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https://github.com/YGGverse/hlsdk-portable.git
synced 2025-01-25 22:24:16 +00:00
Do not use client weapons.
This commit is contained in:
parent
5103cec6c1
commit
38f7f09817
@ -25,33 +25,13 @@ project (CLDLL)
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set (CLDLL_LIBRARY client)
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set (CLDLL_LIBRARY client)
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wno-write-strings -DLINUX -D_LINUX -Dstricmp=strcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp -DCLIENT_WEAPONS -DCLIENT_DLL -w")
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wno-write-strings -DLINUX -D_LINUX -Dstricmp=strcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp -DCLIENT_DLL -w")
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if (GOLDSOURCE_SUPPORT)
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if (GOLDSOURCE_SUPPORT)
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DGOLDSOURCE_SUPPORT")
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DGOLDSOURCE_SUPPORT")
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endif()
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endif()
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set(CMAKE_CXX_FLAGS "${CMAKE_C_FLAGS}")
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set(CMAKE_CXX_FLAGS "${CMAKE_C_FLAGS}")
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set (CLDLL_SOURCES
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set (CLDLL_SOURCES
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../dlls/crossbow.cpp
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../dlls/crowbar.cpp
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# ../dlls/egon.cpp
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# ../dlls/gauss.cpp
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# ../dlls/handgrenade.cpp
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# ../dlls/hornetgun.cpp
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# ../dlls/mp5.cpp
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# ../dlls/python.cpp
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../dlls/rpg.cpp
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../dlls/satchel.cpp
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../dlls/shotgun.cpp
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../dlls/squeakgrenade.cpp
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../dlls/tripmine.cpp
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# ../dlls/glock.cpp
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../dlls/poke646/bradnailer.cpp
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../dlls/poke646/cmlwbr.cpp
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../dlls/poke646/heaterpipe.cpp
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../dlls/poke646/nailgun.cpp
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../dlls/poke646/weapon_pipebomb.cpp
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../dlls/poke646/xensquasher.cpp
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ev_hldm.cpp
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ev_hldm.cpp
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hl/hl_baseentity.cpp
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hl/hl_baseentity.cpp
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hl/hl_events.cpp
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hl/hl_events.cpp
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@ -53,13 +53,6 @@ int g_irunninggausspred = 0;
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vec3_t previousorigin;
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vec3_t previousorigin;
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// HLDM Weapon placeholder entities.
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// HLDM Weapon placeholder entities.
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CHeaterPipe g_HeaterPipe;
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CCmlwbr g_Cmlwbr;
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CShotgun g_Shotgun;
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CPipeBomb g_PipeBomb;
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CBradnailer g_Bradnailer;
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CNailgun g_Nailgun;
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CXenSquasher g_Xs;
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/*
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/*
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======================
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======================
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AlertMessage
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AlertMessage
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@ -594,13 +587,6 @@ void HUD_InitClientWeapons( void )
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HUD_PrepEntity( &player, NULL );
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HUD_PrepEntity( &player, NULL );
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// Allocate slot(s) for each weapon that we are going to be predicting
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// Allocate slot(s) for each weapon that we are going to be predicting
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HUD_PrepEntity( &g_HeaterPipe, &player );
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HUD_PrepEntity( &g_Shotgun, &player );
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HUD_PrepEntity( &g_Cmlwbr, &player );
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HUD_PrepEntity( &g_PipeBomb, &player );
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HUD_PrepEntity( &g_Bradnailer, &player );
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HUD_PrepEntity( &g_Nailgun, &player );
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HUD_PrepEntity( &g_Xs, &player );
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}
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}
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/*
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/*
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@ -662,30 +648,6 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
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// Fill in data based on selected weapon
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// Fill in data based on selected weapon
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// FIXME, make this a method in each weapon? where you pass in an entity_state_t *?
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// FIXME, make this a method in each weapon? where you pass in an entity_state_t *?
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switch( from->client.m_iId )
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{
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case WEAPON_HEATERPIPE:
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pWeapon = &g_HeaterPipe;
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break;
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case WEAPON_SHOTGUN:
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pWeapon = &g_Shotgun;
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break;
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case WEAPON_CMLWBR:
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pWeapon = &g_Cmlwbr;
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break;
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case WEAPON_PIPEBOMB:
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pWeapon = &g_PipeBomb;
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break;
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case WEAPON_BRADNAILER:
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pWeapon = &g_Bradnailer;
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break;
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case WEAPON_NAILGUN:
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pWeapon = &g_Nailgun;
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break;
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case WEAPON_XS:
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pWeapon = &g_Xs;
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break;
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}
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// Store pointer to our destination entity_state_t so we can get our origin, etc. from it
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// Store pointer to our destination entity_state_t so we can get our origin, etc. from it
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// for setting up events on the client
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// for setting up events on the client
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@ -25,7 +25,7 @@ project (SVDLL)
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set (SVDLL_LIBRARY server)
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set (SVDLL_LIBRARY server)
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -D_LINUX -DCLIENT_WEAPONS -Dstricmp=strcasecmp -Dstrnicmp=strncasecmp -D_snprintf=snprintf -D_vsnprintf=vsnprintf -fno-exceptions -w")
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -D_LINUX -Dstricmp=strcasecmp -Dstrnicmp=strncasecmp -D_snprintf=snprintf -D_vsnprintf=vsnprintf -fno-exceptions -w")
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set(CMAKE_CXX_FLAGS "${CMAKE_C_FLAGS}")
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set(CMAKE_CXX_FLAGS "${CMAKE_C_FLAGS}")
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set (SVDLL_SOURCES
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set (SVDLL_SOURCES
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