Ejemplo n.º 1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CTFWeaponBaseMelee::CalcIsAttackCriticalHelper( void )
{
	CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
	if ( !pPlayer )
		return false;

	int nCvarValue = tf_weapon_criticals_melee.GetInt();

	if ( nCvarValue == 0 )
		return false;

	if ( nCvarValue == 1 && !tf_weapon_criticals.GetBool() )
		return false;

	float flPlayerCritMult = pPlayer->GetCritMult();

	float flCritChance = TF_DAMAGE_CRIT_CHANCE_MELEE * flPlayerCritMult;
	CALL_ATTRIB_HOOK_FLOAT( flCritChance, mult_crit_chance );

	// If the chance is 0, just bail.
	if ( flCritChance == 0.0f )
		return false;

	return ( RandomInt( 0, WEAPON_RANDOM_RANGE-1 ) <= flCritChance * WEAPON_RANDOM_RANGE );
}
Ejemplo n.º 2
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CTFWeaponBaseMelee::CalcIsAttackCriticalHelper( void )
{
	CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
	if ( !pPlayer )
		return false;

	float flPlayerCritMult = pPlayer->GetCritMult();

	return ( RandomInt( 0, WEAPON_RANDOM_RANGE-1 ) <= ( TF_DAMAGE_CRIT_CHANCE_MELEE * flPlayerCritMult ) * WEAPON_RANDOM_RANGE );
}
Ejemplo n.º 3
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CTFWeaponBaseMelee::CalcIsAttackCriticalHelper( void )
{
	CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
	if ( !pPlayer )
		return false;

	int iShouldCrit = tf_weapon_criticals_melee.GetInt();

	if ( iShouldCrit == 0 )
		return false;

	if ( iShouldCrit == 1 && !tf_weapon_criticals.GetBool() )
		return false;

	float flPlayerCritMult = pPlayer->GetCritMult();

	return ( RandomInt( 0, WEAPON_RANDOM_RANGE-1 ) <= ( TF_DAMAGE_CRIT_CHANCE_MELEE * flPlayerCritMult ) * WEAPON_RANDOM_RANGE );
}