Double promotion fixes.

This commit is contained in:
Andrey Akhmichin 2020-01-03 00:31:29 +05:00
parent 860a4c8d5c
commit b8f49f3bfd
21 changed files with 110 additions and 110 deletions

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@ -1109,9 +1109,9 @@ void EV_TrainPitchAdjust( event_args_t *args )
us_params = (unsigned short)args->iparam1;
stop = args->bparam1;
m_flVolume = (float)( us_params & 0x003f ) / 40.0;
m_flVolume = (float)( us_params & 0x003f ) / 40.0f;
noise = (int)( ( ( us_params ) >> 12 ) & 0x0007 );
pitch = (int)( 10.0 * (float)( ( us_params >> 6 ) & 0x003f ) );
pitch = (int)( 10.0f * (float)( ( us_params >> 6 ) & 0x003f ) );
switch( noise )
{

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@ -420,7 +420,7 @@ 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
{

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@ -220,7 +220,7 @@ 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 ) );
#ifdef CROWBAR_IDLE_ANIM
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );

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@ -195,7 +195,7 @@ void CEgon::PrimaryAttack( void )
m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f;
}
void CEgon::WeaponIdle( void )

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@ -245,8 +245,8 @@ CGrenade *CHandGrenade::ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector
pGrenade->pev->dmgtime = gpGlobals->time + time;
pGrenade->SetThink( &CGrenade::TumbleThink );
pGrenade->pev->nextthink = gpGlobals->time + 0.1;
if( time < 0.1 )
pGrenade->pev->nextthink = gpGlobals->time + 0.1f;
if( time < 0.1f )
{
pGrenade->pev->nextthink = gpGlobals->time;
pGrenade->pev->velocity = Vector( 0, 0, 0 );

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@ -421,7 +421,7 @@ void CHoundeye::WarmUpSound( void )
{
Vector vecMouthPos, vecMouthAng;
CBaseEntity *pHurt = 0;
pHurt = CheckTraceHullAttack( 80, gSkillData.houndeyeDmgBlast * 0.4, DMG_SLASH );
pHurt = CheckTraceHullAttack( 80, gSkillData.houndeyeDmgBlast * 0.4f, DMG_SLASH );
if( pHurt )
{

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@ -103,13 +103,13 @@ BOOL CWeaponEinarAP9::Deploy()
void CWeaponEinarAP9::SecondaryAttack()
{
m_iBurstShots += 2;
AP9Fire( 0.035, 0.6, FALSE );
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.04;
AP9Fire( 0.035f, 0.6f, FALSE );
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.04f;
}
void CWeaponEinarAP9::PrimaryAttack()
{
AP9Fire( 0.07, 0.125, TRUE );
AP9Fire( 0.07f, 0.125f, TRUE );
}
void CWeaponEinarAP9::AP9Fire( float flSpread, float flCycleTime, BOOL fUseAutoAim )
@ -121,7 +121,7 @@ void CWeaponEinarAP9::AP9Fire( float flSpread, float flCycleTime, BOOL fUseAutoA
if( m_fFireOnEmpty )
{
PlayEmptySound();
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2f;
}
return;
}
@ -189,7 +189,7 @@ void CWeaponEinarAP9::Reload()
#else
if( !g_pGameRules->IsMultiplayer() )
#endif
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.9;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.9f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
}
@ -216,7 +216,7 @@ void CWeaponEinarAP9::WeaponIdle()
{
SendWeaponAnim( AP9_IDLE );
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0; // how long till we do this again.
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f; // how long till we do this again.
}
}

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@ -42,7 +42,7 @@ void CEinarBoss::Spawn()
pev->model = MAKE_STRING( "models/boss.mdl" );
if( !pev->health )
pev->health = gSkillData.apacheHealth * 2;
pev->health = gSkillData.apacheHealth * 2.0f;
CApache::Spawn();
}
@ -98,7 +98,7 @@ BOOL CEinarBoss::FireGun()
GetAttachment( 0, posBarrel, angBarrel );
Vector vecGun = (posBarrel - posGun).Normalize();
if( DotProduct( vecGun, vecTarget ) > 0.98 && !( ( ++m_iShots ) % 3 ) )
if( DotProduct( vecGun, vecTarget ) > 0.98f && !( ( ++m_iShots ) % 3 ) )
{
FireBullets( 1, posGun, vecGun, VECTOR_CONE_4DEGREES, 8192, BULLET_MONSTER_9MM, 1 );
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "turret/tu_fire1.wav", 1, 0.3 );

