From 27157afa8cc29aa5979c4cfb02bdf8864488501c Mon Sep 17 00:00:00 2001 From: Andrey Akhmichin Date: Thu, 2 Jan 2020 19:15:31 +0500 Subject: [PATCH] Remove useless casts. Some format fixes. --- dlls/asheep/beretta.cpp | 2 +- dlls/asheep/m41a.cpp | 12 ++++++------ 2 files changed, 7 insertions(+), 7 deletions(-) diff --git a/dlls/asheep/beretta.cpp b/dlls/asheep/beretta.cpp index c40cbf0d..d605feb9 100644 --- a/dlls/asheep/beretta.cpp +++ b/dlls/asheep/beretta.cpp @@ -183,7 +183,7 @@ void CBeretta::BerettaFire( float flSpread , float flCycleTime, BOOL fUseAutoAim Vector vecDir; vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_BERETTA, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); - PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireBeretta1 : m_usFireBeretta2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); + PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireBeretta1 : m_usFireBeretta2, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime; diff --git a/dlls/asheep/m41a.cpp b/dlls/asheep/m41a.cpp index 249db3f0..88107006 100644 --- a/dlls/asheep/m41a.cpp +++ b/dlls/asheep/m41a.cpp @@ -37,7 +37,7 @@ enum m41a_e }; -LINK_ENTITY_TO_CLASS( weapon_9mmm41a, CM41A ); +LINK_ENTITY_TO_CLASS( weapon_9mmm41a, CM41A ) //========================================================= //========================================================= @@ -163,9 +163,9 @@ void CM41A::PrimaryAttack() Vector vecDir; #ifdef CLIENT_DLL - if ( bIsMultiplayer() ) + if( bIsMultiplayer() ) #else - if ( g_pGameRules->IsMultiplayer() ) + if( g_pGameRules->IsMultiplayer() ) #endif { // optimized multiplayer. Widened to make it easier to hit a moving player @@ -184,15 +184,15 @@ void CM41A::PrimaryAttack() flags = 0; #endif - PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usM41A, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); + PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usM41A, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); - if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) + if(!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) // HEV suit - indicate out of ammo condition m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f; - if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) + if( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );