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Fix build.

theyhunger
Night Owl 7 years ago
parent
commit
0ea3cc77bf
  1. 12
      cl_dll/ev_hldm.cpp
  2. 8
      dlls/hunger/boss.cpp
  3. 3
      dlls/islave.h

12
cl_dll/ev_hldm.cpp

@ -1832,11 +1832,11 @@ void EV_FireAP9( event_args_t *args ) @@ -1832,11 +1832,11 @@ void EV_FireAP9( event_args_t *args )
if( gEngfuncs.GetMaxClients() > 1 )
{
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_AP9, 2, &tracerCount[idx-1], args->fparam1, args->fparam2 );
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_AP9, 2, &g_tracerCount[idx-1], args->fparam1, args->fparam2 );
}
else
{
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_AP9, 2, &tracerCount[idx-1], args->fparam1, args->fparam2 );
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_AP9, 2, &g_tracerCount[idx-1], args->fparam1, args->fparam2 );
}
}
//======================
@ -1901,7 +1901,7 @@ void EV_FireTaurus( event_args_t *args ) @@ -1901,7 +1901,7 @@ void EV_FireTaurus( event_args_t *args )
//======================
// SNIPER START
//======================
extern vec3_t ev_punchangle;
extern vec3_t g_ev_punchangle;
void EV_FireSniper( event_args_t *args )
{
@ -1930,7 +1930,7 @@ void EV_FireSniper( event_args_t *args ) @@ -1930,7 +1930,7 @@ void EV_FireSniper( event_args_t *args )
gEngfuncs.pEventAPI->EV_WeaponAnimation( activity, 1 );
// Substract additional pitch from already exisiting one.
float pitch = ev_punchangle[PITCH];
float pitch = g_ev_punchangle[PITCH];
pitch -= 4;
@ -2017,11 +2017,11 @@ void EV_FireChaingun1( event_args_t *args ) @@ -2017,11 +2017,11 @@ void EV_FireChaingun1( event_args_t *args )
if( gEngfuncs.GetMaxClients() > 1 )
{
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_CHAINGUN, 2, &tracerCount[idx - 1], args->fparam1, args->fparam2 );
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_CHAINGUN, 2, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 );
}
else
{
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_CHAINGUN, 2, &tracerCount[idx - 1], args->fparam1, args->fparam2 );
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_CHAINGUN, 2, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 );
}
}

8
dlls/hunger/boss.cpp

@ -123,13 +123,13 @@ BOOL CBoss::FireGun() @@ -123,13 +123,13 @@ BOOL CBoss::FireGun()
angles.x = angles.x + 360;
if (angles.x > m_angGun.x)
m_angGun.x = min( angles.x, m_angGun.x + 12 );
m_angGun.x = Q_min( angles.x, m_angGun.x + 12 );
if (angles.x < m_angGun.x)
m_angGun.x = max( angles.x, m_angGun.x - 12 );
m_angGun.x = Q_max( angles.x, m_angGun.x - 12 );
if (angles.y > m_angGun.y)
m_angGun.y = min( angles.y, m_angGun.y + 12 );
m_angGun.y = Q_min( angles.y, m_angGun.y + 12 );
if (angles.y < m_angGun.y)
m_angGun.y = max( angles.y, m_angGun.y - 12 );
m_angGun.y = Q_max( angles.y, m_angGun.y - 12 );
m_angGun.y = SetBoneController( 0, m_angGun.y );
m_angGun.x = SetBoneController( 1, m_angGun.x );

3
dlls/islave.h

@ -23,6 +23,7 @@ class CISlave : public CSquadMonster @@ -23,6 +23,7 @@ class CISlave : public CSquadMonster
public:
void Spawn( void );
void Precache( void );
void UpdateOnRemove();
void SetYawSpeed( void );
int ISoundMask( void );
int Classify ( void );
@ -30,7 +31,7 @@ public: @@ -30,7 +31,7 @@ public:
void HandleAnimEvent( MonsterEvent_t *pEvent );
BOOL CheckRangeAttack1 ( float flDot, float flDist );
BOOL CheckRangeAttack2 ( float flDot, float flDist );
void CallForHelp( char *szClassname, float flDist, EHANDLE hEnemy, Vector &vecLocation );
void CallForHelp( const char *szClassname, float flDist, EHANDLE hEnemy, Vector &vecLocation );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);

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