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@ -100,7 +100,7 @@ void CWeaponEinarChaingun::Holster( int skiplocal /*= 0*/ )
SpinDown();
else
SendWeaponAnim( CHAINGUN_HOLSTER );
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
}
void CWeaponEinarChaingun::PrimaryAttack()
@ -116,7 +116,7 @@ void CWeaponEinarChaingun::PrimaryAttack()
else
{
PlayEmptySound();
m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2f;
}
return;
}
@ -163,8 +163,8 @@ void CWeaponEinarChaingun::SpinUp()
PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireChaingun1, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, TRUE, 0 );
m_fInAttack = 1;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.4;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.4f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f;
}
@ -173,10 +173,10 @@ void CWeaponEinarChaingun::SpinDown()
// Restore player speed.
PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireChaingun1, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, FALSE, 0 );
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.2;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.2f;
m_fInAttack = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f;
}
void CWeaponEinarChaingun::Fire( float flSpread, float flCycleTime, BOOL fUseAutoAim )
@ -208,7 +208,7 @@ void CWeaponEinarChaingun::Fire( float flSpread, float flCycleTime, BOOL fUseAut
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
m_flTimeWeaponIdle = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.1;
m_flTimeWeaponIdle = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.1f;
}
void CWeaponEinarChaingun::Reload()
@ -225,7 +225,7 @@ void CWeaponEinarChaingun::Reload()
{
m_fInSpecialReload = 2;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.0;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.0f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 5, 10 );
}
}
@ -244,7 +244,7 @@ void CWeaponEinarChaingun::WeaponIdle()
else if( m_fInSpecialReload == 2 )
{
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 93 + RANDOM_LONG( 0, 0x1f ) );
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f;
m_fInSpecialReload = 3;
}
}
@ -261,7 +261,7 @@ void CWeaponEinarChaingun::WeaponIdle()
{
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
if( flRand <= 0.5 )
if( flRand <= 0.5f )
{
iAnim = CHAINGUN_IDLE;
}

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@ -177,7 +177,7 @@ void CEinarSittingCivilian::Spawn()
ResetSequenceInfo();
SetThink( &CEinarSittingCivilian::SittingThink );
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1f;
DROP_TO_FLOOR( ENT( pev ) );
}

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@ -120,7 +120,7 @@ void CEinarCyberFranklin::PainSound()
if( m_flNextPainTime > gpGlobals->time )
return;
m_flNextPainTime = gpGlobals->time + 2.0;
m_flNextPainTime = gpGlobals->time + 2.0f;
EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pPainSounds ), 1.0, ATTN_NORM );
}

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@ -60,7 +60,7 @@ void CEinarFlameRocket::Spawn()
SetTouch( &CEinarFlameRocket::FlameTouch );
SetThink( &CBaseEntity::SUB_Remove );
pev->nextthink = gpGlobals->time + 1.1;
pev->nextthink = gpGlobals->time + 1.1f;
UTIL_MakeVectors( pev->angles );
pev->velocity = gpGlobals->v_forward * pev->speed;
@ -97,8 +97,8 @@ void CEinarFlameRocket::FlameTouch( CBaseEntity *pOther )
pevOwner = 0;
}
pev->dmg = g_pGameRules->IsMultiplayer() ? gSkillData.plrDmgEgonWide : ( gSkillData.plrDmgEgonNarrow * 1.5 );
pev->dmg *= 2;
pev->dmg = g_pGameRules->IsMultiplayer() ? gSkillData.plrDmgEgonWide : ( gSkillData.plrDmgEgonNarrow * 1.5f );
pev->dmg *= 2.0f;
ClearMultiDamage();
pOther->TraceAttack(pevOwner, pev->dmg, pev->velocity.Normalize(), &tr, DMG_BURN );

