From 05ea3bc8ec2a9c5f6531f4166164f06d3f51ac90 Mon Sep 17 00:00:00 2001 From: Andrey Akhmichin Date: Thu, 17 Jun 2021 02:56:07 +0500 Subject: [PATCH] #ifdef->#if. --- cl_dll/hl/hl_weapons.cpp | 2 +- dlls/python.cpp | 2 +- dlls/weapons.h | 18 ++++++------ dlls/zx/ak47.cpp | 12 ++++---- dlls/zx/apache_blackop.cpp | 2 +- dlls/zx/auto_shotgun.cpp | 4 +-- dlls/zx/eagel.cpp | 4 +-- dlls/zx/engine.cpp | 2 +- dlls/zx/hands.cpp | 4 +-- dlls/zx/minigun.cpp | 16 +++++------ dlls/zx/mp41a.cpp | 8 +++--- dlls/zx/op_eagle.cpp | 57 +++++++++++++++++++------------------- dlls/zx/shockgun.cpp | 8 +++--- dlls/zx/swort.cpp | 14 +++++----- dlls/zx/uzi.cpp | 4 +-- dlls/zx/waypoint.cpp | 12 ++++---- 16 files changed, 84 insertions(+), 85 deletions(-) diff --git a/cl_dll/hl/hl_weapons.cpp b/cl_dll/hl/hl_weapons.cpp index 74ca8bb1..9fd09235 100644 --- a/cl_dll/hl/hl_weapons.cpp +++ b/cl_dll/hl/hl_weapons.cpp @@ -1102,7 +1102,7 @@ void _DLLEXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s { g_runfuncs = runfuncs; -#if defined( CLIENT_WEAPONS ) +#if CLIENT_WEAPONS if( cl_lw && cl_lw->value ) { HUD_WeaponsPostThink( from, to, cmd, time, random_seed ); diff --git a/dlls/python.cpp b/dlls/python.cpp index 4e03cef7..522600e2 100644 --- a/dlls/python.cpp +++ b/dlls/python.cpp @@ -158,7 +158,7 @@ void CPython::SecondaryAttack( void ) vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_4DEGREES, 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); int flags; -#if defined( CLIENT_WEAPONS ) +#if CLIENT_WEAPONS flags = FEV_NOTHOST; #else flags = 0; diff --git a/dlls/weapons.h b/dlls/weapons.h index 4b351b1f..9e743dd1 100644 --- a/dlls/weapons.h +++ b/dlls/weapons.h @@ -563,7 +563,7 @@ public: virtual BOOL UseDecrement( void ) { -#if defined( CLIENT_WEAPONS ) +#if CLIENT_WEAPONS return TRUE; #else return FALSE; @@ -630,7 +630,7 @@ public: virtual BOOL UseDecrement( void ) { -#if defined( CLIENT_WEAPONS ) +#if CLIENT_WEAPONS return TRUE; #else return FALSE; @@ -723,7 +723,7 @@ public: virtual BOOL UseDecrement( void ) { -#if defined( CLIENT_WEAPONS ) +#if CLIENT_WEAPONS return TRUE; #else return FALSE; @@ -753,7 +753,7 @@ public: virtual BOOL UseDecrement( void ) { -#if defined( CLIENT_WEAPONS ) +#if CLIENT_WEAPONS return TRUE; #else return FALSE; @@ -783,7 +783,7 @@ public: virtual BOOL UseDecrement( void ) { -#if defined( CLIENT_WEAPONS ) +#if CLIENT_WEAPONS return TRUE; #else return FALSE; @@ -814,7 +814,7 @@ public: virtual BOOL UseDecrement( void ) { -#if defined( CLIENT_WEAPONS ) +#if CLIENT_WEAPONS return TRUE; #else return FALSE; @@ -904,7 +904,7 @@ private: class CShotgunA : public CBasePlayerWeapon { public: -#ifndef CLIENT_DLL +#if !CLIENT_DLL int Save( CSave &save ); int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; @@ -928,7 +928,7 @@ public: virtual BOOL UseDecrement( void ) { -#if defined( CLIENT_WEAPONS ) +#if CLIENT_WEAPONS return TRUE; #else return FALSE; @@ -1196,7 +1196,7 @@ public: virtual BOOL UseDecrement( void ) { -#if defined( CLIENT_WEAPONS ) +#if CLIENT_WEAPONS return TRUE; #else return FALSE; diff --git a/dlls/zx/ak47.cpp b/dlls/zx/ak47.cpp index d6db5f87..567205e8 100644 --- a/dlls/zx/ak47.cpp +++ b/dlls/zx/ak47.cpp @@ -136,7 +136,7 @@ void Cak47::PrimaryAttack() Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); Vector vecDir; -#ifdef