USP: Fixed jitter effect when playing an animation of adding a silencer.

This commit is contained in:
s1lent 2020-01-15 20:28:52 +07:00
parent 80069a1f1e
commit 0ff845620b
2 changed files with 13 additions and 7 deletions

View File

@ -493,11 +493,17 @@ public:
};
const float USP_MAX_SPEED = 250.0f;
const float USP_DAMAGE = 34.0f;
const float USP_DAMAGE_SIL = 30.0f;
const float USP_RANGE_MODIFER = 0.79f;
const float USP_RELOAD_TIME = 2.7f;
const float USP_MAX_SPEED = 250.0f;
const float USP_DAMAGE = 34.0f;
const float USP_DAMAGE_SIL = 30.0f;
const float USP_RANGE_MODIFER = 0.79f;
const float USP_RELOAD_TIME = 2.7f;
#ifdef REGAMEDLL_FIXES
const float USP_ADJUST_SIL_TIME = 3.13f;
#else
const float USP_ADJUST_SIL_TIME = 3.0f;
#endif
enum usp_e
{

View File

@ -108,8 +108,8 @@ void CUSP::SecondaryAttack()
Q_strcpy(m_pPlayer->m_szAnimExtention, "onehanded");
}
m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0f;
m_flNextPrimaryAttack = GetNextAttackDelay(3.0);
m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + USP_ADJUST_SIL_TIME;
m_flNextPrimaryAttack = GetNextAttackDelay(USP_ADJUST_SIL_TIME);
}
void CUSP::PrimaryAttack()