mirror of https://github.com/FWGS/hlsdk-xash3d
Fix primary fire
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4b805c8a00
commit
28bc8113a3
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@ -185,9 +185,6 @@ p->pszAmmo1 = NULL;
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return 1;
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return 1;
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}
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}
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//#define USEGUN 1
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BOOL CGrav::HasAmmo(void)
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BOOL CGrav::HasAmmo(void)
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{
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{
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@ -240,41 +237,34 @@ void CGrav::Attack(void)
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m_hAimentEntity = NULL;
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m_hAimentEntity = NULL;
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if( !crossent )
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if( !crossent )
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crossent = GetCrossEnt(vecSrc, gpGlobals->v_forward, dist + 30);
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crossent = GetCrossEnt(vecSrc, gpGlobals->v_forward, dist + 30);
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//int oc = 0;
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if (crossent) {
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m_flNextGravgunAttack = gpGlobals->time + 0.8;
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//oc = crosent->ObjectCaps();
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//int propc = (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_IMPULSE_USE | FCAP_CONTINUOUS_USE;
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if( !(m_fPushSpeed = crossent->TouchGravGun(m_pPlayer,3) ) )
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{
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crossent = TraceForward(m_pPlayer, 1000);
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if( !crossent || !( m_fPushSpeed = crossent->TouchGravGun(m_pPlayer,3) ) )
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if( !crossent || !( m_fPushSpeed = crossent->TouchGravGun(m_pPlayer,3) ) )
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crossent = TraceForward(m_pPlayer, 1000);
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if(crossent && (m_fPushSpeed = crossent->TouchGravGun(m_pPlayer,3) ) )
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{
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{
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, GRAV_SOUND_FAILRUN, 0.6, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34));
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m_flNextGravgunAttack = gpGlobals->time + 0.8;
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crossent = NULL;
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DestroyEffect();
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}
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m_fireMode = FIRE_WIDE;
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}
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Vector origin = crossent->pev->origin;
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if(crossent->IsBSPModel())
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if(crossent) {
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origin = VecBModelOrigin( crossent->pev );
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UpdateEffect( vecSrc, origin, 1 );
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, GRAV_SOUND_STARTUP, 1, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34));
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, GRAV_SOUND_STARTUP, 1, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34));
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//if (crosent->pev->flags& FL_ONGROUND) { pev->velocity = pev->velocity * 0.95; };
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//if (crosent->pev->flags& FL_ONGROUND) { pev->velocity = pev->velocity * 0.95; };
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crossent->TouchGravGun(m_pPlayer,3);
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//crossent->TouchGravGun(m_pPlayer,3);
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Vector pusher = vecAiming;
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Vector pusher = vecAiming;
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pusher.x = pusher.x * m_fPushSpeed;
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pusher.x = pusher.x * m_fPushSpeed;
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pusher.y = pusher.y * m_fPushSpeed;
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pusher.y = pusher.y * m_fPushSpeed;
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pusher.z = pusher.z * m_fPushSpeed * 0.7;
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pusher.z = pusher.z * m_fPushSpeed * 0.7;
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crossent->pev->velocity = pusher+m_pPlayer->pev->velocity;
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crossent->pev->velocity = pusher+m_pPlayer->pev->velocity;
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//crossent->pev->avelocity.y = pev->avelocity.y*3.5 + RANDOM_FLOAT(100, -100);
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//crossent->pev->avelocity.x = pev->avelocity.x*3.5 + RANDOM_FLOAT(100, -100);
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//crossent->pev->avelocity.z = pev->avelocity.z + 3;
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}
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}
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else
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{
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, GRAV_SOUND_FAILRUN, 0.6, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34));
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crossent = NULL;
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}
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}
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if (gpGlobals->time >= m_flNextGravgunAttack)
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if (gpGlobals->time >= m_flNextGravgunAttack)
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{
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{
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@ -285,7 +275,7 @@ void CGrav::Attack(void)
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}
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}
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m_flNextGravgunAttack = gpGlobals->time + 0.5;
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m_flNextGravgunAttack = gpGlobals->time + 0.5;
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pev->nextthink = gpGlobals->time + 0.3;
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pev->nextthink = gpGlobals->time + 0.2;
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SetThink( &CGrav::DestroyEffect );
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SetThink( &CGrav::DestroyEffect );
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break;
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break;
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@ -353,7 +343,10 @@ void CGrav::Attack2(void)
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if ( crossent ){
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if ( crossent ){
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DestroyEffect();
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DestroyEffect();
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m_fireMode = FIRE_NARROW;
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m_fireMode = FIRE_NARROW;
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UpdateEffect( vecSrc, crossent->pev->origin, 1 );
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Vector origin = crossent->pev->origin;
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if(crossent->IsBSPModel())
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origin = VecBModelOrigin( crossent->pev );
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UpdateEffect( vecSrc, origin, 1 );
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, GRAV_SOUND_RUN, 0.6, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34));
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, GRAV_SOUND_RUN, 0.6, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34));
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if(crossent->TouchGravGun(m_pPlayer, 0))
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if(crossent->TouchGravGun(m_pPlayer, 0))
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{
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{
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