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@ -80,7 +80,7 @@ BOOL CWeaponEinarMedkit::Deploy()
void CWeaponEinarMedkit::Holster(int skiplocal /*= 0*/)
{
m_fInAttack = 0;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
SendWeaponAnim( MEDKIT_HOLSTER );
}
@ -92,10 +92,10 @@ void CWeaponEinarMedkit::PrimaryAttack()
if( m_fFireOnEmpty )
{
PlayEmptySound();
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0f;
}
return;
}
}
if( m_fInAttack )
{
@ -117,7 +117,7 @@ void CWeaponEinarMedkit::Use()
{
SendWeaponAnim( MEDKIT_LONGUSE, 0 );
m_fInAttack = 1;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.2;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.2f;
}
void CWeaponEinarMedkit::Heal()
@ -134,7 +134,7 @@ void CWeaponEinarMedkit::Heal()
m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
m_fInAttack = 0;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.2;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.2f;
}
void CWeaponEinarMedkit::Reload()
@ -156,7 +156,7 @@ void CWeaponEinarMedkit::WeaponIdle()
}
SendWeaponAnim( MEDKIT_IDLE, 0 );
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
}
BOOL CWeaponEinarMedkit::PlayEmptySound()

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@ -110,7 +110,7 @@ void CEinarMegasquid::Precache()
//=========================================================
BOOL CEinarMegasquid::CheckRangeAttack1( float flDot, float flDist )
{
if( flDist > 450 && flDist <= 1256 && flDot >= 0.5 && gpGlobals->time >= m_flNextSpitTime )
if( flDist > 450 && flDist <= 1256 && flDot >= 0.5f && gpGlobals->time >= m_flNextSpitTime )
{
if( m_hEnemy != 0 )
{
@ -124,12 +124,12 @@ BOOL CEinarMegasquid::CheckRangeAttack1( float flDot, float flDist )
if( IsMoving() )
{
// don't spit again for a long time, resume chasing enemy.
m_flNextSpitTime = gpGlobals->time + 5;
m_flNextSpitTime = gpGlobals->time + 5.0f;
}
else
{
// not moving, so spit again pretty soon.
m_flNextSpitTime = gpGlobals->time + 0.5;
m_flNextSpitTime = gpGlobals->time + 0.5f;
}
return TRUE;
@ -146,7 +146,7 @@ BOOL CEinarMegasquid::CheckRangeAttack1( float flDot, float flDist )
//=========================================================
BOOL CEinarMegasquid::CheckMeleeAttack2( float flDot, float flDist )
{
if( flDist <= 330 && flDot >= 0.7 ) // The player & bullsquid can be as much as their bboxes
if( flDist <= 330 && flDot >= 0.7f ) // The player & bullsquid can be as much as their bboxes
{ // apart (48 * sqrt(3)) and he can still attack (85 is a little more than 48*sqrt(3))
return TRUE;
}

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@ -107,7 +107,7 @@ BOOL CWeaponEinarShovel::Deploy()
void CWeaponEinarShovel::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
SendWeaponAnim( SHOVEL_HOLSTER );
}
@ -116,7 +116,7 @@ void CWeaponEinarShovel::PrimaryAttack()
if( !Swing( 1 ) )
{
SetThink( &CWeaponEinarShovel::SwingAgain );
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1f;
}
}
@ -143,10 +143,10 @@ int CWeaponEinarShovel::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
@ -157,12 +157,12 @@ int CWeaponEinarShovel::Swing( int fFirst )
}
}
#endif
if( tr.flFraction >= 1.0 )
if( tr.flFraction >= 1.0f )
{
if( fFirst )
{
// miss
if( RANDOM_FLOAT( 0.0, 1.0 ) <= 0.25 )
if( RANDOM_FLOAT( 0.0f, 1.0f ) <= 0.25f )
++m_iSwing;
switch( ( m_iSwing++ ) % 2 )
{
@ -176,7 +176,7 @@ int CWeaponEinarShovel::Swing( int fFirst )
SendWeaponAnim( SHOVEL_ATTACK3MISS );
break;*/
}
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5f;
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
@ -211,7 +211,7 @@ int CWeaponEinarShovel::Swing( int fFirst )
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
// play thwack, smack, or dong sound
float flVol = 1.0;
float flVol = 1.0f;
int fHitWorld = TRUE;
if( pEntity )
@ -222,17 +222,17 @@ int CWeaponEinarShovel::Swing( int fFirst )
if( g_pGameRules->IsMultiplayer() )
{
// more damage in multiplayer
flDmg = gSkillData.plrDmgCrowbar * 1.6;
flDmg = gSkillData.plrDmgCrowbar * 1.6f;
}
else if( m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() )
else if( m_flNextPrimaryAttack + 1.0f < UTIL_WeaponTimeBase() )
{
// first swing does full damage
flDmg = gSkillData.plrDmgCrowbar * 1.2;
flDmg = gSkillData.plrDmgCrowbar * 1.2f;
}
else
{
// subsequent swings do half
flDmg = gSkillData.plrDmgCrowbar * 0.6;
flDmg = gSkillData.plrDmgCrowbar * 0.6f;
}
pEntity->TraceAttack( m_pPlayer->pev, flDmg, gpGlobals->v_forward, &tr, DMG_CLUB );
ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev );
@ -277,7 +277,7 @@ int CWeaponEinarShovel::Swing( int fFirst )
if( !pEntity->IsAlive() )
return TRUE;
else
flVol = 0.1;
flVol = 0.1f;
fHitWorld = FALSE;
}
@ -315,10 +315,10 @@ int CWeaponEinarShovel::Swing( int fFirst )
m_pPlayer->m_iWeaponVolume = flVol * SHOVEL_WALLHIT_VOLUME;
#endif
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f;
SetThink( &CWeaponEinarShovel::Smack );
pev->nextthink = UTIL_WeaponTimeBase() + 0.2;
pev->nextthink = UTIL_WeaponTimeBase() + 0.2f;
}
#ifdef CROWBAR_IDLE_ANIM
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
@ -333,22 +333,22 @@ void CWeaponEinarShovel::WeaponIdle( void )
{
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
if( flRand > 0.9 )
if( flRand > 0.9f )
{
iAnim = SHOVEL_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 = SHOVEL_IDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0 / 30.0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0f / 30.0f;
}
else
{
iAnim = SHOVEL_IDLE3;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0 / 30.0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0f / 30.0f;
}
}
SendWeaponAnim( iAnim );

