![]() So use the angle and pitch we passed instead. Arbitary portals will make angle and pitch calculations unreliable. Puff = LineAttack(bangle, range, bslope, 0, 'Hitscan ', pufftype, laflags | LAF_NOINTERACT, t) ĪimBulletMissile(proj, puff, flags, temp, false) Vector2 ofs = AngleToVector(ang, Spawnofs_xy) Īctor proj = SpawnPlayerMissile(missile, bangle, ofs. Let puff = LineAttack(bangle, range, bslope, damage, 'Hitscan ', pufftype, laflags, t) If (pufftype = NULL) pufftype = 'BulletPuff ' Ī_StartSound( weapon. If (!(flags & FBF_NOPITCH)) bslope = BulletSlope() If (range = 0) range = PLAYERMISSILERANGE If ((flags & FBF_USEAMMO) & weapon & stateinfo != null & stateinfo. Int laflags = (flags & FBF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0 ![]() -Īction void A_FireBullets( double spread_xy, double spread_z, int numbullets, int damageperbullet, class pufftype = "BulletPuff ", int flags = 1, double range = 0, class missile = null, double Spawnheight = 32, double Spawnofs_xy = 0) mStateType = STATE_Psprite & player != null & player. Resets the counter for the above function However, don't reload if we're out of ammo. Go back to the refire frames, instead of continuing on to the reload frames. ReloadCounter + 1) % count Įlse // 0 % 1 = 1? So how do we check if the weapon was never fired? We should only do this when we're not incrementing the counter though. If (!dontincrement || ReloadCounter != 0) mStateType != STATE_Psprite || player = null || player. bAltFire, false, true))Īction state A_CheckForReload( int count, statelabel jump, bool dontincrement = false)
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |