> Someone posted solutions to this at:
> http://www.thewavelength.net/forums
>
> Search for 'rocket crowbar'. I believe the problem related to the code
that
> is run when you 'miss' all entities either not delaying something properly
> (not setting the 'next primary attack' value correctly).
I think that was the bug where (for a short time) after killing an enemy
with the crowbar, if you keep hitting the corpse, the crowbar goes at about
900 miles and hour. Here's that bug...
(in CCrowbar::Swing)...
m_pPlayer->m_iWeaponVolume = CROWBAR_BODYHIT_VOLUME;
if ( !pEntity->IsAlive() )
return TRUE;
else
flVol = 0.1;
...which returns TRUE; if the entity that was hit is no longer alive. This
exits the function before the m_flNextPrimaryAttack time can be updated.
Changing it to this...
m_pPlayer->m_iWeaponVolume = CROWBAR_BODYHIT_VOLUME;
if ( !pEntity->IsAlive() )
{
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25;
return TRUE;
}
else
flVol = 0.1;
...should fix that problem. Once the corse gets gibbed the crowbar slows
back down to normal sub-light speed.
Jeffrey "botman" Broome
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