예제 #1
0
//-----------------------------------------------------------------------------
float CWeaponAlyxGun::GetMaxRestTime( void )
{
	if ( IsAlyxInInjuredMode() )
		return 3.0f;

	return BaseClass::GetMaxRestTime();
}
//=========================================================
//=========================================================
float CWeaponAlyxGun::GetMinRestTime()
{
	if ( IsAlyxInInjuredMode() )
		return 1.5f;

	return BaseClass::GetMinRestTime();
}
예제 #3
0
//-----------------------------------------------------------------------------
const Vector& CWeaponAlyxGun::GetBulletSpread( void )
{
	static const Vector cone = VECTOR_CONE_2DEGREES;
	static const Vector injuredCone = VECTOR_CONE_6DEGREES;

	if ( IsAlyxInInjuredMode() )
		return injuredCone;

	return cone;
}
//=========================================================
//=========================================================
const Vector& CWeaponAlyxGun::GetBulletSpread()
{
	static Vector Spread				= VECTOR_CONE_2DEGREES;
	static Vector InjuredAlyxSpread		= VECTOR_CONE_6DEGREES;

#ifndef CLIENT_DLL
	if ( GetOwner() && GetOwner()->Classify() == CLASS_PLAYER_ALLY_VITAL )
	{
		if ( IsAlyxInInjuredMode() )
			return InjuredAlyxSpread;
		else
			return Spread;
	}


	// El dueño de esta arma es el jugador.
	if ( GetOwner() && GetOwner()->IsPlayer() )
	{
		// Valor predeterminado.
		Spread = VECTOR_CONE_5DEGREES;

		CIN_Player *pPlayer = ToInPlayer(GetOwner());
		const char *crosshair	= pPlayer->GetConVar("crosshair");

		// Esta agachado y con la mira puesta. Las balas se esparcirán al minimo.
		if ( pPlayer->IsDucked() && crosshair == "0" )
			Spread = VECTOR_CONE_1DEGREES;

		// Esta agachado. 3 grados de esparcimiento.
		else if ( pPlayer->IsDucked() )
			Spread = VECTOR_CONE_3DEGREES;

		// Esta con la mira. 2 grados de esparcimiento.
		else if ( crosshair == "0" )
			Spread = VECTOR_CONE_2DEGREES;
	}
#endif

	return Spread;
}
//-----------------------------------------------------------------------------
// Purpose: Whether or not Alyx is injured
//-----------------------------------------------------------------------------
bool CAI_BehaviorAlyxInjured::IsInjured( void ) const 
{ 
	return IsAlyxInInjuredMode();
}