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看看AK47的各项系数
void CAK47::Spawn()
{
CCSBaseGunInfo info;
info.m_flAccuracyDivisor = 200;
info.m_flAccuracyOffset = 0.35;
info.m_flMaxInaccuracy = 1.25;
info.m_iPenetration = 2;
info.m_iDamage = 36;
info.m_flRangeModifier = 0.98;
info.m_flTimeToIdleAfterFire = 1.9;
info.m_flIdleInterval = 20;
CSBaseGunSpawn( &info );
}
void CAK47::AK47Fire( float flSpread, float flCycleTime )
{
if ( !CSBaseGunFire( flSpread, flCycleTime ) )
return;
CCSPlayer *pPlayer = GetPlayerOwner();
if (pPlayer->GetAbsVelocity().Length2D() > 0 )
KickBack ( 1.5, 0.45, 0.225, 0.05, 6.5, 2.5, 7 );
else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
KickBack ( 2, 1.0, 0.5, 0.35, 9, 6, 5 );
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
KickBack ( 0.9, 0.35, 0.15, 0.025, 5.5, 1.5, 9 );
else
KickBack ( 1, 0.375, 0.175, 0.0375, 5.75, 1.75, 8 );
}
void CAK47::PrimaryAttack()
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
Error( "CAK47::PrimaryAttack - !pPlayer" );
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
AK47Fire( 0.04 + (0.4) * m_flAccuracy, 0.0955 );
else if (pPlayer->GetAbsVelocity().Length2D() > 140)
AK47Fire( 0.04 + (0.07) * m_flAccuracy, 0.0955 );
else
AK47Fire( (0.0275) * m_flAccuracy, 0.0955 );
}.
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War is peace.
Freedom is slavery.
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