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Do not use client weapons.

poke646
Night Owl 7 years ago
parent
commit
38f7f09817
  1. 22
      cl_dll/CMakeLists.txt
  2. 38
      cl_dll/hl/hl_weapons.cpp
  3. 2
      dlls/CMakeLists.txt

22
cl_dll/CMakeLists.txt

@ -25,33 +25,13 @@ project (CLDLL) @@ -25,33 +25,13 @@ project (CLDLL)
set (CLDLL_LIBRARY client)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wno-write-strings -DLINUX -D_LINUX -Dstricmp=strcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp -DCLIENT_WEAPONS -DCLIENT_DLL -w")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wno-write-strings -DLINUX -D_LINUX -Dstricmp=strcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp -DCLIENT_DLL -w")
if (GOLDSOURCE_SUPPORT)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DGOLDSOURCE_SUPPORT")
endif()
set(CMAKE_CXX_FLAGS "${CMAKE_C_FLAGS}")
set (CLDLL_SOURCES
../dlls/crossbow.cpp
../dlls/crowbar.cpp
# ../dlls/egon.cpp
# ../dlls/gauss.cpp
# ../dlls/handgrenade.cpp
# ../dlls/hornetgun.cpp
# ../dlls/mp5.cpp
# ../dlls/python.cpp
../dlls/rpg.cpp
../dlls/satchel.cpp
../dlls/shotgun.cpp
../dlls/squeakgrenade.cpp
../dlls/tripmine.cpp
# ../dlls/glock.cpp
../dlls/poke646/bradnailer.cpp
../dlls/poke646/cmlwbr.cpp
../dlls/poke646/heaterpipe.cpp
../dlls/poke646/nailgun.cpp
../dlls/poke646/weapon_pipebomb.cpp
../dlls/poke646/xensquasher.cpp
ev_hldm.cpp
hl/hl_baseentity.cpp
hl/hl_events.cpp

38
cl_dll/hl/hl_weapons.cpp

@ -53,13 +53,6 @@ int g_irunninggausspred = 0; @@ -53,13 +53,6 @@ int g_irunninggausspred = 0;
vec3_t previousorigin;
// HLDM Weapon placeholder entities.
CHeaterPipe g_HeaterPipe;
CCmlwbr g_Cmlwbr;
CShotgun g_Shotgun;
CPipeBomb g_PipeBomb;
CBradnailer g_Bradnailer;
CNailgun g_Nailgun;
CXenSquasher g_Xs;
/*
======================
AlertMessage
@ -594,13 +587,6 @@ void HUD_InitClientWeapons( void ) @@ -594,13 +587,6 @@ void HUD_InitClientWeapons( void )
HUD_PrepEntity( &player, NULL );
// Allocate slot(s) for each weapon that we are going to be predicting
HUD_PrepEntity( &g_HeaterPipe, &player );
HUD_PrepEntity( &g_Shotgun, &player );
HUD_PrepEntity( &g_Cmlwbr, &player );
HUD_PrepEntity( &g_PipeBomb, &player );
HUD_PrepEntity( &g_Bradnailer, &player );
HUD_PrepEntity( &g_Nailgun, &player );
HUD_PrepEntity( &g_Xs, &player );
}
/*
@ -662,30 +648,6 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm @@ -662,30 +648,6 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
// Fill in data based on selected weapon
// FIXME, make this a method in each weapon? where you pass in an entity_state_t *?
switch( from->client.m_iId )
{
case WEAPON_HEATERPIPE:
pWeapon = &g_HeaterPipe;
break;
case WEAPON_SHOTGUN:
pWeapon = &g_Shotgun;
break;
case WEAPON_CMLWBR:
pWeapon = &g_Cmlwbr;
break;
case WEAPON_PIPEBOMB:
pWeapon = &g_PipeBomb;
break;
case WEAPON_BRADNAILER:
pWeapon = &g_Bradnailer;
break;
case WEAPON_NAILGUN:
pWeapon = &g_Nailgun;
break;
case WEAPON_XS:
pWeapon = &g_Xs;
break;
}
// Store pointer to our destination entity_state_t so we can get our origin, etc. from it
// for setting up events on the client

2
dlls/CMakeLists.txt

@ -25,7 +25,7 @@ project (SVDLL) @@ -25,7 +25,7 @@ project (SVDLL)
set (SVDLL_LIBRARY server)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -D_LINUX -DCLIENT_WEAPONS -Dstricmp=strcasecmp -Dstrnicmp=strncasecmp -D_snprintf=snprintf -D_vsnprintf=vsnprintf -fno-exceptions -w")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -D_LINUX -Dstricmp=strcasecmp -Dstrnicmp=strncasecmp -D_snprintf=snprintf -D_vsnprintf=vsnprintf -fno-exceptions -w")
set(CMAKE_CXX_FLAGS "${CMAKE_C_FLAGS}")
set (SVDLL_SOURCES

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