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https://github.com/YGGverse/hlsdk-portable.git
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Fix shadowing variables.
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65dc1997f7
commit
46ecb7e8ee
@ -38,7 +38,7 @@
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extern engine_studio_api_t IEngineStudio;
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extern engine_studio_api_t IEngineStudio;
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static int tracerCount[32];
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static int g_tracerCount[32];
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extern "C" char PM_FindTextureType( char *name );
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extern "C" char PM_FindTextureType( char *name );
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@ -546,7 +546,7 @@ void EV_FireGlock2( event_args_t *args )
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VectorCopy( forward, vecAiming );
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VectorCopy( forward, vecAiming );
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EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_9MM, 0, &tracerCount[idx - 1], args->fparam1, args->fparam2 );
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EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_9MM, 0, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 );
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}
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}
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//======================
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//======================
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// GLOCK END
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// GLOCK END
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@ -602,11 +602,11 @@ void EV_FireShotGunDouble( event_args_t *args )
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if( gEngfuncs.GetMaxClients() > 1 )
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if( gEngfuncs.GetMaxClients() > 1 )
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{
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{
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EV_HLDM_FireBullets( idx, forward, right, up, 8, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx - 1], 0.17365, 0.04362 );
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EV_HLDM_FireBullets( idx, forward, right, up, 8, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.17365, 0.04362 );
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}
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}
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else
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else
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{
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{
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EV_HLDM_FireBullets( idx, forward, right, up, 12, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx - 1], 0.08716, 0.08716 );
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EV_HLDM_FireBullets( idx, forward, right, up, 12, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.08716, 0.08716 );
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}
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}
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}
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}
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@ -654,11 +654,11 @@ void EV_FireShotGunSingle( event_args_t *args )
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if( gEngfuncs.GetMaxClients() > 1 )
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if( gEngfuncs.GetMaxClients() > 1 )
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{
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{
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EV_HLDM_FireBullets( idx, forward, right, up, 4, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx - 1], 0.08716, 0.04362 );
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EV_HLDM_FireBullets( idx, forward, right, up, 4, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.08716, 0.04362 );
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}
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}
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else
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else
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{
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{
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EV_HLDM_FireBullets( idx, forward, right, up, 6, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx - 1], 0.08716, 0.08716 );
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EV_HLDM_FireBullets( idx, forward, right, up, 6, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.08716, 0.08716 );
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}
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}
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}
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}
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//======================
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//======================
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@ -719,11 +719,11 @@ void EV_FireMP5( event_args_t *args )
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if( gEngfuncs.GetMaxClients() > 1 )
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if( gEngfuncs.GetMaxClients() > 1 )
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{
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{
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EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 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_MP5, 2, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 );
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}
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}
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else
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else
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{
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{
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EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 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_MP5, 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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}
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@ -91,7 +91,7 @@ float v_cameraFocusAngle = 35.0f;
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int v_cameraMode = CAM_MODE_FOCUS;
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int v_cameraMode = CAM_MODE_FOCUS;
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qboolean v_resetCamera = 1;
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qboolean v_resetCamera = 1;
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vec3_t ev_punchangle;
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vec3_t g_ev_punchangle;
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cvar_t *scr_ofsx;
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cvar_t *scr_ofsx;
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cvar_t *scr_ofsy;
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cvar_t *scr_ofsy;
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@ -630,9 +630,9 @@ void V_CalcNormalRefdef( struct ref_params_s *pparams )
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VectorAdd( pparams->viewangles, pparams->punchangle, pparams->viewangles );
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VectorAdd( pparams->viewangles, pparams->punchangle, pparams->viewangles );
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// Include client side punch, too
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// Include client side punch, too
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VectorAdd( pparams->viewangles, (float *)&ev_punchangle, pparams->viewangles );
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VectorAdd( pparams->viewangles, (float *)&g_ev_punchangle, pparams->viewangles );
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V_DropPunchAngle( pparams->frametime, (float *)&ev_punchangle );
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V_DropPunchAngle( pparams->frametime, (float *)&g_ev_punchangle );
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// smooth out stair step ups
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// smooth out stair step ups
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#if 1
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#if 1
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@ -1579,7 +1579,7 @@ Client side punch effect
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*/
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*/
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void V_PunchAxis( int axis, float punch )
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void V_PunchAxis( int axis, float punch )
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{
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{
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ev_punchangle[axis] = punch;
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g_ev_punchangle[axis] = punch;
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}
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}
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/*
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/*
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