> 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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