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#ifdef->#if.

CAd
Andrey Akhmichin 4 years ago
parent
commit
1f2e96fddc
  1. 14
      dlls/CAd/displacer.cpp
  2. 10
      dlls/CAd/eagle.cpp
  3. 8
      dlls/weapons.h

14
dlls/CAd/displacer.cpp

@ -22,7 +22,7 @@ @@ -22,7 +22,7 @@
#include "gamerules.h"
#include "shake.h"
#ifndef CLIENT_DLL
#if !CLIENT_DLL
extern edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer );
@ -305,7 +305,7 @@ void CDisplacerBall::ClearBeams( void ) @@ -305,7 +305,7 @@ void CDisplacerBall::ClearBeams( void )
}
#endif // !defined ( CLIENT_DLL )
#endif // !CLIENT_DLL
enum displacer_e {
DISPLACER_IDLE1 = 0,
@ -407,7 +407,7 @@ void CDisplacer::Precache(void) @@ -407,7 +407,7 @@ void CDisplacer::Precache(void)
PRECACHE_MODEL("sprites/lgtning.spr");
#ifndef CLIENT_DLL
#if !CLIENT_DLL
iPortalSprite = PRECACHE_MODEL("sprites/exit1.spr");
iRingSprite = PRECACHE_MODEL("sprites/displacer_ring.spr");
#endif
@ -563,7 +563,7 @@ void CDisplacer::Displace( void ) @@ -563,7 +563,7 @@ void CDisplacer::Displace( void )
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_pPlayer->pev->punchangle.x -= 2;
#ifndef CLIENT_DLL
#if !CLIENT_DLL
Vector vecSrc;
UseAmmo(DISPLACER_PRIMARY_USAGE);
@ -588,7 +588,7 @@ void CDisplacer::Teleport( void ) @@ -588,7 +588,7 @@ void CDisplacer::Teleport( void )
const char *pszName;
ClearBeams();
ClearSpin();
#ifndef CLIENT_DLL
#if !CLIENT_DLL
CBaseEntity *pTarget = NULL;
Vector tmp( 0, 0, 0 );
@ -657,7 +657,7 @@ void CDisplacer::Teleport( void ) @@ -657,7 +657,7 @@ void CDisplacer::Teleport( void )
void CDisplacer::LightningEffect( void )
{
#ifndef CLIENT_DLL
#if !CLIENT_DLL
int m_iBeams = 0;
for( int i = 2; i < 5; ++i )
@ -679,7 +679,7 @@ void CDisplacer::LightningEffect( void ) @@ -679,7 +679,7 @@ void CDisplacer::LightningEffect( void )
void CDisplacer::ClearBeams( void )
{
#ifndef CLIENT_DLL
#if !CLIENT_DLL
for( int i = 0; i < 3; i++ )
{
if( m_pBeam[i] )

10
dlls/CAd/eagle.cpp

@ -29,7 +29,7 @@ enum deagle_e { @@ -29,7 +29,7 @@ enum deagle_e {
};
LINK_ENTITY_TO_CLASS( weapon_eagle, CEagle )
#ifndef CLIENT_DLL
#if !CLIENT_DLL
LINK_ENTITY_TO_CLASS( eagle_laser, CLaserSpot )
#endif
@ -158,7 +158,7 @@ void CEagle::PrimaryAttack() @@ -158,7 +158,7 @@ void CEagle::PrimaryAttack()
int flags;
BOOL m_fLaserOn;
#if defined( CLIENT_WEAPONS )
#if CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;
@ -178,7 +178,7 @@ void CEagle::PrimaryAttack() @@ -178,7 +178,7 @@ void CEagle::PrimaryAttack()
{
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5f;
#ifndef CLIENT_DLL
#if !CLIENT_DLL
m_pEagleLaser->Suspend( 0.6 );
#endif
m_fLaserOn = TRUE;
@ -208,7 +208,7 @@ void CEagle::Reload( void ) @@ -208,7 +208,7 @@ void CEagle::Reload( void )
if ( m_pEagleLaser && m_fEagleLaserActive )
{
#ifndef CLIENT_DLL
#if !CLIENT_DLL
m_pEagleLaser->Suspend( 1.6f );
#endif
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.5f;
@ -229,7 +229,7 @@ void CEagle::Reload( void ) @@ -229,7 +229,7 @@ void CEagle::Reload( void )
void CEagle::UpdateSpot( void )
{
#ifndef CLIENT_DLL
#if !CLIENT_DLL
if (m_fEagleLaserActive)
{
if (!m_pEagleLaser)

8
dlls/weapons.h

@ -1013,7 +1013,7 @@ class CDisplacer : public CBasePlayerWeapon @@ -1013,7 +1013,7 @@ class CDisplacer : public CBasePlayerWeapon
{
public:
#ifndef CLIENT_DLL
#if !CLIENT_DLL
int Save(CSave &save);
int Restore(CRestore &restore);
static TYPEDESCRIPTION m_SaveData[];
@ -1033,7 +1033,7 @@ public: @@ -1033,7 +1033,7 @@ public:
virtual BOOL UseDecrement(void)
{
#if defined( CLIENT_WEAPONS )
#if CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
@ -1061,7 +1061,7 @@ class CEagle : public CBasePlayerWeapon @@ -1061,7 +1061,7 @@ class CEagle : public CBasePlayerWeapon
{
public:
#ifndef CLIENT_DLL
#if !CLIENT_DLL
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
@ -1085,7 +1085,7 @@ public: @@ -1085,7 +1085,7 @@ public:
int m_fEagleLaserActive;
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
#if CLIENT_WEAPONS
return TRUE;
#else
return FALSE;

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