[HL25] Backport changes to Gauss
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2 changed files with 17 additions and 1 deletions
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@ -142,6 +142,10 @@ void CGauss::PrimaryAttack()
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void CGauss::SecondaryAttack()
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{
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// JoshA: Sanitize this so it's not total garbage on level transition
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// and we end up ear blasting the player!
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m_pPlayer->m_flStartCharge = V_min(m_pPlayer->m_flStartCharge, gpGlobals->time);
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// don't fire underwater
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if (m_pPlayer->pev->waterlevel == 3)
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{
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@ -287,6 +291,10 @@ void CGauss::StartFire()
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{
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float flDamage;
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// JoshA: Sanitize this so it's not total garbage on level transition
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// and we end up ear blasting the player!
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m_pPlayer->m_flStartCharge = V_min(m_pPlayer->m_flStartCharge, gpGlobals->time);
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UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
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Vector vecAiming = gpGlobals->v_forward;
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Vector vecSrc = m_pPlayer->GetGunPosition(); // + gpGlobals->v_up * -8 + gpGlobals->v_right * 8;
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@ -353,7 +361,7 @@ void CGauss::Fire(Vector vecOrigSrc, Vector vecDir, float flDamage)
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bool fFirstBeam = true;
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int nMaxHits = 10;
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pentIgnore = ENT(m_pPlayer->pev);
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pentIgnore = m_pPlayer->edict();
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#ifdef CLIENT_DLL
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if (m_fPrimaryFire == false)
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@ -400,6 +408,13 @@ void CGauss::Fire(Vector vecOrigSrc, Vector vecDir, float flDamage)
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if (0 != pEntity->pev->takedamage)
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{
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ClearMultiDamage();
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// if you hurt yourself clear the headshot bit
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if (m_pPlayer->pev == pEntity->pev)
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{
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tr.iHitgroup = 0;
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}
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pEntity->TraceAttack(m_pPlayer->pev, flDamage, vecDir, &tr, DMG_BULLET);
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ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);
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}
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@ -2793,6 +2793,7 @@ ReturnSpot:
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void CBasePlayer::Spawn()
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{
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m_flStartCharge = gpGlobals->time;
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m_bIsSpawning = true;
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//Make sure this gets reset even if somebody adds an early return or throws an exception.
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