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Fix build. Remove unneeded changes.

halloween
Night Owl 7 years ago
parent
commit
0af3a37151
  1. 4
      dlls/func_tank.cpp
  2. 4
      dlls/player.cpp
  3. 5
      dlls/rpg.cpp
  4. 2
      dlls/satchel.cpp

4
dlls/func_tank.cpp

@ -369,8 +369,8 @@ BOOL CFuncTank::StartControl( CBasePlayer *pController ) @@ -369,8 +369,8 @@ BOOL CFuncTank::StartControl( CBasePlayer *pController )
void CFuncTank::StopControl()
{
if( m_pLaser )
m_pLaser->TurnOff();
//if( m_pLaser )
//m_pLaser->TurnOff();
// TODO: bring back the controllers current weapon
if( !m_pController )

4
dlls/player.cpp

@ -4060,7 +4060,7 @@ void CBasePlayer::UpdateClientData( void ) @@ -4060,7 +4060,7 @@ void CBasePlayer::UpdateClientData( void )
m_rgpPlayerItems[i]->UpdateClientData( this );
}
if( m_pClientActiveItem != pPlayer->m_pActiveItem )
/*if( m_pClientActiveItem != pPlayer->m_pActiveItem )
{
if( pPlayer->m_pActiveItem == NULL )
{
@ -4104,7 +4104,7 @@ void CBasePlayer::UpdateClientData( void ) @@ -4104,7 +4104,7 @@ void CBasePlayer::UpdateClientData( void )
MESSAGE_END();
}
}
}
}*/
// Cache and client weapon change
m_pClientActiveItem = m_pActiveItem;

5
dlls/rpg.cpp

@ -265,11 +265,6 @@ void CRpgRocket::FollowThink( void ) @@ -265,11 +265,6 @@ void CRpgRocket::FollowThink( void )
pev->velocity = pev->velocity * 0.2 + vecTarget * flSpeed * 0.798;
if( pev->waterlevel == 0 && pev->velocity.Length() < 1500 )
{
if( m_pLauncher )
{
// my launcher is still around, tell it I'm dead.
m_pLauncher->m_cActiveRockets--;
}
Detonate();
}
}

2
dlls/satchel.cpp

@ -45,8 +45,6 @@ class CSatchelCharge : public CGrenade @@ -45,8 +45,6 @@ class CSatchelCharge : public CGrenade
Vector m_lastBounceOrigin; // Used to fix a bug in engine: when object isn't moving, but its speed isn't 0 and on ground isn't set
void Spawn( void );
void Precache( void );
void Spawn( void );
void Precache( void );
void BounceSound( void );
void EXPORT SatchelSlide( CBaseEntity *pOther );

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