Created 4 years ago2020-06-19 17:11:16 UTC by petergriffinxxxtentacion
void CFuckfinger::SecondaryAttack(void)
{
void;
}
If your weapon does not have a secondary attack, then it is useless to override it in your weapon class, also that void;
thingy is useless (maybe you meant return;
?)void CFuckfinger::Reload(void)
{
// Ammo check and actual reload code here
if (iResult)
{
m_flTimeWeaponIdle + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
}
}
The problem here is that you calculate the next weapon idle time but you never assign the result, you missed a m_flTimeWeaponIdle =
void CFuckfinger::WeaponIdle(void)
{
// Reset empty sound, autoaim and "time to idle check" code here
if (m_iClip != 0)
{
int iAnim;
float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0, 1);
if (flRand <= 0.5)
{
iAnim = FUCKFINGER_IDLE;
m_flTimeWeaponIdle + 70.0 / 30.0;
}
else if (flRand <= 0.7)
{
iAnim = FUCKFINGER_IDLE;
m_flTimeWeaponIdle + 60.0 / 16.0;
}
else
{
iAnim = FUCKFINGER_IDLE;
m_flTimeWeaponIdle + 88.0 / 30.0;
}
SendWeaponAnim(iAnim, 1);
}
}
There are 3 problems here, the first one is the identical to the reload problem (you calculate the next idle times but you never assign them). The second problem is that you forgot UTIL_WeaponTimeBase()
in the calculation which is the current game time. And the final problem is that you are randomly picking one of 3 possibles scenarios but all of them play the same idle animation (the idle time being the only difference). You could simplify your WeaponIdle
function to something like this:
void CFuckfinger::WeaponIdle()
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
// Play idle animation only if it is time to do so and the clip/magazine isn't empty
if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() || m_iClip <= 0 )
return;
SendWeaponAnim( FUCKFINGER_IDLE );
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0f; // Assuming your idle animation duration is 3 seconds
}
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