It is currently Wed Apr 17, 2024 9:42 pm
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<h1>lol</h1>
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Yea, that code. It does compile for me atm, so thats not a problem. Its just, like you, my motivation is gone.ScarT wrote:se2007_src.rar should be enough to find it.
z@c, that's the code you sent me, right? I never got it compiling because I'm using a newer version of Visual Studio, and couldn't be bothered to dig out 2008 to compile it I'd love to work on something like that, but I'm so unmotivated these days.
stoopdapoop wrote:yeah, working with source is a huge motivation killer
CapabilitiesAdd( bits_CAP_MOVE_JUMP);
//-----------------------------------------------------------------------------//
// Purpose: Shoot Shit
// Input :
// Output :
//-----------------------------------------------------------------------------//
// Vars
float m_flTimeNextShoot;
float m_flTimeLastShoot;
int m_iRoundsFired;
Vector m_vecSpread;
// Func
void CNPC_Manhack::FireLasers()
{ //gary
//Can't shoot if I got nothing to shoot at
if (!GetEnemy()) return;
//Can't shoot if we can't see our target
if ( !HasCondition( COND_SEE_ENEMY ) || HasCondition( COND_ENEMY_OCCLUDED ) ) return;
//Cool down
if ( gpGlobals->curtime - m_flTimeLastShoot > 1.5 ) m_iRoundsFired = 0;
//Can we shoot the next round yet?
if ( m_iRoundsFired >= 10 ) return; //Max Rounds Per Burst
if ( ( gpGlobals->curtime - m_flTimeLastShoot < 0.04 ) && m_iRoundsFired > -1 ) return; //Rate of Fire (time between rounds)
m_flEngineStallTime = gpGlobals->curtime + 0.01f;
StopBurst( true );
SetEyeState( MANHACK_EYE_STATE_CHARGE );
// Let's aim at our target now
FireBulletsInfo_t info;
Vector vecSrc = EyePosition();
Vector vecDir;
GetVectors( &vecDir, NULL, NULL );
info.m_vecSrc = vecSrc;
info.m_vecDirShooting = Vector( vecDir.x, vecDir.y, GetActualShootTrajectory( vecSrc ).z ),
info.m_vecSpread = VECTOR_CONE_PRECALCULATED;
info.m_iTracerFreq = 1;
info.m_iShots = 1;
info.m_pAttacker = this;
info.m_flDistance = MAX_COORD_RANGE;
info.m_iAmmoType = GetAmmoDef()->Index( "PISTOL" );
FireBullets( info );
// Do the AR2 muzzle flash
CEffectData data;
data.m_nEntIndex = entindex();
data.m_nAttachmentIndex = LookupAttachment( "eyes" );
data.m_flScale = 0.6f;
data.m_fFlags = MUZZLEFLASH_COMBINE;
DispatchEffect( "MuzzleFlash", data );
//light for muzzleflash
CBroadcastRecipientFilter filter;
te->DynamicLight( filter, 0.0, &GetAbsOrigin(), 10, 180, 200, 0, 255, 0.1, 0 );
//Sound
EmitSound( "Weapon_AR2.Single" );
m_flTimeLastShoot = gpGlobals->curtime;
m_iRoundsFired++;
}
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