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025 25.11.2001, 11:08 Exec |
so also ich hab mal das gemacht ,was retro gesagt hat (so wie ichs verstanden hab) und hier is der source: void CShotgun::FireBolt() if (m_iClip == 0) m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; m_iClip--; // make twang sound if (m_iClip) EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/xbow_reload1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF)); // player "shoot" animation Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; Vector vecSrc = pev->origin + gpGlobals->v_up * 16 + gpGlobals->v_forward * 20 + gpGlobals->v_right * 4; //Vector vecSrc = m_pPlayer->GetGunPosition( ) - gpGlobals->v_up * 2; //CBaseEntity *pBolt = CBaseEntity::Create( "shotgun_bolt", vecSrc, /* anglesAim */ , m_pPlayer->edict() ); if (m_pPlayer->pev->waterlevel == 3) if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) m_flNextPrimaryAttack = gpGlobals->time + 1.55; //0.75 m_flNextSecondaryAttack = gpGlobals->time + 1.55; //0.75 m_pPlayer->pev->punchangle.y -= 0; // x 2 so is das jetzt richtig??, weil da tut sich nämlich gar nix ... --"selbermachen rockt am meisten :D" - -LeJean- Dieser Beitrag wurde am 25.11.2001 um 12:20 von da_EXE bearbeitet. |
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