Adjusted some values for m82a1
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17e392f0ee
commit
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2 changed files with 66 additions and 53 deletions
86
.gitignore
vendored
Normal file → Executable file
86
.gitignore
vendored
Normal file → Executable file
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@ -1,38 +1,48 @@
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*.mak
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*.mak.vpc_crc
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*.vpc_crc
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*.vpc.*
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*.project
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*obj_*
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.waf*
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.lock-waf*
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__pycache__
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*.pyc
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.vs/
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Debug/
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Debug_*/
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Release/
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Release_*/
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*.tlog/
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*.obj
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*.pch
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*.log
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*.idb
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*.pdb
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*.rc
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*.vcxproj*
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*.sln
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*.dll*
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*.exp
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*.ilk
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ValveETWProviderEvents.h
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game/client/*/client.lib
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game/server/*/server.lib
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.DS_Store
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build*/
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.cache/
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.ccache/
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waf3*/
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.vscode/
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.depproj/
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source-engine.sln
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*.mak
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*.mak.vpc_crc
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*.vpc_crc
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*.vpc.*
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*.project
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*obj_*
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.waf*
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.lock-waf*
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__pycache__
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*.pyc
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.vs/
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Debug/
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Debug_*/
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Release/
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Release_*/
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*.tlog/
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*.obj
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*.pch
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*.log
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*.idb
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*.pdb
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*.rc
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*.vcxproj*
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*.sln
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*.dll*
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*.exp
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*.exe
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*.ilk
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ValveETWProviderEvents.h
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game/client/*/client.lib
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game/server/*/server.lib
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.DS_Store
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build*/
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.cache/
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.ccache/
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waf3*/
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.vscode/
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.depproj/
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source-engine.sln
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gamedata/css_enhanced/game/cstrike/cfg/config.cfg
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gamedata/css_enhanced/game/bin/*.lib
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gamedata/css_enhanced/game/cstrike/bin/*.lib
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gamedata/css_enhanced/game/cstrike/downladlists/*
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gamedata/css_enhanced/game/cstrike/download/*
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*.cache
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*.tmp
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*.lst
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gamedata/css_enhanced/game/cstrike/textwindow_temp.html
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@ -110,7 +110,7 @@ void CWeaponM82A1::Spawn()
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void CWeaponM82A1::SecondaryAttack()
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{
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const float kZoomTime = 0.2f;
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static constexpr float kZoomTime = 0.2f;
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CCSPlayer *pPlayer = GetPlayerOwner();
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@ -122,27 +122,27 @@ void CWeaponM82A1::SecondaryAttack()
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if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() )
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{
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pPlayer->SetFOV( pPlayer, FOVValues[FOV_SCOPE_1], kZoomTime );
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m_weaponMode = Secondary_Mode;
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m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyAltSwitch;
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m_iLastZoom = FOVValues[FOV_SCOPE_1];
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m_weaponMode = Secondary_Mode;
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m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyAltSwitch;
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}
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else if ( pPlayer->GetFOV() == FOVValues[FOV_SCOPE_1] )
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{
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pPlayer->SetFOV( pPlayer, FOVValues[FOV_SCOPE_2], kZoomTime );
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m_weaponMode = Secondary_Mode;
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m_iLastZoom = FOVValues[FOV_SCOPE_2];
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m_weaponMode = Secondary_Mode;
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}
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else if ( pPlayer->GetFOV() == FOVValues[FOV_SCOPE_2] )
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{
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pPlayer->SetFOV( pPlayer, FOVValues[FOV_SCOPE_3], kZoomTime );
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m_weaponMode = Secondary_Mode;
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m_iLastZoom = FOVValues[FOV_SCOPE_3];
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m_weaponMode = Secondary_Mode;
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}
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else
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{
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pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), kZoomTime );
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m_iLastZoom = pPlayer->GetDefaultFOV();
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m_weaponMode = Primary_Mode;
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}
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m_iLastZoom = pPlayer->GetFOV();
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pPlayer->SetFOV( pPlayer, m_iLastZoom, kZoomTime );
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#ifndef CLIENT_DLL
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// If this isn't guarded, the sound will be emitted twice, once by the server and once by the client.
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@ -170,7 +170,7 @@ void CWeaponM82A1::SecondaryAttack()
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#endif
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.4f;
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m_zoomFullyActiveTime = gpGlobals->curtime + 0.2f;
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m_zoomFullyActiveTime = gpGlobals->curtime + kZoomTime;
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}
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@ -229,10 +229,13 @@ void CWeaponM82A1::PrimaryAttack()
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#endif
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}
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QAngle angle = pPlayer->GetPunchAngle();
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RandomSeed( pPlayer->GetPredictionRandomSeed() );
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angle.x -= 15 + RandomFloat( 2, 8 );
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angle.y -= static_cast< float >( RandomInt( -1, 1 ) ) * RandomFloat( 2, 4 );
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QAngle angle = pPlayer->GetPunchAngle();
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angle.x -= 15 + RandomFloat( 5, 10 );
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angle.y -= static_cast< float >( RandomInt( -1, 1 ) ) * RandomFloat( 2, 5 );
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pPlayer->SetPunchAngle( angle );
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}
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@ -269,7 +272,7 @@ float CWeaponM82A1::GetMaxSpeed() const
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else
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{
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// Slower speed when zoomed in.
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return 100;
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return 90;
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}
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}
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