public override bool Think(edict_t self) { float[] aim = new float[] { 0, 0, 0 }; Math3D.VectorSet(aim, Defines.MELEE_DISTANCE, 0, 0); GameWeapon.Fire_hit(self, aim, 5, 0); return(true); }
public override bool Think(edict_t self) { float[] aim = new float[] { 0, 0, 0 }; Math3D.VectorSet(aim, Defines.MELEE_DISTANCE, self.mins[0], -4); GameWeapon.Fire_hit(self, aim, (5 + (Lib.Rand() % 6)), 400); return(true); }
public override bool Think(edict_t self) { float[] aim = new float[] { 0, 0, 0 }; Math3D.VectorSet(aim, Defines.MELEE_DISTANCE, self.maxs[0], 0); GameWeapon.Fire_hit(self, aim, 5, 0); GameBase.gi.Sound(self, Defines.CHAN_WEAPON, sound_slash, 1, Defines.ATTN_NORM, 0); return(true); }
public override bool Think(edict_t self) { float[] aim = new float[] { 0, 0, 0 }; Math3D.VectorSet(aim, Defines.MELEE_DISTANCE, 0, 0); if (GameWeapon.Fire_hit(self, aim, (5 + (Lib.Rand() % 5)), 50)) { GameBase.gi.Sound(self, Defines.CHAN_WEAPON, sound_punch_hit, 1, Defines.ATTN_NORM, 0); } return(true); }
public override bool Think(edict_t self) { float[] aim = new float[] { 0, 0, 0 }; Math3D.VectorSet(aim, Defines.MELEE_DISTANCE, 0, 8); if (GameWeapon.Fire_hit(self, aim, (10 + (Lib.Rand() % 5)), -600) && GameBase.skill.value > 0) { self.spawnflags |= 65536; } GameBase.gi.Sound(self, Defines.CHAN_WEAPON, sound_tentacles_retract, 1, Defines.ATTN_NORM, 0); return(true); }
public override bool Think(edict_t self) { float[] aim = new float[] { 0, 0, 0 }; Math3D.VectorSet(aim, Defines.MELEE_DISTANCE, self.mins[0], -4); if (GameWeapon.Fire_hit(self, aim, (20 + (Lib.Rand() % 5)), 300)) { GameBase.gi.Sound(self, Defines.CHAN_AUTO, sound_cleaver_hit, 1, Defines.ATTN_NORM, 0); } else { GameBase.gi.Sound(self, Defines.CHAN_AUTO, sound_cleaver_miss, 1, Defines.ATTN_NORM, 0); } return(true); }
public override bool Think(edict_t self) { float[] aim = new float[] { 0, 0, 0 }; Math3D.VectorSet(aim, Defines.MELEE_DISTANCE, self.maxs[0], 8); if (GameWeapon.Fire_hit(self, aim, (10 + (Lib.Rand() % 5)), 100)) { GameBase.gi.Sound(self, Defines.CHAN_WEAPON, sound_hit2, 1, Defines.ATTN_NORM, 0); } else { GameBase.gi.Sound(self, Defines.CHAN_WEAPON, sound_swing, 1, Defines.ATTN_NORM, 0); } return(true); }
public override bool Think(edict_t self) { GameBase.gi.Sound(self, Defines.CHAN_WEAPON, sound_attack3, 1, Defines.ATTN_NORM, 0); GameWeapon.Fire_hit(self, aim, 5 + Lib.Rand() % 6, -50); return(true); }
public override bool Think(edict_t self) { float[] aim = new[] { Defines.MELEE_DISTANCE, 0F, -24F }; GameWeapon.Fire_hit(self, aim, (15 + (Lib.Rand() % 6)), 400); return(true); }