From 5c07a90490d77374c32939b6904cd92a7e228fd8 Mon Sep 17 00:00:00 2001 From: Andrey Akhmichin Date: Sat, 11 Jan 2020 03:51:45 +0500 Subject: [PATCH] Double promotion fixes. --- cl_dll/ev_hldm.cpp | 2 +- dlls/client.cpp | 18 ++++---- dlls/crossbow.cpp | 6 +-- dlls/player.cpp | 4 +- dlls/rpg.cpp | 2 +- dlls/zx/ak47.cpp | 12 +++--- dlls/zx/apache_blackop.cpp | 68 +++++++++++++++--------------- dlls/zx/auto_shotgun.cpp | 40 +++++++++--------- dlls/zx/barney_suit.cpp | 8 ++-- dlls/zx/barniel.cpp | 8 ++-- dlls/zx/bot.cpp | 86 +++++++++++++++++++------------------- dlls/zx/bot_combat.cpp | 50 +++++++++++----------- dlls/zx/botcam.cpp | 2 +- dlls/zx/eagel.cpp | 16 +++---- dlls/zx/kate.cpp | 8 ++-- dlls/zx/massn.cpp | 12 +++--- dlls/zx/minigun.cpp | 20 ++++----- dlls/zx/mp41a.cpp | 12 +++--- dlls/zx/scientist_suit.cpp | 4 +- dlls/zx/shock.cpp | 2 +- dlls/zx/shockball.cpp | 6 +-- dlls/zx/shockgun.cpp | 16 +++---- dlls/zx/swort.cpp | 30 ++++++------- dlls/zx/torch.cpp | 17 ++++---- dlls/zx/uzi.cpp | 4 +- 25 files changed, 226 insertions(+), 227 deletions(-) diff --git a/cl_dll/ev_hldm.cpp b/cl_dll/ev_hldm.cpp index bcafa9f6..df3e87ed 100644 --- a/cl_dll/ev_hldm.cpp +++ b/cl_dll/ev_hldm.cpp @@ -638,7 +638,7 @@ void EV_HLDM_FireBullets( int idx, float *forward, float *right, float *up, int tracer = EV_HLDM_CheckTracer( idx, vecSrc, tr.endpos, forward, right, iBulletType, iTracerFreq, tracerCount ); // do damage, paint decals - if( tr.fraction != 1.0 ) + if( tr.fraction != 1.0f ) { switch( iBulletType ) { diff --git a/dlls/client.cpp b/dlls/client.cpp index e67476bd..08f1be77 100644 --- a/dlls/client.cpp +++ b/dlls/client.cpp @@ -1044,7 +1044,7 @@ void StartFrame( void ) // END BOT // START BOT - if( ( g_fGameOver ) && ( respawn_time < 1.0 ) ) + if( ( g_fGameOver ) && ( respawn_time < 1.0f ) ) { // if the game is over (time/frag limit) set the respawn time... respawn_time = 5.0; @@ -1067,7 +1067,7 @@ void StartFrame( void ) // check if a map was changed via "map" without kicking bots... if( previous_time > gpGlobals->time ) { - bot_check_time = gpGlobals->time + 10.0; + bot_check_time = gpGlobals->time + 10.0f; for( index = 0; index < 32; index++ ) { @@ -1078,18 +1078,18 @@ void StartFrame( void ) bot_respawn[index].state = BOT_NEED_TO_RESPAWN; // if the map was changed set the respawn time... - respawn_time = 5.0; + respawn_time = 5.0f; } } } // is new game started and time to respawn bots yet? - if( ( !g_fGameOver ) && ( respawn_time > 1.0 ) && + if( ( !g_fGameOver ) && ( respawn_time > 1.0f ) && ( gpGlobals->time >= respawn_time ) ) { index = 0; - bot_check_time = gpGlobals->time + 5.0; + bot_check_time = gpGlobals->time + 5.0f; // find bot needing to be respawned... while( ( index < 32 ) && ( bot_respawn[index].state != BOT_NEED_TO_RESPAWN ) ) @@ -1105,11 +1105,11 @@ void StartFrame( void ) bot_respawn[index].name, bot_respawn[index].skill); - respawn_time = gpGlobals->time + 1.0; // set next respawn time + respawn_time = gpGlobals->time + 1.0f; // set next respawn time } else { - respawn_time = 0.0; + respawn_time = 0.0f; } } // END BOT @@ -1282,7 +1282,7 @@ void StartFrame( void ) // if time to check for server commands then do so... if( check_server_cmd <= gpGlobals->time ) { - check_server_cmd = gpGlobals->time + 1.0; + check_server_cmd = gpGlobals->time + 1.0f; const char *cvar_bot = CVAR_GET_STRING( "bot" ); @@ -1377,7 +1377,7 @@ void StartFrame( void ) if( bot_check_time < gpGlobals->time ) { int count = 0; - bot_check_time = gpGlobals->time + 5.0; + bot_check_time = gpGlobals->time + 5.0f; for( i = 1; i <= gpGlobals->maxClients; i++ ) { diff --git a/dlls/crossbow.cpp b/dlls/crossbow.cpp index cc041050..7d8f4cb3 100644 --- a/dlls/crossbow.cpp +++ b/dlls/crossbow.cpp @@ -319,7 +319,7 @@ BOOL CCrossbow::Deploy() return DefaultDeploy( "models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW, "bow" ); SetThink(&CCrossbow::ZoomThink); - pev->nextthink = gpGlobals->time + 0.1; + pev->nextthink = gpGlobals->time + 0.1f; } void CCrossbow::Holster( int skiplocal /* = 0 */ ) @@ -538,7 +538,7 @@ void CCrossbow::ZoomThink() m_pPlayer->m_iFOV = 90; NowZooming = false; ZoomStopped = false; - pev->nextthink = gpGlobals->time + 0.25; + pev->nextthink = gpGlobals->time + 0.25f; return; } } @@ -563,7 +563,7 @@ void CCrossbow::ZoomThink() } // Stell den n hsten Durchlauf ein - pev->nextthink = gpGlobals->time + 0.05; + pev->nextthink = gpGlobals->time + 0.05f; } void CCrossbow::WeaponIdle( void ) diff --git a/dlls/player.cpp b/dlls/player.cpp index a4a12ca0..0f095639 100644 --- a/dlls/player.cpp +++ b/dlls/player.cpp @@ -2039,7 +2039,7 @@ void CBasePlayer::PreThink( void ) UTIL_MakeVectors( pev->v_angle ); UTIL_TraceLine( pev->origin + pev->view_ofs,pev->origin + pev->view_ofs + gpGlobals->v_forward * 1300,dont_ignore_monsters, edict(), &tr ); - if( tr.flFraction != 1.0 && !FNullEnt( tr.pHit ) ) + if( tr.flFraction != 1.0f && !FNullEnt( tr.pHit ) ) { // if we hit something, get an instance of it pEnemy = CBaseEntity::Instance( tr.pHit ); @@ -2078,7 +2078,7 @@ void CBasePlayer::PreThink( void ) } UTIL_HudMessage(this, hText, szEnemy); // diplay message - m_flNextNameDisplay = gpGlobals->time + 0.5; // show next name in 0.5 sec + m_flNextNameDisplay = gpGlobals->time + 0.5f; // show next name in 0.5 sec } } int buttonsChanged = ( m_afButtonLast ^ pev->button ); // These buttons have changed this frame diff --git a/dlls/rpg.cpp b/dlls/rpg.cpp index f9570f67..dc0f5aa4 100644 --- a/dlls/rpg.cpp +++ b/dlls/rpg.cpp @@ -251,7 +251,7 @@ void CRpgRocket::RocketTouch( CBaseEntity *pOther ) pev->effects |= EF_NODRAW; // stop showing the model!! pev->velocity = g_vecZero; // set velocity to "0" SetThink( &CRpgRocket::AfterGlow ); - pev->nextthink = gpGlobals->time +.7; // set next think into future + pev->nextthink = gpGlobals->time + 0.7f; // set next think into future } void CRpgRocket::AfterGlow( void ) diff --git a/dlls/zx/ak47.cpp b/dlls/zx/ak47.cpp index 14fa944d..d6db5f87 100644 --- a/dlls/zx/ak47.cpp +++ b/dlls/zx/ak47.cpp @@ -110,14 +110,14 @@ void Cak47::PrimaryAttack() if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD) { PlayEmptySound( ); - m_flNextPrimaryAttack = 0.15; + m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f; return; } if (m_iClip <= 0) { PlayEmptySound(); - m_flNextPrimaryAttack = 0.15; + m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f; return; } @@ -164,10 +164,10 @@ void Cak47::PrimaryAttack() // HEV suit - indicate out of ammo condition m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); - m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + GetNextAttackDelay( 0.1 ); + m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 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 ); } @@ -234,10 +234,10 @@ void Cak47::SecondaryAttack( void ) // HEV suit - indicate out of ammo condition m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); - m_flNextSecondaryAttack = GetNextAttackDelay( 0.3 ); + m_flNextSecondaryAttack = GetNextAttackDelay( 0.3f ); if ( m_flNextSecondaryAttack < UTIL_WeaponTimeBase() ) - m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3; + m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } diff --git a/dlls/zx/apache_blackop.cpp b/dlls/zx/apache_blackop.cpp index 87587df7..889b102d 100644 --- a/dlls/zx/apache_blackop.cpp +++ b/dlls/zx/apache_blackop.cpp @@ -202,7 +202,7 @@ void CApache_bo::StartupUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_ void CApache_bo :: Killed( entvars_t *pevAttacker, int iGib ) { pev->movetype = MOVETYPE_TOSS; - pev->gravity = 0.3; + pev->gravity = 0.3f; STOP_SOUND( ENT(pev), CHAN_STATIC, "apache/ap_rotor2.wav" ); @@ -215,11 +215,11 @@ void CApache_bo :: Killed( entvars_t *pevAttacker, int iGib ) if (pev->spawnflags & SF_NOWRECKAGE) { - m_flNextRocket = gpGlobals->time + 4.0; + m_flNextRocket = gpGlobals->time + 4.0f; } else { - m_flNextRocket = gpGlobals->time + 15.0; + m_flNextRocket = gpGlobals->time + 15.0f; } } @@ -228,7 +228,7 @@ void CApache_bo :: DyingThink( void ) StudioFrameAdvance( ); SetNextThink( 0.1 ); - pev->avelocity = pev->avelocity * 1.02; + pev->avelocity = pev->avelocity * 1.02f; // still falling? if (m_flNextRocket > gpGlobals->time ) @@ -256,7 +256,7 @@ void CApache_bo :: DyingThink( void ) WRITE_BYTE( 10 ); // framerate MESSAGE_END(); - Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5; + Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5f; MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot ); WRITE_BYTE( TE_BREAKMODEL); @@ -294,12 +294,12 @@ void CApache_bo :: DyingThink( void ) // don't stop it we touch a entity pev->flags &= ~FL_ONGROUND; - SetNextThink( 0.2 ); + SetNextThink( 0.2f ); return; } else { - Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5; + Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5f; /* MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); @@ -373,7 +373,7 @@ void CApache_bo :: DyingThink( void ) } // gibs - vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5; + vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5f; MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot ); WRITE_BYTE( TE_BREAKMODEL); @@ -410,7 +410,7 @@ void CApache_bo :: DyingThink( void ) MESSAGE_END(); SetThink(&CApache_bo :: SUB_Remove ); - SetNextThink( 0.1 ); + SetNextThink( 0.1f ); } } @@ -518,9 +518,9 @@ void CApache_bo :: HuntThink( void ) if (flLength > 250) // 500 { - // float flLength2 = (m_posTarget - pev->origin).Length() * (1.5 - DotProduct((m_posTarget - pev->origin).Normalize(), pev->velocity.Normalize() )); + // float flLength2 = (m_posTarget - pev->origin).Length() * (1.5f - DotProduct((m_posTarget - pev->origin).Normalize(), pev->velocity.Normalize() )); // if (flLength2 < flLength) - if (m_flLastSeen + 90 > gpGlobals->time && DotProduct( (m_posTarget - pev->origin).Normalize(), (m_posDesired - pev->origin).Normalize( )) > 0.25) + if (m_flLastSeen + 90 > gpGlobals->time && DotProduct( (m_posTarget - pev->origin).Normalize(), (m_posDesired - pev->origin).Normalize( )) > 0.25f) { m_vecDesired = (m_posTarget - pev->origin).Normalize( ); } @@ -548,7 +548,7 @@ void CApache_bo :: HuntThink( void ) // don't fire rockets and gun on easy mode if (g_iSkillLevel == SKILL_EASY) - m_flNextRocket = gpGlobals->time + 10.0; + m_flNextRocket = gpGlobals->time + 10.0f; } UTIL_MakeAimVectors( pev->angles ); @@ -558,7 +558,7 @@ void CApache_bo :: HuntThink( void ) if ((m_iRockets % 2) == 1) { FireRocket( ); - m_flNextRocket = gpGlobals->time + 0.5; + m_flNextRocket = gpGlobals->time + 0.5f; if (m_iRockets <= 0) { m_flNextRocket = gpGlobals->time + 10; @@ -572,7 +572,7 @@ void CApache_bo :: HuntThink( void ) if (m_hEnemy != 0) { // make sure it's a good shot - if (DotProduct( m_vecTarget, vecEst) > .965) + if (DotProduct( m_vecTarget, vecEst) > 0.965f) { TraceResult tr; @@ -625,7 +625,7 @@ void CApache_bo :: Flight( void ) // estimate where I'll be in two seconds UTIL_MakeAimVectors( pev->angles + pev->avelocity * 1 + vecAdj); - Vector vecEst = pev->origin + pev->velocity * 2.0 + gpGlobals->v_up * m_flForce * 20 - Vector( 0, 0, 384 * 2 ); + Vector vecEst = pev->origin + pev->velocity * 2.0f + gpGlobals->v_up * m_flForce * 20 - Vector( 0, 0, 384 * 2 ); // add immediate force UTIL_MakeAimVectors( pev->angles + vecAdj); @@ -633,7 +633,7 @@ void CApache_bo :: Flight( void ) pev->velocity.y += gpGlobals->v_up.y * m_flForce; pev->velocity.z += gpGlobals->v_up.z * m_flForce; // add gravity - pev->velocity.z -= 38.4; // 32ft/sec + pev->velocity.z -= 38.4f; // 32ft/sec float flSpeed = pev->velocity.Length(); @@ -664,12 +664,12 @@ void CApache_bo :: Flight( void ) } // sideways drag - pev->velocity.x = pev->velocity.x * (1.0 - fabs( gpGlobals->v_right.x ) * 0.05); - pev->velocity.y = pev->velocity.y * (1.0 - fabs( gpGlobals->v_right.y ) * 0.05); - pev->velocity.z = pev->velocity.z * (1.0 - fabs( gpGlobals->v_right.z ) * 0.05); + pev->velocity.x = pev->velocity.x * (1.0f - fabs( gpGlobals->v_right.x ) * 0.05f); + pev->velocity.y = pev->velocity.y * (1.0f - fabs( gpGlobals->v_right.y ) * 0.05f); + pev->velocity.z = pev->velocity.z * (1.0f - fabs( gpGlobals->v_right.z ) * 0.05f); // general drag - pev->velocity = pev->velocity * 0.995; + pev->velocity = pev->velocity * 0.995f; // apply power to stay correct height if (m_flForce < 80 && vecEst.z < m_posDesired.z) @@ -687,23 +687,23 @@ void CApache_bo :: Flight( void ) { // ALERT( at_console, "F " ); // lean forward - pev->avelocity.x -= 12.0; + pev->avelocity.x -= 12.0f; } else if (flDist < 0 && flSpeed > -50 && pev->angles.x + pev->avelocity.x < 20) { // ALERT( at_console, "B " ); // lean backward - pev->avelocity.x += 12.0; + pev->avelocity.x += 12.0f; } else if (pev->angles.x + pev->avelocity.x > 0) { // ALERT( at_console, "f " ); - pev->avelocity.x -= 4.0; + pev->avelocity.x -= 4.0f; } else if (pev->angles.x + pev->avelocity.x < 0) { // ALERT( at_console, "b " ); - pev->avelocity.x += 4.0; + pev->avelocity.x += 4.0f; } // ALERT( at_console, "%.0f %.0f : %.0f %.0f : %.0f %.0f : %.0f\n", pev->origin.x, pev->velocity.x, flDist, flSpeed, pev->angles.x, pev->avelocity.x, m_flForce ); @@ -728,7 +728,7 @@ void CApache_bo :: Flight( void ) float pitch = DotProduct( pev->velocity - pPlayer->pev->velocity, (pPlayer->pev->origin - pev->origin).Normalize() ); - pitch = (int)(100 + pitch / 50.0); + pitch = (int)(100 + pitch / 50.0f); if (pitch > 250) pitch = 250; @@ -737,9 +737,9 @@ void CApache_bo :: Flight( void ) if (pitch == 100) pitch = 101; - float flVol = (m_flForce / 100.0) + .1; - if (flVol > 1.0) - flVol = 1.0; + float flVol = (m_flForce / 100.0f) + 0.1f; + if (flVol > 1.0f) + flVol = 1.0f; EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_rotor2.wav", 1.0, 0.3, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch); } @@ -752,14 +752,14 @@ void CApache_bo :: Flight( void ) void CApache_bo :: FireRocket( void ) { - static float side = 1.0; + static float side = 1.0f; static int count; if (m_iRockets <= 0) return; UTIL_MakeAimVectors( pev->angles ); - Vector vecSrc = pev->origin + 1.5 * (gpGlobals->v_forward * 21 + gpGlobals->v_right * 70 * side + gpGlobals->v_up * -79); + Vector vecSrc = pev->origin + 1.5f * (gpGlobals->v_forward * 21 + gpGlobals->v_right * 70 * side + gpGlobals->v_up * -79); switch( m_iRockets % 5) { @@ -834,7 +834,7 @@ BOOL CApache_bo :: FireGun( ) GetAttachment( 0, posBarrel, angBarrel ); Vector vecGun = (posBarrel - posGun).Normalize( ); - if (DotProduct( vecGun, vecTarget ) > 0.98) + if (DotProduct( vecGun, vecTarget ) > 0.98f) { #if 1 FireBullets( 1, posGun, vecGun, VECTOR_CONE_4DEGREES, 8192, BULLET_MONSTER_12MM, 1 ); @@ -855,7 +855,7 @@ BOOL CApache_bo :: FireGun( ) if (flNext < gpGlobals->time) { - flNext = gpGlobals->time + 0.5; + flNext = gpGlobals->time + 0.5f; m_pBeam->SetStartPos( tr.vecEndPos ); } #endif @@ -930,12 +930,12 @@ void CApache_bo::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vec { // ALERT( at_console, "%.0f\n", flDamage ); AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); - m_iDoSmokePuff = 3 + (flDamage / 5.0); + m_iDoSmokePuff = 3 + (flDamage / 5.0f); } else { // do half damage in the body - // AddMultiDamage( pevAttacker, this, flDamage / 2.0, bitsDamageType ); + // AddMultiDamage( pevAttacker, this, flDamage / 2.0f, bitsDamageType ); UTIL_Ricochet( ptr->vecEndPos, 2.0 ); } } diff --git a/dlls/zx/auto_shotgun.cpp b/dlls/zx/auto_shotgun.cpp index dac597ff..790765fa 100644 --- a/dlls/zx/auto_shotgun.cpp +++ b/dlls/zx/auto_shotgun.cpp @@ -124,7 +124,7 @@ void CShotgunA::Holster( int skiplocal /* = 0 */ ) SecondaryAttack(); } - m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; + m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f; m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); SendWeaponAnim( SHOTGUNA_HOLSTER ); } @@ -135,7 +135,7 @@ void CShotgunA::PrimaryAttack() if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD) { PlayEmptySound( ); - m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.05; + m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.05f; return; } @@ -189,14 +189,14 @@ void CShotgunA::PrimaryAttack() m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); if (m_iClip != 0) - m_flPumpTime = gpGlobals->time + 0.5; + m_flPumpTime = gpGlobals->time + 0.5f; - m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.35; - m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.65; + m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.35f; + m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.65f; if (m_iClip != 0) - m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0; + m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0f; else - m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75; + m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75f; m_fInSpecialReload = 0; } @@ -214,7 +214,7 @@ void CShotgunA::SecondaryAttack( void ) m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 40; } - m_flNextSecondaryAttack = 0.5; + m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5f; } @@ -233,10 +233,10 @@ void CShotgunA::Reload( void ) SendWeaponAnim( SHOTGUNA_START_RELOAD ); m_fInZoom = FALSE; m_fInSpecialReload = 1; - m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6; - m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6; - m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0; - m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0; + m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6f; + m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6f; + m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0f; + m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0f; return; } else if (m_fInSpecialReload == 1) @@ -253,8 +253,8 @@ void CShotgunA::Reload( void ) SendWeaponAnim( SHOTGUNA_RELOAD ); - m_flNextReload = UTIL_WeaponTimeBase() + 0.5; - m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5; + m_flNextReload = UTIL_WeaponTimeBase() + 0.5f; + m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f; } else { @@ -296,27 +296,27 @@ void CShotgunA::WeaponIdle( void ) // play cocking sound EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f)); m_fInSpecialReload = 0; - m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5; + m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5f; } } else { int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); - if (flRand <= 0.8) + if (flRand <= 0.8f) { iAnim = SHOTGUNA_IDLE; - m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (60.0/12.0);// * RANDOM_LONG(2, 5); + m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (60.0f/12.0f);// * RANDOM_LONG(2, 5); } - else if (flRand <= 0.95) + else if (flRand <= 0.95f) { iAnim = SHOTGUNA_IDLE2; - m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (20.0/9.0); + m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (20.0f/9.0f); } else { iAnim = SHOTGUNA_IDLE3; - m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (20.0/9.0); + m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (20.0f/9.0f); } SendWeaponAnim( iAnim ); } diff --git a/dlls/zx/barney_suit.cpp b/dlls/zx/barney_suit.cpp index 573ef923..d337cac0 100644 --- a/dlls/zx/barney_suit.cpp +++ b/dlls/zx/barney_suit.cpp @@ -312,7 +312,7 @@ void CBarney_suit :: SetYawSpeed ( void ) //========================================================= BOOL CBarney_suit :: CheckRangeAttack1 ( float flDot, float flDist ) { - if ( flDist <= 1024 && flDot >= 0.5 ) + if ( flDist <= 1024 && flDot >= 0.5f ) { if ( gpGlobals->time > m_checkAttackTime ) { @@ -323,11 +323,11 @@ BOOL CBarney_suit :: CheckRangeAttack1 ( float flDot, float flDist ) Vector shootTarget = ( (pEnemy->BodyTarget( shootOrigin ) - pEnemy->pev->origin) + m_vecEnemyLKP ); UTIL_TraceLine( shootOrigin, shootTarget, dont_ignore_monsters, ENT(pev), &tr ); m_checkAttackTime = gpGlobals->time + 1; - if ( tr.flFraction == 1.0 || (tr.pHit != NULL && CBaseEntity::Instance(tr.pHit) == pEnemy) ) + if ( tr.flFraction == 1.0f || (tr.pHit != NULL && CBaseEntity::Instance(tr.pHit) == pEnemy) ) m_lastAttackCheck = TRUE; else m_lastAttackCheck = FALSE; - m_checkAttackTime = gpGlobals->time + 1.5; + m_checkAttackTime = gpGlobals->time + 1.5f; } return m_lastAttackCheck; } @@ -545,7 +545,7 @@ static BOOL IsFacing( entvars_t *pevTest, const Vector &reference ) angle.x = 0; UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL ); // He's facing me, he meant it - if ( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so + if ( DotProduct( forward, vecDir ) > 0.96f ) // +/- 15 degrees or so { return TRUE; } diff --git a/dlls/zx/barniel.cpp b/dlls/zx/barniel.cpp index cc48cc17..e17ecfaa 100644 --- a/dlls/zx/barniel.cpp +++ b/dlls/zx/barniel.cpp @@ -325,7 +325,7 @@ void CBarniel :: SetYawSpeed ( void ) //========================================================= BOOL CBarniel :: CheckRangeAttack1 ( float flDot, float flDist ) { - if ( flDist <= 1024 && flDot >= 0.5 ) + if ( flDist <= 1024 && flDot >= 0.5f ) { if ( gpGlobals->time > m_checkAttackTime ) { @@ -336,11 +336,11 @@ BOOL CBarniel :: CheckRangeAttack1 ( float flDot, float flDist ) Vector shootTarget = ( (pEnemy->BodyTarget( shootOrigin ) - pEnemy->pev->origin) + m_vecEnemyLKP ); UTIL_TraceLine( shootOrigin, shootTarget, dont_ignore_monsters, ENT(pev), &tr ); m_checkAttackTime = gpGlobals->time + 1; - if ( tr.flFraction == 1.0 || (tr.pHit != NULL && CBaseEntity::Instance(tr.pHit) == pEnemy) ) + if ( tr.flFraction == 1.0f || (tr.pHit != NULL && CBaseEntity::Instance(tr.pHit) == pEnemy) ) m_lastAttackCheck = TRUE; else m_lastAttackCheck = FALSE; - m_checkAttackTime = gpGlobals->time + 1.5; + m_checkAttackTime = gpGlobals->time + 1.5f; } return m_lastAttackCheck; } @@ -540,7 +540,7 @@ static BOOL IsFacing( entvars_t *pevTest, const Vector &reference ) angle.x = 0; UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL ); // He's facing me, he meant it - if ( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so + if ( DotProduct( forward, vecDir ) > 0.96f ) // +/- 15 degrees or so { return TRUE; } diff --git a/dlls/zx/bot.cpp b/dlls/zx/bot.cpp index 03a4c89b..83c53ad8 100644 --- a/dlls/zx/bot.cpp +++ b/dlls/zx/bot.cpp @@ -355,7 +355,7 @@ void CBot::Spawn( ) f_max_speed = CVAR_GET_FLOAT("sv_maxspeed"); - f_speed_check_time = gpGlobals->time + 2.0; + f_speed_check_time = gpGlobals->time + 2.0f; ladder_dir = 0; @@ -392,7 +392,7 @@ void CBot::Spawn( ) bot_model = MODEL_SCIENTIST; } - f_pain_time = gpGlobals->time + 5.0; + f_pain_time = gpGlobals->time + 5.0f; b_use_health_station = FALSE; b_use_HEV_station = FALSE; @@ -466,7 +466,7 @@ int CBot::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, // speak pain sounds about 50% of the time if (RANDOM_LONG(1, 100) <= 50) { - f_pain_time = gpGlobals->time + 5.0; + f_pain_time = gpGlobals->time + 5.0f; if (bot_model == MODEL_HGRUNT) strcpy( sound, hgrunt_sounds[RANDOM_LONG(0,4)] ); @@ -561,7 +561,7 @@ BOOL CBot::BotEntityIsVisible( Vector dest ) ENT(pev), &tr ); // check if line of sight to object is not blocked (i.e. visible) - if (tr.flFraction >= 1.0) + if (tr.flFraction >= 1.0f) return TRUE; else return FALSE; @@ -717,7 +717,7 @@ void CBot::BotUnderWater( void ) UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters, ENT(pev), &tr); // check if the trace didn't hit anything (i.e. nothing in the way)... - if (tr.flFraction >= 1.0) + if (tr.flFraction >= 1.0f) { // find out what the contents is of the end of the trace... contents = UTIL_PointContents( tr.vecEndPos ); @@ -736,7 +736,7 @@ void CBot::BotUnderWater( void ) ENT(pev), &tr); // check