Fix the crowbar damage always being calculated halved.
Resolves ValveSoftware/halflife#1600
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d9410e2989
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fe8a54065c
3 changed files with 4 additions and 4 deletions
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@ -823,9 +823,9 @@ void HUD_WeaponsPostThink(local_state_s* from, local_state_s* to, usercmd_t* cmd
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pto->m_fNextAimBonus = -1.0;
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}
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if (pto->m_flNextPrimaryAttack < -1.0)
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if (pto->m_flNextPrimaryAttack < -1.1)
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{
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pto->m_flNextPrimaryAttack = -1.0;
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pto->m_flNextPrimaryAttack = -1.1;
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}
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if (pto->m_flNextSecondaryAttack < -0.001)
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@ -2600,7 +2600,7 @@ pt_end:
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if (gun && gun->UseDecrement())
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{
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gun->m_flNextPrimaryAttack = V_max(gun->m_flNextPrimaryAttack - gpGlobals->frametime, -1.0);
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gun->m_flNextPrimaryAttack = V_max(gun->m_flNextPrimaryAttack - gpGlobals->frametime, -1.1);
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gun->m_flNextSecondaryAttack = V_max(gun->m_flNextSecondaryAttack - gpGlobals->frametime, -0.001);
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if (gun->m_flTimeWeaponIdle != 1000)
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@ -995,7 +995,7 @@ void CBasePlayerWeapon::RetireWeapon()
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//=========================================================================
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float CBasePlayerWeapon::GetNextAttackDelay(float delay)
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{
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if (m_flLastFireTime == 0 || m_flNextPrimaryAttack == -1)
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if (m_flLastFireTime == 0 || m_flNextPrimaryAttack <= -1.1)
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{
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// At this point, we are assuming that the client has stopped firing
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// and we are going to reset our book keeping variables.
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