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Fix build.
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@ -1832,11 +1832,11 @@ void EV_FireAP9( event_args_t *args )
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if( gEngfuncs.GetMaxClients() > 1 )
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{
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EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_AP9, 2, &tracerCount[idx-1], args->fparam1, args->fparam2 );
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EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_AP9, 2, &g_tracerCount[idx-1], args->fparam1, args->fparam2 );
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}
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else
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{
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EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_AP9, 2, &tracerCount[idx-1], args->fparam1, args->fparam2 );
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EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_AP9, 2, &g_tracerCount[idx-1], args->fparam1, args->fparam2 );
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}
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}
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//======================
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@ -1901,7 +1901,7 @@ void EV_FireTaurus( event_args_t *args )
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//======================
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// SNIPER START
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//======================
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extern vec3_t ev_punchangle;
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extern vec3_t g_ev_punchangle;
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void EV_FireSniper( event_args_t *args )
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{
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@ -1930,7 +1930,7 @@ void EV_FireSniper( event_args_t *args )
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gEngfuncs.pEventAPI->EV_WeaponAnimation( activity, 1 );
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// Substract additional pitch from already exisiting one.
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float pitch = ev_punchangle[PITCH];
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float pitch = g_ev_punchangle[PITCH];
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pitch -= 4;
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@ -2017,11 +2017,11 @@ void EV_FireChaingun1( event_args_t *args )
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if( gEngfuncs.GetMaxClients() > 1 )
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{
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EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_CHAINGUN, 2, &tracerCount[idx - 1], args->fparam1, args->fparam2 );
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EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_CHAINGUN, 2, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 );
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}
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else
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{
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EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_CHAINGUN, 2, &tracerCount[idx - 1], args->fparam1, args->fparam2 );
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EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_CHAINGUN, 2, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 );
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}
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}
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@ -123,13 +123,13 @@ BOOL CBoss::FireGun()
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angles.x = angles.x + 360;
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if (angles.x > m_angGun.x)
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m_angGun.x = min( angles.x, m_angGun.x + 12 );
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m_angGun.x = Q_min( angles.x, m_angGun.x + 12 );
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if (angles.x < m_angGun.x)
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m_angGun.x = max( angles.x, m_angGun.x - 12 );
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m_angGun.x = Q_max( angles.x, m_angGun.x - 12 );
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if (angles.y > m_angGun.y)
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m_angGun.y = min( angles.y, m_angGun.y + 12 );
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m_angGun.y = Q_min( angles.y, m_angGun.y + 12 );
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if (angles.y < m_angGun.y)
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m_angGun.y = max( angles.y, m_angGun.y - 12 );
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m_angGun.y = Q_max( angles.y, m_angGun.y - 12 );
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m_angGun.y = SetBoneController( 0, m_angGun.y );
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m_angGun.x = SetBoneController( 1, m_angGun.x );
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@ -23,6 +23,7 @@ class CISlave : public CSquadMonster
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public:
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void Spawn( void );
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void Precache( void );
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void UpdateOnRemove();
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void SetYawSpeed( void );
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int ISoundMask( void );
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int Classify ( void );
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@ -30,7 +31,7 @@ public:
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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BOOL CheckRangeAttack1 ( float flDot, float flDist );
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BOOL CheckRangeAttack2 ( float flDot, float flDist );
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void CallForHelp( char *szClassname, float flDist, EHANDLE hEnemy, Vector &vecLocation );
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void CallForHelp( const char *szClassname, float flDist, EHANDLE hEnemy, Vector &vecLocation );
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
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