Fix timers.

This commit is contained in:
Night Owl 2018-10-25 20:17:38 +05:00
parent 9c9e7769c7
commit ec8482aef7
4 changed files with 7 additions and 7 deletions

View File

@ -150,7 +150,7 @@ void CXS::PrimaryAttack()
if( m_pPlayer->pev->waterlevel == 3 )
{
PlayEmptySound();
m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay( 0.15 );
m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15;
return;
}
@ -188,7 +188,7 @@ void CXS::SecondaryAttack()
PlayEmptySound();
}
m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 );
m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
return;
}

View File

@ -205,7 +205,7 @@ void CGlock::GlockFire( float flCycleTime, BOOL fUseAutoAim )
pNail->pev->speed = 1600.0f;
pNail->pev->avelocity.z = 10;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay( flCycleTime );
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
if( m_fInAttack )
{

View File

@ -367,7 +367,7 @@ void CPipebomb::PrimaryAttack()
}
m_chargeReady = SATCHEL_RELOAD;
m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
break;
@ -416,7 +416,7 @@ void CPipebomb::Throw( void )
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
m_flNextPrimaryAttack = GetNextAttackDelay( 1.0 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
}
}
@ -457,7 +457,7 @@ void CPipebomb::WeaponIdle( void )
// use tripmine animations
strcpy( m_pPlayer->m_szAnimExtention, "trip" );
m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_chargeReady = SATCHEL_IDLE;
break;

View File

@ -118,7 +118,7 @@ void CShotgun::PrimaryAttack()
if( m_pPlayer->pev->waterlevel == 3 )
{
PlayEmptySound();
m_flNextPrimaryAttack = GetNextAttackDelay( 0.15 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15;
return;
}