diff --git a/dlls/bigmomma.cpp b/dlls/bigmomma.cpp index a038c776..6b594983 100644 --- a/dlls/bigmomma.cpp +++ b/dlls/bigmomma.cpp @@ -411,7 +411,7 @@ void CBigMomma::SetYawSpeed( void ) { int ys; - switch ( m_Activity ) + switch( m_Activity ) { case ACT_IDLE: ys = 100; diff --git a/dlls/crowbar.cpp b/dlls/crowbar.cpp index 051d2309..b00a0ad3 100644 --- a/dlls/crowbar.cpp +++ b/dlls/crowbar.cpp @@ -219,32 +219,32 @@ int CCrowbar::Swing( int fFirst ) fDidHit = TRUE; CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); - ClearMultiDamage(); - // If building with the clientside weapon prediction system, - // UTIL_WeaponTimeBase() is always 0 and m_flNextPrimaryAttack is >= -1.0f, thus making - // m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() always evaluate to false. -#ifdef CLIENT_WEAPONS - if( ( m_flNextPrimaryAttack + 1 == UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) -#else - if( ( m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) -#endif - { - // first swing does full damage - pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB ); - } - else - { - // subsequent swings do half - pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar / 2, gpGlobals->v_forward, &tr, DMG_CLUB ); - } - ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); - // play thwack, smack, or dong sound - float flVol = 1.0; - int fHitWorld = TRUE; + float flVol = 1.0; + int fHitWorld = TRUE; if( pEntity ) { + ClearMultiDamage(); + // If building with the clientside weapon prediction system, + // UTIL_WeaponTimeBase() is always 0 and m_flNextPrimaryAttack is >= -1.0f, thus making + // m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() always evaluate to false. +#ifdef CLIENT_WEAPONS + if( ( m_flNextPrimaryAttack + 1 == UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) +#else + if( ( m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) +#endif + { + // first swing does full damage + pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB ); + } + else + { + // subsequent swings do half + pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar / 2, gpGlobals->v_forward, &tr, DMG_CLUB ); + } + ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); + if( pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE ) { // play thwack or smack sound