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@ -51,7 +51,7 @@ void CWeaponEinarSniper::Holster( int skiplocal /* = 0 */ )
if( m_fInZoom )
SecondaryAttack();
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
}
int CWeaponEinarSniper::GetItemInfo( ItemInfo *p )
@ -122,8 +122,8 @@ void CWeaponEinarSniper::SecondaryAttack()
#ifndef CLIENT_DLL
UTIL_ScreenFade( m_pPlayer, Vector( 0, 255, 0 ), 0.0, 0.0, 70, iFadeFlags );
#endif
pev->nextthink = UTIL_WeaponTimeBase() + 0.11;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75;
pev->nextthink = UTIL_WeaponTimeBase() + 0.11f;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75f;
}
void CWeaponEinarSniper::PrimaryAttack()
@ -137,7 +137,7 @@ void CWeaponEinarSniper::PrimaryAttack()
if( m_fFireOnEmpty )
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f;
}
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 15, 20 );
@ -167,12 +167,12 @@ void CWeaponEinarSniper::PrimaryAttack()
{
if( m_fInZoom )
{
flSpread = 0.002;
flSpread = 0.002f;
iDmg = 80;
}
else
{
flSpread = 0.07846;
flSpread = 0.07846f;
iDmg = 40;
}
}
@ -180,11 +180,11 @@ void CWeaponEinarSniper::PrimaryAttack()
{
if( m_fInZoom )
{
flSpread = 0.004;
flSpread = 0.004f;
}
else
{
flSpread = 0.08716;
flSpread = 0.08716f;
}
iDmg = 0;
}
@ -206,13 +206,13 @@ void CWeaponEinarSniper::PrimaryAttack()
if( m_fInZoom )
{
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75f;
}
else
{
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.11;
m_pPlayer->pev->punchangle.x -= ( RANDOM_FLOAT( 0, 2.0 ) + 4.0 );
m_pPlayer->pev->punchangle.y -= ( 1.0 - RANDOM_FLOAT( 0, 2.0 ) );
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.11f;
m_pPlayer->pev->punchangle.x -= ( RANDOM_FLOAT( 0.0f, 2.0f ) + 4.0f );
m_pPlayer->pev->punchangle.y -= ( 1.0f - RANDOM_FLOAT( 0.0f, 2.0f ) );
}
}
@ -224,13 +224,13 @@ void CWeaponEinarSniper::Reload()
if( m_fInZoom )
SecondaryAttack();
int iResult = DefaultReload( SNIPER_MAX_CLIP, SNIPER_RELOAD, 3.3 );
int iResult = DefaultReload( SNIPER_MAX_CLIP, SNIPER_RELOAD, 3.3f );
}
void CWeaponEinarSniper::WeaponIdle()
{
ResetEmptySound();
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
}
class CSniperAmmo : public CBasePlayerAmmo

