More accuracy fixes
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427e2d300d
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2 changed files with 3 additions and 3 deletions
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@ -76,7 +76,7 @@ void OpenCSGunBase_ShotMultiplierHandle( float fShots ) {
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// This is being triggered in PlayerPreThink after the input
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void OpenCSGunBase_ShotMultiplierUpdate( void ) {
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if ( ( self.iShotMultiplier > 0 ) && ( self.fDecreaseShotTime < time ) ) {
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self.fDecreaseShotTime = time + 0.1;
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self.fDecreaseShotTime = time + wptTable[ self.weapon ].fAttackFinished + 0.01;
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self.iShotMultiplier--;
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}
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}
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@ -88,7 +88,7 @@ void OpenCSGunBase_Draw( void ) {
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}
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void OpenCSGunBase_AccuracyCalc( void ) {
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self.fAccuracy = ( self.iShotMultiplier / wptTable[ self.weapon ].fAccuracyDivisor ) * wptTable[ self.weapon ].iBullets;
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self.fAccuracy = ( self.iShotMultiplier / wptTable[ self.weapon ].fAccuracyDivisor );
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}
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// Returns whether or not to play an animation
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@ -102,12 +102,12 @@ float OpenCSGunBase_PrimaryFire( void ) {
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self.flags = self.flags - ( self.flags & FL_SEMI_TOGGLED );
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}
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OpenCSGunBase_ShotMultiplierHandle( wptTable[ self.weapon ].iBullets );
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OpenCSGunBase_AccuracyCalc();
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TraceAttack_FireBullets( wptTable[ self.weapon ].iBullets, ( self.origin + self.view_ofs ) );
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self.(wptTable[ self.weapon ].iMagfld) -= 1;
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self.fAttackFinished = time + wptTable[ self.weapon ].fAttackFinished;
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OpenCSGunBase_ShotMultiplierHandle( 1 );
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Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK );
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self.effects = self.effects | EF_MUZZLEFLASH;
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return TRUE;
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opencs/progs.dat
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opencs/progs.dat
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