CLIENT_DLL +#if CLIENT_DLL if( bIsMultiplayer() ) #else if( g_pGameRules->IsMultiplayer() ) @@ -151,8 +151,8 @@ void Cak47::PrimaryAttack() vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed ); } - int flags; -#if defined( CLIENT_WEAPONS ) + int flags; +#if CLIENT_WEAPONS flags = FEV_NOTHOST; #else flags = 0; @@ -206,7 +206,7 @@ void Cak47::SecondaryAttack( void ) Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); Vector vecDir; -#ifdef CLIENT_DLL +#if CLIENT_DLL if( bIsMultiplayer() ) #else if( g_pGameRules->IsMultiplayer() ) @@ -221,8 +221,8 @@ void Cak47::SecondaryAttack( void ) vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_MP5, 1, 0, m_pPlayer->pev, m_pPlayer->random_seed ); } - int flags; -#if defined( CLIENT_WEAPONS ) + int flags; +#if CLIENT_WEAPONS flags = FEV_NOTHOST; #else flags = 0; diff --git a/dlls/zx/apache_blackop.cpp b/dlls/zx/apache_blackop.cpp index 889b102d..b71a6de3 100644 --- a/dlls/zx/apache_blackop.cpp +++ b/dlls/zx/apache_blackop.cpp @@ -12,7 +12,7 @@ * use or distribution of this code by or to any unlicensed person is illegal. * ****/ -#ifndef OEM_BUILD +#if !OEM_BUILD #include "extdll.h" #include "util.h" diff --git a/dlls/zx/auto_shotgun.cpp b/dlls/zx/auto_shotgun.cpp index 790765fa..e13a426b 100644 --- a/dlls/zx/auto_shotgun.cpp +++ b/dlls/zx/auto_shotgun.cpp @@ -153,7 +153,7 @@ void CShotgunA::PrimaryAttack() m_iClip--; int flags; -#if defined( CLIENT_WEAPONS ) +#if CLIENT_WEAPONS flags = FEV_NOTHOST; #else flags = 0; @@ -167,7 +167,7 @@ void CShotgunA::PrimaryAttack() Vector vecDir; -#ifdef CLIENT_DLL +#if CLIENT_DLL if ( bIsMultiplayer() ) #else if ( g_pGameRules->IsMultiplayer() ) diff --git a/dlls/zx/eagel.cpp b/dlls/zx/eagel.cpp index 28d94584..06763575 100644 --- a/dlls/zx/eagel.cpp +++ b/dlls/zx/eagel.cpp @@ -100,7 +100,7 @@ int CEagel::AddToPlayer( CBasePlayer *pPlayer ) BOOL CEagel::Deploy( ) { -#ifdef CLIENT_DLL +#if CLIENT_DLL if ( bIsMultiplayer() ) #else if ( g_pGameRules->IsMultiplayer() ) @@ -172,7 +172,7 @@ void CEagel::EagelFire( float flSpread, float flCycleTime, BOOL fUseAutoAim ) int flags; -#if defined( CLIENT_WEAPONS ) +#if CLIENT_WEAPONS flags = FEV_NOTHOST; #else flags = 0; diff --git a/dlls/zx/engine.cpp b/dlls/zx/engine.cpp index 54d83e51..5ba32b06 100644 --- a/dlls/zx/engine.cpp +++ b/dlls/zx/engine.cpp @@ -859,7 +859,7 @@ int pfnRegUserMsg(const char *pszName, int iSize) if (gpGlobals->deathmatch) { -#ifdef _DEBUG +#if _DEBUG fp=fopen("HPB_bot.txt","a"); fprintf(fp,"pfnRegUserMsg: pszName=%s msg=%d\n",pszName,msg); fclose(fp); #endif diff --git a/dlls/zx/hands.cpp b/dlls/zx/hands.cpp index 54f57846..d810e1f6 100644 --- a/dlls/zx/hands.cpp +++ b/dlls/zx/hands.cpp @@ -179,7 +179,7 @@ int CHands::Swing( int fFirst ) UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr ); -#ifndef CLIENT_DLL +#if !CLIENT_DLL if ( tr.flFraction >= 1.0 ) { UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr ); @@ -226,7 +226,7 @@ int CHands::Swing( int fFirst ) // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); -#ifndef CLIENT_DLL +#if !CLIENT_DLL // hit fDidHit = TRUE; diff --git a/dlls/zx/minigun.cpp b/dlls/zx/minigun.cpp index 35036bd2..45e452f4 100644 --- a/dlls/zx/minigun.cpp +++ b/dlls/zx/minigun.cpp @@ -144,7 +144,7 @@ void CMinigun::PrimaryAttack() Vector vecDir; -#ifdef CLIENT_DLL +#if CLIENT_DLL if( bIsMultiplayer() ) #else if( g_pGameRules->IsMultiplayer() ) @@ -160,7 +160,7 @@ void CMinigun::PrimaryAttack() } int flags; -#if defined( CLIENT_WEAPONS ) +#if CLIENT_WEAPONS flags = FEV_NOTHOST; #else flags = 0; @@ -177,9 +177,9 @@ void CMinigun::PrimaryAttack() if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.05f; - #ifndef CLIENT_DLL +#if !CLIENT_DLL UTIL_ScreenShake( pev->origin, 5.0, 150.0, 0.75, 250.0 ); - #endif +#endif m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); @@ -218,7 +218,7 @@ void CMinigun::SecondaryAttack( void ) Vector vecDir; -#ifdef CLIENT_DLL +#if CLIENT_DLL if( bIsMultiplayer() ) #else if( g_pGameRules->IsMultiplayer() ) @@ -233,8 +233,8 @@ void CMinigun::SecondaryAttack( void ) vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_20DEGREES, 8192, BULLET_PLAYER_50CAL, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed ); } - int flags; -#if defined( CLIENT_WEAPONS ) + int flags; +#if CLIENT_WEAPONS flags = FEV_NOTHOST; #else flags = 0; @@ -251,7 +251,7 @@ void CMinigun::SecondaryAttack( void ) if ( m_flNextSecondaryAttack < UTIL_WeaponTimeBase() ) m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.01f; -#ifndef CLIENT_DLL +#if !CLIENT_DLL UTIL_ScreenShake( pev->origin, 5.0, 150.0, 0.75, 250.0 ); #endif diff --git a/dlls/zx/mp41a.cpp b/dlls/zx/mp41a.cpp index 425becd5..78622481 100644 --- a/dlls/zx/mp41a.cpp +++ b/dlls/zx/mp41a.cpp @@ -158,7 +158,7 @@ void CMP41a::PrimaryAttack() Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); Vector vecDir; -#ifdef CLIENT_DLL +#if CLIENT_DLL if( bIsMultiplayer() ) #else if( g_pGameRules->IsMultiplayer() ) @@ -173,8 +173,8 @@ void CMP41a::PrimaryAttack() vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed ); } - int flags; -#if defined( CLIENT_WEAPONS ) + int flags; +#if CLIENT_WEAPONS flags = FEV_NOTHOST; #else flags = 0; @@ -231,7 +231,7 @@ void CMP41a::SecondaryAttack( void ) gpGlobals->v_forward * 800 ); int flags; -#if defined( CLIENT_WEAPONS ) +#if CLIENT_WEAPONS flags = FEV_NOTHOST; #else flags = 0; diff --git a/dlls/zx/op_eagle.cpp b/dlls/zx/op_eagle.cpp index b6399abb..65e3e100 100644 --- a/dlls/zx/op_eagle.cpp +++ b/dlls/zx/op_eagle.cpp @@ -101,7 +101,7 @@ void CEagle::SecondaryAttack( void ) { m_fDotActive = ! m_fDotActive; -#ifndef CLIENT_DLL +#if !CLIENT_DLL if (!m_fDotActive && m_pDot) { m_pDot->Killed( NULL, GIB_NORMAL ); @@ -125,7 +125,7 @@ void CEagle::Holster( int skiplocal /* = 0 */ ) { m_fInReload = FALSE;// cancel any reload in progress. -#ifndef CLIENT_DLL +#if !CLIENT_DLL if (m_pDot) { m_pDot->Killed( NULL, GIB_NEVER ); @@ -166,45 +166,44 @@ void CEagle::EagleFire( float flCycleTime, BOOL fUseAutoAim ) m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; -#if defined ( OLD_WEAPONS ) -if (m_iClip != 0) -SendWeaponAnim( EAGLE_FIRE ); -else -SendWeaponAnim( EAGLE_FIRE_EMPTY ); +#if OLD_WEAPONS + if (m_iClip != 0) + SendWeaponAnim( EAGLE_FIRE ); + else + SendWeaponAnim( EAGLE_FIRE_EMPTY ); #endif int flags; -#if defined( CLIENT_WEAPONS ) -flags = FEV_NOTHOST; +#if CLIENT_WEAPONS + flags = FEV_NOTHOST; #else -flags = 0; + flags = 0; #endif PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireEagle : m_usFireEagle, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); -#if defined ( OLD_WEAPONS ) -UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); -UTIL_Ricochet( ptr->vecStartPos, 1.0 ); -UTIL_Ricochet( ptr->vecEndPos, 2.0 ); // ADDED RICHOSHET MODE -+ gpGlobals->v_right * RANDOM_FLOAT(9999,100) -Vector vecShellVelocity = m_pPlayer->pev->velocity -+ gpGlobals->v_right * RANDOM_FLOAT(999,300) -+ gpGlobals->v_up * RANDOM_FLOAT(450,150) -+ gpGlobals->v_forward * 9999; +#if OLD_WEAPONS + UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); + UTIL_Ricochet( ptr->vecStartPos, 1.0 ); + UTIL_Ricochet( ptr->vecEndPos, 2.0 ); // ADDED RICHOSHET MODE + + gpGlobals->v_right * RANDOM_FLOAT(9999,100) + Vector vecShellVelocity = m_pPlayer->pev->velocity + + gpGlobals->v_right * RANDOM_FLOAT(999,300) + + gpGlobals->v_up * RANDOM_FLOAT(450,150) + + gpGlobals->v_forward * 9999; #endif -if (pev->body == 0) -{ -m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; -m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; -#if defined ( OLD_WEAPONS ) - -EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/desert_eagle_fire.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM); + if (pev->body == 0) + { + m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; + m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; +#if OLD_WEAPONS + EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/desert_eagle_fire.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM); #endif -} + } Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecAiming; @@ -236,7 +235,7 @@ m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer-> UpdateDot( ); -#if defined ( OLD_WEAPONS ) +#if OLD_WEAPONS m_pPlayer->pev->punchangle.x -= 2; #endif } @@ -316,7 +315,7 @@ void CEagle::WeaponIdle( void ) void CEagle::UpdateDot( void ) { -#ifndef CLIENT_DLL +#if !CLIENT_DLL if (m_fDotActive) { if (!m_pDot) diff --git a/dlls/zx/shockgun.cpp b/dlls/zx/shockgun.cpp index 8868763f..4af07df6 100644 --- a/dlls/zx/shockgun.cpp +++ b/dlls/zx/shockgun.cpp @@ -88,7 +88,7 @@ int CShockRifle::AddToPlayer( CBasePlayer *pPlayer ) if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) { -#ifndef CLIENT_DLL +#if !CLIENT_DLL if ( g_pGameRules->IsMultiplayer() ) { // in multiplayer, all shockroaches come full. @@ -132,7 +132,7 @@ void CShockRifle::PrimaryAttack() if (m_pPlayer->pev->waterlevel == 3) { TraceResult tr; -#ifndef CLIENT_DLL +#if !CLIENT_DLL m_pPlayer->TakeDamage( VARS(eoNullEntity), VARS(eoNullEntity), 255, DMG_SHOCK ); UTIL_ScreenFade( m_pPlayer, Vector(201,236,255), 2, 0.5, 128, FFADE_IN ); #endif @@ -144,7 +144,7 @@ void CShockRifle::PrimaryAttack() return; } int flags; -#if defined( CLIENT_WEAPONS ) +#if CLIENT_WEAPONS flags = FEV_NOTHOST; #else flags = 0; @@ -166,7 +166,7 @@ void CShockRifle::PrimaryAttack() Vector vecSrc = m_pPlayer->GetGunPosition( )+ gpGlobals->v_forward * 16 + gpGlobals->v_right * 16 + gpGlobals->v_up * -12; -#ifndef CLIENT_DLL +#if !CLIENT_DLL CBaseEntity *pShock = CBaseEntity::Create( "shock", vecSrc, anglesAim, m_pPlayer->edict() ); pShock->pev->velocity = gpGlobals->v_forward * 1500; diff --git a/dlls/zx/swort.cpp b/dlls/zx/swort.cpp index 32b0cffe..03483b84 100644 --- a/dlls/zx/swort.cpp +++ b/dlls/zx/swort.cpp @@ -40,7 +40,7 @@ enum swort_e SWORT_ATTACK2MISS, SWORT_ATTACK2HIT, SWORT_ATTACK3MISS, -#ifndef CROWBAR_IDLE_ANIM +#if !CROWBAR_IDLE_ANIM SWORT_ATTACK3HIT #else