Just use a spam cone for now, I don't think I can make an effective breath effect for this release.
And weapon loadouts are beautiful... please inquire with me before making crazy assumptions
Just use a spam cone for now, I don't think I can make an effective breath effect for this release.
And weapon loadouts are beautiful... please inquire with me before making crazy assumptions
// Check our penalty time decay
if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) )
{
m_flAccuracyPenalty -= gpGlobals->frametime;
m_flAccuracyPenalty = clamp( m_flAccuracyPenalty, 0.0f, PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME );
}
.
.
.
virtual const Vector& GetBulletSpread( void )
{
static Vector cone;
float ramp = RemapValClamped( m_flAccuracyPenalty,
0.0f,
PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME,
0.0f,
1.0f );
// We lerp from very accurate to inaccurate over time
VectorLerp( VECTOR_CONE_1DEGREES, VECTOR_CONE_6DEGREES, ramp, cone );
return cone;
}
Bishop ? Sorry i do understand the sentimental reason behind the name but the name bishop and sex toy seem to go in hand. Maybe its just me but i can see it know. ~ UnknownPain killed by bishop. Don't dig that at all.
I don't know any of the structures or functions associated with Source games; but I'm inferring it's a linear slider. You fire, the cone jumps to a max value and then shrinks down linearly over t seconds.
If so that's plenty. I shouldn't even need access to that t in the script.