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@ -102,7 +102,7 @@ BOOL CWeaponEinarSpanner::Deploy()
void CWeaponEinarSpanner::Holster(int skiplocal /* = 0 */)
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
SendWeaponAnim( SPANNER_HOLSTER );
}
@ -111,7 +111,7 @@ void CWeaponEinarSpanner::PrimaryAttack()
if( !Swing( 1 ) )
{
SetThink( &CWeaponEinarSpanner::SwingAgain );
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1f;
}
}
@ -138,10 +138,10 @@ int CWeaponEinarSpanner::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
@ -152,12 +152,12 @@ int CWeaponEinarSpanner::Swing( int fFirst )
}
}
#endif
if( tr.flFraction >= 1.0 )
if( tr.flFraction >= 1.0f )
{
if( fFirst )
{
// miss
if( RANDOM_FLOAT( 0.0, 1.0 ) <= 0.25 )
if( RANDOM_FLOAT( 0.0f, 1.0f ) <= 0.25f )
++m_iSwing;
switch( ( m_iSwing++ ) % 2 )
{
@ -168,7 +168,7 @@ int CWeaponEinarSpanner::Swing( int fFirst )
SendWeaponAnim( SPANNER_ATTACK2 );
break;
}
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.4;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.4f;
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG( 0, 0xF ) );
#ifdef CROWBAR_IDLE_ANIM
@ -209,17 +209,17 @@ int CWeaponEinarSpanner::Swing( int fFirst )
if( g_pGameRules->IsMultiplayer() )
{
// more damage in multiplayer
flDmg = gSkillData.plrDmgCrowbar * 1.2;
flDmg = gSkillData.plrDmgCrowbar * 1.2f;
}
else if( m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() )
else if( m_flNextPrimaryAttack + 1.0f < UTIL_WeaponTimeBase() )
{
// first swing does full damage
flDmg = gSkillData.plrDmgCrowbar * 0.8;
flDmg = gSkillData.plrDmgCrowbar * 0.8f;
}
else
{
// subsequent swings do half
flDmg = gSkillData.plrDmgCrowbar * 0.4;
flDmg = gSkillData.plrDmgCrowbar * 0.4f;
}
pEntity->TraceAttack( m_pPlayer->pev, flDmg, gpGlobals->v_forward, &tr, DMG_CLUB );
ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev );
@ -301,10 +301,10 @@ int CWeaponEinarSpanner::Swing( int fFirst )
m_pPlayer->m_iWeaponVolume = flVol * SPANNER_WALLHIT_VOLUME;
#endif
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2f;
SetThink( &CWeaponEinarSpanner::Smack );
pev->nextthink = UTIL_WeaponTimeBase() + 0.2;
pev->nextthink = UTIL_WeaponTimeBase() + 0.2f;
}
#ifdef CROWBAR_IDLE_ANIM
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );

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@ -114,7 +114,7 @@ void CWeaponEinarTaurus::TaurusFire( float flSpread, float flCycleTime, BOOL fUs
if( m_fFireOnEmpty )
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2f;
}
return;
}
@ -178,11 +178,11 @@ void CWeaponEinarTaurus::WeaponIdle()
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 );
if( flRand <= 0.3 )
if( flRand <= 0.3f )
{
iAnim = TAURUS_IDLE3;
}
else if( flRand <= 0.6 )
else if( flRand <= 0.6f )
{
iAnim = TAURUS_IDLE1;
}
@ -190,7 +190,7 @@ void CWeaponEinarTaurus::WeaponIdle()
{
iAnim = TAURUS_IDLE2;
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 15.0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 15.0f;
SendWeaponAnim( iAnim, 1 );
}
}