SWORT_ATTACK3HIT, @@ -196,7 +196,7 @@ int CSwort::Swing( int fFirst ) UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr ); -#ifndef CLIENT_DLL +#if !CLIENT_DLL if ( tr.flFraction >= 1.0f ) { UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr ); @@ -225,7 +225,7 @@ int CSwort::Swing( int fFirst ) { // miss m_flNextPrimaryAttack = GetNextAttackDelay( 0.5f ); -#ifdef CROWBAR_IDLE_ANIM +#if CROWBAR_IDLE_ANIM m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); #endif // player "shoot" animation @@ -247,7 +247,7 @@ int CSwort::Swing( int fFirst ) // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); -#ifndef CLIENT_DLL +#if !CLIENT_DLL // hit fDidHit = TRUE; @@ -263,7 +263,7 @@ int CSwort::Swing( int fFirst ) // If building with the clientside weapon prediction system, // UTIL_WeaponTimeBase() is always 0 and m_flNextPrimaryAttack is >= -1.0f, thus making // m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() always evaluate to false. -#ifdef CLIENT_WEAPONS +#if CLIENT_WEAPONS if( ( m_flNextPrimaryAttack + 1 == UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) #else if( ( m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) @@ -343,13 +343,13 @@ int CSwort::Swing( int fFirst ) } -#ifdef CROWBAR_IDLE_ANIM +#if CROWBAR_IDLE_ANIM m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); #endif return fDidHit; } -#ifdef CROWBAR_IDLE_ANIM +#if CROWBAR_IDLE_ANIM void CSwort::WeaponIdle( void ) { if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) diff --git a/dlls/zx/uzi.cpp b/dlls/zx/uzi.cpp index 6037093b..5ccde05f 100644 --- a/dlls/zx/uzi.cpp +++ b/dlls/zx/uzi.cpp @@ -146,7 +146,7 @@ void CUZI::PrimaryAttack() Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); Vector vecDir; -#ifdef CLIENT_DLL +#if CLIENT_DLL if( bIsMultiplayer() ) #else if( g_pGameRules->IsMultiplayer() ) @@ -162,7 +162,7 @@ void CUZI::PrimaryAttack() } int flags; -#if defined( CLIENT_WEAPONS ) +#if CLIENT_WEAPONS flags = FEV_NOTHOST; #else flags = 0; diff --git a/dlls/zx/waypoint.cpp b/dlls/zx/waypoint.cpp index 747e4a1b..3981b4d6 100644 --- a/dlls/zx/waypoint.cpp +++ b/dlls/zx/waypoint.cpp @@ -91,7 +91,7 @@ void WaypointFree(void) free(p); p = p_next; -#ifdef _DEBUG +#if _DEBUG count++; if (count > 1000) WaypointDebug(); #endif @@ -174,7 +174,7 @@ void WaypointAddPath(short int add_index, short int path_index) prev = p; // save the previous node in linked list p = p->next; // go to next node in linked list -#ifdef _DEBUG +#if _DEBUG count++; if (count > 100) WaypointDebug(); #endif @@ -230,7 +230,7 @@ void WaypointDeletePath(short int del_index) p = p->next; // go to next node in linked list -#ifdef _DEBUG +#if _DEBUG count++; if (count > 100) WaypointDebug(); #endif @@ -264,7 +264,7 @@ void WaypointDeletePath(short int path_index, short int del_index) p = p->next; // go to next node in linked list -#ifdef _DEBUG +#if _DEBUG count++; if (count > 100) WaypointDebug(); #endif @@ -322,7 +322,7 @@ int WaypointFindPath(PATH **pPath, int *path_index, int waypoint_index, int team *pPath = (*pPath)->next; // go to next node in linked list -#ifdef _DEBUG +#if _DEBUG count++; if (count > 100) WaypointDebug(); #endif @@ -1135,7 +1135,7 @@ void WaypointDelete(edict_t *pEntity) free(p); p = p_next; -#ifdef _DEBUG +#if _DEBUG count++; if (count > 100) WaypointDebug(); #endif