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https://github.com/s1lentq/ReGameDLL_CS.git
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Fix Glock and Famas undesired ammo decreasing on burst mode (#832)
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@ -761,8 +761,9 @@ void CBasePlayerWeapon::FireRemaining(int &shotsFired, float &shootTime, BOOL bI
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if (bIsGlock)
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if (bIsGlock)
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{
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{
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vecDir = m_pPlayer->FireBullets3(vecSrc, gpGlobals->v_forward, 0.05, 8192, 1, BULLET_PLAYER_9MM, 18, 0.9, m_pPlayer->pev, true, m_pPlayer->random_seed);
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vecDir = m_pPlayer->FireBullets3(vecSrc, gpGlobals->v_forward, 0.05, 8192, 1, BULLET_PLAYER_9MM, 18, 0.9, m_pPlayer->pev, true, m_pPlayer->random_seed);
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#ifndef REGAMEDLL_FIXES
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--m_pPlayer->ammo_9mm;
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--m_pPlayer->ammo_9mm;
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#endif
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PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireGlock18, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y,
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PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireGlock18, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y,
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int(m_pPlayer->pev->punchangle.x * 10000), int(m_pPlayer->pev->punchangle.y * 10000), m_iClip == 0, FALSE);
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int(m_pPlayer->pev->punchangle.x * 10000), int(m_pPlayer->pev->punchangle.y * 10000), m_iClip == 0, FALSE);
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}
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}
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@ -770,7 +771,9 @@ void CBasePlayerWeapon::FireRemaining(int &shotsFired, float &shootTime, BOOL bI
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{
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{
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vecDir = m_pPlayer->FireBullets3(vecSrc, gpGlobals->v_forward, m_fBurstSpread, 8192, 2, BULLET_PLAYER_556MM, 30, 0.96, m_pPlayer->pev, false, m_pPlayer->random_seed);
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vecDir = m_pPlayer->FireBullets3(vecSrc, gpGlobals->v_forward, m_fBurstSpread, 8192, 2, BULLET_PLAYER_556MM, 30, 0.96, m_pPlayer->pev, false, m_pPlayer->random_seed);
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#ifndef REGAMEDLL_FIXES
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--m_pPlayer->ammo_556nato;
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--m_pPlayer->ammo_556nato;
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#endif
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#ifdef REGAMEDLL_ADD
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#ifdef REGAMEDLL_ADD
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// HACKHACK: client-side weapon prediction fix
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// HACKHACK: client-side weapon prediction fix
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