Fixes for deagle left hand grenade right hand
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@ -59,7 +59,7 @@ function SWEP:BFire( hand )
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if CLIENT and IsFirstTimePredicted() then
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if IsValid(self.CWM) then
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if IsValid(self.CWM) and self.CWM:GetAttachment( 1 ) then
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local vStart = self.CWM:GetAttachment( 1 ).Pos
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--local vPoint = p:GetEyeTrace().HitPos
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--local effectdata = EffectData()
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@ -211,11 +211,15 @@ function SWEP:Think()
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self:SetWep2_Burst( 0 )
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end
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if wep1 and self:D_GetDelay( false ) < CurTime()-0.01 then
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local mweh = math.Remap( CurTime(), self:D_GetShotTime( false ), self:D_GetShotTime( false )+wep1c.SpreadDecay_RampTime, 0, 1 )
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mweh = math.Clamp( mweh, 0, 1 )
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local decayfinal = Lerp( math.ease.InExpo( mweh ), wep1c.SpreadDecay_Start, wep1c.SpreadDecay_End )
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self:D_SetSpread( false, math.Approach( self:D_GetSpread( false ), 0, decayfinal * FrameTime() ) )
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for i=1, 2 do
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local hand = i==2
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local wep, wepc = self:BTable( hand ), self:BClass( hand )
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if wepc and wepc.Features == "firearm" and self:D_GetDelay( hand ) < CurTime()-0.01 then
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local mweh = math.Remap( CurTime(), self:D_GetShotTime( hand ), self:D_GetShotTime( hand )+wepc.SpreadDecay_RampTime, 0, 1 )
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mweh = math.Clamp( mweh, 0, 1 )
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local decayfinal = Lerp( math.ease.InExpo( mweh ), wepc.SpreadDecay_Start, wepc.SpreadDecay_End )
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self:D_SetSpread( hand, math.Approach( self:D_GetSpread( hand ), 0, decayfinal * FrameTime() ) )
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end
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end
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local ht = "normal"
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@ -535,11 +535,12 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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end
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end
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if wep:GetUserAim() and wep:BClass( false ) then -- Crosshair
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local meow = wep:C_DualCheck()
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if wep:GetUserAim() and wep:BClass( meow ) and wep:BClass( meow ).Spread then -- Crosshair
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local s, w, h = ss, ScrW(), ScrH()
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local pl_x, pl_y = w/2, h/2
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local dispersion = math.rad( wep:BSpread( false ) )
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local dispersion = math.rad( wep:BSpread( meow ) )
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cam.Start3D()
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local lool = ( EyePos() + ( EyeAngles():Forward()*8192 ) + ( dispersion * EyeAngles():Up()*8192 ) ) :ToScreen()
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cam.End3D()
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@ -592,7 +593,7 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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local mat1 = i == 1 and mat_long_s or mat_long
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local mat2 = i == 1 and mat_dot_s or mat_dot
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surface.SetDrawColor( cooler )
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if wep:BClass( false ).Type == "rifle" then
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if wep:BClass( meow ).Type == "rifle" then
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surface.SetMaterial( mat1 )
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surface.DrawTexturedRectRotated( poosx - s(spacer_long) - gap, poosy, s(32), s(32), 0 )
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surface.DrawTexturedRectRotated( poosx + s(spacer_long) + gap, poosy, s(32), s(32), 0 )
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@ -600,7 +601,7 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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surface.SetMaterial( mat2 )
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surface.DrawTexturedRectRotated( poosx, poosy - gap - s(spacer), s(32), s(32), 0 )
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surface.DrawTexturedRectRotated( poosx, poosy + gap + s(spacer), s(32), s(32), 0 )
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elseif wep:BClass( false ).Type == "smg" then
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elseif wep:BClass( meow ).Type == "smg" then
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surface.SetMaterial( mat1 )
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surface.DrawTexturedRectRotated( poosx, poosy + gap + s(spacer_long), s(32), s(32), 90 )
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surface.DrawTexturedRectRotated( poosx - (math.sin(math.rad(45))*gap) - (math.sin(math.rad(45))*s(spacer_long)), poosy - (math.sin(math.rad(45))*gap) - (math.sin(math.rad(45))*s(spacer_long)), s(32), s(32), -45 )
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