->pev->nextthink = gpGlobals->time + 5.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -217,7 +217,7 @@ int CCrowbar::Swing( int fFirst )
|
|||
SendWeaponAnim( CROWBAR_ATTACK3MISS );
|
||||
break;
|
||||
}
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5f;
|
||||
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG( 0, 0xF ) );
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
||||
// player "shoot" animation
|
||||
|
@ -339,11 +339,6 @@ int CCrowbar::Swing( int fFirst )
|
|||
|
||||
SetThink( &CCrowbar::Smack );
|
||||
pev->nextthink = UTIL_WeaponTimeBase() + 0.2f;
|
||||
#endif
|
||||
#if CROWBAR_DELAY_FIX
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f;
|
||||
#else
|
||||
m_flNextPrimaryAttack = GetNextAttackDelay( 0.25f );
|
||||
#endif
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f;
|
||||
}
|
||||
|
|
|
@ -227,7 +227,7 @@ void CHgun::SecondaryAttack( void )
|
|||
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
|
||||
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
|
||||
|
||||
m_flRechargeTime = gpGlobals->time + 0.5;
|
||||
m_flRechargeTime = gpGlobals->time + 0.5f;
|
||||
|
||||
SendWeaponAnim( HGUN_SHOOT );
|
||||
|
||||
|
|
|
@ -291,7 +291,7 @@ class CItemBattery : public CItem
|
|||
{
|
||||
EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "barney/nope.wav", 1, ATTN_NORM );
|
||||
UTIL_ShowMessageAll( "NOHEVBATTERY" );
|
||||
NextMessageTime = gpGlobals->time + 4.0;
|
||||
NextMessageTime = gpGlobals->time + 4.0f;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
|
|
@ -165,7 +165,7 @@ void CRat::HandleAnimEvent( MonsterEvent_t *pEvent )
|
|||
|
||||
// Scale the sideways velocity to get there at the right time
|
||||
vecJumpDir = m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs - pev->origin;
|
||||
vecJumpDir = vecJumpDir * ( 1.0 / time );
|
||||
vecJumpDir = vecJumpDir * ( 1.0f / time );
|
||||
|
||||
// Speed to offset gravity at the desired height
|
||||
vecJumpDir.z = speed;
|
||||
|
@ -173,9 +173,9 @@ void CRat::HandleAnimEvent( MonsterEvent_t *pEvent )
|
|||
// Don't jump too far/fast
|
||||
float distance = vecJumpDir.Length();
|
||||
|
||||
if( distance > 650 )
|
||||
if( distance > 650.0f )
|
||||
{
|
||||
vecJumpDir = vecJumpDir * ( 650.0 / distance );
|
||||
vecJumpDir = vecJumpDir * ( 650.0f / distance );
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -188,7 +188,7 @@ void CRat::HandleAnimEvent( MonsterEvent_t *pEvent )
|
|||
EMIT_SOUND_DYN( edict(), CHAN_VOICE, pAttackSounds[0], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
|
||||
|
||||
pev->velocity = vecJumpDir;
|
||||
m_flNextAttack = gpGlobals->time + 2;
|
||||
m_flNextAttack = gpGlobals->time + 2.0f;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
|
|
|
@ -2502,9 +2502,9 @@ void CTriggerKateHealth::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE
|
|||
CBaseEntity *pEntity = UTIL_FindEntityByTargetname( 0, STRING( m_szKateName ) );
|
||||
if( pEntity )
|
||||
{
|
||||
ALERT( at_console, "trigger_katehealth: Kate health before: %f\n", pEntity->pev->health );
|
||||
ALERT( at_console, "trigger_katehealth: Kate health before: %f\n", (double)pEntity->pev->health );
|
||||
pEntity->pev->health = gSkillData.kateHealth;
|
||||
ALERT( at_console, "trigger_katehealth: Kate health after: %f\n", pEntity->pev->health );
|
||||
ALERT( at_console, "trigger_katehealth: Kate health after: %f\n", (double)pEntity->pev->health );
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -475,7 +475,7 @@ 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 );
|
||||
}
|
||||
|
||||
|
|
|
@ -78,7 +78,7 @@ void UTIL_CreateWarpball( edict_t *ent, Vector vecSrc, float spawnVol, float spa
|
|||
UTIL_TraceLine( vecSrc, vecSrc + vecDir * 1024, ignore_monsters, ent, &tr );
|
||||
|
||||
vecEnd = tr.vecEndPos;
|
||||
if( ( vecEnd - vecSrc ).Length() >= ( 1024 * 0.1f ) && tr.flFraction != 1.0 )
|
||||
if( ( vecEnd - vecSrc ).Length() >= ( 1024 * 0.1f ) && tr.flFraction != 1.0f )
|
||||
{
|
||||
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
|
||||
WRITE_BYTE( TE_BEAMPOINTS );
|
||||
|
|
|
@ -276,7 +276,7 @@ void CZombie::Spawn()
|
|||
if( FClassnameIs( pev, "monster_zombie" ) )
|
||||
pev->health = gSkillData.zombieHealth;
|
||||
else
|
||||
pev->health = gSkillData.zombieHealth * 1.25;
|
||||
pev->health = gSkillData.zombieHealth * 1.25f;
|
||||
pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin.
|
||||
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
||||
m_MonsterState = MONSTERSTATE_NONE;
|
||||
|
|
Loading…
Reference in New Issue