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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 08-23-2009 , 12:18   Re: CS/CZ Ricochet
Reply With Quote #6

It's only minor things.

- Instead of hardcoding decals and getting game, you should use EngFunc_DecalIndex. All is you need is to retrieve the first decal in a global var : gShot1Decal = engfunc( EngFunc_DecalIndex, "{shot1" );, then doing : gShot1Decal - random( 5 ); .
- To be more readable, use an enum with the sounds array. :p
- Use const instead of #define for the bitsums. The reason is using const the value will be calculated one time at the compilation, using #define not.
- I don't understand the first trace line you do. Is it really need ? I mean the trace is already done ( thdl ). Explain, please :p
- Why do you use blood_spray() ? Using TraceAttack, the victim should get some blood already.
- "hitgroup == 8" ; Why don't you create a define : const HIT_SHIELD = 8;
- Also, using a switch for "hitgroup" would be more neat and you could use one emit_sound(); armor == CS_ARMOR_VESTHELM ? sounds[5] : sounds[random(3)]
- I would use MSG_PVS for TE_TRACER too.

That's all.
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Last edited by Arkshine; 08-23-2009 at 12:24.
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