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CS/CZ Ricochet v2.01
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
08-23-2009 , 12:18 Re: CS/CZ Ricochet
#
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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