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@ -104,7 +104,7 @@ void CWeaponEinarTFCSniper::Holster( int skiplocal /* = 0 */ )
SecondaryAttack();
}
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
}
void CWeaponEinarTFCSniper::PrimaryAttack()
@ -118,7 +118,7 @@ void CWeaponEinarTFCSniper::PrimaryAttack()
if( m_fFireOnEmpty )
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f;
}
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
{
@ -151,12 +151,12 @@ void CWeaponEinarTFCSniper::PrimaryAttack()
{
if( m_fInZoom )
{
flSpread = 0.002;
flSpread = 0.002f;
iDmg = 80;
}
else
{
flSpread = 0.07846;
flSpread = 0.07846f;
iDmg = 40;
}
}
@ -164,11 +164,11 @@ void CWeaponEinarTFCSniper::PrimaryAttack()
{
if( m_fInZoom )
{
flSpread = 0.004;
flSpread = 0.004f;
}
else
{
flSpread = 0.08716;
flSpread = 0.08716f;
}
iDmg = 0;
}
@ -190,13 +190,13 @@ void CWeaponEinarTFCSniper::PrimaryAttack()
if( m_fInZoom )
{
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75f;
}
else
{
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.11;
m_pPlayer->pev->punchangle.x -= ( RANDOM_FLOAT( 0, 2.0 ) + 4.0 );
m_pPlayer->pev->punchangle.y -= ( 1.0 - RANDOM_FLOAT( 0, 2.0 ) );
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.11f;
m_pPlayer->pev->punchangle.x -= ( RANDOM_FLOAT( 0.0f, 2.0f ) + 4.0f );
m_pPlayer->pev->punchangle.y -= ( 1.0f - RANDOM_FLOAT( 0.0f, 2.0f ) );
}
}
@ -218,8 +218,8 @@ void CWeaponEinarTFCSniper::SecondaryAttack()
#ifndef CLIENT_DLL
UTIL_ScreenFade( m_pPlayer, Vector( 0, 255, 0 ), 0.0, 0.0, 70, iFadeFlags );
#endif
pev->nextthink = UTIL_WeaponTimeBase() + 0.11;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75;
pev->nextthink = UTIL_WeaponTimeBase() + 0.11f;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75f;
}
void CWeaponEinarTFCSniper::Reload()
@ -233,7 +233,7 @@ void CWeaponEinarTFCSniper::Reload()
if( DefaultReload( SNIPER_MAX_CLIP, TFCSNIPER_AUTOHOLSTER, 0.5 ) )
{
m_fInSpecialReload = 2;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.0;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.0f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 5, 10 );
}
}
@ -251,7 +251,7 @@ void CWeaponEinarTFCSniper::WeaponIdle()
if( m_fInSpecialReload == 2 )
{
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload3.wav", RANDOM_FLOAT( 0.8, 0.9 ), ATTN_NORM, 0, 93 + RANDOM_LONG( 0, 0x1f ) );
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f;
m_fInSpecialReload = 3;
}
if( m_flTimeWeaponIdle <= UTIL_WeaponTimeBase() )

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@ -173,7 +173,7 @@ int CEinarZombieBull::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacke
{
flDist = ( pev->origin - m_Route[m_iRouteIndex].vecLocation ).Length2D();// reusing flDist.
if( FTriangulate( pev->origin, m_Route[m_iRouteIndex].vecLocation, flDist * 0.5, m_hEnemy, &vecApex ) )
if( FTriangulate( pev->origin, m_Route[m_iRouteIndex].vecLocation, flDist * 0.5f, m_hEnemy, &vecApex ) )
{
InsertWaypoint( vecApex, bits_MF_TO_DETOUR | bits_MF_DONT_SIMPLIFY );
}
@ -191,7 +191,7 @@ int CEinarZombieBull::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacke
//=========================================================
BOOL CEinarZombieBull::CheckMeleeAttack1( float flDot, float flDist )
{
if( m_hEnemy->pev->health <= gSkillData.bullsquidDmgWhip && flDist <= 110 && flDot >= 0.7 )
if( m_hEnemy->pev->health <= gSkillData.bullsquidDmgWhip && flDist <= 110 && flDot >= 0.7f )
{
return TRUE;
}
@ -206,7 +206,7 @@ BOOL CEinarZombieBull::CheckMeleeAttack1( float flDot, float flDist )
//=========================================================
BOOL CEinarZombieBull::CheckMeleeAttack2( float flDot, float flDist )
{
if( flDist <= 110 && flDot >= 0.7 && !HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )
if( flDist <= 110 && flDot >= 0.7f && !HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )
{
return TRUE;
}

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@ -469,7 +469,7 @@ 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 );
}