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CLIENT: Better handling of crosshair recoil effect
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9a33650b70
commit
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3 changed files with 4 additions and 22 deletions
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@ -55,7 +55,7 @@ float hud_maxammo_starttime;
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float nameprint_time;
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float HUD_Change_time;
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float Hitmark_time;
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float crosshair_spread_time;
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float recoil_kick_time;
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float crosshair_pulse_grenade;
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float zoom_2_time;
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@ -1346,25 +1346,6 @@ void() Draw_Crosshair =
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if (getstatf(STAT_HEALTH) < 1)
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return;
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if (crosshair_spread_time > time && crosshair_spread_time)
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{
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cur_spread = cur_spread + 10;
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if (cur_spread >= CrossHairMaxSpread(getstatf(STAT_ACTIVEWEAPON), getstatf(STAT_PLAYERSTANCE)))
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cur_spread = CrossHairMaxSpread(getstatf(STAT_ACTIVEWEAPON), getstatf(STAT_PLAYERSTANCE));
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if (!croshhairmoving)
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cur_spread *= 1/2;
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}
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else if (crosshair_spread_time < time && crosshair_spread_time)
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{
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cur_spread = cur_spread - 0.25;
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if (cur_spread <= 0)
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{
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cur_spread = 0;
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crosshair_spread_time = 0;
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}
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}
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// Standard crosshair (+)
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if (crosshair_value == 1) {
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int x_value, y_value;
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@ -488,7 +488,7 @@ void() DropRecoilKick =
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{
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float len;
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if (crosshair_spread_time > time)
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if (recoil_kick_time > time)
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return;
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len = VectorNormalize(gun_kick);
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@ -1006,7 +1006,8 @@ noref void() CSQC_Parse_Event =
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Hitmark_time = time + 0.2;
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break;
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case 5:
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crosshair_spread_time = time + 70/getWeaponRecoilReturn(getstatf(STAT_ACTIVEWEAPON));
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recoil_kick_time = time + 70/getWeaponRecoilReturn(getstatf(STAT_ACTIVEWEAPON));
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cur_spread = CrossHairMaxSpread(getstatf(STAT_ACTIVEWEAPON), getstatf(STAT_PLAYERSTANCE));
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break;
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default:
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break;
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