void CFLAMETHROWER::WeaponIdle( void ) { Burn(); if (m_pPlayer->pev->waterlevel == 3 || m_iClip <=0 || burn==0) STOP_SOUND( ENT(m_pPlayer->pev), CHAN_WEAPON, "player/pl_burn.wav" ); if ( gpGlobals->time >= m_flShockTime && burn==1) { EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "player/pl_burn.wav", 0.3, ATTN_NORM ); m_flShockTime = gpGlobals->time + 1.8; } if (m_flTimeWeaponIdle > gpGlobals->time) return; int iAnim; switch ( RANDOM_LONG( 0, 1 ) ) { case 0: iAnim = FLAMETHROWER_IDLE; break; default: case 1: iAnim = FLAMETHROWER_IDLE2; break; } SendWeaponAnim( iAnim ); m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); }
void Test(int niter, int time_dimension, int burn = 0) { SimulateData(time_dimension); BuildModel(); CreateObservationSpace(niter); if (burn > 0) { Burn(burn); } RunMcmc(niter); Check(); }