Fix: Dummy shouldn't hammer on switch (except after hammerfly, which is harder to fix)

This commit is contained in:
def 2014-05-07 15:24:53 +02:00
parent 15aa47fa07
commit 98c9fe33bf

View file

@ -310,7 +310,10 @@ CClient::CClient() : m_DemoPlayer(&m_SnapshotDelta), m_DemoRecorder(&m_SnapshotD
m_LastDummy2 = 0;
m_LocalIDs[0] = -1;
m_LocalIDs[1] = -1;
m_Fire = 25;
m_Fire = 0;
mem_zero(&HammerInput, sizeof(HammerInput));
HammerInput.m_Fire = 0;
m_State = IClient::STATE_OFFLINE;
m_aServerAddressStr[0] = 0;
@ -476,10 +479,10 @@ void CClient::SendInput()
{
if(!g_Config.m_ClDummyHammer)
{
if(m_Fire != 25)
if(m_Fire != 0)
{
DummyInput.m_Fire = HammerInput.m_Fire;
m_Fire = (m_Fire / 25 + 1) * 25;
m_Fire = 0;
}
if(!Size && (!DummyInput.m_Direction && !DummyInput.m_Jump && !DummyInput.m_Hook))
@ -506,9 +509,7 @@ void CClient::SendInput()
}
m_Fire++;
mem_zero(&HammerInput, sizeof(HammerInput));
HammerInput.m_Fire = (int) ((float) m_Fire / 12.5);
HammerInput.m_Fire+=2;
HammerInput.m_WantedWeapon = 1;
vec2 Main = ((CGameClient *)GameClient())->m_LocalCharacterPos;