if the trace hit something... - if (tr.flFraction < 1.0) + if (tr.flFraction < 1.0f) { contents = UTIL_PointContents( tr.vecEndPos ); @@ -768,7 +768,7 @@ void CBot::BotFindItem( void ) pBotPickupItem = NULL; - min_distance = radius + 1.0; + min_distance = radius + 1.0f; while ((pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, radius )) != NULL) { @@ -806,7 +806,7 @@ void CBot::BotFindItem( void ) UTIL_TraceLine( vecStart, vecEnd, dont_ignore_monsters, ENT(pev), &tr); // check if traced all the way up to the entity (didn't hit wall) - if (tr.flFraction >= 1.0) + if (tr.flFraction >= 1.0f) { // find distance to item for later use... float distance = (vecEnd - vecStart).Length( ); @@ -820,7 +820,7 @@ void CBot::BotFindItem( void ) if (distance < 100) { // don't avoid walls for a while - f_dont_avoid_wall_time = gpGlobals->time + 5.0; + f_dont_avoid_wall_time = gpGlobals->time + 5.0f; } can_pickup = TRUE; @@ -860,7 +860,7 @@ void CBot::BotFindItem( void ) if (distance < 100) { // don't avoid walls for a while - f_dont_avoid_wall_time = gpGlobals->time + 5.0; + f_dont_avoid_wall_time = gpGlobals->time + 5.0f; } can_pickup = TRUE; @@ -897,7 +897,7 @@ void CBot::BotFindItem( void ) if (distance < 100) { // don't avoid walls for a while - f_dont_avoid_wall_time = gpGlobals->time + 5.0; + f_dont_avoid_wall_time = gpGlobals->time + 5.0f; } can_pickup = TRUE; @@ -934,7 +934,7 @@ void CBot::BotFindItem( void ) if (distance < 100) { // don't avoid walls for a while - f_dont_avoid_wall_time = gpGlobals->time + 5.0; + f_dont_avoid_wall_time = gpGlobals->time + 5.0f; } can_pickup = TRUE; @@ -1183,7 +1183,7 @@ void CBot::BotUseLift( float moved_distance ) } // check if the bot has waited too long for the lift to move... - if (((f_use_button_time + 2.0) < gpGlobals->time) && + if (((f_use_button_time + 2.0f) < gpGlobals->time) && (!b_lift_moving)) { // clear use button flag @@ -1233,21 +1233,21 @@ void CBot::BotUseLift( float moved_distance ) UTIL_TraceLine( v_src, v_forward_down, dont_ignore_monsters, ENT(pev), &tr2); // check if we hit a wall or didn't find a floor... - if ((tr1.flFraction < 1.0) || (tr2.flFraction >= 1.0)) + if ((tr1.flFraction < 1.0f) || (tr2.flFraction >= 1.0f)) { // try tracing to the RIGHT side next... UTIL_TraceLine( v_src, v_right, dont_ignore_monsters, ENT(pev), &tr1); UTIL_TraceLine( v_src, v_right_down, dont_ignore_monsters, ENT(pev), &tr2); // check if we hit a wall or didn't find a floor... - if ((tr1.flFraction < 1.0) || (tr2.flFraction >= 1.0)) + if ((tr1.flFraction < 1.0f) || (tr2.flFraction >= 1.0f)) { // try tracing to the LEFT side next... UTIL_TraceLine( v_src, v_left, dont_ignore_monsters, ENT(pev), &tr1); UTIL_TraceLine( v_src, v_left_down, dont_ignore_monsters, ENT(pev), &tr2); // check if we hit a wall or didn't find a floor... - if ((tr1.flFraction < 1.0) || (tr2.flFraction >= 1.0)) + if ((tr1.flFraction < 1.0f) || (tr2.flFraction >= 1.0f)) { // only thing to do is turn around... pev->ideal_yaw += 180; // turn all the way around @@ -1379,7 +1379,7 @@ BOOL CBot::BotCantMoveForward( TraceResult *tr ) UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters, ENT(pev), tr); // check if the trace hit something... - if (tr->flFraction < 1.0) + if (tr->flFraction < 1.0f) { return TRUE; // bot's head will hit something } @@ -1393,7 +1393,7 @@ BOOL CBot::BotCantMoveForward( TraceResult *tr ) UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters, ENT(pev), tr); // check if the trace hit something... - if (tr->flFraction < 1.0) + if (tr->flFraction < 1.0f) { return TRUE; // bot's body will hit something } @@ -1436,7 +1436,7 @@ BOOL CBot::BotCanJumpUp( void ) UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr); // if trace hit something, return FALSE - if (tr.flFraction < 1.0) + if (tr.flFraction < 1.0f) return FALSE; // now check same height to one side of the bot... @@ -1447,7 +1447,7 @@ BOOL CBot::BotCanJumpUp( void ) UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr); // if trace hit something, return FALSE - if (tr.flFraction < 1.0) + if (tr.flFraction < 1.0f) return FALSE; // now check same height on the other side of the bot... @@ -1458,7 +1458,7 @@ BOOL CBot::BotCanJumpUp( void ) UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr); // if trace hit something, return FALSE - if (tr.flFraction < 1.0) + if (tr.flFraction < 1.0f) return FALSE; // now trace from head level downward to check for obstructions... @@ -1477,7 +1477,7 @@ BOOL CBot::BotCanJumpUp( void ) UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr); // if trace hit something, return FALSE - if (tr.flFraction < 1.0) + if (tr.flFraction < 1.0f) return FALSE; // now check same height to one side of the bot... @@ -1489,7 +1489,7 @@ BOOL CBot::BotCanJumpUp( void ) UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr); // if trace hit something, return FALSE - if (tr.flFraction < 1.0) + if (tr.flFraction < 1.0f) return FALSE; // now check same height on the other side of the bot... @@ -1501,7 +1501,7 @@ BOOL CBot::BotCanJumpUp( void ) UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr); // if trace hit something, return FALSE - if (tr.flFraction < 1.0) + if (tr.flFraction < 1.0f) return FALSE; return TRUE; @@ -1539,7 +1539,7 @@ BOOL CBot::BotCanDuckUnder( void ) UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr); // if trace hit something, return FALSE - if (tr.flFraction < 1.0) + if (tr.flFraction < 1.0f) return FALSE; // now check same height to one side of the bot... @@ -1550,7 +1550,7 @@ BOOL CBot::BotCanDuckUnder( void ) UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr); // if trace hit something, return FALSE - if (tr.flFraction < 1.0) + if (tr.flFraction < 1.0f) return FALSE; // now check same height on the other side of the bot... @@ -1561,7 +1561,7 @@ BOOL CBot::BotCanDuckUnder( void ) UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr); // if trace hit something, return FALSE - if (tr.flFraction < 1.0) + if (tr.flFraction < 1.0f) return FALSE; // now trace from the ground up to check for object to duck under... @@ -1577,7 +1577,7 @@ BOOL CBot::BotCanDuckUnder( void ) UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr); // if trace didn't hit something, return FALSE - if (tr.flFraction >= 1.0) + if (tr.flFraction >= 1.0f) return FALSE; // now check same height to one side of the bot... @@ -1589,7 +1589,7 @@ BOOL CBot::BotCanDuckUnder( void ) UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr); // if trace didn't hit something, return FALSE - if (tr.flFraction >= 1.0) + if (tr.flFraction >= 1.0f) return FALSE; // now check same height on the other side of the bot... @@ -1601,7 +1601,7 @@ BOOL CBot::BotCanDuckUnder( void ) UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr); // if trace didn't hit something, return FALSE - if (tr.flFraction >= 1.0) + if (tr.flFraction >= 1.0f) return FALSE; return TRUE; @@ -1716,7 +1716,7 @@ BOOL CBot::BotCheckWallOnLeft( void ) UTIL_TraceLine( v_src, v_left, dont_ignore_monsters, ENT(pev), &tr); // check if the trace hit something... - if (tr.flFraction < 1.0) + if (tr.flFraction < 1.0f) { if (f_wall_on_left == 0) f_wall_on_left = gpGlobals->time; @@ -1743,7 +1743,7 @@ BOOL CBot::BotCheckWallOnRight( void ) UTIL_TraceLine( v_src, v_right, dont_ignore_monsters, ENT(pev), &tr); // check if the trace hit something... - if (tr.flFraction < 1.0) + if (tr.flFraction < 1.0f) { if (f_wall_on_right == 0) f_wall_on_right = gpGlobals->time; @@ -1810,7 +1810,7 @@ void CBot::BotThink( void ) f_max_speed = CVAR_GET_FLOAT("sv_maxspeed"); // set next check time to 2 seconds from now - f_speed_check_time = gpGlobals->time + 2.0; + f_speed_check_time = gpGlobals->time + 2.0f; } // see how far bot has moved since the previous position... @@ -1899,7 +1899,7 @@ void CBot::BotThink( void ) b_see_tripmine = FALSE; // pause for a while to allow tripmine to explode... - f_pause_time = gpGlobals->time + 0.5; + f_pause_time = gpGlobals->time + 0.5f; } else // run away!!! { @@ -1925,7 +1925,7 @@ void CBot::BotThink( void ) // check if should use wall mounted health station... else if (b_use_health_station) { - if ((f_use_health_time + 10.0) > gpGlobals->time) + if ((f_use_health_time + 10.0f) > gpGlobals->time) { f_move_speed = 0; // don't move while using health station @@ -1939,14 +1939,14 @@ void CBot::BotThink( void ) // don't look for items for a while since the bot // could be stuck trying to get to an item - f_find_item = gpGlobals->time + 0.5; + f_find_item = gpGlobals->time + 0.5f; } } // check if should use wall mounted HEV station... else if (b_use_HEV_station) { - if ((f_use_HEV_time + 10.0) > gpGlobals->time) + if ((f_use_HEV_time + 10.0f) > gpGlobals->time) { f_move_speed = 0; // don't move while using HEV station @@ -1960,7 +1960,7 @@ void CBot::BotThink( void ) // don't look for items for a while since the bot // could be stuck trying to get to an item - f_find_item = gpGlobals->time + 0.5; + f_find_item = gpGlobals->time + 0.5f; } } @@ -1987,7 +1987,7 @@ void CBot::BotThink( void ) // 20% of the time randomly turn between 45 and 60 degrees if ((f_wall_on_left != 0) && - (f_wall_on_left <= gpGlobals->time - 0.5) && + (f_wall_on_left <= gpGlobals->time - 0.5f) && (RANDOM_LONG(1, 100) <= 20)) { pev->ideal_yaw += RANDOM_LONG(45, 60); @@ -1999,7 +1999,7 @@ void CBot::BotThink( void ) pev->ideal_yaw += 360; f_move_speed = 0; // don't move while turning - f_dont_avoid_wall_time = gpGlobals->time + 1.0; + f_dont_avoid_wall_time = gpGlobals->time + 1.0f; } f_wall_on_left = 0; // reset wall detect time @@ -2012,7 +2012,7 @@ void CBot::BotThink( void ) // 20% of the time randomly turn between 45 and 60 degrees if ((f_wall_on_right != 0) && - (f_wall_on_right <= gpGlobals->time - 0.5) && + (f_wall_on_right <= gpGlobals->time - 0.5f) && (RANDOM_LONG(1, 100) <= 20)) { pev->ideal_yaw -= RANDOM_LONG(45, 60); @@ -2024,7 +2024,7 @@ void CBot::BotThink( void ) pev->ideal_yaw += 360; f_move_speed = 0; // don't move while turning - f_dont_avoid_wall_time = gpGlobals->time + 1.0; + f_dont_avoid_wall_time = gpGlobals->time + 1.0f; } f_wall_on_right = 0; // reset wall detect time @@ -2075,7 +2075,7 @@ void CBot::BotThink( void ) { // don't look for items for a while since the bot // could be stuck trying to get to an item - f_find_item = gpGlobals->time + 0.5; + f_find_item = gpGlobals->time + 0.5f; } } } diff --git a/dlls/zx/bot_combat.cpp b/dlls/zx/bot_combat.cpp index 53a53d18..e2451997 100644 --- a/dlls/zx/bot_combat.cpp +++ b/dlls/zx/bot_combat.cpp @@ -258,7 +258,7 @@ Vector CBot::BotBodyTarget( CBaseEntity *pBotEnemy ) if (f_distance > 1000) f_scale = 1.0; else if (f_distance > 100) - f_scale = f_distance / 1000.0; + f_scale = f_distance / 1000.0f; else f_scale = 0.1; @@ -399,7 +399,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary { // check weapon and ammo inventory then update check time... BotWeaponInventory(); - f_weapon_inventory_time = gpGlobals->time + 1.0; + f_weapon_inventory_time = gpGlobals->time + 1.0f; } Vector v_enemy = v_enemy_origin - GetGunPosition( ); @@ -428,7 +428,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary pev->button |= IN_ATTACK; // use primary attack (whack! whack!) // set next time to "shoot" - f_shoot_time = gpGlobals->time + 0.3 + + f_shoot_time = gpGlobals->time + 0.3f + RANDOM_FLOAT(primary_fire_delay[WEAPON_CROWBAR][bot_skill][0], primary_fire_delay[WEAPON_CROWBAR][bot_skill][1]); return TRUE; @@ -455,7 +455,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary pev->button |= IN_ATTACK; // use primary attack (boom!) // set next time to "shoot" - f_shoot_time = gpGlobals->time + 0.1 + + f_shoot_time = gpGlobals->time + 0.1f + RANDOM_FLOAT(primary_fire_delay[WEAPON_HANDGRENADE][bot_skill][0], primary_fire_delay[WEAPON_HANDGRENADE][bot_skill][1]); return TRUE; @@ -484,7 +484,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary pev->button |= IN_ATTACK; // use primary attack (eek! eek!) // set next time to "shoot" - f_shoot_time = gpGlobals->time + 0.1 + + f_shoot_time = gpGlobals->time + 0.1f + RANDOM_FLOAT(primary_fire_delay[WEAPON_SNARK][bot_skill][0], primary_fire_delay[WEAPON_SNARK][bot_skill][1]); return TRUE; @@ -544,7 +544,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary f_fire_gauss = -1; // -1 means not charging gauss gun // set next time to shoot - f_shoot_time = gpGlobals->time + 1.0 + + f_shoot_time = gpGlobals->time + 1.0f + RANDOM_FLOAT(secondary_fire_delay[WEAPON_GAUSS][bot_skill][0], secondary_fire_delay[WEAPON_GAUSS][bot_skill][1]); } @@ -558,7 +558,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary (primary_ammo[WEAPON_GAUSS] >= 10)) { // release secondary fire in 0.5 seconds... - f_fire_gauss = gpGlobals->time + 0.5; + f_fire_gauss = gpGlobals->time + 0.5f; pev->button |= IN_ATTACK2; // charge the gauss gun f_shoot_time = gpGlobals->time; // keep charging @@ -568,7 +568,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary pev->button |= IN_ATTACK; // use primary attack (bang! bang!) // set next time to shoot - f_shoot_time = gpGlobals->time + 0.2 + + f_shoot_time = gpGlobals->time + 0.2f + RANDOM_FLOAT(primary_fire_delay[WEAPON_GAUSS][bot_skill][0], primary_fire_delay[WEAPON_GAUSS][bot_skill][1]); } @@ -603,7 +603,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary pev->button |= IN_ATTACK2; // use secondary attack (bang! bang!) // set next time to shoot - f_shoot_time = gpGlobals->time + 1.5 + + f_shoot_time = gpGlobals->time + 1.5f + RANDOM_FLOAT(secondary_fire_delay[WEAPON_SHOTGUN][bot_skill][0], secondary_fire_delay[WEAPON_SHOTGUN][bot_skill][1]); } @@ -613,7 +613,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary pev->button |= IN_ATTACK; // use primary attack (bang! bang!) // set next time to shoot - f_shoot_time = gpGlobals->time + 0.75 + + f_shoot_time = gpGlobals->time + 0.75f + RANDOM_FLOAT(primary_fire_delay[WEAPON_SHOTGUN][bot_skill][0], primary_fire_delay[WEAPON_SHOTGUN][bot_skill][1]); } @@ -642,7 +642,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary pev->button |= IN_ATTACK; // use primary attack (bang! bang!) // set next time to shoot - f_shoot_time = gpGlobals->time + 0.75 + + f_shoot_time = gpGlobals->time + 0.75f + RANDOM_FLOAT(primary_fire_delay[WEAPON_PYTHON][bot_skill][0], primary_fire_delay[WEAPON_PYTHON][bot_skill][1]); @@ -677,7 +677,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary pev->button |= IN_ATTACK2; // use secondary attack (buzz! buzz!) // set next time to shoot - f_shoot_time = gpGlobals->time + 0.1 + + f_shoot_time = gpGlobals->time + 0.1f + RANDOM_FLOAT(secondary_fire_delay[WEAPON_HORNETGUN][bot_skill][0], secondary_fire_delay[WEAPON_HORNETGUN][bot_skill][1]); // BigGuy - END @@ -687,7 +687,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary pev->button |= IN_ATTACK; // use primary attack (buzz! buzz!) // set next time to shoot - f_shoot_time = gpGlobals->time + 0.25 + + f_shoot_time = gpGlobals->time + 0.25f + RANDOM_FLOAT(primary_fire_delay[WEAPON_HORNETGUN][bot_skill][0], primary_fire_delay[WEAPON_HORNETGUN][bot_skill][1]); } @@ -724,7 +724,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary pev->button |= IN_ATTACK2; // use secodnary attack (boom!) // set next time to shoot - f_shoot_time = gpGlobals->time + 1.0 + + f_shoot_time = gpGlobals->time + 1.0f + RANDOM_FLOAT(secondary_fire_delay[WEAPON_MP5][bot_skill][0], secondary_fire_delay[WEAPON_MP5][bot_skill][1]); @@ -749,7 +749,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary pev->button |= IN_ATTACK; // use primary attack (bang! bang!) // set next time to shoot - f_shoot_time = gpGlobals->time + 0.1 + + f_shoot_time = gpGlobals->time + 0.1f + RANDOM_FLOAT(primary_fire_delay[WEAPON_MP5][bot_skill][0], primary_fire_delay[WEAPON_MP5][bot_skill][1]); @@ -785,7 +785,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary pev->button |= IN_ATTACK2; // use secodnary attack (boom!) // set next time to shoot - f_shoot_time = gpGlobals->time + 1.0 + + f_shoot_time = gpGlobals->time + 1.0f + RANDOM_FLOAT(secondary_fire_delay[WEAPON_MP41A][bot_skill][0], secondary_fire_delay[WEAPON_MP41A][bot_skill][1]); @@ -810,7 +810,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary pev->button |= IN_ATTACK; // use primary attack (bang! bang!) // set next time to shoot - f_shoot_time = gpGlobals->time + 0.1 + + f_shoot_time = gpGlobals->time + 0.1f + RANDOM_FLOAT(primary_fire_delay[WEAPON_MP41A][bot_skill][0], primary_fire_delay[WEAPON_MP41A][bot_skill][1]); @@ -845,7 +845,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary pev->button |= IN_ATTACK2; // use secodnary attack (boom!) // set next time to shoot - f_shoot_time = gpGlobals->time + 1.0 + + f_shoot_time = gpGlobals->time + 1.0f + RANDOM_FLOAT(secondary_fire_delay[WEAPON_MINIGUN][bot_skill][0], secondary_fire_delay[WEAPON_MINIGUN][bot_skill][1]); @@ -870,7 +870,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary pev->button |= IN_ATTACK; // use primary attack (bang! bang!) // set next time to shoot - f_shoot_time = gpGlobals->time + 0.1 + + f_shoot_time = gpGlobals->time + 0.1f + RANDOM_FLOAT(primary_fire_delay[WEAPON_MINIGUN][bot_skill][0], primary_fire_delay[WEAPON_MINIGUN][bot_skill][1]); @@ -898,7 +898,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary pev->button |= IN_ATTACK; // use primary attack (bang! bang!) // set next time to shoot - f_shoot_time = gpGlobals->time + 0.75 + + f_shoot_time = gpGlobals->time + 0.75f + RANDOM_FLOAT(primary_fire_delay[WEAPON_CROSSBOW][bot_skill][0], primary_fire_delay[WEAPON_CROSSBOW][bot_skill][1]); @@ -926,7 +926,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary pev->button |= IN_ATTACK; // use primary attack (bang! bang!) // set next time to shoot - f_shoot_time = gpGlobals->time + 1.5 + + f_shoot_time = gpGlobals->time + 1.5f + RANDOM_FLOAT(primary_fire_delay[WEAPON_RPG][bot_skill][0], primary_fire_delay[WEAPON_RPG][bot_skill][1]); @@ -960,7 +960,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary pev->button |= IN_ATTACK2; // use secondary attack (bang! bang!) // set next time to shoot - f_shoot_time = gpGlobals->time + 0.2 + + f_shoot_time = gpGlobals->time + 0.2f + RANDOM_FLOAT(secondary_fire_delay[WEAPON_GLOCK][bot_skill][0], secondary_fire_delay[WEAPON_GLOCK][bot_skill][1]); // BigGuy - END @@ -970,7 +970,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary pev->button |= IN_ATTACK; // use primary attack (bang! bang!) // set next time to shoot - f_shoot_time = gpGlobals->time + 0.3 + + f_shoot_time = gpGlobals->time + 0.3f + RANDOM_FLOAT(primary_fire_delay[WEAPON_GLOCK][bot_skill][0], primary_fire_delay[WEAPON_GLOCK][bot_skill][1]); } @@ -1005,7 +1005,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary pev->button |= IN_ATTACK2; // use secondary attack (bang! bang!) // set next time to shoot - f_shoot_time = gpGlobals->time + 0.2 + + f_shoot_time = gpGlobals->time + 0.2f + RANDOM_FLOAT(secondary_fire_delay[WEAPON_EAGEL][bot_skill][0], secondary_fire_delay[WEAPON_EAGEL][bot_skill][1]); // BigGuy - END @@ -1015,7 +1015,7 @@ BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary pev->button |= IN_ATTACK; // use primary attack (bang! bang!) // set next time to shoot - f_shoot_time = gpGlobals->time + 0.3 + + f_shoot_time = gpGlobals->time + 0.3f + RANDOM_FLOAT(primary_fire_delay[WEAPON_EAGEL][bot_skill][0], primary_fire_delay[WEAPON_EAGEL][bot_skill][1]); } diff --git a/dlls/zx/botcam.cpp b/dlls/zx/botcam.cpp index 5abdca50..7199e62e 100644 --- a/dlls/zx/botcam.cpp +++ b/dlls/zx/botcam.cpp @@ -74,7 +74,7 @@ void CBotCam::Spawn( void ) SetThink( &CBotCam::IdleThink ); - pev->nextthink = gpGlobals->time + 0.1; + pev->nextthink = gpGlobals->time + 0.1f; } diff --git a/dlls/zx/eagel.cpp b/dlls/zx/eagel.cpp index 50fc3cad..28d94584 100644 --- a/dlls/zx/eagel.cpp +++ b/dlls/zx/eagel.cpp @@ -131,7 +131,7 @@ void CEagel::SecondaryAttack( void ) m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 40; } - m_flNextSecondaryAttack = 0.5; + m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5f; } void CEagel::Holster( int skiplocal /* = 0 */ ) @@ -143,7 +143,7 @@ void CEagel::Holster( int skiplocal /* = 0 */ ) SecondaryAttack(); } - m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; + m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f; m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); SendWeaponAnim( EAGEL_HOLSTER ); } @@ -160,7 +160,7 @@ void CEagel::EagelFire( float flSpread, float flCycleTime, BOOL fUseAutoAim ) if (m_fFireOnEmpty) { PlayEmptySound(); - m_flNextPrimaryAttack = GetNextAttackDelay( 0.2 ); + m_flNextPrimaryAttack = GetNextAttackDelay( 0.2f ); } return; @@ -261,20 +261,20 @@ void CEagel::WeaponIdle( void ) int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 ); - if (flRand <= 0.3 + 0 * 0.75) + if (flRand <= 0.3f) { iAnim = EAGEL_IDLE3; - m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16; + m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0f / 16.0f; } - else if (flRand <= 0.6 + 0 * 0.875) + else if (flRand <= 0.6f) { iAnim = EAGEL_IDLE1; - m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0; + m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0f / 16.0f; } else { iAnim = EAGEL_IDLE2; - m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0; + m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0f / 16.0f; } SendWeaponAnim( iAnim, 1 ); } diff --git a/dlls/zx/kate.cpp b/dlls/zx/kate.cpp index 673d3ceb..e59e157e 100644 --- a/dlls/zx/kate.cpp +++ b/dlls/zx/kate.cpp @@ -325,7 +325,7 @@ void CKate :: SetYawSpeed ( void ) //========================================================= BOOL CKate :: CheckRangeAttack1 ( float flDot, float flDist ) { - if ( flDist <= 1024 && flDot >= 0.5 ) + if ( flDist <= 1024 && flDot >= 0.5f ) { if ( gpGlobals->time > m_checkAttackTime ) { @@ -336,11 +336,11 @@ BOOL CKate :: CheckRangeAttack1 ( float flDot, float flDist ) Vector shootTarget = ( (pEnemy->BodyTarget( shootOrigin ) - pEnemy->pev->origin) + m_vecEnemyLKP ); UTIL_TraceLine( shootOrigin, shootTarget, dont_ignore_monsters, ENT(pev), &tr ); m_checkAttackTime = gpGlobals->time + 1; - if ( tr.flFraction == 1.0 || (tr.pHit != NULL && CBaseEntity::Instance(tr.pHit) == pEnemy) ) + if ( tr.flFraction == 1.0f || (tr.pHit != NULL && CBaseEntity::Instance(tr.pHit) == pEnemy) ) m_lastAttackCheck = TRUE; else m_lastAttackCheck = FALSE; - m_checkAttackTime = gpGlobals->time + 1.5; + m_checkAttackTime = gpGlobals->time + 1.5f; } return m_lastAttackCheck; } @@ -540,7 +540,7 @@ static BOOL IsFacing( entvars_t *pevTest, const Vector &reference ) angle.x = 0; UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL ); // He's facing me, he meant it - if ( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so + if ( DotProduct( forward, vecDir ) > 0.96f ) // +/- 15 degrees or so { return TRUE; } diff --git a/dlls/zx/massn.cpp b/dlls/zx/massn.cpp index 1a115b65..d8344872 100644 --- a/dlls/zx/massn.cpp +++ b/dlls/zx/massn.cpp @@ -438,7 +438,7 @@ BOOL CHGrunt_bo :: CheckMeleeAttack1 ( float flDot, float flDist ) } } - if ( flDist <= 64 && flDot >= 0.7 && + if ( flDist <= 64 && flDot >= 0.7f && pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON && pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON ) { @@ -457,7 +457,7 @@ BOOL CHGrunt_bo :: CheckMeleeAttack1 ( float flDot, float flDist ) //========================================================= BOOL CHGrunt_bo :: CheckRangeAttack1 ( float flDot, float flDist ) { - if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 && NoFriendlyFire() ) + if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5f && NoFriendlyFire() ) { TraceResult tr; @@ -472,7 +472,7 @@ BOOL CHGrunt_bo :: CheckRangeAttack1 ( float flDot, float flDist ) // verify that a bullet fired from the gun will hit the enemy before the world. UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget(vecSrc), ignore_monsters, ignore_glass, ENT(pev), &tr); - if ( tr.flFraction == 1.0 ) + if ( tr.flFraction == 1.0f ) { return TRUE; } @@ -595,7 +595,7 @@ BOOL CHGrunt_bo :: CheckRangeAttack2 ( float flDot, float flDist ) // throw a hand grenade m_fThrowGrenade = TRUE; // don't check again for a while. - m_flNextGrenadeCheck = gpGlobals->time + 0.3; // 1/3 second. + m_flNextGrenadeCheck = gpGlobals->time + 0.3f; // 1/3 second. } else { @@ -765,7 +765,7 @@ CBaseEntity *CHGrunt_bo :: Kick( void ) UTIL_MakeVectors( pev->angles ); Vector vecStart = pev->origin; - vecStart.z += pev->size.z * 0.5; + vecStart.z += pev->size.z * 0.5f; Vector vecEnd = vecStart + (gpGlobals->v_forward * 70); UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr ); @@ -2497,7 +2497,7 @@ void CHGruntRepel_bo::RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, pBeam->SetFlags( BEAM_FSOLID ); pBeam->SetColor( 255, 255, 255 ); pBeam->SetThink(&CBeam:: SUB_Remove ); - pBeam->SetNextThink( -4096.0 * tr.flFraction / pGrunt->pev->velocity.z + 0.5 ); + pBeam->SetNextThink( -4096.0f * tr.flFraction / pGrunt->pev->velocity.z + 0.5f ); UTIL_Remove( this ); } diff --git a/dlls/zx/minigun.cpp b/dlls/zx/minigun.cpp index 0daa51dd..35036bd2 100644 --- a/dlls/zx/minigun.cpp +++ b/dlls/zx/minigun.cpp @@ -116,15 +116,15 @@ void CMinigun::PrimaryAttack() // don't fire underwater if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD) { - PlayEmptySound( ); - m_flNextPrimaryAttack = 0.15; + PlayEmptySound(); + m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f; return; } if (m_iClip <= 0) { PlayEmptySound(); - m_flNextPrimaryAttack = 0.15; + m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f; return; } @@ -172,10 +172,10 @@ void CMinigun::PrimaryAttack() // HEV suit - indicate out of ammo condition m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); - m_flNextPrimaryAttack = GetNextAttackDelay( 0.05 ); + m_flNextPrimaryAttack = GetNextAttackDelay( 0.05f ); if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) - m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.05; + m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.05f; #ifndef CLIENT_DLL UTIL_ScreenShake( pev->origin, 5.0, 150.0, 0.75, 250.0 ); @@ -190,15 +190,15 @@ void CMinigun::SecondaryAttack( void ) // don't fire underwater if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD) { - PlayEmptySound( ); - m_flNextSecondaryAttack = 0.15; + PlayEmptySound(); + m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.15f; return; } if (m_iClip <= 0) { PlayEmptySound(); - m_flNextSecondaryAttack = 0.15; + m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.15f; return; } @@ -246,10 +246,10 @@ void CMinigun::SecondaryAttack( void ) // HEV suit - indicate out of ammo condition m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); - m_flNextSecondaryAttack = GetNextAttackDelay( 0.01 ); + m_flNextSecondaryAttack = GetNextAttackDelay( 0.01f ); if ( m_flNextSecondaryAttack < UTIL_WeaponTimeBase() ) - m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.01; + m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.01f; #ifndef CLIENT_DLL UTIL_ScreenShake( pev->origin, 5.0, 150.0, 0.75, 250.0 ); diff --git a/dlls/zx/mp41a.cpp b/dlls/zx/mp41a.cpp index 9d2e8b0e..0d233d82 100644 --- a/dlls/zx/mp41a.cpp +++ b/dlls/zx/mp41a.cpp @@ -132,14 +132,14 @@ void CMP41a::PrimaryAttack() if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD) { PlayEmptySound( ); - m_flNextPrimaryAttack = 0.15; + m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f; return; } if (m_iClip <= 0) { PlayEmptySound(); - m_flNextPrimaryAttack = 0.15; + m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f; return; } @@ -186,10 +186,10 @@ void CMP41a::PrimaryAttack() // HEV suit - indicate out of ammo condition m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 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 ); } @@ -202,7 +202,7 @@ void CMP41a::SecondaryAttack( void ) if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD) { PlayEmptySound( ); - m_flNextPrimaryAttack = 0.15; + m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f; return; } @@ -216,7 +216,7 @@ void CMP41a::SecondaryAttack( void ) m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER; - m_pPlayer->m_flStopExtraSoundTime = UTIL_WeaponTimeBase() + 0.2; + m_pPlayer->m_flStopExtraSoundTime = UTIL_WeaponTimeBase() + 0.2f; m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--; diff --git a/dlls/zx/scientist_suit.cpp b/dlls/zx/scientist_suit.cpp index a27ccafe..d025bca6 100644 --- a/dlls/zx/scientist_suit.cpp +++ b/dlls/zx/scientist_suit.cpp @@ -541,7 +541,7 @@ void CScientist_suit :: RunTask( Task_t *pTask ) distance = ( m_vecMoveGoal - pev->origin ).Length2D(); // Re-evaluate when you think your finished, or the target has moved too far - if ( (distance < pTask->flData) || (m_vecMoveGoal - m_hTargetEnt->pev->origin).Length() > pTask->flData * 0.5 ) + if ( (distance < pTask->flData) || (m_vecMoveGoal - m_hTargetEnt->pev->origin).Length() > pTask->flData * 0.5f ) { m_vecMoveGoal = m_hTargetEnt->pev->origin; distance = ( m_vecMoveGoal - pev->origin ).Length2D(); @@ -1095,7 +1095,7 @@ MONSTERSTATE CScientist_suit :: GetIdealState ( void ) BOOL CScientist_suit::CanHeal( void ) { - if ( (m_healTime > gpGlobals->time) || (m_hTargetEnt == 0) || (m_hTargetEnt->pev->health > (m_hTargetEnt->pev->max_health * 0.5)) ) + if ( (m_healTime > gpGlobals->time) || (m_hTargetEnt == 0) || (m_hTargetEnt->pev->health > (m_hTargetEnt->pev->max_health * 0.5f)) ) return FALSE; return TRUE; diff --git a/dlls/zx/shock.cpp b/dlls/zx/shock.cpp index eaa29f87..95b99913 100644 --- a/dlls/zx/shock.cpp +++ b/dlls/zx/shock.cpp @@ -66,7 +66,7 @@ void CShock::Spawn( ) m_vecForward = gpGlobals->v_forward; pev->gravity = 0.5; - pev->nextthink = gpGlobals->time + 0.1; + pev->nextthink = gpGlobals->time + 0.1f; } diff --git a/dlls/zx/shockball.cpp b/dlls/zx/shockball.cpp index c6edd915..a854eef8 100644 --- a/dlls/zx/shockball.cpp +++ b/dlls/zx/shockball.cpp @@ -51,7 +51,7 @@ void CShockball::Spawn( ) SetThink( &CShockball::FlyThink ); SetTouch( &CShockball::ShockballTouch ); - pev->nextthink = gpGlobals->time + 0.1; + pev->nextthink = gpGlobals->time + 0.1f; ResetSequenceInfo( ); } @@ -72,7 +72,7 @@ void CShockball::FlyThink( void ) { StudioFrameAdvance( ); BlastOn(); - pev->nextthink = gpGlobals->time + 0.1; + pev->nextthink = gpGlobals->time + 0.1f; } void CShockball::ShockballTouch( CBaseEntity *pOther ) @@ -190,7 +190,7 @@ void CShockball::BlastOn ( void ) pBeam->SetScrollRate( 35 ); pBeam->LiveForTime( 1 ); - pev->nextthink = gpGlobals->time + 0.1; + pev->nextthink = gpGlobals->time + 0.1f; if(!m_pSprite) diff --git a/dlls/zx/shockgun.cpp b/dlls/zx/shockgun.cpp index ad45f11f..8868763f 100644 --- a/dlls/zx/shockgun.cpp +++ b/dlls/zx/shockgun.cpp @@ -36,7 +36,7 @@ void CShockRifle::Spawn( ) m_iId = WEAPON_SHOCKRIFLE; SET_MODEL(ENT(pev), "models/w_shock_rifle.mdl"); pev->sequence = 0; - pev->animtime = gpGlobals->time + 0.1; + pev->animtime = gpGlobals->time + 0.1f; pev->framerate = 1.0; m_iDefaultAmmo = SHOCK_DEFAULT_GIVE; @@ -112,7 +112,7 @@ BOOL CShockRifle::Deploy( ) void CShockRifle::Holster( int skiplocal /* = 0 */ ) { - m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; + m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; SendWeaponAnim( SHOCK_HOLSTER ); //!!!HACKHACK - can't select hornetgun if it's empty! no way to get ammo for it, either. @@ -171,7 +171,7 @@ void CShockRifle::PrimaryAttack() CBaseEntity *pShock = CBaseEntity::Create( "shock", vecSrc, anglesAim, m_pPlayer->edict() ); pShock->pev->velocity = gpGlobals->v_forward * 1500; - m_flRechargeTime = gpGlobals->time + 0.5; + m_flRechargeTime = gpGlobals->time + 0.5f; #endif m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; @@ -181,14 +181,14 @@ void CShockRifle::PrimaryAttack() m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; - m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.25; + m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.25f; if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) { - m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25; + m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f; } - m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5; + m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f; } @@ -201,7 +201,7 @@ void CShockRifle::Reload( void ) { EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/shock_recharge.wav", 1.0, ATTN_NORM, 0, 100); m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]++; - m_flRechargeTime += 0.7; + m_flRechargeTime += 0.7f; } } @@ -216,7 +216,7 @@ void CShockRifle::WeaponIdle( void ) int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); - if (flRand <= 0.75) + if (flRand <= 0.75f) { iAnim = SHOCK_IDLE1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5; diff --git a/dlls/zx/swort.cpp b/dlls/zx/swort.cpp index 22a6f1a5..32b0cffe 100644 --- a/dlls/zx/swort.cpp +++ b/dlls/zx/swort.cpp @@ -112,7 +112,7 @@ BOOL CSwort::Deploy( ) void CSwort::Holster( int skiplocal /* = 0 */ ) { - m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; + m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; SendWeaponAnim( SWORT_HOLSTER ); } @@ -130,7 +130,7 @@ extern void FindHullIntersection( const Vector &vecSrc, TraceResult &tr1, float vecHull2End = vecSrc + ((vecHull2End - vecSrc)*2); UTIL_TraceLine( vecSrc, vecHull2End, dont_ignore_monsters, pEntity, &tmpTrace ); - if ( tmpTrace.flFraction < 1.0 ) + if ( tmpTrace.flFraction < 1.0f ) { tr1 = tmpTrace; return; @@ -147,7 +147,7 @@ extern void FindHullIntersection( const Vector &vecSrc, TraceResult &tr1, float vecEnd.z = vecHull2End.z + minmaxs[k][2]; UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, pEntity, &tmpTrace ); - if ( tmpTrace.flFraction < 1.0 ) + if ( tmpTrace.flFraction < 1.0f ) { float thisDistance = (tmpTrace.vecEndPos - vecSrc).Length(); if ( thisDistance < distance ) @@ -197,10 +197,10 @@ int CSwort::Swing( int fFirst ) UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr ); #ifndef CLIENT_DLL - if ( tr.flFraction >= 1.0 ) + if ( tr.flFraction >= 1.0f ) { UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr ); - if ( tr.flFraction < 1.0 ) + if ( tr.flFraction < 1.0f ) { // Calculate the point of intersection of the line (or hull) and the object we hit // This is and approximation of the "best" intersection @@ -219,12 +219,12 @@ int CSwort::Swing( int fFirst ) 0.0, 0, 0.0 ); } - if ( tr.flFraction >= 1.0 ) + if ( tr.flFraction >= 1.0f ) { if (fFirst) { // miss - m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 ); + m_flNextPrimaryAttack = GetNextAttackDelay( 0.5f ); #ifdef CROWBAR_IDLE_ANIM m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); #endif @@ -294,7 +294,7 @@ int CSwort::Swing( int fFirst ) m_pPlayer->m_iWeaponVolume = SWORT_BODYHIT_VOLUME; if ( !pEntity->IsAlive() ) { - m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25; //LRC: corrected half-life bug + m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f; //LRC: corrected half-life bug return TRUE; } else @@ -336,10 +336,10 @@ int CSwort::Swing( int fFirst ) m_pPlayer->m_iWeaponVolume = flVol * SWORT_WALLHIT_VOLUME; #endif - m_flNextPrimaryAttack = GetNextAttackDelay( 0.25 ); + m_flNextPrimaryAttack = GetNextAttackDelay( 0.25f ); SetThink(&CSwort:: Smack ); - SetNextThink( 0.2 ); + SetNextThink( 0.2f ); } @@ -356,22 +356,22 @@ void CSwort::WeaponIdle( void ) { int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); - if( flRand > 0.9 ) + if( flRand > 0.9f ) { iAnim = CROWBAR_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 = CROWBAR_IDLE; - m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0 / 30.0; + m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0f / 30.0f; } else { iAnim = CROWBAR_IDLE3; - m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0 / 30.0; + m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0f / 30.0f; } } SendWeaponAnim( iAnim ); diff --git a/dlls/zx/torch.cpp b/dlls/zx/torch.cpp index 534cd12c..1bf7e638 100644 --- a/dlls/zx/torch.cpp +++ b/dlls/zx/torch.cpp @@ -416,7 +416,7 @@ BOOL CHTorch :: CheckMeleeAttack1 ( float flDot, float flDist ) } } - if ( flDist <= 64 && flDot >= 0.7 && + if ( flDist <= 64 && flDot >= 0.7f && pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON && pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON ) { @@ -435,7 +435,7 @@ BOOL CHTorch :: CheckMeleeAttack1 ( float flDot, float flDist ) //========================================================= BOOL CHTorch :: CheckRangeAttack1 ( float flDot, float flDist ) { - if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 && NoFriendlyFire() ) + if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5f && NoFriendlyFire() ) { TraceResult tr; @@ -450,7 +450,7 @@ BOOL CHTorch :: CheckRangeAttack1 ( float flDot, float flDist ) // verify that a bullet fired from the gun will hit the enemy before the world. UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget(vecSrc), ignore_monsters, ignore_glass, ENT(pev), &tr); - if ( tr.flFraction == 1.0 ) + if ( tr.flFraction == 1.0f ) { return TRUE; } @@ -495,7 +495,7 @@ static BOOL IsFacing( entvars_t *pevTest, const Vector &reference ) angle.x = 0; UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL ); // He's facing me, he meant it - if ( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so + if ( DotProduct( forward, vecDir ) > 0.96f ) // +/- 15 degrees or so { return TRUE; } @@ -660,7 +660,7 @@ CBaseEntity *CHTorch :: Kick( void ) UTIL_MakeVectors( pev->angles ); Vector vecStart = pev->origin; - vecStart.z += pev->size.z * 0.5; + vecStart.z += pev->size.z * 0.5f; Vector vecEnd = vecStart + (gpGlobals->v_forward * 70); UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr ); @@ -737,7 +737,7 @@ void CHTorch::UpdateGas( void ) Vector vecEnd = (gpGlobals->v_forward * 5) + posGun; UTIL_TraceLine( posGun, vecEnd, dont_ignore_monsters, edict(), &tr ); - if ( tr.flFraction != 1.0 ) + if ( tr.flFraction != 1.0f ) { m_pBeam->DoSparks( tr.vecEndPos, posGun ); UTIL_DecalTrace(&tr, DECAL_BIGSHOT1 + RANDOM_LONG(0,4)); @@ -788,9 +788,8 @@ void CHTorch::UpdateGas( void ) - pev->nextthink = gpGlobals->time + 0.1; + pev->nextthink = gpGlobals->time + 0.1f; } - } void CHTorch::MakeGas( void ) @@ -2363,7 +2362,7 @@ void CHTorchRepel::RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE pBeam->SetFlags( BEAM_FSOLID ); pBeam->SetColor( 255, 255, 255 ); pBeam->SetThink( &CBaseEntity::SUB_Remove ); - pBeam->pev->nextthink = gpGlobals->time + -4096.0 * tr.flFraction / pTorch->pev->velocity.z + 0.5; + pBeam->pev->nextthink = gpGlobals->time + -4096.0f * tr.flFraction / pTorch->pev->velocity.z + 0.5f; UTIL_Remove( this ); } diff --git a/dlls/zx/uzi.cpp b/dlls/zx/uzi.cpp index a25398ce..6037093b 100644 --- a/dlls/zx/uzi.cpp +++ b/dlls/zx/uzi.cpp @@ -174,10 +174,10 @@ void CUZI::PrimaryAttack() // HEV suit - indicate out of ammo condition m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); - m_flNextPrimaryAttack = GetNextAttackDelay( 0.1 ); + m_flNextPrimaryAttack = GetNextAttackDelay( 0.1f ); if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) - m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.01; + m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.01f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); }